Unpopular Opinions about Video Games

I don't even know what this means. The primary difference between western RPGs and JRPGs is how narrative is handled - the fundamental mechanics of combat are conceptually very, very similar, with RNG that's modified by stats and equipment.

It's all dice rolls.
JRPGs have a bit more of a dynamic RNG system than just dice rolls while CRPGs literally simulate dice rolls instead of a more dynamic RNG. CRPGs function with a narrative priority to the detriment of everything else, so stuff like the combat doesnt matter while JRPGs function with a gameplay priority so the story can be shite. CRPG builds and stats are more focused towards dialogue options, rarely combat provided the combat isnt shit while JRPG builds are combat focused and games themselves are a bit more numbers driven with stuff like effects stacking, environmental damage, things like that. Thats why the become god stuff of JRPGs makes sense, its a power fantasy which is fun to play while CRPGs dont allow you to have that same degree of freedom or control over the game even during the endgame when you dont become overpowered with a ton of buffs and modifiers, youre just average dude who does dialogue shit who cant even max out stats because the game is being a pussy.
 
It's still gameplay, but a smaller part of it, since the real meat of the game is exploring and killing shit.
This depends entirely on the game and what it's trying to accomplish. A game's dialogue options can just as well be mechanically deep or constitute failure and success states just like any game. Drawing a line in the sand over this is fucking retarded. Some games treat it like an interactive movie part, some games don't.

If you removed all the dialogue and choices from Baldur's Gate 3 you would get a far shittier game. If you are an unsophisticated buffoon that only wants to unga bunga then play a different genre, that's my take.
 
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This depends entirely on the game and what it's trying to accomplish. A game's dialogue options can just as well be mechanically deep or constitute failure and success states just like any game. Drawing a line in the sand over this is fucking retarded. Some games treat it like an interactive movie part, some games don't.
Depends. Most games just put an arbitrary number on how much skill points you need. So some jackoff would just put enough points in charm, persuade, or charisma skill trees and win every time.

If you removed all the dialogue and choices from Baldur's Gate 3 you would get a far shittier game. If you are an unsophisticated buffoon that only wants to unga bunga then play a different genre, that's my take.
Games like Metroid Prime and Castlevania SOTN have no dialogue trees, and yet they're classics because of the exploration and the combat. Meanwhile, you can have a game that has great dialogue, but shit exploration and combat, and that game would be considered bad by the public.

I don't even know what this means. The primary difference between western RPGs and JRPGs is how narrative is handled - the fundamental mechanics of combat are conceptually very, very similar, with RNG that's modified by stats and equipment.

It's all dice rolls.
Not really. JRPGs are less dependent on dice rolls than CRPGs are, making the arithmetic of combat more solid.

Its not a system if it has predetermined isolated outcomes instead of a spectrum/samplespace of possible outcomes. In technicality it is because a system converts input A into output B but in gameplay terms systems have reactivity, dialogue systems are not reactive because theyre isolated outputs for isolated outcomes, all of which are predetermined by the developer. A more authentic system would be something for which the developer has engineered the functionality instead of matching X input to Y output and is something which can be leveraged by players in ways the developer did not intend or foresee. For example the Zelda weather systems, MGSV AI and associated systems.
Oh, no wonder CRPG fans hate Skyrim. Skyrim is pretty random with how the game plays on every playthrough. I once did the same mission in the Dawnguard DLC twice, first for the humans, then the vampires. It was some scouting mission around a town; when I did it for the Dawnguard, it was a quiet affair that ended quickly. When I did it for the vampires, two high-level dragons attacked the town and we had to defend the town against the dragons before the dragons killed everyone. It was a boss fight that basically happened on the fly, and that was a really fun experience for me. Challenging, too, since doing the mission for the vampires entails you becoming one, and vampires are weak to fire, so having two high-level dragons breathing fire was a big challenge for a vampire character that has a weakness against fire.

Skyrim is a very organic game, which I imagine is the big reason why CRPG fans hate it and why normies love it. Normies love unpredictable games, CRPG fans are used to remembering every detail and don't like unpredictability.

Coming to the combat argument. Its a gameplay system which has a large spectrum of possible inputs with corresponding outputs. The developers might have designed the basic functionality of each weapon or item but did not design it to be a bunch of predetermined singular outcomes. A gameplay system with a functionality is different from a gameplay system designed with predetermined possibilities.
A good WRPG would be KOTOR, where the combat is very much a different beast from the dialogue aspect, and if you try to tackle it in the same lazy-boy way you would tackle CRPG ''combat'', you're dead meat, because the combat system is a real-time/turn-based hybrid, and you need to stay focused and keep on putting commands while reacting to the enemy. I can imagine a CRPG player who maxxed out charisma and persuade skills thinking he can talk his way out of any situation because he's not a combat-heavy class, only for him to get slaughtered by the end because the final boss thought it'd be funny to send a legion of imperial troops and Sith warriors in a disorganized mob against the player.

To this day the Star Forge level is still challenging, because of how random it can be. Especially since at any time, once you've gotten exhausted after fighting off tons of soldiers and Dark Jedi, the game can just decide ''fuck you, you don't get to recover'' and send more Dark Jedi and soldiers your way, and you die and have to start all over again.

You can say the same thing about Skyrim, where like I said before, the game is unpredictable with how it proceeds. You can get different combat scenarios every playthrough. In one playthrough, it took me forever before the Dark Brotherhood and the Thalmor went after me. In another, both groups were sending assassins after me before I even hit level 20.

The key here is predetermination. If any part of the gameplay in a game is completely predetermined by the developers beyond just a rough design of mechanics, it is staged inorganic and unreactive thereby being just a flowchart of options.
Like I said, if you know the game, you can just apply the right amount of points to the right skills, and utterly fuck it into the dirt. And with CRPG combat being slow, turn-based affairs, you don't even get the rush you'd get in a game like Mass Effect or KOTOR where the combat is partially realtime and you can die if you don't keep up your guard.
 
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What does that mean? What is a "dynamic RNG" system? How do you make RNG "dynamic"? How would that work?
Larger range than your average dual dice sample space ie 36 spots. Added modifiers based on status, environmental effects, items, events based etc to affect number generation which interact with each other synergistically if the game allows for it. Things like that, Im sure theres more which I cant currently think of. CRPGs use all of this number generation generally in the service of skill checks, not during combat which sucks. Combat is one of the best places you can use RNG as evidenced by JRPGs, roguelikes and stuff like Terraria.
Oh, no wonder CRPG fans hate Skyrim. Skyrim is pretty random with how the game plays on every playthrough. I once did the same mission in the Dawnguard DLC twice, first for the humans, then the vampires. It was some scouting mission around a town; when I did it for the Dawnguard, it was a quiet affair that ended quickly. When I did it for the vampires, two dragons attacked the town and we had to defend the town against the dragons.
CRPGs have the illusion of choice, its what Totalbiscuit described in his have FPS gone backwards video when he compared late 2000s military shooters to what we now call boomer shooters. Theres no true moment to moment decision making or intelligence involved, its just a rollercoaster where youre allowed to switch tracks every so often to get the outcome you want. You cant actually lay more tracks or change the speed or things like that figuratively speaking while in JRPGs you can.
Like I said, if you know the game, you can just apply the right amount of points to the right skills, and utterly fuck it into the dirt. And with CRPG combat being slow, turn-based affairs, you don't even get the rush you'd get in a game like Mass Effect where the combat is realtime and you can die if you don't keep up your guard.
Thats something which equally applies to JRPGs, investing in the right stats and right weapons can destroy the game. The problem is CRPGs dont reward ingenuity because they dont offer much outside of a bunch of static choices while JRPGs reward ingenuity by giving you more control and freedom over the games world/entities ie power fantasy. Breaking the game is the fun of a JRPG while you cannot break a CRPG cause there is nothing to break, theres no dopamine high to be gained. Its also why stuff like NG+ in dark souls is fun cause you can overpower the enemies more, you can strategize more instead of answering a bunch of multiple choice questions.
 
Larger range than your average dual dice sample space ie 36 spots.
How does a larger range for your random number generator make it "dynamic"?

Added modifiers based on status, environmental effects, items, events based etc to affect number generation
Oh, yeah. CRPGs don't use any modifiers. Never happens.

CRPGs use all of this number generation generally in the service of skill checks, not during combat which sucks.
...What? Have you ever played a CRPG? Have you ever looked at the combat log in a D&D-style game?
 
Most games just put an arbitrary number on how much skill points you need. So some jackoff would just put enough points in charm, persuade, or charisma skill trees and win every time.
I can do the exact same shit with most combat in videogames using a broken build and win every time. The games reward you for specialization. Why do I have to explain this?
Meanwhile, you can have a game that has great dialogue, but shit exploration and combat, and that game would be considered bad by the public.
This is objectively not true lmao. There are many games that are hits or successful based entirely off of the strength of their dialogue or presentation. Fucking Telltale's TWD was a game of the year contender when it came out. It's ALL people praise The Last of Us for.
Its not a system if it has predetermined isolated outcomes instead of a spectrum/samplespace of possible outcomes
Baldur's Gate 3 associates persuasion and intimidation checks with dice rolls and bonus stats, rewarding specialization and forcing you to consider the value of neglecting a combat ability in exchange for being able to talk yourself through situations.

Deus Ex Human Revolution has dialogue trees act as a mini game of sorts where different choices can impact the behavior of a character and you have to slowly work them towards your desired outcome via smart decisions and information gleaned from your augs, responses to different choices can also be somewhat randomized or impacted by previous choices to not have the same outcome each time.

Dialogue can be gamified just like anything else, your definition of what is and isn't gameplay is just arbitrary nonsense with rules you made up.
 
Thats something which equally applies to JRPGs, investing in the right stats and right weapons can destroy the game. The problem is CRPGs dont reward ingenuity because they dont offer much outside of a bunch of static choices while JRPGs reward ingenuity by giving you more control and freedom over the games world/entities ie power fantasy. Breaking the game is the fun of a JRPG while you cannot break a CRPG cause there is nothing to break, theres no dopamine high to be gained. Its also why stuff like NG+ in dark souls is fun cause you can overpower the enemies more, you can strategize more instead of answering a bunch of multiple choice questions.
Hell, sometimes CRPGs don't even offer choices. Fallout 1 and 2, you have no choice but to destroy the Master/Enclave. I mean, JRPGs back in the day offered little in choice, too-it's not like you can join Kefka in FF6 or something, but the combat is at least more fun, giving you that dopamine rush that games are usually known for.

CRPGs have the illusion of choice, its what Totalbiscuit described in his have FPS gone backwards video when he compared late 2000s military shooters to what we now call boomer shooters. Theres no true moment to moment decision making or intelligence involved, its just a rollercoaster where youre allowed to switch tracks every so often to get the outcome you want.
Basically, yes. I always find it funny when people slam modern games like Skyrim or Oblivion for being dumbed-down and not offering as many choices, then you look at the games these morons jack off to and they have even less freedom or choices than Skyrim does. At least Skyrim gives you the option of joining the evil vampires and blacking out the sun for shits and giggles.

I can do the exact same shit with most combat in videogames using a broken build and win every time. The games reward you for specialization. Why do I have to explain this?
Depends. Some games don't let you break it so easily. Others, well, if you put too much points in combat, you lose out points for other skills and you're stuck with a dumbass who can't talk his way through for shit or open a locked door.

This is objectively not true lmao. There are many games that are hits or successful based entirely off of the strength of their dialogue or presentation. Fucking Telltale's TWD was a game of the year contender when it came out. It's ALL people praise The Last of Us for.
I'm sure Telltale games are more along the lines of interactive films, not conventional videogames with challenge. Like I said, if a player knows which choices to make, they've already beaten such games.

You go to a Telltale game for a visual novel or interactive movie. You go to a game like Halo 3 for challenge and combat.

Baldur's Gate 3 associates persuasion and intimidation checks with dice rolls and bonus stats, rewarding specialization and forcing you to consider the value of neglecting a combat ability in exchange for being able to talk yourself through situations.
Reminds me of Fallout 3, where the conversation system is a dice-roll system. You can have 100 speech but still fail to convince someone if the RNG dice rolls are not on your side.

Deus Ex Human Revolution has dialogue trees act as a mini game of sorts where different choices can impact the behavior of a character and you have to slowly work them towards your desired outcome via smart decisions and information gleaned from your augs, responses to different choices can also be somewhat randomized or impacted by previous choices to not have the same outcome each time.
I'm pretty sure Deus Ex Human Revolution and Baldur's Gate 3 are not CRPGs in the traditional sense. Especially Deus Ex Human Revolution, which plays more like a modern RPG/action hybrid than a traditional CRPG.

Also, my condolences to Larian studios leaving so soon. It's sad to see such talent leave so early.

Dialogue can be gamified just like anything else, your definition of what is and isn't gameplay is just arbitrary nonsense with rules you made up.
There's a limit to how gamified it can be. At the end of the day, it's just memorization and skill checks. You get those two down, you own the dialogue aspect of a game.

That's how I pretty much crushed FNV's dialogue aspect. Pump up points into skills, remember which dialogue choices to make, and voila, my Courier can pretty much do anything from convincing Ulysses to be my friend or talking Lanius into tucking his tail and running away like a pussy.

There are no bad types of video games, only bad players
I suppose so.

There has got to be some kind of law or principle that dictates that any discussion around CRPGs, WRPGs, and JRPGs will automatically devolve into autistic screeching within 30 minutes.
CRPG and WRPG fans are very autistic. Of course that happens down the line.

I suppose it's leftover pent-up aggression over how CRPGs got crushed by JRPGs in competition, and how almost every successful WRPG franchise turned into action games with stats. So a lot of old-school RPG/DnD players felt left behind by the industry. BG3 is the exception that proves the rule.
 
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There has got to be some kind of law or principle that dictates that any discussion around CRPGs, WRPGs, and JRPGs will automatically devolve into autistic screeching within 30 minutes.
RPGs are autist central dude.
At the end of the day, it's just memorization and skill checks. You get those two down, you own the dialogue aspect of a game.
ALL games are rote memorization, even those heavily influenced by RNG. If you remember where to get the best gear, best sword, and best build you effectively 'own' the combat systems in any RPG as well.
I hate JRPGs, but I wouldn't deny that they're still very much games. They're just games that are boring and suck.
'X' isn't actually gameplay is genuinely baffling fucking logic to me. What they really mean is that it is a system that doesn't tickle my brain a specific way so I'm going to arbitrarily consider it 'not really videogame'.
 
ALL games are rote memorization, even those heavily influenced by RNG. If you remember where to get the best gear, best sword, and best build you effectively 'own' the combat systems in any RPG as well.
Nope. Some games can be random, other games require quick reflexes. You can go to KOTOR's Star Forge level kitted out in the best gear, with all the right skills and feats researched, and you'd still get creamed if Dark Jedi spawned at an inopportune time after you're worn down and weak. And of course, Skyrim doesn't give a shit whether or not you're ready for a dragon boss fight. You can be in the middle of town selling or buying supplies and a dragon burns down half the populace. Hell, I remember going back to Solitude once, after doing a quest for the local authorities, only to find the town garrison dogpiling a dragon as I was headed towards the palace.

RPGs are autist central dude.
Not all of them. JRPG fans tend to be rather chill.

'X' isn't actually gameplay is genuinely baffling fucking logic to me. What they really mean is that it is a system that doesn't tickle my brain a specific way so I'm going to arbitrarily consider it 'not really videogame'.
Depends. Some games ARE actually trying to be more like interactive movies or novels.
 
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And of course, Skyrim doesn't give a shit whether or not you're ready for a dragon boss fight. You can be in the middle of town selling or buying supplies and a dragon burns down half the populace.
Hilarious that you genuinely think this. If you effectively know Skyrim, you know how to cheese and deal with a dragon. Just because they can appear effectively anywhere doesn't mean your knowledge won't effectively render the challenge moot.
 
Hilarious that you genuinely think this. If you effectively know Skyrim, you know how to cheese and deal with a dragon. Just because they can appear effectively anywhere doesn't mean your knowledge won't effectively render the challenge moot.
Not if they're higher level and you don't have the right gear or spells to take one down on a higher difficulty.

Hell, you can cheese bosses in other RPGs just as well. Lanius from FNV? upgrade your melee and knock him on his ass with a bumper sword. Saren from Mass Effect? Pack explosive ammo. When his shields go down, you can stagger him with an explosive shotgun blast and fuck him into oblivion.
 
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