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Gimym TILBERT
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« Reply #15 on: December 19, 2011, 12:42:02 PM » |
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I was wondering exactly that until I found that life sims, pets game and management game are basically just that. They don't use the rpg tropes that is all. So an "rpg" without combat would be those games in an "rpg" like setting.
Also the sims medieval
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1982
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« Reply #16 on: December 19, 2011, 12:52:18 PM » |
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I was wondering exactly that until I found that life sims, pets game and management game are basically just that. They don't use the rpg tropes that is all. So an "rpg" without combat would be those games in an "rpg" like setting.
I don't think so. RPG as we generally understand it, is almost always quite focused on some sort of story. Those games you mentioned don't have story telling. At least when OP asks for non-fighting RPGs, he is not looking for The Sims.
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Gimym TILBERT
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« Reply #17 on: December 19, 2011, 01:16:02 PM » |
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Yeah I'm looking at it more from a mechanical/gameplay perspective, maybe just add the story element to it. Without combat a RPG with story quickly became a non linear adventure game, occasionally with some branching, where quest are an adventure arc ... which is an interesting idea to do actually. Remind me skyward/majora quest structure.
This give me some idea, what about a mario world like map with village (toad's house for example) where there is quest giver who unlock a level once the quest is taken.
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C.A. Sinner
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« Reply #18 on: December 19, 2011, 01:24:06 PM » |
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I was wondering exactly that until I found that life sims, pets game and management game are basically just that. They don't use the rpg tropes that is all. So an "rpg" without combat would be those games in an "rpg" like setting.
Also the sims medieval u late the sims, animal crossing, harvest moon
also i don't think crpgs as a genre are fundamentally based on "storytelling" at all. that wasn't until they merged with adventure gams in the mid 90s. a "story game" without fighting is an adventure game. and lastly, the OP's questions were: What character stats could one use? And how would One Level up/ Advance skills without fighting? the sims and harvest moon fit the bill perfectly
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« Last Edit: December 19, 2011, 01:30:20 PM by C.A. Sinclair »
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Kinimod
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« Reply #19 on: December 19, 2011, 01:40:14 PM » |
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My problem with the sims is that you don't really actively "do" anything to advance your skills. As far as I remember you just choose an option "train skill A" and after a few minutes of waiting und you get a level up.
In regular RPGs however the player raises skills by fighting and he actively participates in fights instead of just klicking on a "fight"-option (maybe except in really lame rpgs with menu based combat). Does any non-fighting-rpg requires the player to participate in interactive tasks to advance skills?
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1982
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« Reply #20 on: December 19, 2011, 01:46:24 PM » |
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a "story game" without fighting is an adventure game.
So does adventure game that has fighting in it, become a RPG?` 
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C.A. Sinner
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« Reply #21 on: December 19, 2011, 01:58:34 PM » |
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no why would it?
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Gimym TILBERT
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« Reply #22 on: December 19, 2011, 02:05:26 PM » |
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My problem with the sims is that you don't really actively "do" anything to advance your skills. As far as I remember you just choose an option "train skill A" and after a few minutes of waiting und you get a level up.
In regular RPGs however the player raises skills by fighting and he actively participates in fights instead of just klicking on a "fight"-option (maybe except in really lame rpgs with menu based combat). Does any non-fighting-rpg requires the player to participate in interactive tasks to advance skills?
Well it's not as simple as that, life sims are management game, time is a resource, so to unlock time to train a skills is a gameplay.
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Farfin
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« Reply #23 on: December 19, 2011, 02:58:19 PM » |
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 and all those other dating sim things
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Gimym TILBERT
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« Reply #24 on: December 19, 2011, 03:03:42 PM » |
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 and all those other dating sim things
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J. R. Hill
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« Reply #25 on: December 19, 2011, 03:12:27 PM » |
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How appropriate, you fight like a cow! (No, I can not help myself, I have a fighting problem.)
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J-Snake
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« Reply #26 on: December 21, 2011, 03:02:20 PM » |
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How would you Design à RPG not based on fighting? God are you boring.
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J-Snake
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« Reply #27 on: December 21, 2011, 03:05:18 PM » |
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I think that this Genre has much more Potential. Especially in real-time fighting.
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Kinimod
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« Reply #28 on: December 22, 2011, 01:00:06 AM » |
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My problem with the sims is that you don't really actively "do" anything to advance your skills. As far as I remember you just choose an option "train skill A" and after a few minutes of waiting und you get a level up.
In regular RPGs however the player raises skills by fighting and he actively participates in fights instead of just klicking on a "fight"-option (maybe except in really lame rpgs with menu based combat). Does any non-fighting-rpg requires the player to participate in interactive tasks to advance skills?
Well it's not as simple as that, life sims are management game, time is a resource, so to unlock time to train a skills is a gameplay. . I didn't mean that the Overall gameplay is Simple, but the actual Process of advancing skills is Not Interactive unlike RPG battles.
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SundownKid
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« Reply #29 on: December 22, 2011, 02:06:24 AM » |
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In regular RPGs however the player raises skills by fighting and he actively participates in fights instead of just klicking on a "fight"-option (maybe except in really lame rpgs with menu based combat). Does any non-fighting-rpg requires the player to participate in interactive tasks to advance skills?
Action RPGs are not "regular" RPGs, they have just become more popular due to the lack of hardware limitations. It's kind of sad that menu based combat is dying a slow death, but I wouldn't make a game with it.  Also, fighting isn't close to the only interactive thing in an RPG - if you look at Rune Factory, fighting is just a small part of the skills you have. Some action RPGs are no better than menu-based ones, but in real time (you are basically still just slashing at the enemy repeatedly). Others give you a lot more freedom to think tactically.
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