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Originally posted by BackFire
1. That is because there is no rule inherent to video gaming that states that the story MUST be the absolute driving force behind the game, which is what you seem to be implying.
1. It's how the genre has been established to be in the industry and by the developers.
2. It's the only logical approach. Ultimately, when the element of choice is placed into an RPG, it rarely, if ever, yields truly long lasting, significant changes, and the choices themselves are predetermined and the players only get to pick between them, they don't actually get to choose exactly what action the character takes. Those two reasons completely prevent the player from fully taking on the role of the character in the way you're saying. The only manner in which you can do so under the Video Game format is by escaping into the role of the character that the story presents. As such, storyline is fundamentally the most important aspect of a VGRPG.
Just because there is a predetermined storyline in the game does not mean that you don't have choices to make beyond said storyline. Sure, when it comes to the 'main quest', your choices are often limited and the game is linear, but some games allow for very drastic choices that can alter some pretty important aspects of the game, from the death of several main characters, to removing a city entirely. Keep in mind this type of game is still very much in its infancy and just now getting around to really fulfilling some of the potential, but the progression of this type of game is very real and the choices and consequences within the game are only going to get more and more drastic and meaningful.
Ignoring your wild predictions about this new breed of game, the fact that everything in the game (variable and invariable) will always be predetermined, the only way in which you can fully take on the role of your character is through escaping into the storyline, not by making choices. Choice will always take a back seat to escaping into the role of your character when everything is already predetermined.
2. I'm not. I used them both to describe certain game worlds because that's what they are. And right here your second statement doesn't necessarily follow the first. Something that is depressing can also be engaging. Proven by the fact that depressing books, movies and even games have engaged me.
Something that is ultimately depressing cannot ultimately be engaging at the same time. One denies the other, they're mutually exclusive. One can have elements of the other, but ultimately cannot be both at the same time.
3. Screaming for the sake of adding some heightened emotional reaction when it doesn't necessarily seem like a reasonable or realistic reaction at all is one thing many do, such as Final Fantasy X.
Could you give specifics? Please tell me you're not talking about the Tidus-Yuna scene.
Voice acting is a problem as well, but this goes beyond that. Also, a characters death or another event accompanied by booming loud music to communicate its importance.
Examples are fun. The most notable character death, by far: Aerith's death scene, was accompanied by her soft sounding musical theme. It set the mood of the scene perfectly, in fact, that's something that JRPGs are known to excel at.
The games simply aren't as subtle as some of their more recent American counterparts.
So now it's abouts subtlety and not realism in the drama?
4. The focus being sheer exploration doesn't mean that nothing else can exist in the game aside from exploration.
I wasn't saying as much, I was just explaining that exploration that isn't driven by the plot has no place in an RPG, it's not an RPG element, ergo you saying that these games have more of an emphasis on sheer exploration (something that isn't an RPG element) simply means that you're either confused or that the developers have purposefully made an RPG that doesn't properly follow the format.
There are still plots and storylines but they are not the focus of the experience, that is all that means. If that wasn't clear then I apologize, and now it's clarified: Games based on exploration and having an enthralling world are just as much RPG's as those that are based in plot, and they can be just as good, just as powerful, and just as enjoyable to me and many others.
No, they are not as much of an RPG, as sheer exploration of the game world isn't an element that draws you into the character as the character itself isn't being driven through it, rather you, the player, are doing it for your own desire.
And no, you think WoW is shit simply because it doesn't fit what you THINK an RPG should be.
It doesn't fit what the term has been ESTABLISHED to mean.
Doesn't make it anything more than your opinion. Compared to single player games it is simply not possible to have a storyline as constant or enthralling as a single player game because those single player games involve YOU being the lone/main hero and saving the world, where as in an MMO you are one of many heroes within the world so your importance will never feel as great.
Ignoring the fact that you're wrong (I'll get to that later in this paragraph), all that would mean is that the plot wouldn't be as individual or as personal as a single player RPG; what does that have to do with how driven or detailed it can be? Not to mention, while you are just one of many heroes in the World, as far as what the story (through the quests and such) presents you with, your character is intended to be the lone, important hero that's single handedly doing all these tasks throughout the world. As an example, when you kill Van Cleef and destroy the Defias Brotherhood, as far as the story is concerned, it was your character who did it, he alone, and as far as the story's concerned, while the existence of the other heroes is recognised, your character is the one made to feel important and great etc.. The quests, as unoriginal and poorly detailed as they are, are designed to be personal and individual.
Wow's plot could be much less detailed; go play other MMO games that don't even have any story at all.
No, I'd rather play The FFXIs of the MMO market that actually has a plot.
Wow may not have a single storyline that is there throughout the experience, but it instead has many different stories and seperate archs that you experience throughout your progression.
Many different story archs that have absolutely no real relevance or relation to each other. That's not a good thing, it makes the storyline experience of WoW completely lack purpose or direction when there is no single underlying plot point that the story drives you through. As such it completely fails at drawing the player into the role of the character, and that would be why it fails, and is shit.