Quote:Original post by axcho Also, when I say "RPG" I am not necessarily thinking only of the current state of the genre. Remember that it stands for "Role Playing Game". If there is a better way to convey the experience of playing the role of another person, then who is to say that it shouldn't be called an RPG? From what I've read, including GameDev's own The Future of RPGs, it seems that RPGs have not been very true to their supposed purpose.
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In discussions of the RPG genre, someone will innevitably point out that the RP stands for "role-playing", and criticize the genre for failing to deliver a true role-playing experience.
But this argument is wrong.
Looking at the "pen-and-paper" RPG world, one sees that most players role-play sporadically or not at all, with most playing sessions turning into dice-based combat simulators or "wish-fulfilment games" (wherin players perform actions they could never do in real life without regard for trivial concerns such as story or character consistency); thus why "dungeon crawls" are a perennial favorite adventure type.
If you look at an RPG rulebook, you will usually see huge sections filled with lovingly-detailed combat mechanics, large sections of world-interaction mechanics, tons of "loot" and monsters, a small note to the effect of "reward the player X points for good role-playing," and frequent reminders that low stats are "prime role-playing opportunities" and not reasons to re-roll. (And let's face it, "role-playing" is hard; that's why we have a class of professionals who theoretically get paid to do it. We call them actors.)
Truth be told, the defining characteristic of RPGs is, in fact, stat-driven character advancement, and it has been since before video-game RPGs were even concieved of.