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R P G A M E R . C O M   - R O U N D T A B L E

What is Non-Traditional?
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Liv: Hello and welcome to this month's exciting Roundtable! Thank you all for coming! Tonight's topic is non-traditional RPGs.

Liv: The first sub-topic is...

Liv: What makes an RPG non-traditional? Are there any games that could be labeled as both traditional and non-traditional?

Matt: Interesting...

Matt: Well, I think there are many different ways of looking at the term "traditional".

Jesus: Well, "non-traditional" is a rather nebulous category.

Derek: Indeed.

Matt: You could say a game has a traditional storyline, or that it has traditional gameplay.

Liv: Yeah.

Matt: For instance, I'd say that a game that has strictly turn-based gameplay is "traditional" in that sense.

Liv: Most people think more on the gameplay side when trying to determine what kind of game it is.

Derek: I suppose games like Lost in Blue would count as nontraditional then, right?

Matt: But if it takes place in a spacey environment with robots... well…

Jesus: Well, I think for this conversation, we'll need a framework of what is "traditional."

Liv: Yeah, most definitely.

Derek: Yeah.

Jesus: Traditional being...

Jesus: Perhaps the FF/DQ model?

Liv: I would say that "traditional" games would most likely be some sort of turn-based battle system.

Matt: "Typical", perhaps.

Liv: Yeah, the typical ones.

Matt: Yeah, I agree with both of you.

Derek: Works for me.

Jesus: Yeah, turn-based is the traditional RPG mechanic.

Matt: So, indeed, as Roku said... Lost in Blue would definitely be nontraditional.

Jesus: As well as being in a D&D-style fantasy world.

Matt: See, shades of grey pop up there, though!

Matt: What is Xenosaga, then?

Matt: (good thing to bring up today!)

Jesus: As well as something along the lines of King's Field.

Jesus: Matt: A movie.

Derek: Lol.

Matt: Haha :P

Derek: I'd say it's pretty traditional based on our current definition.

Derek: Turn-based, etc.

Liv: A game like Secret of Mana would probably be non-traditional, especially considering these guidelines.

Jesus: Yeah, it is an action RPG.

Derek: Indeed.

Matt: Indeed! Good example.

Matt: Mario & Luigi would be delightfully non-traditional.

Jesus: Oh yeah, wonderful example.

Derek: What about games like Dragon Quarter?

Jesus: Though mostly turn-based, M&L does have a good timing-based element.

Matt: Exactly- it's a neat spin on an old idea. :)

Matt: And Dragon Quarter is not traditional, I'd say.

Matt: I think it's more of a tactical RPG.

Jesus: Matt: Tac RPGs, there you are.

Jesus: FFT and Disgaea are good examples.

Matt: Mmhmm!

Derek: Want to try to classify the Megaman Battle Networks? ^^

Matt: I haven't played them myself, so I couldn't say.

Steve: I classify them as ASV/Xero territory that I refuse to touch.

Jesus: Hard to classify that one.

Derek: Fair enough.

Jesus: There's elements of action, turn-based, tactical and card gaming.

Derek: Exactly.

Matt: Oh, there's yet another.

Jesus: Makes for a very good non-traditional.

Matt: Card-based RPGs are definitely not traditional.

Jesus: Oh?

Jesus: Indeed.

Matt: So, I guess we've gone about answering this first question... by talking about the things that traditional RPGs AREN'T.

Derek: Indeed.

Jesus: Yep.

Steve: I'm as lost as ever, but that’s to be expected.

Jesus: I've noticed.

* Matt steers Steve in the right direction ;)

Liv: Ahahaha.

Liv: I don't like card based RPGs...

Jesus: Matt: We were talking about what makes an RPG non-traditional.

Jesus: Liv: I'm not the biggest fan of them either.

Matt: The only RPG that I've ever played that was card based was Mega Man: Network Transmission, which wasn't really an RPG.

Jesus: The battles in such games are too chance-based for me.

Steve: Oh.

Steve: Kingdom Hearts: Chain of Memories.

Steve: But that was...somethingsomething…

Matt: Mmhmm.

Jesus: Pure "bleh," that one.

Derek: Didn't like that one very much.

Steve: It wasn't too bad.

Steve: It was "interesting."

Steve: To say the least…

Jeremy: Sorry, I'm late.

Jesus: No problems.

Jesus: Okay, now that we've established what a non-traditional RPG is, what makes a good non-traditional RPG?

Jeremy: Well...

Jeremy: Solid battle system, story, and so forth.

Matt: The operative word being "good"?

Matt: Yeah.

* Steve chimes in.

Jeremy: They actually tell you where to go next instead of leaving you clueless.

Steve: Good translation.

Jeremy: Indeed.

Steve: GOOD TRANSLATION!!

Matt: If you're going to do something different... make sure it's done equally strongly.

Jeremy: Though not a direct translation.

Matt: And yeah, that IS very important, Steve.

Jesus: Well for me, the trick is to successfully mix elements.

Jeremy: Since you can get some unusual dialogue.

Steve: Indeed.

Steve: Involving bloody excretements. >.>

Jeremy: And translations have to be good when there's voice acting.

Jesus: Well, translations need to be good no matter the game.

Rebecca: Would someone consider innovative features, like the drawing pictures to cast spells in LostMagic, to be non-traditional?

Matt: Yeah, I agree, Jesus.

Derek: Indeed.

Matt: Oh, definitely Rebecca.

Jeremy: Yeppers.

Derek: Yeah.

Steve: Now now, Jeremy, you're missing Jill sandwiches!

Jeremy: Though what exactly makes a traditional RPG if it hasn't been answered already?

Liv: Shall we move on to the next question?

Rebecca: Even if the story is as traditional as...well, there's no talking tree, to say from what I've found.

Matt: I guess another thing is... if a game is non-traditional, then things are bound to be unfamiliar.

Matt: It's important to have the unfamiliarities well-explained.

Jesus: Matt: Yeah, unfamiliar.

Steve: I guess.

Matt: And if those unfamiliarities become familiar by the end…

Matt: Then, it has done its job.

Jesus: Matt: They also have to mix with RPG elements seamlessly.

Matt: Yeah.

Jeremy: Though it's pretty hard to come up with innovations nowadays.

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