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In the past years the querelle "what is Roleplaying" in pc games started. Let's analyze the schools of thought: the avantgarde rows say that for there to be roleplaying, a character needs morality and the ability to shape a plot thanks to one's decisions. A role is not just his/her class, it's also the active function in a drama, a function discovered in the behavioral opposition with the other characters(this the current definition of role). The general opinion, held by the more conservative thinkers, simply states that character progression is RP, because it's the most basic element of the old tabletop games, Gary Gygax didn't think of morality and choices, He simply conceived a ruleset that allows a fictional character to fight and grow. Others might have said that mere character progression is boring, but that morality is not roleplaying, it's simply the evolution of it. I find this last statement pretty diminishing, as it implies that the basic idea of roleplaying is old and not smart, is nothing but mathematics in adding little numbers, and after that, we simply added choices, crossroads etc. I believe i found a way to reconcile the philosophies, and it came to me thanks to Interaction. Interaction(i explain once again) analyzes where exactly the user's mental energy is directed. A roleplaying game then is: A narration in which the user is free to modify the attributes of some of the characters, in relation to the story/intrigue, substantially affecting it. The moralists and evolutionists are easily reconciled, and so are the traditionalists: in a roleplaying-game a character gains experience and levels, and then skills, but nobody ever considered what happens inside the players' minds during the tabletop campaigns: before assigning new skills and points, a player is considering(the object of his mental processes) what the story so far has told, what it might tell, and the social situations he will face, his decisions aren't merely technical, neither are only strategical, they are always done in consideration of the drama theretold, and they WILL change it. so ultimately why isn't Diablo(1, 2 and 3) an RPG? Simple. Because in this game the character progression is purely technical and strategical: it's not important what the story is telling because the way the character advances will never modify its plot... the story in Diablo is an artificial excuse to manage the character's growth... a player would do a million quests to collect 3 billion dead rats, and it will never matter to him as long as that foe grows stronger. So if "moral choices" naturally modify a role in an intrigue, as we already knew(from such games as BW's Mass Effect), now we know that even physical progression(the most basic, the most traditional, the most solid element of a RPG) is connected with the plot spiritual crossroads, and should always be able to affect the story. This is simply the realization that a character's external attributes of strength, dexterity or magical prowess can never be separated from his/her moral values, and both of them define your role, which in turn defines the story, changing it.
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Along these lines, this statement "Gary Gygax didn't think of morality and choices, He simply conceived a ruleset that allows a fictional character to fight and grow" is imprecise. What Gary Gygax did, was conceive of a framework in which players were not restricted in social or mental freedoms. They would be constrained to physical things much as people in real life are, but would be able to do as they wanted freely. Thus within the framework players are capable of sending the plot whichever way they desire (often much to their DMs frustration) and are capable of fostering meaningful relationships with each character be it player controlled or not.
Again I question you're logic that for a game to be a role-playing game, that players must be capable of changing the plot. The player is given as much freedom as anyone within this framework, they may continue with their quest, they could instead ignore the quest and simply explore. They could chose to foster friendships and gallivant around towns playing merchant, or they can return to town, log off and say they retired. If players wished they could add their own rules, for instance they could play using perma-death.
Ultimately your core assertion is false, role play does not require true freedom. It merely requires freedoms appropriate to the role being played.
You must be joking. You're saying that roleplaying is nothing but the amount of psychopathic emotional imagination the player loads unto the character... hence that any game can be a roleplaying game if you have for example a chat room(like in MMOs... which is plain false roleplaying improvisation).
You're evidently simply repeating, recycling general clichés thoughts, not daring to reconsider them. Role-playing doesn't begin inside players, their ability to rant(or imagine) some In Character nonsense while they're high on something. Roleplaying starts in the drama itself, in this case the videogames. D&D has role-playing because(and IF) the ruleset gives the right tools, and the master manages to provide a drama that succesfully inspects the characters' roles. Just to try rethink.
With the Gary Gigax' statement you completely misunderstood my point. The shallowness of the statement points out the general thinking:"any game with a ruletset is roleplaying, that's what makes a game a role-playing game"... it's undeniably the general idea of it.
My saying it initially implies infact that people misunderstand what Gygax said. Saying that infact the ruleset, the character growth is not JUST points and levels, but it's the freedom to shape a story with one's choices and interact, is exactly what you say after. You simply repeated what i said. But it's not in the useless social interaction per se, it's the social interaction combined with the drama theretold. That's the keypoint you're missing.
As for the 3rd paragraph, isn't wandering aimlessly being a merchant infact a plot change? The point is that when players are making these changes, they're infact interacting with their roles. This freedom rules out any game that
forces you to simply fight and assign points to new skills... like Diablo.
As for the last statement, i have no idea where you picked "roleplay requires true freedom", you're making stuff up. Role-playing only requires you being able to shape your character psychologically or physically, that when you do this, the story changes accordingly, and when it does, it lets you know that you yourself are different.
This should again rule out many games that are labelled as role-playing only because they have a ruleset, but they don't let you affect the story or the plot.
I can't even count the number of times you've contradicted yourself: you said first that roleplaying is just some kind of freaky abstract emotional self-involvement, in which your mind constructs castles of air even though the game is pac-man... and then you talk about freedom to be a merchant... which is not just projection, but realization of one's own role.
I suggest to read carefully the posts before replying :)
I'm not saying any game with rules is a role-playing game. I'm saying that any game with an appropriate framework has the potential to be a role playing game. You're right in saying that role-play doesn't begin at the players, it begins at this framework, this world defining system that provides the boundaries and structure of role-play. The locus of discretion from that point onwards is indeed, internally driven by the players. In this way role-play becomes and improvisational dramatic piece as opposed to a pre-described one. This of course happens by degrees, from Diablo, to DnD, to real Life, all of it is role-playing, the only thing that differs is the degree to which the actor may influence the world around them and the amount of freedom and precision that role prescribes upon the player.
To strain an example; If I play a Barbarian in Diablo, with full awareness of my characters lore, his background society etc. Then I would logically undertake the same actions the game wishes me to. I would indeed help many of these random strangers, and I would indeed fight demons and I would love every minute of it. I have no motivation for staying at home or in town or taking up a mercantile life, there is no freedom to chose that within my role as the role being adopted by the player is precisely defined (much as the role of an actor in a stage drama is tightly defined). If I was to stray from this I would no longer be "role-playing" that particular role.
Also;
"As for the 3rd paragraph, isn't wandering aimlessly being a merchant infact a plot change? The point is that when players are making these changes, they're infact interacting with their roles. This freedom rules out any game that forces you to simply fight and assign points to new skills... like Diablo."
This to me, indicates you have not played Diablo before. Diablo provides you with towns, merchants, narrative sequences, it is not pre-described that a player MUST leave town, it is merely implied (quite strongly) that they should do so.
Oh and this;
"Because you can be a character inside Macbeth, but you shouldn't be a generic guy"
Why? Simply because this is boring role? Because it has little impact on the story? There is simply no valid reason that one cannot role-play a generic character in Macbeth.
It would seem that you are not describing at all why Diablo and other such RPGs aren't true role-playing games. Ultimately role-play is not something that requires story change, player growth, or *gasp* character growth. It simply requires the acting out of a role, the above factors are commonly associated with role-play, but are NOT requirements for it.
"I'm saying that any game with an appropriate framework has the potential to be a role playing game"
No. Any game with an "appropriate" framework IS already a role-playing game; there's no such a thing as potential, a game is a finite product, you don't need the player to do miraculous jumps of imagination, you only need them to play normally, as the game is meant to be played. The player can blather empty nonsense, or knit "realistic" backgrounds that will make him feel immersed or involved... but it's absolute useless bullshit if all his talk isn't motivated by change of the drama. So in Diablo there can never be role-play because you can't change its story in anyway.
Your "awareness" is nonsense, cause it has no active purpose... you're again undergoing your role of the barbarian, not "playing" with it. Even when you know the whole background of your barbarian, the fact that you can't choose how to have the plot progress, even if "logically" you would do the same things(which is utter nonsense) you're still not playing the role, you're the spectator of the role. You're doing what the programmers told you to do, accordng to what you said, when you see a movie and you know all its background, you're role-playing the movie. I hope you understand how dumb this would be.
"it is not pre-described that a player MUST leave town, it is merely implied (quite strongly) that they should do so".
The game doesn't proceed if you don't do it. And the story doesn't change. Your role in the events doesn't change, no matter what class you pick, you're always the same guy with the same role. That's because Diablo never cared about role-playing, it's just a game where you manage a character's skills technically and strategically. It's just numbers, there's no trace of HUMANITY in Diablo, that's precisely why there can't be roleplay.
"There is simply no valid reason that one cannot role-play a generic character in Macbeth".
There is and a big one: because that character is made up simply of a player's own mind, and it's not inserted in the events... and a character that doesn't fit in the drama can't roleplay, because the story wouldn't touch his role... and without a story there can't be a role. Read the definition of a role for example in theatre or narrative.
"It would seem that you are not describing at all why Diablo and other such RPGs aren't true role-playing games. Ultimately role-play is not something that requires story change, player growth, or *gasp* character growth. It simply requires the acting out of a role, the above factors are commonly associated with role-play, but are NOT requirements for it".
I quote all this because it's maybe the summary of all your mistakes. I just said above why Diablo isn't a RP. and as i said(here and previously) acting out is useless if it's not guided by change... first in your role, CONSEQUENTLY in the drama... and from the drama it backfires inside yourself as a person... rince and repeat, this cycle is:
role-playing.
I hope i made myself clear this time.
This;
"No. Any game with an "appropriate" framework IS already a role-playing game; there's no such a thing as potential, a game is a finite product"
is naive. To say that a game cannot grow beyond the boundaries of what it's developer intended ignores the fact that humans interact with it.
Also one of your key points, that the playing of a role must engender change within both player and narrative is romanticised drivel. For instance what if the EXACT purpose of my role play, was to play a role that engendered no narrative or character change (not necessarily both at the same time). Such if acted in a play for instance, could in fact be a potent character, and instead of engendering change in himself, serves to engender change within the audience.
And onto the next item;
"There is and a big one: because that character is made up simply of a player's own mind, and it's not inserted in the events... and a character that doesn't fit in the drama can't roleplay, because the story wouldn't touch his role... and without a story there can't be a role. Read the definition of a role for example in theatre or narrative."
Wait...wha?! If I'm conceiving of a generic character in Macbeth, I AM inserting him into the story in some way, shape or form, therefore he is part of the drama and thus has a role that can, in fact, be played. If your saying that the only characters allowed in Macbeth are only the ones conceived by the original writer then your simply ignoring the human imagination for the sake of literary purity (which makes me wonder at the consistency of your own view, as if all one does is conform to a writers view then by your own definition one would not be role playing).
Either way this;
"Even when you know the whole background of your barbarian, the fact that you can't choose how to have the plot progress, even if "logically" you would do the same things(which is utter nonsense) you're still not playing the role, you're the spectator of the role."
would serve to indicate that role-play of any kind is, in fact an impossibility. The fatalist in me would point out that once one adopts a role (fully and wholeheartedly), then any outcome is predetermined until one actually CHANGES role, as the role one adopts in a game of Diablo is incapable (the role, not the game limitation) of change, then the result of any interaction in the game is pre-determined, one can only role-play the role as it is thus intended by the designer.
Ultimately there are several contradictions within your own writing that I would get sorted out before coming back with more nonsense, once that's done, I'd appreciate it if you actually look into the complexities of character before making such sweeping statements about what kind of character can be role-played and what cannot. Also maybe look into how extreme many of your views are and rather than treating the concept as black and white, view the grey areas in between.
Either way, I think I've exhausted my willingness to debate the topic, it was fun while it lasted, cheerio.
Humans are useless, humans are the foam out of waves; it may add them beauty but they're not necessary. Just as how Macbeth is a great play for what's said into it, not for the way some bozo reads it or feels about it.
"For instance what if the EXACT purpose of my role play, was to play a role that engendered no narrative or character change".
Then there's no roleplay. If your role is immobile and the story is too, you're not allowed to play with the role.
"Such if acted in a play for instance, could in fact be a potent character, and instead of engendering change in himself, serves to engender change within the audience".
you're now talking about meta-theatre for god sake. Those spectators aren't players... if a role engenders change in the audience(like in a videogame), and they can't in turn change your role, there's no roleplaying, it's a one-way interaction, they're not role-players, you're claiming that YOU are but it would be as if you're claiming to BE the character of a videogame!!! An actor is way different from a videogames player. You changing the audience is like an action-flick that aims to change people. But it's a subject too drifting, not worth following, it's evident that you're confused, trying to cling on whatever subject you're finding.
"I AM inserting him into the story in some way, shape or form".
Very good. Then he's not generic anymore, is he? My point exactly, thanks for delivering it back to me. :D
"one can only role-play the role as it is thus intended by the designer".
Priceless... i just saw Predator. I can't change the main character, but it's not important, i can still roleplay that role because i adopted, that's enuff. Perhaps if i throw my dice before the ending, it will be different.
Very good i contradict myself... but you won't tell where and how. That speaks volumes. :)
Let's just say we both disagree, then. I do it to defend new intuitions, which are the product of progressive analysis and speculation based on established modern conceptions to forward criticism, your disagreament is simply re-using common thoughts and will to preserve them... if it's old don't change it, it's surely right.
"Then there's no roleplay. If your role is immobile and the story is too, you're not allowed to play with the role." - The McAndrews
The story of a game doesn't necessarily have to be told in any way. By playing, the player creates his own adventure, his own events and fun through the game world and mechanics he can interact with. Games like Borderlands and Shadow Complex are great examples as well as any competitive online game. Halo and Call of Duty 4 have RPG features too and it's not about following a beautiful story.
Plus, in many games the player can unlock new skills and follow a clean progression curve. That's also a RPG element. RPG simply is a natural order of progression allowing a player to play a role in something and basically life is also made that way. Everything as a function, a role to play in order to maintain the balance in the universe.
RPG is part of all games.