A game, traditionally, is an endeavor of unknown conclusion but of known possible outcomes.
Player knowledge is almost universally limited knowledge in order to place players within their roles. GMs could potentially see all possible outcomes, the number is vast as in Chess. Not to mention DMs are meant to run the game not play it.
This means that any game has a clear goal.
Yes, like in Pinball the goal is to gain as many points as possible. However, most RPGs do have a top level too.
In their most simple implementation you can either achieve the goal or fail. Win or lose.
True, if the GM doesn't cheat.
This definition about games is even valid for team based games where each member has to achieve on what goals its team role dictates.
Player group determined goals cannot really be rewarded by an RPG system without reverting to metagaming (il-legitimizing the role), but these goals may be able to be completed within one. The advantages gained within the game by completing the goal are usually the impetus for setting it anyways and could be viewed as rewards by the players.
And it seems that a game and a race in theory are the same thing. Where they differ is the fact that in a race it is more clear the progress of the endeavor and its most probable outcome while been undertaken.
Rewarded point totals are a clear measure of progress. However, the probable outcome is always in doubt. Does the Player reach highest level or must they start over?
I guess it could be seen as a race where the runners are in far better shape by helping each other to win making the competition less of an aspect than the completion of the race - highest level.
But what about tabletop rpgs? Can we say that they have clear game goals? Their nature is one of a team and each member assumes a role but does this role have the clear goals as in a team based game?
Okay,
Yes,
No - Players operate jointly towards independently rewarded goals.
If so why the need of adventure? Because no reflection of the need of exploration and discovery in one's team role may very well create incompatibility problematics here. So the question since it seems rather more appropriate if clear game goals are established to be done with adventuring.
To gain points,
I'm not understanding the rest of this paragraph, but I'm guessing it's the same anwer as above, to gain points.
In case you are not convinced about potential incompatibility problems think of how team adventuring works in principle. It is clear that one needs a way to play with an ever evolving dynamic ground that offers the needed dimension for such an endeavor of exploration to be played. Such a way is the simulationism that many tabletop roleplaying games offer. And it becomes clear that any gaming goals one's team role has, they will influence or weight on the dimension of exploration because even in this dimension the gameplay is team based. So follow one's clear team role or try to reflect on ways to explore and make new discoveries?
Oofda. Group goals and individual "team roles" are chosen by the group and not necessary or required by the game. This is different than the class each player is playing, but class roles do help in synchronizing teams, if they do determine "team roles". Exploring classes, or in other words roles players are attempting to gain points for, is done while playing. There is no rehearsal step. Fictional roleplaying is rehearsal, though these games don't relate much to real life.
Teambuilding typically arises now from habit in the hobby, but it is also arises so each player may reach the highest level. This "success through alliance" strategy is probably the cardinal trait of most RPGs.
I tend to choose the second answer of the last question. I believe traditional rpgs are more interactive experiences than traditional games. So the question in the title. What do you think?
I disagree. I think traditional RPGs are definitively games and very good ones at that.