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Deus Ex and Deus Ex: Invisible War. The original was better imho though.Sparticus247
Totally forgot about Deus Ex one of the best games ever especially the first one
Deus Ex
System Shock 2
S.T.A.L.K.E.R. Shadow of Chernobyl
aliblabla2007
that and I'll add Bioshock to that list
I've fallen in love with the original System Shock. :D
But yeah, the second has more of a generic crossover.
[QUOTE="zerosaber456"][QUOTE="aliblabla2007"]Deus Ex
System Shock 2
S.T.A.L.K.E.R. Shadow of Chernobyl
fatshodan
that and I'll add Bioshock to that list
And I'll remove it, and spray air freshener where it used to be.
Here: This will do the trick. http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/1394-Zero-Punctuation-BioShock
Bioshock isn't an RPG, its an action game - lets not go into bashing that game again please!!
Deus Ex 1 is one of the most successful implementations of RPG/FPS
Don't bother with Invisible War.
SS2 is more FPS than RPG.
Deus Ex 1 is one of the most successful implementations of RPG/FPS
Don't bother with Invisible War.
SS2 is more FPS than RPG.
biggest_loser
Admittedly RPG is my least favourite genre so maybe it sticks out for me, but I don't see how System Shock 2 is less of one than Deus Ex. I'm interested, tell me more.
[QUOTE="biggest_loser"]Deus Ex 1 is one of the most successful implementations of RPG/FPS
Don't bother with Invisible War.
SS2 is more FPS than RPG.
greenzealot
Admittedly RPG is my least favourite genre so maybe it sticks out for me, but I don't see how System Shock 2 is less of one than Deus Ex. I'm interested, tell me more.
(I'm not saying SS2 is a bad game by not having these things okay?)
System Shock 2 doesn't have dialogue options or moral choices. There are only three distinct classes but they tend to mesh together and you don't really have to worry about them that much.
In Deus Ex you can talk to nearly every character in the game.
There is more emphasis on the skills as well and they have a much more profound impact on the gameplay.
More skill trees I think.
Multiple endings based on your actions.
Multiple pathways - not that sure if this is a RPG element but it compliments the skill system. Like if you wish to attack the front of the statue of Liberty you can hack the security system and open the front door.
If you specialise in melee weapons you can sneak around the back and knock out the guards with a baton, knife, mini crossbow.
System Shock 2 doesn't have [...] moral choices.biggest_loser
Most roleplaying games don't have moral choices. That's such a BS buzzphrase.
There are only three distinct classes but they tend to mesh together and you don't really have to worry about them that much.biggest_loser
Play a Marine, then play an OSA and tell me they mesh together. Just try and tell me.
In Deus Ex you can talk to nearly every character in the game.biggest_loser
You can in most adventure games, too. I wouldn't call this a bona fide roleplaying element.
There is more emphasis on the skills as well and they have a much more profound impact on the gameplay.biggest_loserI've only played DX to mission 3 so I can't comment on this, however you clearly haven't played around with the skills in SS2 given that you've (probably) only played it once. Playing a repair/maintenance navy is very unlike playing a hack/exotic weapons navy, and they're the same class.
Multiple endings based on your actions.biggest_loser
Again, not a bona fide roleplaying mechanic, though it is certainly a good thing for roleplaying games to have.
Multiple pathways - not that sure if this is a RPG element but it compliments the skill system. Like if you wish to attack the front of the statue of Liberty you can hack the security system and open the front door.biggest_loser
Multple pathways isn't itself a roleplaying mechanic, but if it facilitates roleplaying by each path requiring different skills, then I'd say it definitely counts. But SS2 also has the same thing on a smaller scale - you might hack the security system, hack a turret onto your side and then draw enemies into it if you have a good enough hack skill. If you don't have the hack skill, you'll probably have to fight both the turret and the enemies, for example, because chances are you'll be able to fight them more efficiently than the hacker because you will have devoted more points to weapons skills.
If you specialise in melee weapons you can sneak around the back and knock out the guards with a baton, knife, mini crossbow.biggest_loser
Different ways of playing based on your skills, in other words. SS2 has just as much of that, only it's handled in a different way.
Great thank you for ripping my argument apart FShodan.
Even though a friend of yours claimed that SS2 was much more FPS than RPG.
Great thank you for ripping my argument apart FShodan.
Even though a friend of yours claimed that SS2 was much more FPS than RPG.
biggest_loser
I meant no offense, I just enjoy discussing things and arguing - especially when it comes to my favourite game.
If my friend said that SS2 is more FPS than RPG, he probably meant just that. It is RPGish, it's just more FPSish than it is RPGish.
Most roleplaying games don't have moral choices. That's such a BS buzzphrase.fatshodan
Yes they do.
Play a Marine, then play an OSA and tell me they mesh together. Just try and tell me.
fatshodan
You can acquire those telekenetic skills and others regardless of what class you choose.
You can in most adventure games, too. I wouldn't call this a bona fide roleplaying element.
fatshodan
That is true about conversations but in many role playing games the dialogue trees and conversations have an outcome on what will happen later so it is quite important in defining your character and thus your "role"
Yes they do.biggest_loser
Choices, sure - but moral choices? I rarely see moral issues behind those choices. And if they are there, they aren't the important issue. A gamer won't ask himself about the moral implications of killing a defenseless woman unless it has an impact on his future in the game.
I remember being told I had to kill a couple women to be accepted into a gang in Fallout. I killed them, and it cost me.... absolutely nothing. Is that still a moral choice? I didn't even consider the morality. Does anyone? I don't think about the morality of killing people in games (any games) unless it affects me in some way. I doubt players would have even considered the morality of BioShock's choice if Ken hadn't thrown out that phrase every chance he got.
I've played most roleplaying games worth playing from 1997 to present, and I can't really think of any choices a player will make based on morality. Plenty of choices, but I don't know that I'd call any of them moral choices, unless you argue that morality is not intself a measure of a person's concept of right and wrong, but a measure of a person's willingness to accept the consequences of their actions, regardless of what those actions are - because that's how computer games play out most of the time.
People don't care about killing innocent children (let's face it, we enjoy it) and the only thing that will stop most people from killing kids is the consequences of the action, not the moral issue underlying the act itself. Can morality even exist when dealing with AI?
You can acquire those telekenetic skills and others regardless of what cIass you choose.biggest_loser
Yeah, but I think that's a backwards way of looking at it. Your cIass doesn't define how you play the game, how you play the game defines your cIass. If you play a marine and you get psi skills, you aren't really roleplaying your cIass properly. That doesn't mean that marine overlaps into OSA as a cIass, it just means that you're playing your own hybrid cIass. A pure marine is utterly unlike a pure OSA.
Hell, Fallout doesn't even have cIasses, and Fallout is the very definition of roleplaying.
That is true about conversations but in many role playing games the dialogue trees and conversations have an outcome on what will happen later so it is quite important in defining your character and thus your "role"biggest_loser
Only when you have choices, and only when those choices impact the gameplay in meaningful ways. That's what roleplaying games are all about - choices (which is one of the reasons Oblivion and BioShock are both so scorned by roleplay fans). If the dialogue options in DX are diverse and the outcomeaffects the gameplay, then I will concede this issue. I cannot say, as I only played to mission 3, but in that time I only saw one dialogue option of worth - selecting my weapon at the start, which had a minor impact on the roleplay of my character.
Dark Messiah and OblivionRK-Mara
He did specify the word goodremember?, lol j/k :P
Seriously though, is Dark Messiah really an RPG? I've only played the demo!! Forgive my ignorance!
Only when you have choices, and only when those choices impact the gameplay in meaningful ways. That's what roleplaying games are all about - choices (which is one of the reasons Oblivion and BioShock are both so scorned by roleplay fans). If the dialogue options in DX are diverse and the outcomeaffects the gameplay, then I will concede this issue. I cannot say, as I only played to mission 3, but in that time I only saw one dialogue option of worth - selecting my weapon at the start, which had a minor impact on the roleplay of my character.
fatshodan
They shouldn't scorn because Bioshock isn't an RPG - I'll agree with you that the choice of killing the children or not isn't difficult after the first one. But thats an argument for another day.
As for Deus Ex my friend: [Spoilers!!]
1. There is a decision in that game that can actually decide whether your own brother lives or dies.
2. There is a decision at an airfield as to whether to kill a terrorist leader or not and one of your own agents. You will find out more information and get more skill points for investigation
3. Whether you visit a character in the game determines whether they live or die later on.
4. Even in the first mission you can choose whether you want to rescue Gunther and help you clear out the statue of liberty.
5. If you say the wrong thing to the terrorist leader in the first mission then he will fire on you and you will have to kill him and won't get as many points and fundings.
6. One option of dialogue has you choosing ammo as a reward so you will be more inclined to use your pistols.
7. Save the bum in hell's kitchen and he will tell you the way to the smugglers hideout.
8. Choose the option to feed a child and he tells you the code to the terrorists hideout behind the vending machine. (level 2}
9. Tell Gunther is his termination code and he will die or you can try to get him to help you.
10. Tell the doctor to stay at the Unatco base and he will come back later and reward you with an augmentation.
[QUOTE="fatshodan"]Only when you have choices, and only when those choices impact the gameplay in meaningful ways. That's what roleplaying games are all about - choices (which is one of the reasons Oblivion and BioShock are both so scorned by roleplay fans). If the dialogue options in DX are diverse and the outcomeaffects the gameplay, then I will concede this issue. I cannot say, as I only played to mission 3, but in that time I only saw one dialogue option of worth - selecting my weapon at the start, which had a minor impact on the roleplay of my character.
biggest_loser
They shouldn't scorn because Bioshock isn't an RPG - I'll agree with you that the choice of killing the children or not isn't difficult after the first one. But thats an argument for another day.
As for Deus Ex my friend: [Spoilers!!]
I'm not gonna read this for the spoilers (as much as I dislike DX, I plan on playing it all the way through some day) but just from the length of the list I'm sure I have a lot of dialogue-based roleplaying to look forward to.
Choices, sure - but moral choices? I rarely see moral issues behind those choices. And if they are there, they aren't the important issue. A gamer won't ask himself about the moral implications of killing a defenseless woman unless it has an impact on his future in the game.
I remember being told I had to kill a couple women to be accepted into a gang in Fallout. I killed them, and it cost me.... absolutely nothing. Is that still a moral choice? I didn't even consider the morality. Does anyone? I don't think about the morality of killing people in games (any games) unless it affects me in some way. I doubt players would have even considered the morality of BioShock's choice if Ken hadn't thrown out that phrase every chance he got.
I've played most roleplaying games worth playing from 1997 to present, and I can't really think of any choices a player will make based on morality. Plenty of choices, but I don't know that I'd call any of them moral choices, unless you argue that morality is not intself a measure of a person's concept of right and wrong, but a measure of a person's willingness to accept the consequences of their actions, regardless of what those actions are - because that's how computer games play out most of the time.
People don't care about killing innocent children (let's face it, we enjoy it) and the only thing that will stop most people from killing kids is the consequences of the action, not the moral issue underlying the act itself. Can morality even exist when dealing with AI?
You cold blooded monster, I don't think I know you anymore! Kidding. :P But on a serious note...
I care. If a game really draws me in, I role-play. I genuinly felt like the biggest ******* taking those Adam-girls' lives in Bioshock. I felt good about myself when I saved them. I can't say that I enjoy killing children in games. I know it's AI, I know it's not real, and I know I sound like a hypocrit (then why are you killing all those pedestrians in GTA? But that's another discussion for another time).
I can't harm childeren in games and feel good about myself. Especially in modern titles where the graphics are as good as they are now. I'll do the act if I play as a bad-ass psychopath, but certain mechanisms in me prevent me from thinking: "Wow, this is so fun!" I dunno, every time I pass a child with cancer, my heart aches. Maybe I'm just sensitized to their suffering and I project those feelings into the game-world.
Killing a child in a game is not a real moral choice, but it conflicts strongly with my moral guidelines. I'm also the kind of gamer that will do a good deed in a game that does not pay off in substantial ways. If I play a good character, I don't go butchering people just to get their cash.
Can morality even exist when dealing with AI?
I think I've shown that, yes, imo it can. I don't cry myself to sleep if a do a bad thing in a game, I understand that textures are not alive, but morality does play a role in my gaming experience, be it a passive or an active role.
That's an interesting (and ****ing weird imo!) perspective, artur. I guess morality in games is very much down to the individual. Personally, no matter how immersed I am in a game, I care only for the consequences, rather than the morality.
I was actually going to point out in my big post up there that the moral issue in BioShock actually has absolutely nothing to do with morality, since it is the outcome as it affects the player that the player is concerned with far more than the morality. That's probably the only way they could have got it to work as a gameplay mechanic. It's a choice of consequense more than morality - at least, that is how I see it.
I would be interested to see a poll on how many people made their decisions with the little sisters based on some moral code, and how many made their decisions based on wanting a particular ending/adam. People argue that BioShock's moral choice is a good thing because (amongst other reasons) it encourages a second play to see the other ending. Maybe it's just me, but if you're going to play the game through again and make choices that are south on your own moral compass, that sort of undermines the entire point of the moral choice to begin with.
Anyway, I can happily gun down children - or whatever - in games. There is actually a game called Prey where a child is impaled on a pole. I was shocked, but I cheered as it happened. I am a pacifist and a vegetarian and I am one of the all round nicest guys you could meet, but in a game, I will kill you and your whole ****ing family while laughing insanely.
No, you're the weird one, Shodan. Pfft, not eating meat. Freak. :P
I never said I'm rational all the time, lol. I let my emotions take over from time to time. A movie, a game or an album can be so much more if you allow yourself to really get into it. I try not to distance myself from fiction or art, instead I try to let my guard down and not think that Robert De Niro is just playing a role in Deer Hunter. That way I'm allowing myself to be moved emotionally, which makes the overall experience much deeper and more involving than your approach to entertainment seems to be. (Ok, hope this did not sound offencive...)
As for Bioshock, my thoughts are completely opposite of yours. The thing that made the whole "little sister" butchering/saving work for me was the "moral"/emotional aspect of it. Consequences of my actions (like more adam) were not important to me. Those "consequences" were gimmicky at best anyway, the end result was the same: you having lots of/the same powers.
Anyway, like I said, I'm somewhat sensitized to certain things, so maybe your views on the matter are the norm and I'm the weird one, like you said. I had this discussion in Fallout 3 forums, believe me, I was the only one that felt this way.
I was actually going to point out in my big post up there that the moral issue in BioShock actually has absolutely nothing to do with morality, since it is the outcome as it affects the player that the player is concerned with far more than the morality. That's probably the only way they could have got it to work as a gameplay mechanic. It's a choice of consequense more than morality - at least, that is how I see it.
I would be interested to see a poll on how many people made their decisions with the little sisters based on some moral code, and how many made their decisions based on wanting a particular ending/adam. People argue that BioShock's moral choice is a good thing because (amongst other reasons) it encourages a second play to see the other ending. Maybe it's just me, but if you're going to play the game through again and make choices that are south on your own moral compass, that sort of undermines the entire point of the moral choice to begin with.
fatshodan
i made a moral choice not to harvest the little sisters. but i think i could play it again (not that i would want to) and in my second run harvest. i would roleplay someone who has nothing against killing little girls.
and i also think that making moral choices does have a place in rpgs (and is quite essential to roleplaying). making them is essentially roleplaying, and many rpgs give you the choice to do something that would be deemed inherently evil or good. and you make those choices based on what kind of chararcter you're roleplaying. at least i do. i understand that some people don't; they're interested in beating the game. but when i play an rpg, i don't just play for the sake of getting from point a to b. i like to roleplay.
oh, and the prey thing - i thought that was interesting. and i was pleased that the game didn't pull any punches.
Maybe it's just me, but if you're going to play the game through again and make choices that are south on your own moral compass, that sort of undermines the entire point of the moral choice to begin with.
I think Fire summed it up nicely. You role-play someone that is evil. You don't have to agree with everything your char does or says. It's interesting to take on a role of a bad ass. Mankind is both good and evil. So am I, I don't deny that. A moral compass is just that: a compass. It's there to steer you in the right direction. Games give you a chance to explore your dark side. Any game that allows me to do that, is fascinating imo.
So I don't see what the problem with doing something that is south of my moral compass is. In a game that is.
Oh god, now there's two of you!
I like the idea of moral choices, but I need something more than morals to motivate me. One of the reasons I play games is to vent my bloodlust. There's something relaxing for me about crushing a French army in Medieval 2 (and then slaughtering my prisoners!), or gunning down a dozen people in a row as a heavy in Team Fortress 2.
When I play a game, any game, there's a good chance I'm gonna try and kill people every chance I guess. Whether it's Sins or Sims, I want to kill the ****ers.
So, any moral choice I make isn't really going to be a moral choice. I need incentives and consequences to keep me in line. I've never killed a child in Fallout, for example, because of the childkiller reputation. I didn't join the slaver's guild in Fallout 2 purely because of how it would affect my progress through the game - I'm pro-slavery. Uh, in games, I mean.
I won't go into it now, but I had a great discussion with a friend, arguing that the only thing holding society together is consequences rather than morality. He disagreed, and I guess maybe you guys would too.
All that said, I was very affected by the hybrids in SS2. When I first realised that I was killing the crewmembers, and to hear them yell things like hurry, run! and kill me! I was seriously affected. It's hardly a moral choice when it's kill or be killed, but it did have an effect on me.
Perhaps as games evolve, and as characters become more emotive, I may start to experience moral issues. For example, I probably couldn't kill a guy if his wife was standing next to me screaming and crying. But until then, I'm just gonna grab my shotgun and rock.
Oh god, now there's two of you!
I like the idea of moral choices, but I need something more than morals to motivate me. One of the reasons I play games is to vent my bloodlust. There's something relaxing for me about crushing a French army in Medieval 2 (and then slaughtering my prisoners!), or gunning down a dozen people in a row as a heavy in Team Fortress 2.
When I play a game, any game, there's a good chance I'm gonna try and kill people every chance I guess. Whether it's Sins or Sims, I want to kill the ****ers.
So, any moral choice I make isn't really going to be a moral choice. I need incentives and consequences to keep me in line. I've never killed a child in Fallout, for example, because of the childkiller reputation. I didn't join the slaver's guild in Fallout 2 purely because of how it would affect my progress through the game - I'm pro-slavery. Uh, in games, I mean.
I won't go into it now, but I had a great discussion with a friend, arguing that the only thing holding society together is consequences rather than morality. He disagreed, and I guess maybe you guys would too.
All that said, I was very affected by the hybrids in SS2. When I first realised that I was killing the crewmembers, and to hear them yell things like hurry, run! and kill me! I was seriously affected. It's hardly a moral choice when it's kill or be killed, but it did have an effect on me.
Perhaps as games evolve, and as characters become more emotive, I may start to experience moral issues. For example, I probably couldn't kill a guy if his wife was standing next to me screaming and crying. But until then, I'm just gonna grab my shotgun and rock.
fatshodan
lol. well, i'm not sure about there being two of us. unlike artur, i RARELY get invested in a game so as to make a moral choice based on my own moral compass. i just like choosing a type of character and then going about things within the game according to the type i create. that's why i don't ever create a character in an rpg that's anything like me - i just try to think of a character that seems fun or interesting (or a stereotype - like a big dumb strong guy) and play accordingly. bioshock was one of those rare games that actually pulled me in and made me choose based on my own moral compass. i don't know exactly how it achieved it. it may be that the ryan character seemed like a good guy, and i was trying to help him. or it may be cuz the little girls were cute and i felt for them and their plight. i'm not sure exactly. but that's one of the reasons why i rate the game so highly (9.0) despite its many flaws, because it was one of only a handful of games (i can only think of starcraft - kerrigan's plight - as another example) that got me involved emotionally. rarely does a game move me or get me personally involved (unlike movies or books), but when it does, kudos.
i have no problems with killing things or people in games either. bioshock was just a rare exception.
lol. well, i'm not sure about there being two of us. unlike artur, i RARELY get invested in a game so as to make a moral choice based on my own moral compass. i just like choosing a type of character and then going about things within the game according to the type i create. that's why i don't ever create a character in an rpg that's anything like me - i just try to think of a character that seems fun or interesting (or a stereotype - like a big dumb strong guy) and play accordingly. bioshock was one of those rare games that actually pulled me in and made me choose based on my own moral compass. i don't know exactly how it achieved it. it may be that the ryan character seemed like a good guy, and i was trying to help him. or it may be cuz the little girls were cute and i felt for them and their plight. i'm not sure exactly. but that's one of the reasons why i rate the game so highly (9.0) despite its many flaws, because it was one of only a handful of games (i can only think of starcraft - kerrigan's plight - as another example) that got me involved emotionally. rarely does a game move me or get me personally involved (unlike movies or books), but when it does, kudos.
i have no problems with killing things or people in games either. bioshock was just a rare exception.
fireandcloud
That's interesting. Whenever I roleplay in the truest sense of the term, I tend to roleplay myself. I don't create characters - I know that's part of what roleplaying is, creating a character and the fantasy of it and everything, but I always felt more connected to the game experience when I played as myself.
So, ten plays through of a game usually means ten plays through the exact same way. If I made a moral choice to save the sisters (which is what I did, but it was not out of any sense of morality), if I were roleplaying, I would make that moral choice every single time. The idea of roleplaying as someone other than myself is utterly alien to me.
I like having choices in games, and I will argue them as being good things, even though I may only ever see one out of six choices, no matter how many times I play the game through. So I could never roleplay BioShock as an evil person, because I'm a good natured person. I would save them every time.
But I rarely roleplay, so watch out, young children!
[QUOTE="fireandcloud"]lol. well, i'm not sure about there being two of us. unlike artur, i RARELY get invested in a game so as to make a moral choice based on my own moral compass. i just like choosing a type of character and then going about things within the game according to the type i create. that's why i don't ever create a character in an rpg that's anything like me - i just try to think of a character that seems fun or interesting (or a stereotype - like a big dumb strong guy) and play accordingly. bioshock was one of those rare games that actually pulled me in and made me choose based on my own moral compass. i don't know exactly how it achieved it. it may be that the ryan character seemed like a good guy, and i was trying to help him. or it may be cuz the little girls were cute and i felt for them and their plight. i'm not sure exactly. but that's one of the reasons why i rate the game so highly (9.0) despite its many flaws, because it was one of only a handful of games (i can only think of starcraft - kerrigan's plight - as another example) that got me involved emotionally. rarely does a game move me or get me personally involved (unlike movies or books), but when it does, kudos.
i have no problems with killing things or people in games either. bioshock was just a rare exception.
fatshodan
That's interesting. Whenever I roleplay in the truest sense of the term, I tend to roleplay myself. I don't create characters - I know that's part of what roleplaying is, creating a character and the fantasy of it and everything, but I always felt more connected to the game experience when I played as myself.
So, ten plays through of a game usually means ten plays through the exact same way. If I made a moral choice to save the sisters (which is what I did, but it was not out of any sense of morality), if I were roleplaying, I would make that moral choice every single time. The idea of roleplaying as someone other than myself is utterly alien to me.
I like having choices in games, and I will argue them as being good things, even though I may only ever see one out of six choices, no matter how many times I play the game through. So I could never roleplay BioShock as an evil person, because I'm a good natured person. I would save them every time.
But I rarely roleplay, so watch out, young children!
maybe i'm an actor at heart!!! i should quit school and try to make it in hollywood!
maybe that's why i don't feel connected to the games i play most of the times, because i create characters that are very unlike me. but yeah, i know people who share your sentiment. there's this kid i know that loves baseball games, and he always creates this character called joshua leeson (his name is joshua lee - lol). i used to make fun of him and call him joshua leeson all the time. even when i play sports games and create a player, i usually just make up a person; like if i want to create a point guard, i try to create a player that's more along the lines of jason kidd than anyone else (great passer, terrible shooter, good at team defense). i myself am more of a slasher and stink at passing. i'm not a good shooter as well (but not terrible). i play good one on one defense, but i suck at team defense. just an example.
Hmm, I guess I'm a mix of you two. I enjoy playing as myself as well as someone completely different in games.
BTW, if you "roleplay" yourself, do you actually play a role or are you just yourself?
artur79
see, that's the thing that kind of makes me not want to play as myself. like in the baseball game example i gave, my friend (joshua lee) could not hit a baseball to save his life. so is he really playing as himself? in the game, he's hitting 60 home runs a year (which is a lot). so it's not really him. even if i were to create a character that's very similar to me, i'd feel that the character's nothing like me, so it defeats the purpose of actually creating a character that's similar to me. cuz i can't cast spells. yeah, my intelligence level and strength level would be set to reflect what i think of myself in those categories (not high at all), but it's still not really me. so why even bother? at least that's kind of how i feel about that. and why would i even want to play as someone whose not spectacular in any way? why play as someone relatively dumb and weak and little charisma and clumsy and so forth? i'd rather create a powerful character that can kill anyone he/she wants to or someone who could charm his/her way out of any situation.
maybe i'm an actor at heart!!! i should quit school and try to make it in hollywood!
maybe that's why i don't feel connected to the games i play most of the times, because i create characters that are very unlike me. but yeah, i know people who share your sentiment. there's this kid i know that loves baseball games, and he always creates this character called joshua leeson (his name is joshua lee - lol). i used to make fun of him and call him joshua leeson all the time. even when i play sports games and create a player, i usually just make up a person; like if i want to create a point guard, i try to create a player that's more along the lines of jason kidd than anyone else (great passer, terrible shooter, good at team defense). i myself am more of a slasher and stink at passing. i'm not a good shooter as well (but not terrible). i play good one on one defense, but i suck at team defense. just an example.
fireandcloud
I don't understand your crazy sports and the words hurt my brain and eyeballs! But yeah, I get what you are saying.
BTW, if you "roleplay" yourself, do you actually play a role or are you just yourself?artur79
Deep, man. Deep.
I don't even know any more. I'm trying to think of instances where I actually roleplay myself, and I'm not even sure I have. Not seriously. I mean, I've done some terrible, terrible things in roleplaying games. Maybe it's not that I roleplay myself, maybe I'm just afraid of change after my first play through (I am told I'm autistic) or maybe I'm just very lazy (I am told I'm lazy, too).
Fire, sure, but i'm talking about playing as "yourself" with the same moral code, the same approach to NPCs/people as you'd have in real life and so on. The rest is just filler to make the game differ from reality, I don't want to play a game about me reading for exams or eating dinner, that would suck.
To be an autist you'd have to have problems with these things (they are actually criteria a real autist has to fulfill):
1. Social interactions with other people. You don't have those online. I'm assuming you are as well-adjusted "live" as you are on this forum.
2. Communication and language. Do I even have to say anything on this subject?
3. Behavioral pattern that is stereotypical or narrow. I hope to God that your whole life does not evolve just around games.
If you don't match those criteria, Shodan, tell those people that I said "hi" and that they can suck on a poopcicle.
Hmm, I guess I'm a mix of you two. I enjoy playing as myself as well as someone completely different in games.
BTW, if you "roleplay" yourself, do you actually play a role or are you just yourself?
artur79
Well unlike you, in RPGs I always make the choice I would do as myself, that's why I rarely replay RPGs.
To be an autist you'd have to have problems with these things (they are actually criteria a real autist has to fulfill):
1. Social interactions with other people. You don't have those online. I'm assuming you are as well-adjusted "live" as you are on this forum.
2. Communication and language. Do I even have to say anything on this subject?
3. Behavioral pattern that is stereotypical or narrow. I hope to God that your whole life does not evolve just around games.
If you don't match those criteria, Shodan, tell those people that I said "hi" and that they can suck on a poopcicle.
artur79
The person who diagnosed me as autistic is a behavioral-issues social worker and has an autistic son, and I meet all three of those criteria.
I suck pretty bad in real life. But she tells me I'm like a 3 out of 10 on the autismometer. Just that she is certain I have it.
It would explain pretty much my entire life to this point.
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