Tales of the Rampant Coyote
Adventures in Indie Gaming!


(  RSS Feed! | Games! | Forums! )

Monday, August 03, 2009
 
Role-Playing By Any Other Name
Brian "Psychochild" Green has his take on the meaning of "Role-Playing Game:"

What the "RP" in "RPG" Stand For

The contention here (and with the article he links to on the meaning of CRPG) is that the nature of the genre / category has come to mean "character advancement," particularly in the eyes of marketers. Limiting the definition to the trappings of making your on-screen avatar more powerful as an entitlement for longevity is inadequate at best. But it is what people typically think of when they talk about CRPGs.

I've got my own fuzzy characteristics that I use to define an RPG, and they have served me pretty well. But I'm also happy to admit that it is more of a set of guidelines than hard-and-fast rules. And I suppose that is as it should be. I really prefer a world where games overflow the boundaries of category definitions. But I also cringe a little bit when I see marketers throwing around the term "RPG elements" or even defining something as a role-playing game just because it has elves in it.

Does having predefined, pre-named characters preclude a game from being an RPG? I sure hope not, or I have no idea what to call Frayed Knights. Or all the jRPG games I like (including several that I help sell). I played D&D back in the old days when "tournaments" were common and pregenerated characters came with modules and at the Gen Con / Origins tables. Assuming the role of Sir Ffloric of Ruthgart in a one-shot sure didn't seem any less of roleplaying than rolling up a level 1 fighter tentatively named "Bill" until he proved he could survive to third level and proven worthy of a real character backstory.

I agree that there has to be more to it than character advancement. Simply having your on-screen persona get more powerful over time doesn't quite cut it. And as Brian suggests, sometimes the mechanics get in the way.

But I feel the emphasis on "role-playing" (a name which was loosely applied to the games years after their appearance) hampers the definition of the single-player experience. Role-playing has its origins as a social activity. Brian suggests how some aspect of role-playing might make it's way into a single player game, and I guess you could really practice some kind of Method Acting approach to playing a single-player game. But for me, role-playing is really something done with other people.

In a single-player RPG, the closest I get to the experience of role-playing is something more akin to role exploration, driven by the mechanics and quest design of the game. I had pretty tight constraints on who my character in Persona 4 could be. I was restricted to being an male teenager at a particular school who is generally a nice, likeable guy with enough sense of responsibility to shoulder the burden of solving a deadly mystery. I could choose which relationships to pursue, but my behaviors to see them to their completion were limited to only a few relatively meaningless variations. In Oblivion, the mechanics of the game encouraged me to play my assassin as the sort of stealthy predator who spent his time running and skipping through meadows picking flowers.

I guess you could say the roles played me.

It only smells like "role-playing" by a very loose interpretation which would cast a pretty wide net across the entire spectrum of game genres. This is why, ironically, I don't feel RPGs are best defined by their name. And why they mean so many different things to different people. But the name sticks, and it's about as good as any other.

Labels:



Did you enjoy this post? Feel free to share it: del.icio.us | Digg it | Furl | reddit | Yahoo MyWeb

Comments:
I'm not really sure how one would truly make a C/RPG. There have been many times where I feel like I need to conform to the play style the original programmers intended for the game. There have been so many times when I wish I could have found an alternative way around a problem instead of hacking straight through. It's not that I don't want to have combat (I do like that aspect) but I want a choice. I believe this is part of what gives the 'RP' element so much fun.

Of course, to role play means to interact so I guess trying to make an AI that is up to the task of passing a turing test might be more than any game would be worth. I do think it would give use to any Charisma stat that you might have though.

Finally, maybe it's time to narrow the scope of stories these days and have them more personal and character driven. Maybe this would encourage some role playing. I don't know. I think it would be cool to play a game where the goal was to find the artifact/potion/etc. to save your life or someone elses life and through out the story you would have to make some morally confusing decisions in order to win the game.

Anyway, interesting thoughts I guess.
 
Great post, especially I really prefer a world where games overflow the boundaries of category definitions, and But the name sticks, and it's about as good as any other.
 
Interesting. I always thought there are two types of games where the name 'role-playing' could apply - the classic ones you were talking about, where you can have your character be any type of person you want (Fallout, Vampire Masquerade: Bloodlines) or the one where you take on a relatively pre-determined role (Garret in Thief games, Riddick). The latter ones are not normally called RP games - but when I played them I had a far deeper involvement with the character. It doesn't have to be a single avatar either. Baldur's Gate 2 offered a classic AD&D choice of character race/class, but the experience of playing was more affected by the composition of the party than just the main character's class. In effect, choosing your party members was a major component of role-playing - much more so than occasional moral choices you encounter in the game.

I would half-disagree about Oblivion though - even though the game dictated a flower-picking ninja to you, it suggested a kleptomaniac coward to me and an armour-clad sword-wielding killer to a friend of mine. We started playing around the same time and were continually surprised how differently the game was progressing for each of us. But we both chose a character we thought best suited for the world...
 
An interesting take on things.

I think the "can you role-play in a single-player game?" issue is a bit complex. What is the purpose of role-playing? Interacting with others is one reason, and some of the best role-playing sessions are when the whole group clicks together and has fun. But, I think there's something to be said for the fun in creating an interesting character. The "characters" I create in single-player games are fun. It's like playing with action figures as a kid, I think. I wouldn't be too quick to dismiss that.

The next question is: how does this help a game? I think having characters you can identify with is important. Even if you just give a character a name, it can increase identification. Being forced to play a character you don't identify with can kind of grate on you. So, while I think pre-defined characters are not necessarily the antithesis of role-playing, it can be more difficult to identify with the character if you have nothing invested.
 
The "R" is not for Strategy, the "P" is not for Tactics, and the "G" is not for Story. But if you could all pretend that was so, it'd really help me out, thanks.

(Think about it though. That's basically what RPG's are about. Inventory and party management are basically strategy, and the combat is essentially tactical, even when not labeled as such. Story (and characterization) tends to be an important element; moreso in some than others.)
 
Post a Comment

Links to this post:

Create a Link



<< Home

Powered by Blogger