Thread #3917711 | Image & Video Expansion | Click to Play
File: 1670815417000404.jpg (1.8 MB)
1.8 MB JPG
How much experience in tabletop RPGs should a dev have before developing RPGs for gaming platforms?
90 RepliesView Thread
>>
>>
Ideally none. Trying to replicate a system that is trying to replicate real life when your platform is much better equipped to do that is just counterproductive. Stop making computer tabletop adaptations and start making role playing GAMES.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>3917752
No, it's not ironic and that's not accurate.
Gameplay doesn't matter, huh? It's literally a first person shooter and stealth game with RPG and adventure game elements. Why are you trying to turn other vidya genres into hallmarks of an RPG? Do you think the acronym RPG is cooler than FPS?
>>
>>
>>
>>
>>3917763
>perform actions with a framework
Vague as to be meaningless. Applicable to all games.
>RPG framework
You have to define this.
In Deus Ex you can perform a range of actions (running, strafing, shooting, aiming, jumping, engaging with enemies all with a FP perspective) within an FPS framework. This is a true statement.
>>
>>3917766
If you're going to quote me, quote what I actually said instead of being dishonest
THE RANGE of actions, if you've ever actually played a pen and paper tabletop RPG that should require no further explanation. You've played one before, right?
>>
>>
>>
>>
>>3917711
>Starts out showing D&D books presumably with the intention of make some sort of point
>Gets completely sidetracked about what he was talking about and starts flexing real hard
That seems about the right amount...
>>
>>
>>
>>
>>
>>
Having experience in tabletop games is a baseline for game development, to some degree the more you have the better.
The thing is, regardless of how much knowledge you have it doesn't particularly matter if you can't understand the needs of different media, tabletop rules and other design conventions do not necessarily apply to videogames, a lot of that stuff can't be applied to videogames and the more dogmatic you are about it the worse it gets.
The more important thing is understanding the nature and necessities of the medium you're working with and what you're trying to do with that, Kawazu has vast knowledge of oldschool tabletop but he's always been aware of the necessities of the videogame format, which is why as much as he does love AD&D in particular he never tried to make a 1:1 adaptation, instead he broke tabletop design elements down to their basic ideas and then designed around those, often hybridizing them with things from other systems like Runequest in the process and adding some novel ideas on top.
>>
>>
>>
>>
>>3917711
Not really a requirement.
Zero is fine.
Like if you had a cultural blank of a person who could design games, you wouldn't have them play dungeons and dragons 5e first to get started.
There are certainly things you could learn from table top, but there so many wrong things you could pick up that you're gonna have to unlearn.
Video games have very different limitations compared to table top.
For example if you think an rpg has to be turn based, your brain is already so scrambled by table top that you might be beyond reason.
The question might make more sense if this was the 80s or early 90s.
If I wanna design monsters for an rpg today, I have an immense library of information to draw from at my computer.
In the 80s you'd have to be spending more hours than you can spare at the library to catch up, or a secondary source like Fiend's Folio could give you almost everything you need.
>>
>>
>>
>>
>>
>>3917711
which role though?
>developer
none
>artist
none
>writer
GMing and coming up with your own adventures is pretty much doing the same job, so it's a big plus
>level designer
the same as for writers for top-down games, half the job in 3d games
>systems designer
should have experience in a lot of systems old-school, modern, narrativist, gamist, whatever the more the better
thanks for joining my TED talk
>>
>>3917734
>>3917742
This.
The only good idea to be taken from tabletop is Vancian casting, which is far more interesting than mana, but that completely breaks if you have the ability to reload and re-allocate your abilities for an encounter you now have foreknowledge of, so it only works as a "test of general preperation" for fundamentally one off or randomized things like rogue-likes unless you accept that reassigning spells until they're optimized for each thing you face is the actual point.
CRPGs should have moved as far away from tabletop games as they could as soon as possible in order to focus on their strengths. Ultima and its derivatives sort of went down that path, but for whatever reason devs decided that chasing after a simulation of tabletop was some ideal to be striven for. Computer RPGs just do not let you improvise 'roleplay', so they should have dropped the fake vestiges that pretend to do this and full on focused on making simulated worlds in ways a DM never would.
>>
>>
>>3918274
why don't you actually play some ttrpgs, prove yourself wrong and save us the time?
tldr;
what ttrpgs are best at and why they are still somewhat popularapart from people craving socializationisimothe sheer unpredictability of non-complete rules and open narrative
the freedom that comes with a good GM who can adapt to your narrative choices on the fly, and make consistent rulings for creative solutions you come up with on the spot is simply intoxicating
no vidya comes close
it's still just scripted reactions, there might be multiple pre-designed ways of doing something
it's still just a pool of a handful of scripted reactions
>>
>>
File: fft-bmg-rawstats.png (157.8 KB)
157.8 KB PNG
>>3917734
>Stop making computer tabletop adaptations and start making role playing GAMES
Yeah, key word being "games" not "sims." Simulation isn't the ultimate goal of an RPG, it's just a partial element.
>>3917738
NTA because you're mostly right in your criticism of that guy, but for the sake or argument I'll say I agree with him that tabletop influence is overrated and for my favorite RPG: Final Fantasy Tactics. It lacks real dungeon crawling but is otherwise a real RPG and good example of not being unnecessarily tied to tabletop assumptions and conventions.
Pic related is an excerpt from the FFT Battle Mechanics, detailing stat calculation and level-up growth formulas. The result in-game is a set of clear and simple numerical abstractions for the player to use in strategic/tactical decision-making. But under the hood, the calculations would be very tedious on tabletop, especially in a game where level-ups are a routine occurrence (playing normally, you'll probably have 2-3 characters leveling up every battle)
>>3917748
>Define vidya RPG
It's what you get when you take the basic mechanics and principles of a tactical wargame and play as an individual unit instead of the commander, and the game emphasizes adventures rather than military conflict.
I'd agree that Deus Ex is a hybrid game (FPS+Stealth+Adventure with some RPG elements).
>>3917757
You can, sort of. They are similar, but not the same. You can derive Vidya RPGs from other Vidyas and they are still Vidya RPGs so long as they have RPG gameplay and mechanics. You do not really need to reference tabletop at all. If you took Warcraft RTS mechanics, shifted the focus onto 4-5 hero units, implemented auto-pause mechanics, replaced the resource gathering and tech tree buildings with dungeon crawling, and replaced the enemy army with assorted NPCs and monsters, you'd have an RPG with no reference to tabletop games at all. (Though such a game would be an awful lot like Baldur's Gate).
>>
>>3918250
Dragonlance was what made D&D popular everywhere in the old days, it's not really a JP only thing.
Kawazu was the one who set the general JRPG formula in stone back then with FFII being the template for a lot of design elements that still persist to this day, and FFII is structured exactly like a Dragonlance module so yeah, with this in mind things do start to make a lot of sense but western games aren't so different, the Gold Box games alone are mostly Dragonlance stuff and they were seminal for the western market.
It's ironic because later on his career he distanced himself from how the Dragonlance modules played and instead worked on creating a formula that would simulate the core narrative gimmick of Dragonlance's books, that is multiple main characters with their own parties, living in and exploring a setting in their own different ways, at their own pace and with their own self contained stories, something the west didn't really do until recent times, largely because they stuck to the Dragonlance module DNA much like the japanese industry did but went onto the opposite tangent of trying to be direct tabletop adaptations instead of being conversions.
>>
>>
File: ogvolcel.jpg (295.5 KB)
295.5 KB JPG
>>
>>
>>
>>
>>
>>
>>
>>
>>3918410
>Dragonlance was what made D&D popular everywhere in the old days
Nah. That's what fucked TSR over, the novels were popular apart from their relation to D&D.
>the Gold Box games alone are mostly Dragonlance stuff
They are mostly Forgotten Realms.
>>
>>
>>
>>
>>
>>
>>3918525
They are arpgs.
Hybrid action and RPG.
The combat and dungeoning is much more RPG than action game, and definitely not adventure game. Sim elements are heavy but not so much they overpower everything else and the game becomes a sim genre.
Real action games test your reflexes and fine motor skills, ES doesn't. Adventure games emphasize puzzles. Interactive fiction emphasizes storytelling. Elder Scrolls doesn't fit any of those.
They are ARPGs with emphasis on simulation elements.
>>
>>
>>3918581
No, "Arpgs" are Diablo.
Oblivion is an adventure game. The correct term that you're struggling (and failing) to avoid is "adventure". They. Are. Adventure games. That's the name of the genre. "Adventure". And if you want to get specific, then you call them "action adventure" games. They are not action RPGs. They are action adventure games.
Hope that helps.
>>
>>
>>3918584
Fantasy setting
Custom character creation
Leveling and skill progression
Loot and equipment upgrades
Main quest + side quests
Factions and guilds
Dialogue-driven quest structure
Player agency in quest order and character build
A pair of fantasy RPGs
>>
>>
>>
>>
>>
>>3918587
The only people who consider ARPGs to mean Diablo clones and nothing else are Diablo fans that have no experience with any other RPGs. And retards like you who want to pick a fight for no reason.
>>3918587
>They. Are. Adventure games.
No, they aren't adventure games. I'm quite familiar with adventure games and Elder Scrolls games don't qualify.
>>
>>3918587
btw, do you classify Dark Souls and Skyrim in the same genre?
Anyone with half a brain should be able to tell they really don't belong in the same category. Yet you'd put them both in Action-Adventure.
>>3918589
>Fantasy setting
Not a real RPG trait, though it's more important than your replies realize.
>Custom character creation
Incidentally an RPG trait -- wargame mechanics require a system robust enough to model a variety of unit types with some semblance of parity. This means character creation should be possible. But it's not an essential element of a given game nor does character creation guarantee a game is an RPG.
>Leveling and skill progression
RPG trait via wargame mechanics + adventuring focus
>Loot and equipment upgrades
RPG trait, same as previous.
>Main quest + side quests
Not an essential RPG trait. An RPG can just be about getting wealthy and powerful.
>Factions and guilds
Not an RPG trait, simply a consequence of world sim elements.
>Dialogue-driven quest structure
Not an RPG trait.
>Player agency in quest order and character build
Optional RPG features.
>>
>>
>>
>>
>>
>>
>>3918802
The answer is "What is an RPG?" because on this board it always devolves into
>RPG is when I like a game and not-RPG is when I don't like a game
Ironically there are tons of TTRPGs that would be called Not-RPGs by this board because for a lot video game fans RPGs begin and end at being a DnD clone
>>
>>
I don't think developers need to do so since the mechanics they develop actuate the game they're making. On the other hand people that play video games should at least dabble with table top, none the less other forms of games, to understand video games at a base level.
>>
>>
>>
>>3918802
>RTWP vs turn based"?
This has merit and can lead to a discussion.
>"does ARPG mean 'Diablo clone' or 'action RPG'
This is just one schizo ruining every single thread because he never played any game before diablo and uses google as some form of validation for his "argument".
>>
>>3918539
The novels' popularity got a lot of people into D&D regardless, the modules were fairly successful on average and there were well over a dozen of those, there were also other things like comics and miniatures which were quite lucrative, even outside of TSR's retardation when it came to handling the brand they got more benefits out of it than anything, for better or worse Wizards still come back to it to this day unlike other settings like Dark Sun which have been memoryholed.
I did misremember a few DL Silver Box games as Gold Box games though, I'll give you that.
>>
>>3918890
>The novels' popularity got a lot of people into D&D regardless
Sure, but far less than people say, as it was hard to find people to play DL with in my experience, and they fairly quickly ruined the whole setting anyway even when they tried to salvage its overly novel influenced nature with the second continent (where the last of the Goldbox Krynn games is set). The novels encouraged TSR to chase that audience and so they created too many settings and novelizations and tried to go full multimedia empire, which led to them overextending themselves and put the fear of God into WotC to avoid doing the same. Dragonlance, as a tabletop setting that people wanted to run, was mostly a disappointment and I think the growth of the popularity of D&D during that time was more related to fantasy itself gaining popularity.
>>
>>3918885
> This is just one schizo ruining every single thread because he never played any game before diablo and uses google as some form of validation for his "argument".
Oh, you’re STILL salty about getting embarrassed about this?
>>
>>
>>3918943
Ah yes, let's remember that conversation. Journalist/reviewers use term x and your counterclaim was a bunch of google hits. Jesus.
Plus,you never even mentioned rogue, which is ironic in how much diablo takes from it.
But to put your pathetic argument down for good. Genres aren't called by their best selling games or game that popularized them. Fps games are fps games and not doom like.
Now feel free to post some google shit or some idiotic reviewer to make your case seem even more pathetic.
>>
>>3918960
Getting this defensive so soon is never a good sign, my zoomer pal. However, I'll humor you, in the spirit of friendly debate, and the search for the truth.
Remind me again what was the crux of your argument? Were you the one arguing that "Diablo isn't a hack and slash or a dungeon crawler", or were you arguing about what the definition of "ARPG" was? Just want to be sure I'm not putting words in your mouth.
>>
>>3918996
>Diablo isn't a hack and slash or a dungeon crawler
It is not. I want you to tell me how is diablo connected gameplay wise to wizardry or dungeon master?
Cmon, i am looking forward to this. And don't you dare come out with " it is just isometric wizardry".
As for hack and slash, it is just a vague term not connected to genres but playstyle.
>>
>>
>>3918957
There's a lot of retarded shit said on 4chan, and that's not even in the middle 60% of retarded opinions. For one thing, you can't even capitalize or punctuate correctly.
Did you know that the (you) is already generated for the targeted user?
Go do your homework before we tell your mom you're on 4chan.
>>