Well, we can certainly drop the hypothetical football game. I was only using it as a way of illustrating my point of how your two criteria needed a few more bits added. I didn't find anything wrong with your two requirements. I was just saying there needed to be a few more conditions.
I don't have any objection with asking the question if Wizardry should be a RPG. I just don't find the argument to remove it from the genre a compelling one. It's like if we suddenly reclassified platformers to exclude Super Mario Bros; we'd need a pretty good reason.Originally Posted by j_factor
I'm having to bend over backwards because of my story requirement. Is there any reason you feel Wizardry should be excluded other than not meeting your non-player character requirement?
Tangetically, you mention Ancient Art of War as not being a RTS. I honestly had never thought of that game's categorization. I used to play Ancient Art of War at Sea quite a bit on a friend's Tandy. It occurs to me that AAoWaS shares many qualities with Starfleet Command and Star Trek: Tactical Assault. Would SFC also fail to qualify as a RTS? I suppose you could categorize the games as a different breed of simulator. I guess the old Apple game Broadsides would be in the same boat (pun intended).
We have enough points to keep us busy for a while, but that little bit caught my eye.
I definitely don't disagree. I'd prefer to be able to list much harder rules.
We (or maybe just me) seem to be focusing a lot on the idea of statistics versus action oriented play. But what about storyline? I'm sure we can all agree that storyline is a key element of an RPG, but nowadays all games have storylines. How is the storyline of Fire Emblem different from that of Gradius V. Both are linear. Both have little bearing on their game. I think everyone will agree that a RPG MUST have a story, but how does that little element on the checklist work?
I'm going to borrow James8BitStar's answer, because he seems to get what I'm awkwardly trying to convey.Originally Posted by j_factor
Back to the Wizardry secret elevator, it depends on nothing other than the player's ability to find it and mapping prowess. That's what I mean by external to the game.
In the same way, Ultima II relies entirely on grinding for gold. Even the two main puzzle elements: the bartender who raises your stats, and the man under the tree, both rely on your gold grinding efforts.
I'm not saying it's the only point on the checklist. I'm just saying that it does seem to be a quality of a great many games.
I know there are arcadeish dungeon crawlers, so not all dungeon crawlers are RPGs. I don't know anything about Nethack. As for Adventure, regardless of whether you're talking about Adventure in the Collossal Cave or the 2600 game, neither are RPGs. The 2600 game is pure action with no leveling up or other statistical elements. There are no shops, non-player characters, or any of the other associated things to relate to RPGs. Adventure in the Collossal Cave also lacks all of the same things despite it being turn based.Originally Posted by j_factor
Speaking of games like the Adventures, Zorks, and Advanced Dungeons & Dragons: Cloudy Mountain, I'd use your "proto-RPG" label to apply to them. They clearly aren't RPGs, but they're certainly leaning that way.







Reply With Quote
