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J.E. Sawyer talks about Strength requirements and defines RPG

Ausir June 16, 2010

In the Bethesda forum, J.E. Sawyer talks about the Strength requirements for weapons in Fallout: New Vegas:

Strength requirements are soft requirements. You can still use a weapon if you don't meet the requirement, but it will sway (if a firearm) or swing more slowly (if a melee/unarmed weapon). It's also a progressive penalty. If you are 1 or 2 points below a weapon's requirement, the penalty is not very pronounced. If you have a 2 ST and pick up a minigun, that's when it's really bad.

Meanwhile, on Formspring, he answers various questions from the community, including a lengthy discussion on the definition of RPG:

A friend of mine who used to work in game design says that the biggest problem with roleplaying game stories is that developers mistake writing more for writing better and that other genres are better suited for interactive storytelling. What do you think

If the central narrative is meaningfully interactive, I would classify it as an RPG. That is, I consider interactive storytelling to be the primary defining characteristic of RPGs.

I don't disagree that some designers write too much, but I think that's an indictment of specific content, not the fundamentals behind the genre.

You would not consider old dungeon crawlers as RPGs, then? And do not many adventure games center around interactive storytelling?

I would consider them RPGs by the definitions of their time. If someone were to make Wizardry: Proving Grounds of the Mad Overlord today, I would not consider it to be an RPG.

Can you elaborate on why contemporary RPGs are defined as interactive narrative? IMO RPGs have always been the same - dependent on the player's development of a character's stats. E.g. AP would have been enhanced as an RPG if there were dialogue skills.

Would you consider Castlevania: Symphony of the Night to be an RPG? How about Devil May Cry 4? Ninja Gaiden? Call of Duty 4? All of these games feature the gaining of experience points (or equivalent) to unlock new abilities.

Advancement of character abilities is not unique to RPGs -- certainly not in the 21st century, anyway.

Most of the criticisms of AP have to do with the elements that aren't role-playing related. Personally, I don't think the DSS system would be improved with the addition of dialogue skills.

I would consider the xp aspects of the games you mentioned to be RPG systems, yes. But they are first and foremost action games, as your twitch-skill trumps the strategic planning from developing stats. Whereas in a "true" RPG, this is not the case.

Would you classify Oblivion and Mass Effect as "true" RPGs? Both are games in which your ability to actually aim attacks and time input are the primary determining factors in landing hits/doing damage.

In response to your Oblivion/Mass Effect question, I don't know why we have a black and white view of it. Do you think there can be a gradient scale of "RPG-ness" on which Morrowind would be more of an RPG than Oblivion, but both are RPGs.

They don't have to be black and white views, but if you're going to classify things based on criteria, those criteria should be consistent. The previous question declared, pretty emphatically, that Castlevania: SotN, DMC4, et al. were action games with RPG elements. Given Mass Effect 1/2s primary reliance on player skill in combat, what makes those games RPGs and not action games with RPG elements?

I see ME as it's classified, an Action RPG. Course, there's a very blurry gradient between an ARPG and an action game w/RPG elements. But it's clear (to me) what the RPG elements are. Oblivion, diplomatically speaking, is not very good at being an RPG.

Overlapping the mechanics of Mass Effect and Rainbow Six: Vegas 2, what are the elements of ME that make it an RPG and R6V2 not an RPG?

I think you misunderstood. As ARPGs are a hybrid of two elements, it's NOT easy to classify one. As such I *don't* classify ME as a "true" RPG. However it does have *more* RPG elements as R6V2 has equipment stats but no character stats and skills.

I don't have any difficulty classifying them because I don't intrinsically link styles of combat with the RPG genre. I classify games as RPGs based on their interactive storytelling. More specifically, if you have the ability to define and express your character(s) personality in a way that significantly alters the development of the story, it's an RPG. If you don't have that ability, it's not.

Where does Call of Duty 4: Modern Warfare fall on the RPG scale for you? It has stat-heavy equipment, XP, levels, classes, unlockable classes, and perks.

How are games such as D2 (and 3 coming up) ARPGs, then, as they do not have interactive storytelling? What about Oblivion and Morrowind, as they do not allow storytelling or personality choices? You can do well easily in COD4 without unlockables. Not ME

I don't consider the Diablo games to be RPGs. They are action games with character advancement and equipment upgrading. It doesn't make them better or worse games because of how I classify them.

Furthermore, while it is necessary to be clear in classifying what constitutes as an essential element of a genre, actual implementation usually combines multiple genre elements and thus need not be easily classified. Popular example: Action-Adventures.

I think "action-adventure" is one of the broadest/least clear genre classifications. I may just be dense, but when someone tells me that a game is an action-adventure game, it gives me no clear idea of what to expect.

What the hell is with this rhetoric? So you're telling me that if stats are not exclusive to RPGs then they are not necessary if the story is "interactive"? The average text adventure has a more "interactive" story than the average RPG. What about that?

Text adventure games typically don't allow you allow you to define and express your character's personality in a way that meaningfully changes the development of the story. An interactive story, to me, means more than just going through it via player input.

Would that mean text adventures are RPGs? And to be clear RPG = stat system and dice rolls. But stat system =/= RPG so please stop using Castlevania or whatever else game which doesn't even have a proper stat system or dice rolls in defense of your point.

There are RPG systems that don't use dice to resolve conflicts. Most notably, Amber uses straight statistic comparisons. Marvel Universe uses bids of resources to resolve conflicts.

A lot of the more recent (starting with Symphony of the Night) Castlevania games have a full array of "basic" stats (Strength, Constitution, Intelligence, Luck, Attack, Defense) in addition to purchased/leveled spells/powers/familiars. I don't know if that constitutes a "proper" stat system to you, but has always seemed well fleshed out to me.

Seriously, this is embarrassing to read. To be clear: Interactive storyline is not IN ANY WAY essential to RPGs.

I don't share the same opinion and I don't see why that's such a big deal.

So, you consider a game an RPG if it lets you define your pc's personality in a way that "significantly alters the story". There must be very few games you call RPGs then, since most only offer the illusion of choice and the story stays the same.

Yes, not that many. I think that offering the illusion of choice is bad for any game. I'm fine with being put on rails in games. Please just don't give me ten ways to be redirected into the same outcome.

To be clearer, I think it's fine if RPGs plot lines wind up in a similar place. But many RPG plot lines are made up of a lot of little relationships, small quests, and character conflicts that you can resolve as you see fit. That is what I think is interesting and find rewarding.

Well, the general audience considers the Diablos to be ARPGs. If that's not the subject, then we have come to an impasse in the argument. I'd say MY criteria, though, for an RPG, is asking whether I can win without leveling up (or a similar mechanic).

I will certainly not argue that the general audience considers the Diablo games to be ARPGs. I've only been trying to advocate my position; sorry if it came across wrong.

There are also two questions there that are actually related to Fallout for a change:

You once said you were interested in a Fallout spin-off based during the resource wars. Does this idea still interest you? Because it sounds like it would be awesome.

Yeah, I think it could be really cool, especially if the focus was on the European/Middle Eastern conflicts. Maybe that's just me, though.

How come you and the guys at Obsidian never bother to correct all these journalists who keep crediting Obsidian designers as the "creators of Fallout". None of the creators work there, you guys shouldn't steal their credit.

They usually don't say "the creators of Fallout" but something like "some of the creators of the original games", which is true for Feargus, Avellone, Menze, ScottE, Aaron Brown, and Chris Jones.

As well as some other interesting questions:

Which do you believe is a more important factor in creating a good game: having a strong story and dialogue, or having strong gameplay?

Having strong game play. I think when Lord Gamerson invented games, the best thing he did was put the word "game" in the term "game play".

You said you've done writing for games too? Didn't know that, I always assumed you weren't a story designer since I've never heard anything about your writing (no offense intended). So what games have you done writing for and what parts did you write?

I've done writing for Icewind Dale, Icewind Dale: Heart of Winter, Icewind Dale 2, Neverwinter Nights 2, and a little for Neverwinter Nights 2: Storm of Zehir. The only two major characters I've done have been Isair and Madae in Icewind Dale 2, and they weren't particularly good.

Are you more on the "photorealism" or the "cartoony" side when it comes to graphics in computer games? Why?

I think that the visual aesthetics of a game should be driven by what you're trying to accomplish with them. Heavy Rain is really trying to present a very grounded, subdued world where subtlety can carry a lot of weight. Okami creates a fantastic painted world because it's rooted heavily in myth and abstracted imaginary landscapes.

Use your fundamental concept of the world and game to visualize the world you are going to create, consider how your characters fit into and move through that world, and let that vision -- even if it is indistinct -- drive the visual aesthetics.

Bioware gets a lot of flack for recycling the same plot structure a lot. Do you think it's a creative vice to recycle that much, or is it alright to reuse the plotting so long as the dialogue, characters and worldbuilding are fresh?

I approach storytelling from the perspective of theme and conflict first and work backward from that. I have been criticized for developing plots that do not meet players' basic expectations for tempo/pacing/structure, so I may be the wrong person to listen to when it comes to such things.

The way I look at it, you have to try to satisfy your audience and hopefully yourself along the way. If you can get up in the morning, look at yourself in the mirror, and earnestly believe that you're doing the best you can to meet both of those goals, keep going.

What do you think of 'metaplots'? (IE the Old World of Darkness's fiction continuity, world events in MMORPGs, etc) Do they eliminate player choice by backgrounding them, or create the illusion of a deeper and more dynamic world? Or both?

Old World of Darkness fiction... continuity? Good one.

Player choice involves what the player is directly involved in. I think the stature and significance of the player's actions has to be measured in the context of other things that are going on.

If mountains are being moved in comparison to what the player is doing, the player's actions may seem insignificant. If the player's actions start out small but then grow in importance and become directly involved with what was previously a high-profile background plot, I think it can create a believable sense of growth and importance.

In any case, I think that presenting an advancing "world" narrative that is reflected in the environment is a good thing.

In your metaplots answer you warn against the player feeling insigificant, but do you feel that that is necessarily a bad thing? Are games forced into being a Dick Fantasy for players? Even in Silent Hill you're still "The Only Guy Who Matters"...

It is only a bad thing if the world's narrative is what is making the player feel insignificant. A game that focuses heavily on one character's personal struggle can be intensely focused on just that, with very little background narrative, and I think that's fine.

If the world puts a lot of attention and emphasis on big things happening in the world and you're not really part of it, I think that can be problematic.

I think Assassin's Creed 2 did a good job of balancing big world events with the secret assassin/templar world of Ezio. The things Ezio does are intertwined with (and in some cases cause) the major events of the setting, but ultimately Ezio is driven by a very personal motive: revenge.

Do you people read those "IDEAS AND SUGGESTIONS" threads? If so, do you consider those ideas? If not, why not? I feel like they're pointless at times, because devs don't even reply to those mostly. Feels like lots of people writing for nothing sometimes:(

I read many of them but do not usually respond.

Since we're on the subject of what makes an RPG or not, what do you think of games that have role playing options but force the player to use the developer's own protagonist instead of letting us make our own (like Planescape Torment, or Alpha Protocol)?

Personally, I prefer RPGs where I have some control over my character's appearance, sex, and (if I'm lucky) voice. But if I'm stuck with a pre-defined appearance, that can also work.

To be clearer with that question: AP for example gives us a lot of role playing options but Mike's personality is often that of a sarcastic guy regardless of our dialogue picks and the player isn't able to change that. So would you still call that an RPG?

Yes, but I can understand the criticism.

What's your opinion on first-person RPGs like Ultima Underworld or FPS/RPG hybrids like Deus Ex and System Shock? Do you feel like RPGs should only be done in the third-person or isometric perspectives or does it not matter?

I think it matters for the specific game, but I don't think perspective is a defining characteristic of RPGs. Perspective is something that should be considered in the context of what you are attempting to accomplish or achieve.
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83 comments


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  • lol who is the selfcentered douchebag asking the questiongs about rpgs? has he ever heard of diferent opinions? or for that matter does he knows what Role means? you know as in Role Playing Game

  • Agreed about the "destructive influences from games and violent" crap. Actually kids play games with blood and killings and "M" on the cover. The signs don't stop anyone from playing. Vendors want to get money and kids want to get fun. When someone, f.e. Bethesda or Obsidian prints the Mature sign they intend that kids get more interested since it probably has a lot of violence. And I have friends that played games like Fallout or GTA when they were six... right now they're like 14 and they are not violent as expected. The only bad thing is that their parents don't pay much attention to them so they become bad themselves, not from video games. Video games are art - as well as writing a story or painting a picture etc. I just don't like the fact people can get PC Game addicts and can spoil your eyesight as well as playing too much will make you downgrade mentally...a bit. Otherwise it's totally unharmful.

  • I dunno,i can call FO3 and FNV Role Playing Games,but when idiots post comments like "that's the best RPG ever!" I die a little inside.Clearly people who say that don't know much about RPGs,they think that a shooter with role playing elements is much different from shooters they play everyday.

    I mean,you can call FO3 the best FPS/RPG ever,but not the best RPG in general.

  • LoL,,, the interviewer is... LoL. Alright than, you can call GTA San Andreas an RPG because you have different stats there(muscle, weapon handling, lung capacity, stamina, health etc.). Plus games are games, and there's no need to argue over them as which is which. Every game - for example GTA... could be called Action, Arcade, Horror(not really...), Sci-Fi(Jetpack and alien technology, as well as different names for the cities etc.), RPG, MMO(MP mod for it), Sandbox, Racer, TPS, FPS (sniper rifle) and so on. And Fallout series (dunno about racer and sandbox and MMO, Tacticz wasn't MP massive). And... Alpha Protocol, Crysis, Hulk, Spiderman, Batman, NFS (Need For Speed), RuneScape, PacMan, Counter-Strike and Half-Life, Left 4 Dead, Flashpoint, Battlefield, CoD and so on.

  • This isn't an interview. This is more of a dialogue, more of an argument. Look, Josh is asking the interviewer and the interviewer is answering him(and vice versa). I thought the interviewer is supposed to ask, and Sawyer should answer.

  • I kind of agree with Sawyer on the choices and changes to environment argument, especially when he clarified it like this "More specifically, if you have the ability to define and express your character(s) personality in a way that significantly alters the development of the story, it's an RPG. If you don't have that ability, it's not."

    I classify Oblivion, Ultima Underworld and some ARPG's as true role-playing games too. Not by Sawyer's definition, but remember that some rl fantasy role-playing games are more dungeon-crawling experiences where becoming stronger, richer and more famous is the core entertainment factor and actions and choices are here not necessarily very tied to the character you're playing. These are RPG's too.

    I conclude that there are many types of role-playing games. It is therefore not the term RPG but the term "True RPG" that is the problem. Sawyer is in reality defining RPG as "Immersive Gameplay", and while I agree that character interaction with the storyline is an important aspect of computer gaming, his definition of the genre would include every good game there is, not just every good CRPG.

    It would be better to define RPG as "a game where you can play as a character" and then make subdivisions based on how this is implemented in the gameplay. Like for instance Character-Driven RPG / Action RPG / Dungeon-Crawling RPG / whatever... but they are all RPGs

  • Anyone know if agility plays a role in unarmed/melee at all?

  • @Anon 05:57

    So Modern Warfare is 60% RPG for you?

  • In response to oblivion and ME not being RPGs based on the fact that they don't require strategy:

    Guess this guy uses purely FPS skills to place stat points... Apparently there's no strategy in skill points, someone should've told me I could just randomly place them earlier!!

  • Wow... I may just be reading this wrong... But at first it seems as if Sawyer is kind of offensive... But, as many of you say, the interviewer kind of takes the offense... Ultimately, that had to have been an awkward interview for the both of them, feel kinda bad for Sawyer being cornered into apologizing though.

    That being said, I kinda see RPGs as that rude interviewer does, that's not to say that narrative is unimportant. I see it as 60% character progression (leveling up/ spending skill points) and 40% narrative.

  • @LordDeathkeeper...

    Wow

    I figured that with what you pointed out to Ausir that it was much like this clip.

    here

    www.southparkstudios.com/clips/154479

  • @VTCEO Um.....What?

  • @LordDeathkeeper

    Man, I just feel a little laugh coming on because all I can think of is when the kids from South Park got served and they had no idea what the hell just happened. I know this has nothing to do with that but that is the image I am getting in my head.

  • Awww what a wonderfully complex world we live in, no... lol

    True "human intelegent" A.I. is indeed scary.

    I have always enjoyed back stories in games, it definitely adds to the experience, lets the player connect to the character better. I really don't get people who simply rush through a game then complan that it "doesn't have a story", that is one reason I enjoy taking my time to enjoy a game. It's not that I dislike the pick your own adventure books, it's just that they still have a story to tell and ultimately you end in one of maybe a hand full of ways, but people are dillusional and actually think they are effecting the story, same could be said for games that give you "choices". I think people are getting a little to focused on "choices" being key to RPGs, but I think it has more to do w/ how the story is played out that determine just how much a game is an RPG.

  • @ Ausir, no, you do gain levels in Oblivion. Now, it may only give you increases to stats that don't seem to do all that much, but there is a level system, however paltry.

  • @Caanimal

    We are on the same page, yes, but I would go so far as to say some elements could be different from two different coins but we are still looking at the same side of the coin. It's just we have outlooks that match, but they share complexities that the other one doesn't.

    Argument for the sake of argument boils things to the top that would other wise remain hidden with out further debate. Two people can be on the same side of a coin but in their opinions differ. This makes the argument not seem so much on the same page.

    Books are a great example of a linear view point, and I know you dislike the pick your own adventure books. The thing is, my definition of what I consider an RPG doesn't exist because it will never exist in the near future the way I envision it. Given time we humans may make an A.I. that can entertain us. At that point I think I would prefer a linear game and a normal PC because playing against something that could send a robot after me in real life after losing and then download itself to other computers to run from the law. That is just scary.

    What "I think" and "what is" will always fight over something. The strength gained from understanding the complexities of the fight are what is important, in this case the Story in RPG's, and will always reveal deeper knowledge and allow the gateway to open inspired thought.

  • The one major limitation computer/console games have compared to PnP games is you don't have that other human there adjusting the story to what the player is doing. As you have said, it's near impossible to include every potential out come, it is severaly limited by the time and money and space in the hardware used. Right now, only the human brain can process on the fly and come up with some of the things we come up with, a game would have to use an unimaginable amount of bytes to include every possiblity. Even w/ expansions, the actual interaction between the player and the devs are rather limited.

    Having choice and variations in a game are always nice, but there is a point where the devs have to say "this game is getting to big" and limit the paths possible, and us as consumers need to realise that we are basically playing a book, and by doing such we are limited by what is "written". I don't see anyone buy a book and complain about that they don't have any say in the plot, but I constantly see gamers complaining about how the have to play what is given to them and that is that.

    Maybe we, as gamers, need to get away from trying to discribe a game by a simple genre and start giving a small quick synapsis. Other wise we are going to start seeing something like FPS/RPG/TPS/Hack'n'slash/action/adventure to adaquitely discribe games like Fallout 3 & NV and others...

    I get the feeling we are talking the 2 sides of the same coin as apposed to 2 different opinions... lol

  • @Caanimal

    Yes, the blur is quite profound in many games today. I would say that it is hard to convey the how in the way you want your character to act and feel to a given type of personality. MMO's are for a better part the only games I can think of that let you give your own personality to your characters you build, but they have no feeling of a personal story line that impacts the world with every thing your character does. Doing the same quests that do not change the world and everyone in it generally knowing where to go to get what they need and what to avoid to get what they don't. MMO's do not excite me on the same level as a pen and paper RPG because games are purposely constrained. I think emotion is another part of an RPG that no one is allowed to really build into their character. Story, Emotion, Character Building Experience, and Action are all part of what I think is integral to what a true RPG should be. Like I have said previous to this that kind of game would take a very long time and it would in the end be limited to the developers use of time and money to undertake such an ambitious title. However, as limited as games are, I consider the story to be the pinnacle in an RPG. Combined with the freedom to pick your style of play an added bonus that should never be a bonus but a necessity for any good RPG.

    "As I see it, the major problem creating a table top or pen and paper RPG on a computer is once the dev is done and the game is released the dev no longer has any say in how the story progresses." 
    

    That statement is not really true with the DLC that has been coming out for games lately. Developers I feel are close and if given the time and ability to build on a game for a 5 to 10 year period could keep a game fresh and long lasting with out ever really staying away from the story. However, writers do get burned out, and this would start to affect the story. Many of the ideas I have for what an RPG should be are a boon and a hindrance all on their own. I think developers do need a change of pace just like the idea I have for worlds in games that should have a changing dynamic so that they to can be as exciting as real life.

    I personally like the unknown in a given situation and having the outcome of what ever I choose to do to actually mean something. Now this is who I am and I do not proclaim to be nor would I force the way I feel on any one else. However, I can agree that up to a few years ago developers had to tell their stories in a linear path, but today is a different day and that is what makes today's and the future's RPGs so special.

  • Between FOOL, X-Com, Rage, Brink, Assassins Creed: Brotherhood, SW:TOR, and F:NV

    I think I will die with anticipation.

    Man, if only a Commonwealth game would be made, then I could add that to the list too. I would love to see what Europe and the Middle East went through during the Resource wars. Most likely it became a cinder and chard ruin way before the nukes came. So can't wait to see the stories that are told if it ever becomes reality.

  • Anon 21:24, by your definition then games such as God of War would be RPGs. You level up the weapons and skills, you collect items to give a boost to one thing or another, and you talk to people... A whole lot of games that previously wouldn't be considered RPGs would be by your definition. The reason the RPG genre is so hard to define is because games are designed w/ ideas that blanket several genres. Other games that currently aren't labeled RPG that would under your definition include (and this is just looking through my PS3 collection) Prototype, X-Men Origins: Wolverine, Star Wars The Force Unleashed, The Saboteur, Overlord 2, and the list goes on and on.

    VTCEO, I undestand completely, I too am looking forward to putting lots of time into FO:NV, providing they have good amount of content in the vanilla game or add plenty of expansions I look forward to putting just as much if not more time as I've spent on FO3.

    As I see it, the major problem creating a table top or pen and paper RPG on a computer is once the dev is done and the game is released the dev no longer has any say in how the story progresses. I doubt you will ever see a true PnPRPG on computer since the story is way to fluid in those types of games. I do agree that story is definitely one of the key features needed for an RPG, but it can't be the only feature needed.

    You know, thinking about what others have said and looking at my collection, there are a LOT of Action/Adventure games that come real close to some definitions of what an RPG game is... Games now a days are just way to... hmm can't really think of a propper word, blurred in what genre they fit into...

  • You don't actually gain levels in Oblivion.

  • I really don’t see the difficulty of defining RPGs. If you gain levels, collect items and talk to people, it’s an RPG! Look at Final Fantasy 7, Fallout 1 and Oblivion. Even though there couldn’t be three more different games they all have these 3 characteristics and so they are RPGs.

  • I really don’t see what’s so difficult about defining RPGs. I f you gain levels, collect items and talk to people, it’s an RPG! Look at Final Fantasy 7, Fallout 1 and Oblivion. Even though there couldn’t be three more different games, they all have these 3 characteristics and so they are RPGs

  • YES make a spin-off Fallout game about the Resource Wars!!!! i would totally buy it even if it is a spin-off. The Fallout Universe history is so interesting.

  • yep the interviewer on the RPG section is a complete idiot

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