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The fourth part of the History of RPGs is online today at Gamespy. Today, they talk about the genre blending that has been going on for some time. Here's a bit:
So, what makes a game an RPG anyway? Jeff Vogel, an RPG designer himself, puts it this way, "[T]he whole RPG thing is very bipolar. On one hand, there's this intricate, psychological, build a character, tabletop side of role-playing. Computers don't do this well. On the other hand, there is the underpinning numbers and rules framework, which provides a context for the character building. Computers do this wonderfully."
Todd Howard simplifies this concept saying, "Any game where you play and develop a character. That's my definition. I prefer you get to create that character yourself too, but the 'develop a character' is the main part." BioWare's Greg Zeschuk agrees, "I think RPGs require character progression -- that could mean an increase in stats, knowledge, or even experience (not the numerical kind). I think a lot of games have RPG features, but few have the character progression as the focus as the game. The games that do focus on character progression are the 'pure RPGs.'" |
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