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Re: Games Discussion Thread
Eh, it's kind of murky water but generally accepted that a game referred to only as 'RPG' includes a turn-based combat system. And that prefixes such as 'action' are used to denote the difference from the norm for 'RPG'.
Which reminds me, I'd like to take another crack at explaining why a class system just isn't right for a single-player game.
Most mechanics in RPGs and their sister genres are spawned from the classic table-top game Dungeons and Dragons, an inherently social form of entertainment (I guess you could play by yourself...?). The class system of D&D was designed with this in mind, it offered the player a way to define their role in the party and as their experience increased, made them more proficient at that role. It also imposed limits on the group, sure a party of fighters is gonna mow down enemies, but they come upon a locked metal door or chest and they're screwed. So this created a role for someone who didn't want their character to be as combat focused and so on.
With only one character (sure you can have a companion, but they're worthless as you can't dictate their actions 90% of the time) a class system not only forces the player to interact with the world in a rigid and pre-defined way, but also bars them access to many different aspects of the game on any given playthrough. Want to run through a dungeon slaughtering mobs? Better not have chosen to play as a rogue! Want to sneak past that giant enemy instead of fighting it? Too bad you picked warrior! Want your cleric to pick that lock? Not happening buck-o.
What positive would there be to limiting the player's freedom in this manner? You claim replayability, but it's skin-deep at best. You're taking on the same tasks and playing through the same story, maybe with some superficial differences (Hail paladin s!/your kind is welcome here rogue s!).
Eh, it's kind of murky water but generally accepted that a game referred to only as 'RPG' includes a turn-based combat system. And that prefixes such as 'action' are used to denote the difference from the norm for 'RPG'.
Which reminds me, I'd like to take another crack at explaining why a class system just isn't right for a single-player game.
Most mechanics in RPGs and their sister genres are spawned from the classic table-top game Dungeons and Dragons, an inherently social form of entertainment (I guess you could play by yourself...?). The class system of D&D was designed with this in mind, it offered the player a way to define their role in the party and as their experience increased, made them more proficient at that role. It also imposed limits on the group, sure a party of fighters is gonna mow down enemies, but they come upon a locked metal door or chest and they're screwed. So this created a role for someone who didn't want their character to be as combat focused and so on.
With only one character (sure you can have a companion, but they're worthless as you can't dictate their actions 90% of the time) a class system not only forces the player to interact with the world in a rigid and pre-defined way, but also bars them access to many different aspects of the game on any given playthrough. Want to run through a dungeon slaughtering mobs? Better not have chosen to play as a rogue! Want to sneak past that giant enemy instead of fighting it? Too bad you picked warrior! Want your cleric to pick that lock? Not happening buck-o.
What positive would there be to limiting the player's freedom in this manner? You claim replayability, but it's skin-deep at best. You're taking on the same tasks and playing through the same story, maybe with some superficial differences (Hail paladin s!/your kind is welcome here rogue s!).