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RPG Report & Planescape: Torment

 
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Inlaw Biker

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Since: Feb 06, 2008
Posts: 13



(Msg. 46) Posted: Sun Mar 16, 2008 11:58 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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On Mar 16, 11:36 am, Zaghadka <zagha....RemoveThis@hotmail.com> wrote:
> On Sat, 15 Mar 2008 16:12:11 -0000, in comp.sys.ibm.pc.games.rpg, Gerry Quinn
> wrote:
>
> >In PS:T the character makes choices that affect his present and future
> >(and reveal his past). That's where the role-playing comes in.
>
> Have you played it more than once? PS:T is a fantastic illusion. It's really
> linear as all get out. The best it gives you as a real "choice" is that you can
> be mean or nice to your companions, and with Ignus and Ravel, it doesn't even
> give you that.
>
> Unless I'm missing something?
>
> Try to save Ravel. Not going to happen. Try to fix any of your mistakes, you
> end up in the Negative Plane and finally the Blood War. I even figured out how
> to *both* save all my companions ('cept Ignus) *and* kill the Transcendent One,
> and the game didn't know what to do with it and acted as if I had merged with
> the Transcedent One, without giving me the chance to talk to my friends as a
> merged being. I don't even know why it gave me the option!
>
> There is a lot of cosmetic detail, but I found it to really be just a makeover
> of the same game. Like going to the supermarket and having 700 choices of brand
> of pretzel, but no choice not to eat a pretzel.
>
> The writing was good, I'll give them that. I enjoyed the game, but I don't
> understand why people treat it like it's fine literature, philosophy, or deep
> art. It is a very shallow work, IMHO.
>
> --
> Zag

Coming directly from playing Planescape, I would say that it works on
the same level as some literature, but in a new way. While I'd agree
that some concepts in the game are sophomoric, where it really scores
is the depth at which it gets you to emote with and for the
characters. What I most appreciate in the game is the skill at which
they RPG elements were used to draw the player into the story. I
think the techniques used were original and should be studied in the
Game Making degree they'll no doubt offer at Universities sometime in
the future, now that it's a multi-billion dollar business.

For example, and I agree with you here, the different "factions" were
just caricatures of some absolute beliefs. You have your Anarchists,
your Godsmen, the Dustmen, "Sensates" (my personal favorite)... each
represents a corner of some supposed philosophy. None of it was
realistic and I read all that with tongue in cheek. But at least the
game creators were never heavy-handed with the philosophy, and like
you pointed out I think they just poking fun at themselves with the
whole Modron area.

At its heart Planescape is just a giant "choose your own adventure"
book, where you pick from the multiple choice options then flip the
page. Sure they did a great job hiding this fact, but that's all the
game is. If you look too close you can see the rails you're on.

However, the whole production is so well done the accomplishment is
just wholly, completely 100% impressive. I can think of nothing else
that's like it. The writing, voice acting, music, art and story all
came together nearly perfectly. Plus they made it into a game! With
all the D&D stuff, spells, swords, really really strange monsters, and
all that. Morte's voice acting and the comedic timing alone made the
time worth it.

Yes it has some flaws, but the game is so completely unique, strange,
intriguing and original they can easily be overlooked. The technical
skill alone makes the game stand out, let alone the writing and truly
groundbreaking storytelling techniques. If you can be jaded by this
game I don't think your expectations are realistic.

Greg.

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Zaghadka

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Since: Jan 10, 2005
Posts: 1529



(Msg. 47) Posted: Mon Mar 17, 2008 3:34 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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Zaghadka

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Since: Jan 10, 2005
Posts: 1529



(Msg. 48) Posted: Mon Mar 17, 2008 3:55 am
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Zaghadka

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(Msg. 49) Posted: Mon Mar 17, 2008 4:00 am
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Zaghadka

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(Msg. 50) Posted: Mon Mar 17, 2008 4:08 am
Post subject: Re: King Of Dragon Pass (was Re: RPG Report & Planescape: Torment) [Login to view extended thread Info.]
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Wolfing

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Since: Apr 18, 2007
Posts: 213



(Msg. 51) Posted: Mon Mar 17, 2008 6:20 am
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On Mar 16, 8:53 pm, Leo <Anonym....DeleteThis@anonymous.com> wrote:
> On Sun, 16 Mar 2008 10:59:52 -0700 (PDT), Wolfing <wolfi....DeleteThis@gmail.com>
> blabbed:
>
> >So basically you're saying that a game like Fahrenheit 51 (or whatever
> >the name was) is a role playing game? you'll find it hard to convince
> >anyone of that, even the developers, and that game does have many
> >decisions in which the story changes depending on your responses.
> >So happens too in the japanese dating sims Smile
>

> P.S. I have never played a japanese dating sim, and its
> interesting that you seem so familiar w/them. hehe Perhaps you could
> tell us more about them?
LOL I know of them because I saw one once by curiosity. It's stupid
IMHO, basically, you read a lot of text, click through 10 or so
screens with a background (office, house, etc) and a picture of a
chick, then you have to decide between several options, you select and
then the rest of the game depends on that decision, eventually,
'getting laid' with one or more (or none) of the chicks in the game.
Basically, a decision tree with pictures.
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Wolfing

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Since: Apr 18, 2007
Posts: 213



(Msg. 52) Posted: Mon Mar 17, 2008 6:26 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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On Mar 16, 12:43 pm, "boolWorm" <zip> wrote:
> "Leo" <Anonym....RemoveThis@anonymous.com> wrote in message
>
<snip>
> The best stats based RPG of the past decade was Wizardry 8, but it's hard to
> find anybody who even appreciates the game from that perspective - even
> recognizes that it was well done.

You found one here!
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Brandon J. Van Every

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Since: Jan 16, 2007
Posts: 11



(Msg. 53) Posted: Mon Mar 17, 2008 8:33 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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On Mar 17, 6:55 am, Leo <Anonym....DeleteThis@anonymous.com> wrote:
>
> Morrowind. It scratched my rpg itch, even if it did it in a
> way that's different than what I've been suggesting. It just did it
> via the sandbox method. Bu tthe world felt so open ended, so large,
> and so full of the unknown, I could just roam around and stumble into
> mini-stories and resolve htem how I saw fit. Even if the main quest
> suffered from all the normal problems.

"Mini-stories" are stupid. "Eoaarg, I shoved me candle up me arse!
Fetch us a new candle, willya luv?" It's a big cop out, just keep the
player muleing so that the main event doesn't have to be well paced or
all that engaging. It would be like going to The Lord Of The Rings at
a theater and having a filmfest of friggin' Amateur Hour the whole
time you're watching the movie. Then you'd step out into the lobby
and have a smoke while chatting up your friends for good measure.

King Of Dragon Pass is the only game I've seen whose mini-stories were
any good. That's because they're each trying to contribute to the
atmosphere and culture of the world, not just keep the player busy
muleing.

> The Witcher. [...]
> Make a choice and it effects stories or available
> quests/options, and even better, you wouldn't see the consequence of
> the result till much later in the game in some way you didn't expect.

KODP is largely based on this. Some of the smaller stories do
contribute to the overall plot arc, and they all contribute
thematically.


Cheers,
Brandon Van Every
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Justisaur

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Since: Apr 17, 2007
Posts: 206



(Msg. 54) Posted: Mon Mar 17, 2008 10:45 am
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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On Mar 16, 11:21 am, Zaghadka <zagha....TakeThisOut@hotmail.com> wrote:
> On Sat, 15 Mar 2008 16:29:13 -0700 (PDT), in comp.sys.ibm.pc.games.rpg, Inlaw
>
>
>
> Biker wrote:
> >On Mar 15, 3:01 pm, David T. Bilek <davidbi....TakeThisOut@att.net> wrote:
> >> On Sat, 15 Mar 2008 19:18:55 GMT, "Morgan" <Nos....TakeThisOut@nospam.com> wrote:
> >> >"Inlaw Biker" <gmonsqua....TakeThisOut@yahoo.com> wrote in message
> >> >news:d3a07fec-466f-49b8-af18-b0dc5749f2b4@e23g2000prf.googlegroups.com
> >> >> On Mar 15, 4:24 am, "Morgan" <Nos....TakeThisOut@nospam.com> wrote:
> >> >> > "Inlaw Biker" <gmonsqua....TakeThisOut@yahoo.com> wrote in message
>
> >> >> >news:71a9b340-71a3-47ae-95ed-f30e51a48b26@s19g2000prg.googlegroups.com
>
> >> >> > > I wanted to report back on my RPG quest. Last month
> >> >> > > I'd asked for a backlog of RPGs I "must try." My
> >> >> > > collection of classic RPGs has now grown into
> >> >> > > something of a hall of fame or computer games,
> >> >> > > beginning around 1999. I decided, based on its
> >> >> > > reputation, to begin with Planescape: Torment. Now I
> >> >> > > rather wish I had not...
>
> >> >> > So, do you have your own answer to the question?
>
> >> >> Sure, don't you? Like most good literature, the final
> >> >> meaning of the game is open to interpretation. If they
> >> >> have to spell it it doesn't have the same impact.
>
> >> >I'm still not sure of my answer, the Nameless one's answer was regret as I
> >> >recall though.
>
> >> Was it? That was my answer; I assumed the game remembered the one I
> >> picked for later. Kinda freaky if not, I must be messed up in the
> >> head.
>
> >> -David
>
> >Nope, as I recall - and it was only a few days ago but I could still
> >be wrong - it doesn't matter what you pick so long as you don't refuse
> >to pick. All of the answers are valid.
>
> Like so many of the "choices" in Planescape, you can pick, but if it sets a bit
> somewhere in the software that changes how it plays, I can't figure out what
> the difference was.
>
> Planescape is very good at providing the *illusion* of choice, often by
> overwhelming the player with false choices that lead to the same place, but not
> so good at providing actual choice. It's really quite linear.
>
> Still a very nice game, though.

What really blew it for me the first time was I was trying to be a
really 'good' guy and I decided to wipe out the zombies in the
necropolis instead of doing whatever dastardly deed it was they wanted
out of me. I did so, and hit a roadblock - no continuing the game for
me, since the only way to open the door to the next area is if the
zombie did it for you.

There were a bunch of other issues I'd had with the game up to that
point, that was the last straw, and a really big one for me.

o.k. I'll go away now, and leave you to your group PST love-in.

- Justisaur
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Justisaur

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Since: Apr 17, 2007
Posts: 206



(Msg. 55) Posted: Mon Mar 17, 2008 12:20 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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On Mar 17, 3:55 am, Leo <Anonym... DeleteThis @anonymous.com> wrote:
> On Mon, 17 Mar 2008 18:28:08 +1100, Nostromo <nos... DeleteThis @forme.org>
> blabbed:
>
> >Thus spake Leo <Anonym... DeleteThis @anonymous.com>, Sat, 15 Mar 2008 17:50:46 -0700,
> >Anno Domini:
>

> Like the majority of FPSvTPS/RPG hybrids. Instead of 90%
> strategy game though, they are 90% FPS/TPS. Many are great games, but
> most are pretty linear, mostly concentrating on the FPS or TPS combat,
> and when there is story its often in a cut-scene where you just sit
> back and watch w/zero interactivity. Then when the cut scene is
> over, its back to the combat. No matter how you played your role up
> to that point, you get the same cut scene, same story. There are
> exceptions to the rule, VTMB, for instance, felt like a step in the
> right direction for that genre to me when compared to the norm, and
> scratched my rpg itch much more than this type of game normally can.
> KOTOR too even, even if choice and roleplaying were pretty much merely
> illusion and at best binary when it existed, when compared to the
> normal fps/rpg, still a step in the right direction. And don't get me
> wrong, I still enjoy a pure FPS, or FPS/RPG hybrid that is mostly FPS
> and they have their place and I hope there are many more made in the
> future. But I enjoy this game when I'm in the mood to shoot someone
> in the face, not when I'm aching for a good rpg.

S.T.A.L.K.E.R. actually has wildly different endings, and has a few
choices here and there. It's almost pure FPS, but there's some things
you can do which take a bit to make it more interactive than your
average FPS. Nowhere near VTMB in the RPG side of it, but not bad.
It's also visually stunning at least at first.

- Justisaur
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mcv

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Since: Aug 03, 2005
Posts: 493



(Msg. 56) Posted: Mon Mar 17, 2008 12:56 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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Gerry Quinn <gerryq.RemoveThis@indigo.ie> wrote:
> In article <47dc0119$0$14359$e4fe514c@news.xs4all.nl>, mcvmcv.RemoveThis@xs4all.nl
> says...
>> Greg Johnson <greg.gsj.RemoveThis@gmail.com> wrote:
>> > On Fri, 14 Mar 2008 23:09:12 -0700 (PDT), Inlaw Biker
>> > <gmonsquared.RemoveThis@yahoo.com> wrote:
>> >
>> >>The question now is, what's next? Morrowmind, Elder Scrolls III is
>> >>probably next, but right now I'm playing the Neverhood again. I am
>> >>first and foremost an Adventure junkie, so maybe that's why Torment
>> >>appealed to me.
>> >
>> > If what you're after is Adventure, Morrowind is not particularly
>> > suitable for you. What it has to offer is a well-built alien world,
>> > with many interesting details, and many potential plots to get
>> > involved in, but no single well-defined story. Because it's so open to
>> > different playstyles and characters, it loses out on providing a
>> > driving reason for you to follow any particular path. Unlike Torment,
>> > the world of Tamriel is only about you if you want it that way, and if
>> > you don't have a strong idea of what you want your character to be,
>> > you can easily get so distracted that you completely lose track of the
>> > game.
>>
>> Very well put. That's exactly Morrowind's weakness and strength at the
>> same time. You *can* make your own story in Morrowind if you want to,
>> but you'll have to do it all yourself, and it'll only be in your head.
>> Turning Morrowind into a roleplaying game is hard work, and it's very
>> easy to slip. The game doesn't encourage or reward that kind of play
>> at all. It's a sandbox where you can be what you want to be, but if
>> you don't know, chances are you'll be a nameless schmuck running other
>> people's errands.
>
> It's a very atmospheric world, though - much more so than Oblivion IMO.
> Bleak, hostile and sinister - and sometimes very beautiful. You can
> have a lot of fun just exploring it as a nameless schmuck.

True. I've had times where I just stood admiring the scenery. The game
is probably more about exploring than about an actual story.


mcv.
--
Science is not the be-all and end-all of human existence. It's a tool.
A very powerful tool, but not the only tool. And if only that which
could be verified scientifically was considered real, then nearly all
of human experience would be not-real. -- Zachriel
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Kendrick Kerwin Chua

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Since: Jul 07, 2006
Posts: 509



(Msg. 57) Posted: Mon Mar 17, 2008 1:18 pm
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In article <a8be4fd2-8a98-4cdc-a438-a515b2ca3351 RemoveThis @i12g2000prf.googlegroups.com>,
Justisaur <justisaur RemoveThis @gmail.com> wrote:
>On Mar 16, 11:21 am, Zaghadka <zagha... RemoveThis @hotmail.com> wrote:
>>
>> Planescape is very good at providing the *illusion* of choice, often by
>> overwhelming the player with false choices that lead to the same place,
>> but not so good at providing actual choice. It's really quite linear.
>>
>> Still a very nice game, though.

What CRPG game doesn't fit this description though? There's a danger of
getting metaphysical here, because the illusion of choice in a game might
be just as satisfying as a real choice, especially if it's presented well.
It certainly works for presidential elections. :/

>What really blew it for me the first time was I was trying to be a
>really 'good' guy and I decided to wipe out the zombies in the
>necropolis instead of doing whatever dastardly deed it was they wanted
>out of me. I did so, and hit a roadblock - no continuing the game for
>me, since the only way to open the door to the next area is if the
>zombie did it for you.

Are you sure there's no other way to open that door? I'm not familiar with
that part of the game, but I've got to believe that there was a tedious
and/or expensive alternative available to you. I'm sure somebody with a
FAQ will be along shortly to set us both straight.

>o.k. I'll go away now, and leave you to your group PST love-in.

Don't apologize. I can't speak for anybody else, but I don't mind a little
dissent or an opposing viewpoint around here. Our tastes must necessarily
differ, otherwise we'd have nothing to talk about. Smile

-KKC, hunting around for a retail copy of Gothic Universe.
--
-- "Arabs are the new Asians, at least in media. Stereotypes gave way to
deeper roles over 40 years of assimilation into western culture. Bruce Lee
kicks ass, Jackie Chan gets laughs, B.D. Wong is a top. Arabs have | kendrick
had Klinger and Monk. Clearly, they have some catching up to do." | @io.com
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mcv

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Since: Aug 03, 2005
Posts: 493



(Msg. 58) Posted: Mon Mar 17, 2008 1:26 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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boolWorm <zip> wrote:
>
> "Leo" <Anonymous.TakeThisOut@anonymous.com> wrote in message
> news:tpoot350u827ekitmndj9dgkvuaf1poqks@4ax.com...
>
>> I think a game can be both an adventure game and an rpg too,
>> both a strategy game and an rpg as well. But again, arguing over the
>> distinction misses the point.
>
> I would have to disagree, to the extent that words and labels matter. I
> appreciate that you think the "rpg" genre has drifted from what you want it
> to be, or what you like about it, but I can say the same thing.

Not at all. This is exactly what real RPGs are about. There's a good
reason why I add a 'c' to CRPG (and even that's a compromise): it's
not a real roleplaying game in the sense that pen&paper RPGs are.
Most of them are just action adventures with stats. Fun perhaps, but
not really about roleplaying.

> It's just
> that you and I like different things, and I would consider what you like
> about rpgs to already have a perfectly servicable category: adventure game.
> Myself, I like stats and a good system of rules for battle and exploration
> and items etc. There is no existing game category which encompasses what I
> like, other than RPG.

If what you like about roleplaying games isn't the roleplaying part, then
surely RPG can't be the correct label for you? You want a tactical combat
game. A tactical adventure, perhaps.

> So I'm a bit disappointed when people hold up PS:T as
> the epitome of what they're looking for in an RPG, because what they like
> about it is its adventure game aspects rather than its RPG aspects.

No, what they like is the writing, as well as the sense that they're
actually playing a role. Very few CRPGs have that, and Torment is the
one that captures that roleplaying feel best so far.

It's not entirely surprising that roleplaying, adventure, good writing
and stats work so well together, but that doesn't mean it's the stats
that make it a RPG. It's also not the writing or even the advneture
that makes it an RPG. What does make it an RPG is something that's IMO
opinion not possible to capture in a computer game. Even in Torment it's
basically just an illusion, but it's a very well crafted illusion that
does its job very well.

> The best stats based RPG of the past decade was Wizardry 8, but it's hard to
> find anybody who even appreciates the game from that perspective - even
> recognizes that it was well done.

I haven't played it, but I don't play RPGs for the stats. They can be
fun if done well, and they can certainly add something to the game, but
the XCOM games also had stats, and they're most definitely not CRPGs.


mcv.
--
Science is not the be-all and end-all of human existence. It's a tool.
A very powerful tool, but not the only tool. And if only that which
could be verified scientifically was considered real, then nearly all
of human experience would be not-real. -- Zachriel
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Wolfing

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Since: Apr 18, 2007
Posts: 213



(Msg. 59) Posted: Mon Mar 17, 2008 3:38 pm
Post subject: Re: RPG Report & Planescape: Torment [Login to view extended thread Info.]
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On Mar 17, 12:25 pm, "boolWorm" <zip> wrote:
> "Gerry Quinn" <ger....RemoveThis@indigo.ie> wrote in message
>
> news:MPG.2248a2877731c27598977b@news.indigo.ie...
>
>
>
> > In article <yZSdndVKc-hG0EDanZ2dnUVZ_qain....RemoveThis@comcast.com>, "boolWorm"
> > <zip> says...
> >> "Leo" <Anonym....RemoveThis@anonymous.com> wrote in message
> >>news:tpoot350u827ekitmndj9dgkvuaf1poqks@4ax.com...
>
> >> > I think a game can be both an adventure game and an rpg too,
> >> > both a strategy game and an rpg as well. But again, arguing over the
> >> > distinction misses the point.
>
> >> I would have to disagree, to the extent that words and labels matter. I
> >> appreciate that you think the "rpg" genre has drifted from what you want
> >> it
> >> to be, or what you like about it, but I can say the same thing.
>
> > No, it is you who are trying to claim the expression for your own little
> > sub-genre.
>
> It's the historical and well accepted meaning of the phrase "RPG". When a
> non-RPG game is said to have "RPG" elements, everybody knows what that
> means: stats, quantitative character advancement, and a ruleset governing
> the use of those stats (generally, though not necessarily, combat-focused).
>
> To use your literal parsing of RPG, we could look at vertical scrolling
> shootemups, pinball games, and flight simulators. We're either role playing
> a pilot of a Z-Wing Fighter, or a guy standing in front of a pinball
> machine, or a pilot of a Cesna. Full stop, they're all RPGs.
>
> So you see, "Role Playing" is too vague a term, and too general an idea, to
> define anything. Was one not "role playing" in King's Quest?
>
> Would what people liked about PS:T fit perfectly well within the adventure
> game genre?
>
> Of course it would.
>
> The stuff about it that sucked was precisely the stuff that made it an RPG
> rather than an adventure game.

Chiming in, I don't think Roleplaying game means that I assume the
role the devs wanted me to. To me it's more like you wanting to assume
a role, and the game letting you. Example, I played Oblivion twice,
with two different characters with different *personalities*, and
surprisingly, I believed the game let me do it in a fair way. King's
Quest wouldn't work here because you were just following a story, it's
as much roleplaying as reading a book. But again, perfect
roleplaying can only be made in PnP, where a good DM would make the
world react to your actions in a plausible way.
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Gerry Quinn

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Since: Nov 06, 2006
Posts: 847



(Msg. 60) Posted: Mon Mar 17, 2008 3:38 pm
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In article <1036dcd6-93cf-43ee-ba45-
3089ba15180c RemoveThis @m34g2000hsc.googlegroups.com>, wolfing1 RemoveThis @gmail.com says...
> On Mar 16, 12:15 pm, Gerry Quinn <ger... RemoveThis @indigo.ie> wrote:
> > In article <ytqdnauSZbreZ0banZ2dnUVZ_ommn... RemoveThis @comcast.com>, "boolWorm"

> > But the role-playing, however much it depends on this matrix, is
> > somewhere else. It's about decisions that affect the storyline, and
> > thus, in general, the character's place in it, or at least his thoughts
> > and emotions (as imagined by the player). The difference between a
> > role-playing game and an adventure is that the adventure has only a
> > single storyline - it tends to use puzzles or action sequences to meter
> > the flow of content, just as a role playing game tends to use combat,
> > but the mode of metering in content does not determine whether it is an
> > adventure or an RPG.

> So basically you're saying that a game like Fahrenheit 51 (or whatever
> the name was) is a role playing game? you'll find it hard to convince
> anyone of that, even the developers, and that game does have many
> decisions in which the story changes depending on your responses.
> So happens too in the japanese dating sims Smile

I never played Fahrenheit 451, so I can't answer your question. Note
that I said the change of storyline is important insofar as it affects
the player character. I don't know if the game in question, or the
dating sims, do that.

- Gerry Quinn
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