Role Playing Game

RPGs are one of my favourite genres of video games, but what exactly is a role-playing game?

A role-playing game is a game in which players assume the roles of characters in a fictional setting.

That’s not a very comprehensive description, as it could apply to almost any game. Though I control the character Mario in the fictional setting of the Mushroom Kingdom, I’d never call Super Mario Bros a role-playing game. Ultimately, this whole post is about semantics, but I’m interested in how people define this particular genre and what games the RPG moniker it gets applied to.

The first game that really made me question the meaning of RPG was Borderlands, a game that billed itself as a role-playing shooter. The game had a number of mechanics in common with the more traditional role-playing games such as choice of class, a talent tree, and power increases through gear and gaining stats as you level. But for me, nothing about Borderlands made me feel like I was playing a role. Whether I played as Mordechai the hunter, or Lilith the siren, the game never felt any different beyond basic combat mechanics. A talent tree does not an RPG make.

Talent tree for Mordechai in Borderlands

Character building is a huge part of RPGs, and can fall into one of two categories. The first, which I’ll call mechanical character building, happens by gaining experience through quests or combat, which increases your level, which in turn increases your character’s stats or gives you more abilities. Mechanical character building is what makes you feel like your character is getting more powerful. The second type, which I’ll call narrative character building happens by making decisions that affect your character in different ways. Rather than levelling until you get 18 Strength, you’re making decisions that develop your character’s personality, how other characters react to you, maybe even the game world. Without this second type of character building I’m reluctant to classify a game as an RPG.

Druid talent trees

World of Warcraft is a Massively Multiplayer Online Role-Playing Game, but I have honestly never considered that an accurate classification. I know that many people play WoW as an RPG – they create backstories for their characters, give them a personality, and maybe even speak to others in-game in character, but this really comes from their own creativity and imagination. Blizzard developed a lot of lore that people can pull their character stories from, but if you take just the actual game content, there’s really not a lot of character building. As someone who does not RP in-game and is not interested in creating my own stories about my character, my Night Elf Druid is really no different from any of a million other Night Elf Druids. Or Tauren Warriors, for that matter. They don’t talk. They don’t have a personality. They don’t make decisions any deeper than do this quest or don’t do this quest. None of the adventures I have in-game effect the larger world, or the story of the game. We can kill the game’s antagonist on Monday only to have him come back on Tuesday. Choosing to be Resto vs Feral or taking Nature’s Vigil over Heart of the Wild make me feel like I’m developing a stat sheet, not a character. For me, the character building in WoW was 100% mechanical.

Planescape Torment conversation options

Another related, somewhat overlapping component of RPGs is choice and decision-making. You can choose your companions in games like Baldur’s Gate. You can choose to join the Dustmen faction, the Anarchists, or the Sensates (or all of them) in Planescape: Torment. You can choose who will rule the kingdom in Dragon Age. All of these decisions affect the game experience in some way, from making different sidequests available to changing the ending.

FF7 Golden Pagoda

Thinking about RPGs from a decision-making and effect point of view makes me think again about JRPGs. Take Final Fantasy 7 for example. There’s actually very little decision-making in this game. In terms of mechanical character development, you don’t even build your character you really just choose weapons and materia to use. Cloud is Cloud and nothing you do changes his story. You can choose to do certain optional content – recruit Yuffie and Vincent, fight the Weapons, breed chocobos – but again, that doesn’t really impact your character or the narrative. The only part of the game that really provides you with something different based on your decisions is who you go on a date with at the Gold Saucer. Final Fantasy or Shadow Hearts, two series I love, don’t really let me develop a character. The protagonists are written in one way and I’m just along for the ride.

The Walking Dead decisions

So what about games that allow you to make decisions and do a lot of narrative character building, but have no mechanical character building? The Walking Dead is full of choices to make and allows you to shape Lee’s personality, but there is no levelling or gearing up. You don’t get stronger, you just develop the story and cultivate relationships with your companions. Is this an RPG? I personally feel that this kind of decision heavy game provides a much more immersive role-playing experience than something that allows me to adjust 100 different stats, traits, and abilities on a character sheet. But that’s just my opinion.

To me, what makes an RPG is decision-making and character building. Without the ability to have input into the character’s development and choices, I really don’t feel like I’m playing a role. The subgenre of the game – it could be a shooter, or turn-based strategy, or action – doesn’t matter, so much as being able to have an effect on events in the game.

4 responses to “Role Playing Game

  1. Agreed, way too much focus on mechanical character building nowadays, at the cost of narrative character building.

    It’s hard to see how narrative character building (NCB) can be emphasized more in MMO’s without a total overhaul of the genre. In sandbox-y games like EVE, the NCB is almost completely player-developed, and is more in line with the roleplaying done in themepark MMO’s – that is, entirely separated from the game itself. But in themepark games as they are now, you can’t have proper NCB since every part of the world is impacted on by other players too. You can’t have a certain NPC let you change the world by your decisions in a way that is permanent and irreversible, unless you make it instanced or phased (and even then, I’m not sure you can).

    It’ll be interesting to see if EQNext and the StoryBricks AI will allow more NCB without compromising the MCB.
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    • I don’t really have any MMO experience outside of WoW, but I agree NCB would be harder. I think it could come from having to make actual either/or decisions. The only decision like that I can remember in WoW was Aldor vs Scryor, but that had minimal impact on anything but where you set your Hearthstone. Actually, now that I’ve put it that way, the biggest either/or choice which actually makes a difference is Alliance vs Horde, and that gets made before you even know who your character is.

  2. I’m all out of sugar for sugarcoating today, so I’ll just say it: I think this is backwards. The “role-playing” part of an RPG comes from the fact that you, the player, are manipulating an avatar of a person (elf/anthropomorphic cow) that exists within a fantasy world. Once you have completed the character creation process in the game, that character exists completely independently of you, the player. They’re still Jasyla the Night Elf Druid who was born in Teldrassil and joined the Cenarion Circle, regardless of whether it’s you sitting at the computer manipulating them, or me.

    The idea of you, the player, getting to select a specialization, talents, gear, reforging and all that nonsense–that’s all gameplay. That is you making a specific set of what are basically mathematical decisions that will help you complete your mechanical task (killing moar dudes) faster and/or better.

    How deeply you choose to immerse yourself in the persona of Jasyla the Night Elf druid, well, that’s up to you. There are lots of people who enjoy playing Warcraft* strictly for the game play and would have just as much fun if their character was a nameless, faceless grey blob who didn’t wear any visible gear. There are others who don’t give a flying rat’s patoot about killing bosses and get heavily into the idea of creating back stories and “role-playing”. Whichever kind of player you are, because Warcraft has a character creation process, your character is still Jasyla the Night Elf Restoration Druid, resident of Teldrassil and member of the Cenarion Circle. She still exists in her own little world of Azeroth, even if you never log into the game again.

    • I guess we’ll just have to agree to define the genre differently. What you describe doesn’t sound like role-playing, it sounds like role-creation. I don’t think the “role” part stops once you’ve made the character, the player needs to be able to develop the character in some way. I think RPGs started with pen & paper games, where everything besides the basic rules and ability descriptions came from the players. They not only had to pick a class, but also give their characters quirks and react to situations differently based on either mechanics (class, abilities) or the personalities they had created.

      I think that in a role-playing game (whether it’s WoW or a single-player game), if you and I switched and played each other’s characters, the characters should feel different. Even if we both were the same class and level, choices we made since character creation should create at least a slightly different experience down the road.