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RPG Codex - Articles On Video Game Design

chadeo writes "Ok all you arm chair game developers, listen up. Over at RPG Codex there are currently 4 articles, written by professionals in the industry, on RPG design. There is A Christmas lesson in CRPG design by Timothy Cain, Thoughts on RPG development by Leon Boyarsky, Hand of Gosh Darn Good Design by Chris Taylor, and Treatise on Combat to Pink Floyd by Gareth Davies. All of them are a great read, and you can join in the discussion with the authors and see how your ideas stack up. What do you think is the key to a great RPG?"

309 comments

  1. well, it's interesting by Anonymous Coward · · Score: 0

    but I feel like the best games have already been done. nothing new in the RPG world in a long time, and I *still* like diceless the best.

    oh yeah, and first post. :)

    1. Re:well, it's interesting by KingBuggo · · Score: 1

      I am with the coward on this one. my favorite RPG was Lunar: The Silver Star. I like the top down view with the people still standing like they are in a side scroller and leveling up by looking for a fight between the same to squares of movement. It seems lately that all efforts to make an RPG have just been to make an RPG become a FPS. I feel that we are really missing something in the translation.

      --
      "no one knows how to fill in the void called america" --the discovery channel
  2. The answer is ... by airrage · · Score: 2

    Blood.

    --
    "This isn't a study in computer science, its a study in human behavior"
    1. Re:The answer is ... by FFCecil · · Score: 3, Funny

      . . . and don't forget the Big Breasted Protagonist (preferably female).

    2. Re:The answer is ... by Anonymous Coward · · Score: 0

      You replyed three minutes after the article was posted. Then you can't have read the articles...

      RTFA!

    3. Re:The answer is ... by airrage · · Score: 2

      ...Or because I don't just sit on slashdot all day I had already read one of the articles in particular (ever think of that?), so yes I didn't read all three -- but I think one is sufficient enough to post an intelligent comment.

      The author clearly was attempting to elicit a response to "What do you think is the key to a great RPG?", to which I answered correctly.

      So there! Now go to your room for a time-out.

      --
      "This isn't a study in computer science, its a study in human behavior"
    4. Re:The answer is ... by Anonymous Coward · · Score: 0

      Say, do any of you remember the rpg by Interplay named Stonekeep?

      Speaking of great rpgs, I thought that was one of the best. You really had to play it all the way through I think to enjoy it.

      What was so great about it was the personalities given to the npcs. Also, it was indeed absolutely epic. You got that right from the opening movie, and it lasted all the way through.

    5. Re:The answer is ... by dbc001 · · Score: 1

      The answer is Arcanum! I havent played the Fallout series, which were made by some of the same people according to posts here (couldn't get Fallout 1 to run in Windows 2000), but Arcanum is incredible.
      The depth of the game surpasses almost every other CRPG I've ever played - you can actually focus your player on being "charming" and just con your way through the game, or you can make a thief and rob *anything* from any store! The list of special character archetypes is awesome - liked "raised by snake charmers: -3 charisma 'cause the snake bite scars made you ugly, extra resistance to poison and never have to fight snakes". There are dozens of modifiers like that. Incredible game, I can't wait to hear what these guys have been working on the past few years.

      -dbc001

      here's the rest of my favorites:
      Pool of Radiance - I built a DOS box just to play this a few months ago and it's still great!
      Eye of the Beholder - Oh the glory of near-3D! anyone care to review the Neverwinter mods of EOB and POR? are they any good?
      Deus Ex - not quite role-playing but definitely has elements. Deus Ex 2 should be wicked.
      Baldur's Gate - very close to my ideal RPG.
      Diablo II - mindless but terribly fun. I'd like to see a cross between Diablo 2 and Baldur's Gate - make D2 combat a little more strategic with the pause option.
      Adventure Construction Set - I was making game mods 20 years ago!

      And here's my list of crappiest RPGs ever:
      Descent to Undermountain - OH MY GOD I waited so long for this piece of crap
      Throne of Darkness - Kind of like Diablo, but removed all the cool parts (like making your own frickin character) and then multiplied all the worst parts by 11!

    6. Re:The answer is ... by Com2Kid · · Score: 1

      • Pool of Radiance - I built a DOS box just to play this a few months ago and it's still great!
        Eye of the Beholder - Oh the glory of near-3D! anyone care to review the Neverwinter mods of EOB and POR? are they any good?


      To Amens


      • Baldur's Gate - very close to my ideal RPG.
        Diablo II - mindless but terribly fun. I'd like to see a cross between Diablo 2 and Baldur's Gate - make D2 combat a little more strategic with the pause option.


      And a WTF are you thinking?

      DiabloI/II are ARE NOT RPGS they are ACTION games PERIOD. They have NO role playing in them WHAT SO EVER.

      Listen, if a game can be played through by a BOT then it can safetly be classified under twitch/reflex.

      The SSI/TSR Gold Box series are the best RPGs ever, period. Followed up by Fallout1/2 and Arcanum.

      Baulders Gate was so horrible I deleted it from my HD a few days after installing it. Absolute trash, ick! AD&D my ass. . . . None of the tactics, none of the challenge, bleck.

      I remember fighting off entire ARMIES in the Gold Box games.

      Oh yah, and Dragon Wars by Interplay, most non-linear game ever. :)
  3. Another great tool by Anonymous Coward · · Score: 0, Offtopic

    Fazigu Industries makes ODK, a great game development environment. You can even use it to modify existing games with it's decompiler, you can takedown almost any barrier on the fly. Open Source and the silver version is free.

    thank you

  4. Common sense by anarchima · · Score: 3, Insightful

    Most of the things these authors wrote about is common sense. Anyone who has played a few RPGs over the years will know this stuff. Not worth the read. Sorry to sound like such a pessimist/cynic/whatever...

    1. Re:Common sense by stratjakt · · Score: 1

      I agree..

      There was nothing technical, no secrets, insight, or anything useful that a budding coder staying up all night with a case of Mountain Dew might put to use.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:Common sense by kin_korn_karn · · Score: 2, Insightful

      Coders don't write games. They just implement the rules in a PC format. (that may be the only implementation - whatever) The true writers of games are the guys that wrote the articles. Being a coder ain't shit.

    3. Re:Common sense by MadBabbler · · Score: 3, Informative

      I agree that what makes a good game has little to do with its coding. On the other hand there are those of us who have worked game design and learned to code to facilitate that. Coding and game design are not mutually exclusive. Just a thought.

    4. Re:Common sense by kin_korn_karn · · Score: 3, Insightful

      well, ok, to be fair, game designers usually start out as coders, and there's a certain correlation between the strict logic of programming and the rules of a game. But in today's world, you have hotshot designers (Chris Taylor, Warren Spector, Sid Meier) that design or conceptualize a game, and they document it and give it to a producer to implement. Strictly idea men. Most of them earned their way to that level. But they're not coding anymore.

    5. Re:Common sense by kreyg · · Score: 3, Insightful

      Actually, teams make games, each person contributing something of value to the best of their ability. A few people make high-level decisions and then get glamorized in the press as being "the" person who created the game.

      Did you have a bad experience in game development or something?

      --
      sig fault
    6. Re:Common sense by Joe+Tie. · · Score: 3, Informative

      I think it depends on what kind of game you're talking about. These days I'd agree that far more likley than not you'll find little active cross development betwean the people doing the code, character design and story in games under development from actual companies.

      But I think the previous post here was instead referring to development of games simply for the love of the genre, or as shareware.In that sense I don't think it's at all uncommon to find both story and coding done by the same person. And perhaps surprisingly, I think a lot of people might even prefer games that fit into this catagory. What's lost in in having the latest whizbang graphics engine I think is made up for by being able to avoid the need to almost sneak a real rpg past the management that Leon Boyarsky mentioned in his article. Heck, I think the best example of a person doing double duty and getting good result is one that was eventually picked up by a company, ripped from the author, and turned into a big mess, Ultima.

      --
      Everything will be taken away from you.
    7. Re:Common sense by kin_korn_karn · · Score: 2

      Actually, no I defend the system as it stands, I just wish game designers didn't have to go through coders to get their visions realized. Then you wouldn't have games that could have been brilliant but were total failures due to bugs or your programmers' limitations of skill.

    8. Re:Common sense by kreyg · · Score: 2

      On the other hand, if designers didn't have to go through the "logic filter" of programmers, you'd probably end up with some horrific mess that didn't make any sense at all. Really, you wouldn't end up with anything better than the film industry - moments of brilliance, with heaps of pure crap.

      Of course, I'm totally biased, believe me at your own risk. :-)

      --
      sig fault
    9. Re:Common sense by octal_flare · · Score: 1

      Not everywhere. Where I work, all the leads sit down and create what the actual game will be. We are given a genre and license to start from, but the actual game play/design itself is left to us. This has worked ver well thus far. We have 2 good RPG (lite) titles under our belt - each having sold over 1.5 Mil copies - on a Gameboy Color to boot!

  5. Recipe for a great RPG by Mendax+Veritas · · Score: 2, Insightful

    Lots of blood, babes with big tits wearing skimpy leather outfits, and lot of stuff stolen from Tolkien. Just the thing for the adolescent male with no imagination and even less knowledge of world literature.

    1. Re:Recipe for a great RPG by Anonymous Coward · · Score: 1, Funny
      What idiot modded that one "flamebait"?

      Oh, I get it. "Flamebait", in this context, is just the closest available approximation to "+1 Truth Hurts".

    2. Re:Recipe for a great RPG by zapfie · · Score: 1

      What idiot modded that one "flamebait"?

      Oh, I get it. "Flamebait", in this context, is just the closest available approximation to "+1 Truth Hurts".

      I'd have to agree..

      --
      slashdot!=valid HTML
  6. Turn based combat! by Anonymous Coward · · Score: 0

    I think I speak for everyone here when I say that "realtime" combat systems belong in action games, not RPGs. Turn based combat all the way, man!

    1. Re:Turn based combat! by zapfie · · Score: 3, Insightful

      Who says you have to walk the genre line? Trying to create a game (RPG, in this instance) by just re-hashing everything typical about the genre is sure to get you a boring game. Some of the best games take things from all genres. Deus Ex, for example. Personally, I like to see people design games without trying to fit them into a certain predefined genre... why artificially hold your creativity back?

      --
      slashdot!=valid HTML
  7. Dark Side of the RPG by Gimpin · · Score: 1

    Start playing Floyd soundtracks during Acid trip stereo-vision intro movies, that is what ever good RPG needs.

    --
    "Simon Says, Fuck You" - George Carlin
  8. Wrong. The key ingredient is: by EggplantMan · · Score: 2

    Interplay. Fallout, Fallout II. Those pansies at Square couldn't even hold a candle to the makers of Fallout.

    --

    ?-|||-----x<*))))><
  9. solid engine by mao+che+minh · · Score: 5, Insightful
    I don't think that visual offerings mean much in a RPG. You also don't have to rely on truly open ended gameplay if the story line is strong and the basic gameplay offers a variety of styles and characters. Just look at Black Isle's "Baldur's Gate" game engine. Ice Wind Dale 2, which uses this engine, is about as linear as they come and looks like it came from 1997, yet, you are able to play an extremely wide variety of characters in numerous combinations successfully. You don't have to rely on the classic "fighter, cleric, thief, wizard" team.

    And of course, multiplayer options immediately add a needed dimension in today's broadband world.

    1. Re:solid engine by outsider007 · · Score: 2

      You don't have to rely on the classic "fighter, cleric, thief, wizard" team.

      I always thought it would be cool to play the guy who runs the inn. Or the guy who sells weapons and armor, he makes a good living.

      --
      If you mod me down the terrorists will have won
    2. Re:solid engine by gowen · · Score: 2, Funny
      Or the guy who sells weapons and armor, he makes a good living.
      Fuck that, I wanna be the undertaker...
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    3. Re:solid engine by IIRCAFAIKIANAL · · Score: 2
      Or the guy who sells weapons and armor, he makes a good living.


      Dragon Warrior IV lets you be a merchant and set up a shop. Breath of Fire 2 did this as well, I believe. And of course, the MMORPGs mostly have this option too...
      --
      Robots are everywhere, and they eat old people's medicine for fuel.
    4. Re:solid engine by Bloody+Pulp · · Score: 1

      Just look at Black Isle's "Baldur's Gate" game engine.
      Baldur's Gate game engine (the Infinity Engine) was developed by Bioware.

    5. Re:solid engine by mao+che+minh · · Score: 2

      Sorry, but when you are bombarded with "Black Isle" ads during the startup of the games and printed all over the packaging, and keep seeing "...a Baldur's Gate engine game..." in all of the advertising you can get confused. :) But yea, Bioware is an awesome company that made the Infinity engine - much props.

    6. Re:solid engine by Com2Kid · · Score: 1
      • Just look at Black Isle's "Baldur's Gate" game engine.


      I have, and I refuse to play anything that is based on it.

      Bleck.
  10. The worlds best rpg already exists by anonymous+coword · · Score: 2, Funny

    Its called the Universe, its propeirty (but currently being reverse engineered), 6.3 billion people playing, and things are bought with real money! The winner is the person who manages to solve teh final puzzle (why are we here?)

    1. Re:The worlds best rpg already exists by MadBabbler · · Score: 4, Funny

      I play from time to time but my attempts at being an adventurer had some legal implications I didn't like. What we need to for someone to make a save/load function.

    2. Re:The worlds best rpg already exists by Master+Rux · · Score: 3, Funny

      A few cheat codes wouldn't hurt either.

      --
      IMO the best browser game ever http://wittyrpg.com
  11. MMORPG by Nevermore-Spoon · · Score: 4, Interesting

    Since I am a long time die hard RPGer (Ultima series, Drangon warrior series, Elder Scrolls, kings quest) I've found that standard play-by-yourself RPG's no longer hold my interest the way MMORPG. Adding the element oe experiences and relationships with other people make RPG's Incredible

    --
    I have great faith in fools; My friends call it self-confidence. Edgar Allan Poe 1809-1845
    1. Re:MMORPG by IndependentVik · · Score: 1

      A lot of people feel the same way you do, I'm sure. But does anyone else here feel that the kind of people you meet in places like Everquest aren't really worth interacting with? Quite frankly, I'd take a Suikoden over an Everquest any day and just leave my socializing to meatspace.

      --
      I'd suggest you don't use Slashdot as your only news source, or you will suffer permanent brain damage.
    2. Re:MMORPG by Nevermore-Spoon · · Score: 1

      I played everquest for a year, I played with 5 RL friends and also met many normal, responsible people like myself, but I must admit they were few and far between.

      --
      I have great faith in fools; My friends call it self-confidence. Edgar Allan Poe 1809-1845
    3. Re:MMORPG by WoodenBoy · · Score: 1
      But does anyone else here feel that the kind of people you meet in places like Everquest aren't really worth interacting with?
      Yes. Incidentally, Penny Arcade posted an article today regarding people in MMO games.
    4. Re:MMORPG by gl4ss · · Score: 3

      tried morrowind(i guess, since you say elderscrolls))?

      imho it's the best rpg'ish computer game, but it's still just rpg'ish, a real rpg needs that true dungeon master making things up.

      mmmorpg's don't hold my intrest because of the rat law. (everyone is in sewer/dungeon/forest/whatever killing rats for money/exp, this has been happening ever since legend of the red dragon on bbs's, to a point. i know it's a bit simpllified to say so and yadda yadda). i'm addicted in another online game though, with leagues and stuff, but there it's just skills, not who can kill most rats in the sewer quick.

      tried neocron the other month though.. cool looking and all, but, everyone killing rats in the sewer.

      the never winter nights singleplayer mode shouldn't even be mentioned when talking about rpg's :\

      --
      world was created 5 seconds before this post as it is.
    5. Re:MMORPG by Anonymous Coward · · Score: 0

      I honestly have to say that I usually do not look forward to having others in my rpg world.

      I believe that my imagination is so much more than anything another person can bring.

      What I want is a game where I can shift between "bodies" to play in a variety of characters (though of course not all characters in the game).

      I should be able to play an innkeeper, a smith, a studious mage, or an adventurer, and the time I spend as each of those characters should influence that character so that while I have switched to another character, a character I have previously played will bear the mark of my influence, and will respond how I would have responded, and live how I would have lived.

      I think this is the only way to be able to make playing a smith or a innkeeper feasible (and still have realistic night-day cycles), but I think it would be worth it.

    6. Re:MMORPG by Nevermore-Spoon · · Score: 1

      yes tired of morrowind, my contention with what you have to say of the rat law is this:
      Yes the rat law does hold true for some, however Games like EQ and AC are so big and diverse you can get out of it what ever you like, if your only goal is to be the "best" or at the "top" then you've got to use rat law abuses. But if your playing because you enjoy the game the the community they your not bound to the rat law.

      --
      I have great faith in fools; My friends call it self-confidence. Edgar Allan Poe 1809-1845
    7. Re:MMORPG by ashultz · · Score: 2, Insightful


      Having tried a couple of MMORPGs, I can't see where this comes from. They're like normal RPGs but with the story mostly removed and replaced with an endless stream of asking people how to complete your quests to go to the next level and get more skill points.

      They're more like Diablo than like Arcanum.

    8. Re:MMORPG by SilLumTao · · Score: 1

      I have the exact opposite opinion.

      Having played a few MMORPGs, I've found that they lack the lasting appeal of SPRPGs (single player).

      I do not enjoy interacting with people on-line. Most of the players out there are rude, selfish, childish, and haven't a clue how to roleplay. In fact, human players tend to ruin the emersion factor of RPGs.

      With EQ, I felt like I was playing in a virtual "traffic jam". Also, I felt that my actions, no matter how powerful in game, were really meaningless -- no matter what I did, I could not affect the world around me... The monsters just kept spawning... The quests just kept recycling...

      I enjoy RPGs for their story. Becoming part of some fabulous tale and having a direct impact on the outcome of it through in-game actions. MMORPGs just can't do this because they have to cater to the masses.

      Don't misunderstand, I'm not saying that you are wrong for enjoying MMORPGs; it's just that you obviously get something out of them that I don't.

      - Sil

      --
      "He was a wise man who invented beer." -- Plato
    9. Re:MMORPG by pyrrho · · Score: 1

      yes, and further, MMORPGs pale in comparison to the experience of a tabletop game... the holy grail - a system as compelling as that of a good DM...

      --

      -pyrrho

    10. Re:MMORPG by ThrasherTT · · Score: 2

      Or a system that allows a human DM to interact with the digital gameworld (nearly) as easily as he could with a pen & paper gameworld. Neverwinter Nights made some good steps in this direction, but IMHO it is still insufficient.

      --

      All Your Memory Are Belong To Java
    11. Re:MMORPG by pyrrho · · Score: 1

      I think that is a very interesting direction. It might not be what the mass market wants. But it's what the "real" role players need (they probably are a sizeable group still far smaller than what one would call "mainstream"). I've worked on MMORPGs and recently interviewed with a MMORPG startup. When discussing these issues, they were not very interested in creating tools for human GMs. There are two problems that keep producers from wanting to do this. (1) they are afraid if their system is based on human GM/DMs that it will be too expensive to hire GMs... online players consume your creative content really really quickly, and knowledge of a puzzle solution travels very quickly... and (2) the solution is to rely on player GMs, and they are afraid of that type of game, that they will lose control. Game makers want to be the GM, basically, not a tool producer. They want to control content, and labor issues and control issues mean they need the Holy Grail of an AI that is as compelling a GM as a human. This may be possible, but certainly is (at least) decades away.

      I am no longer working in computer games... but my current pet project is in this direction.

      Another thought: it is also contrary to what people in the games industry think of as a game. These tools are more like "pretending aids" and "toys". The industry and many gamers are stuck in the idea that a game has points, it's a challenge that involves achieving levels, that it's about conflict and overcoming or succumbing. Real RPGs (of the table top variety) are more about exploration, with the leveling and whatnot providing the sense of realism, helping to place the player in the world.

      --

      -pyrrho

    12. Re:MMORPG by ThrasherTT · · Score: 2

      Good points throughout. I think that perhaps the MMORPG producers should consider Player GMs. If you look at the MUD community, you'll see that a large amount of the "immortals" (those who tend to generate content for a specific MUD) were once players of that MUD. I've seen this occur in a web-based multiplayer turn-based strategy game as well... the top players that are active community members are given rights to generate new game instances and play with the rules to make interesting new twists to gameplay. Maybe the producers/publishers/developers could feel like they remain "in control" if they monitor the player GMs and punish/reward them for their GM actions... and perhaps charge them a little more for their godlike status?

      If there was a MMORPG with an active set of human GMs (or human-like AIs, but like you said, decades away), I would actually pay to play it. As it currently stands, I much prefer to stick with single-player or small multiplayer (say, NWN with 2-3 friends) RPGs. It's free (once you buy the game), and I don't have to deal with the typical MMORPG dickhead player. And its basically the same experience: hack, slash, level up, rinse, repeat.

      --

      All Your Memory Are Belong To Java
  12. keys for a good RPG by mr.+mulder · · Score: 2, Funny

    A "good" RPG needs a serious storyline. Of course, there needs to be blod and guts, the attractive women, a love story (if it's Final Fantasy), a cool beastiary, and sweet weapons, but the most significant aspect that can make-or-break an RPG is the storyline!

    1. Re:keys for a good RPG by Anonymous Coward · · Score: 0

      A "good" RPG needs a serious storyline. Of course, there needs to be blod and guts, the attractive women, a love story (if it's Final Fantasy), a cool beastiary, and sweet weapons, but the most significant aspect that can make-or-break an RPG is the storyline!

      Serious storyline and Final Fantasy haven't been used in the same sentence in quite a long time I'm afraid.

    2. Re:keys for a good RPG by rmadmin · · Score: 4, Funny

      Indeed! I've enjoyed the latest Final Fantasy games sooo much. I never could figure out why I was so drawn to them untill I went back to play the original FF on my nintendo (Yes, I still have them, yes they work). The thing I noticed was that the newer ones didn't per se have a better story line (which they do, heh), but the story line is more convincing due to all the nice graphics and such. You get a much warmer fuzzy when CGI Rinoa and Squall are hooking up than when some little 8 bit blocky guy is like 'Message box: Your hot'. Just my two cents ;-)

    3. Re:keys for a good RPG by Cap'n+Canuck · · Score: 2

      I play D&D with a good DM, who
      - makes us think
      - does not litter his landscape with magical trinkets
      - awards XPs on puzzle solving and battle avoidance
      - gives us well drawn maps, diagrams, and pictures to enhance the experience.
      - is funny.
      Above all, the quests are engaging. It's like I'm writing and living a book.

    4. Re:keys for a good RPG by jgerman · · Score: 2

      Personally I love them all, old console rpg's (replaying Chrono Trigger now) and the new stuff. I view them all as equals, though I will admit that the storyliens and dialogue are becoming more sophisticated over time.

      --
      I'm the big fish in the big pond bitch.
  13. The KEY! by russianspy · · Score: 4, Insightful

    How about a detailed world that is actually interesting? A story that allows you to explore that world. And massive amounts of background info for people who enjoy that stuff.

    1. Re:The KEY! by ian+tichy · · Score: 1

      Right you are. The best RPGs, and for that matter, works of fantasy, are those where the world exists not merely as a backbone for the story, but as a separate, autonomous entity, with a history, culture, and multiple goings-on that are completely unrelated to the main story arc. Games, due to their interactive nature, are an excellent medium for creating a sense of immersion, and a believable, detailed world will go a long way to accomplish that goal.

      --
      Life is too important to be taken seriously - Oscar Wilde
    2. Re:The KEY! by ender81b · · Score: 2

      Check out Elder Scrolls: Morrowind if you haven't already. You can easily get lost in that game for days at a time without touching the main story.

    3. Re:The KEY! by JimPooley · · Score: 3, Insightful

      Check out Elder Scrolls: Morrowind if you haven't already. You can easily get lost in that game for days at a time without touching the main story.

      And that's the problem. Lots of aimless wandering around with nothing but the odd crab or flying thing in sight. It gets tedious very quickly.

      The thing that really gets me is the complete lack of life in any of the towns. You can guarantee that the person who told you to go get the thingummy is going to be in the exact same location the next day. Don't those shopkeepers get tired of standing at the counter all the day and all the night. Don't the people at the guilds ever sleep?

      How come the shops aren't shut at night? How come on completing a task for someone you don't end up having to wake them up because it's the middle of the night? How cool would it if if you returned only to be told that so and so was on a trip to the next village and you could try and meet them there?

      A game like Morrowind would be a lot better if it at least tried to give the impression that everyone else was going about their business and not just there as plot tokens who never leave their houses or shops and never sleep.

      --

      "Information wants to be paid"
    4. Re:The KEY! by Hast · · Score: 2

      Very true. But I can't help feeling that that game would have been much more interesting if there had been a multiplayer option. For coop naturally.

      Most PnP RPGs, and a lot CRPGs as well, are based around the idea of the party. But Morrowind is based around the single character. Playing in first person is really great for the immersiveness though. When going down in hunted tombs at least I felt quite uneasy about it.

    5. Re:The KEY! by ender81b · · Score: 2

      I agree with that the game should be more realisitc, the shopkeepers should move around, etc. But if you are going to get that realistic.. I mean how realistic is it for a huge city like vivec to have (maybe) 200 people living in it?

      Morrowind is a good step in the right direction for totally immersive game enviroment but the RPG genre as a whole has a long way to go. I expect as years go buy and more RPG's are produced (and computers get more powerful) we will start having more and more realisitc game enviroments, where there are thousands (or 10's of thousands) of people in a town instead of a hundred.

      Personally, I can't wait =).

  14. Hmmm by Anonymous Coward · · Score: 2, Funny
    What do you think is the key to a great RPG?

    Umm, one that I can beat?

    1. Re:Hmmm by EnderWiggnz · · Score: 1

      yeh, i hated that...

      like Bard's TAle - who the hell designed that?

      --
      ... hi bingo ...
  15. The key to a Good rpg is by r_arr · · Score: 2, Funny

    The word fantasy. Final Fantasy, Phantasy Star, Phantasy Star Online.

    1. Re:The key to a Good rpg is by Anonymous Coward · · Score: 0

      since when did phantasy = fantasy

  16. Re:FRIST PRISS by Mendax+Veritas · · Score: 1

    You're kidding. When did Peter Noone (lead singer of Herman's Hermits) start designing video games? Or maybe you meant "no one" but don't have a strong enough grasp of English to know how to write it?

  17. gj mods by Anonymous Coward · · Score: 0

    Mods, click the links before you mod up, ok?

  18. What RPGs really need by wondafucka · · Score: 5, Insightful

    RPG's need something that has very rarely been done: Role Playing. Less focus should be spent on combat, aquiring weapons and armor, and hit point management. Recent developments in user moded rpgs should start to let the plot, dialog, and interactivity of games shine over the same old same old. Big game houses are currently focu$ed on making a product ship with success. Small, part-time mod creators just want to make someone happy. www.mygeekdom.com A little corner of the net I call home.

    1. Re:What RPGs really need by All+Names+Have+Been · · Score: 1

      RPG's need something that has very rarely been done: Role Playing.

      Actually, this is precisely what MMORPGs bring to the table. The developers have punted on the single user role playing games and have instead co-opted other players to provide the experience that you're talking about.

    2. Re:What RPGs really need by wondafucka · · Score: 1

      Point taken. Maybe as the software technology, we can weave bots that affect plot through dialog. Until then I'm "stuck" interacting with humans.

    3. Re:What RPGs really need by Maul · · Score: 2

      If so, why is it that everyone who plays MMORPGs seems to care mainly about leveling up, camping for the most ph4t l3wt in the game, earning cash as easily as possible, and generally having the most "uber" character stat wise?

      Ask a warrior why he is using a particular weapon in an MMORPG, and he'll say it is because it is the most damaging weapon that is available to him at the time.

      He probably won't say something like, "this sword was my father's. I carry it to remind myself of what a powerful and honorable warrior he was. One day I will use my father's sword to slay the one who murdered him!"

      --

      "You spoony bard!" -Tellah

    4. Re:What RPGs really need by jgerman · · Score: 2

      He probably won't say something like, "this sword was my father's. I carry it to remind myself of what a powerful and honorable warrior he was. One day I will use my father's sword to slay the one who murdered him!"


      Well that's part of the idiom of the genre. And that's not a bad thing. However, that's not to say that new innovations are bad either. I like the old gameplay, I like some of the new things that people are coming up with.


      All that being said, wanted to make sure I was clear that I like the traditional rpg ;), if you could make a game that would envourage the player to feel that way about a weapon you'd probably have created a fantastic game.


      While I'm thinking about it there are various ways to handle that. For example, keeping the weapon the same but allowing upgrades to it in the form of ever stronger mods. Like the materia system in FFVII, without the buying stronger swords aspect as well.

      --
      I'm the big fish in the big pond bitch.
    5. Re:What RPGs really need by ThrasherTT · · Score: 2

      Have you ever played a MMORPG? There is little to no Role Playing (defined as putting yourself into a Role which you Play as an actor). MMORPG worlds are chock full of people vying for the "best stuff." In my many years of playing MMGs, I've rarely seen a human player acting "in character." The Role Playing experience you get from a MMORPG is about the same as the Role Playing experience you get from a SPRPG. In a MMORPG, you are either bugging people for hints on where to find "the good stuff" or running away from/ignoring n00bs that are bugging you for hints on where to find "the good stuff." In a SPRPG, you are bugging NPCs for hints on (basically) where to find "the good stuff." Both styles typically include large quantities of "monster whomping." This is not Role Playing. IMHO, the only way you are going to get a true Role Playing experience in any computer game is if the game system rewards players for Role Playing and penalizes them for acting out of character.

      --

      All Your Memory Are Belong To Java
  19. My favourite recipe.... by DrJAKing · · Score: 3, Interesting

    72hr rental on a 14th century scottish castle
    24 crates beer
    3 day's worth of pizza and junk food
    7 guys who should know better
    no mobiles
    plenty coffee

    (oh, and some dice, books, figures, mats and shit).

    My point being, it's all about the people, the social dynamics,the fact that you're out-of-time. The system, and the way it's played are secondary, and arguing about that is part of the fun.

  20. I'm not even going to dignify that with response by SweetAndSourJesus · · Score: 2, Insightful

    Ah, I guess I am.

    Yes, Fallout was a neat game, but it's bordering on sacrilege to compare it to classics that Square has produced. Is anyone going to notice Fallout's impact on the gaming scene five years from now? Are they even noticing it now?

    --

    --
    the strongest word is still the word "free"
  21. Re:Wrong. The key ingredient is: by chadeo · · Score: 1

    Timothy Cain and Leon Boyarsky, two of the four authors listed, were behind the original Fallout game and are co-founders of Trokia games.

    So if you like Fallout, go check out what some of the main people behind it have to say about RPG design.

  22. Good Weapons and Leveling System by Hamlet+D'Arcy · · Score: 2, Insightful
    WHat make's an RPG for me is a large variety of cool weapons and a good leveling and advancement system.


    A variety of weapons doesn't mean 12 different types of swords (a la Neverwinter), but different weapons with different ranges and specialities (more like Fallout).


    As for leveling... after I hit level 20 in Neverwinter I quit playing. It wasn't the story that drove me to play, but the possibility of becoming more powerful and getting new spells.


    Anyway, both NWN and Fallout were great games in their own respects.

    --

    If I seem short sighted, it is because I stand on the shoulders of midgets
    1. Re:Good Weapons and Leveling System by wondafucka · · Score: 1

      I wish that we could spontaneously agree upon what to call our two different kinds of games. There are two totally different design ideals when creating a game with leveling and weapons, and when creating a game that has more interactivity and dialog. Granted most games shouldn't be all one or the other, but most games are.
      I absolutely hate Diablo, NWN, Eversmack, FF6+ but I want the industry to keep creating games like that for people that want games like that. I absolutely love games that focus more on story and intricate conversation, and the ability to do very many different things in very many different ways (i.e. completely divergent plotlines). I don't like to bring in the double edged sword of the english language to further subdivide the RPG market, but perhaps it is time.
      Any suggestions?
      www.mygeekdom.com My favorite place on the net to bitch about Bush.

    2. Re:Good Weapons and Leveling System by jgerman · · Score: 2

      It's kinda both isn't it. Different things for different people. And the ability for different styles of play to focus on the aspects of the game that they enjoy most. I've been thinking a lot about this lately, for all games, not just rpg's. There's obviously no formula. Personally, it's the combination story and leveling up that drives me. The story a little more, but there is a tremendous amount of satisfaction is seeing your character(s) get to be bad asses along the way.

      --
      I'm the big fish in the big pond bitch.
    3. Re:Good Weapons and Leveling System by IndependentVik · · Score: 1

      Can't you just specify by saying "good" or "lousy" RPGs? ;)

      --
      I'd suggest you don't use Slashdot as your only news source, or you will suffer permanent brain damage.
    4. Re:Good Weapons and Leveling System by Hamlet+D'Arcy · · Score: 1
      I'd love to see a CRPG that is based on dialog and plot that would immerse a player in the game... however, after twenty some years of playing CRPGs I have yet to see this. Perhaps I'm just not getting into the spirit of my role-playing, but every time I sit down with the newest CRPG that is promising a complete role playing experience I end up chasing quests and trying to level up (and enjoying myself while doing so).


      No One Lives Forever accomplished this with professional voice actors, witty dialog, and unrepetitive gameplay. I was never tempted to click through a dialog with that game, while I was with Fallout and NWN and all the other's I've played.

      --

      If I seem short sighted, it is because I stand on the shoulders of midgets
    5. Re:Good Weapons and Leveling System by wondafucka · · Score: 1
      I'm not sure if you are being tounge in cheek or not.

      In my experience, people tell me that I try to subdivide things too much. Since this is a site for nerds and geeks, I figure this is where my early toilet training should be appreciated.

      On one hand, for example, Zelda and FF are both good video games, so why complain or subdivide. My aim is to add to the language the tendency to specify the differences between these games. We do occasionally specify that Zelda is an "Adventure" game (i.e. real time moving a character around with the jumping and the slashing). Also the FF games are turn based (or phased time) combat games with leveling and weapons. There should be an easier or simpler way to state those things (also the many different kinds of RPGs besides that).

      My opinion is that if we are clear about what we want, game houses, or independent mod creators will be more receptive to that.

      On the other hand I chalk up your vote as a NO.

      www.mygeekdom.com Geek radio? Does it hurt?

    6. Re:Good Weapons and Leveling System by IndependentVik · · Score: 1

      Of course I was just kidding, man, that's what the winking smiley was for. Anyway, the reason I made my post was that you mentioned the following games: "Diablo, NWN, Eversmack, FF6+".

      Never played NWN, but I've had experience with the others, and they (IMHO) sucked. Not sure I follow what's confusing about the terms "adventure" and "turn-based", though. If you don't think those are elegant terms, maybe adding to the nomenclature isn't such a good idea?

      --
      I'd suggest you don't use Slashdot as your only news source, or you will suffer permanent brain damage.
    7. Re:Good Weapons and Leveling System by Alorelith · · Score: 1

      I agree that RPG's require a large variety of weapons/skills/characters and blah blah. An often overlooked console RPG that in my opinion blew many out of the water was Star Ocean: The Second Story. The story of the game was pretty boring and typical, but hell. There was so much to do! The item creation, while simple, provided many hours of enjoyment. Some of the best items could only be made through metallurgy, blacksmithing, etc. Alchemy could either be totally useless or essential depending on one's playing style.

      Also, Star Ocean actually had FUN combat. You know the kind where you can actually have fun? Morrowind is often hyped as the greatest CRPG, but I personally found it absolutely lifeless. Characters were stagnant. They didn't have schedules. Hell, even Ultima 5 had NPC schedules, and that was released in 1988 or so. Morrowind's combat was absolutely beyond horribly boring. Yeah, blah, some people say role-playing is what Morrowind is about but hell...at least make role-playing fun. What if I want to role-play a fighter? Sorry, extreme boredom in that department. Morrowind could have been good and I was one of the most eager to look forward to it. Hmm, I think this turned into a Morrowind rant. Star Ocean's combat, on the other hand, was real-time or semi-real time, involved using lots of different items, required skill at certain points in the game, and was FUN! Hell, it had some of the hardest bosses ever in any game... although there are somewhat cheap ways to beat them, but even so it takes 15 minutes to do so. The only other game that had hard bosses like that was Final Fantasy 5 (Omega and Shinryu, I don't even bother with them).

      What a rant this is. Generally, when I think of a great CRPG, I point to Ultima 7. It's combat lacked, but in every other regard it beats all CRPGs since. Sure, certain games do minor things better, but Ultima 7 overall ruled. Star Ocean is simply the best console RPG for those who like tweaking and combat and pure fun. The secret dungeon was a blast. Hmm, I could go for Star Ocean with a dungeon where the enemies scaled in strength. Now that would be fun. Reach floor 100 and boom. Great game.

    8. Re:Good Weapons and Leveling System by GMontag451 · · Score: 2
      I'd love to see a CRPG that is based on dialog and plot that would immerse a player in the game...

      Check out the Exile series or their reworking with better graphics and a different skills system, the Avernum series.

      They have the best mix of dialog, (In the Exile series you actually determine what you say yourself, instead of having canned responses! What a concept!) exploring, immense detail and backstory, and a concrete plot that is open-ended.

  23. Plot by Apreche · · Score: 4, Insightful

    An RPG is just like a movie, only there is player interaction. A lot of people play RPGs to level up, get the best items, big spells, etc. I just play to advance the plot.

    Basically RPGs don't have to do much to be good, they just have to have an interesting involving story that keeps me interested. However, there are a lot of things an RPG has to NOT do in order to not suck.

    First it has to not every make it incredibly difficult and stupidly annoying to advance the plot. Imagine watching a movie and halfway through you have to jump through hoops to see the rest. That's torture, not fun. Not to say that the whole game has to be a piece of cake. But if it is difficult to the point of frustration something is wrong.

    Second, it can't be incredibly short. I mean longer doesn't necessarily equal better. But on average RPGs that you can beat in a couple days often suck and RPGs that take a while are often much better.

    Probably the most important thing to an RPG is direction. I want to be told where the next plot is. Sure making decisions is good, and multiple endings a la chrono trigger is even better. But I don't ever want to be in a situation where I don't know where to go or what to do in order to advance the plot.

    The most important thing for an RPG to have (this is a pet peeve of mine) is short sweet and rare combat. I can't stand those games where you walk two steps and then are forced to fight horrible monsters in a 10 minute battle. And then repeat the process 100 times before getting to the next town. Combat should be rare and quick. It doesn't have to be easy, but I want to either win or lose in about 30-45 seconds tops.

    Candidates for best RPG ever?

    Chrono Trigger
    FF6
    Golden Sun
    Dragon Quest (Warrior)
    Secret of Mana
    Any Zelda Game
    Ack! Too many to name!

    --
    The GeekNights podcast is going strong. Listen!
    1. Re:Plot by jwilloug · · Score: 1

      Best RPG in recent memory is Planescape: Torment, no contest. An unconventional setting, incredible storyline, intriguing characters... Even bearable combat, the Baldur's Gate engire was at least good for that.

      I was hooked from the moment the bartender gave me back my eye. Fantastic game.

    2. Re:Plot by AT · · Score: 4, Insightful

      Advancing the plot is nice, as long as the game doesn't force you into a linear, predermined path. Open-endedness makes games so much more immersive.

      You forgot to include Ultima 7, clearly a candidate for the best ever. Or any of the Ultimas, except maybe 8 & 9.

    3. Re:Plot by Jaysyn · · Score: 1

      I loved Torment as well, but it should have been *much* bigger. The artwork was beautiful, but they didn't do Sigil much justice in the size catagory.

      Jaysyn

      --
      There is a war going on for your mind.
    4. Re:Plot by lightspawn · · Score: 2


      The most important thing for an RPG to have (this is a pet peeve of mine) is short sweet and rare combat. I can't stand those games where you walk two steps and then are forced to fight horrible monsters in a 10 minute battle. And then repeat the process 100 times before getting to the next town. Combat should be rare and quick. It doesn't have to be easy, but I want to either win or lose in about 30-45 seconds tops


      Sounds like you're describing Suikoden. The 3rd installment just hit the PS2 a while back, but unfortunately the first two (PSX) are not easily available - #2 routinely fetches $80 on ebay.

      Alternatively, Grandia 2 (Dreamcast, PS2 version supposedly not as good) has combat that you actually look forward to because it's FUN - just like a tiny game in and of itself (really difficult to pull off). Combat is also non-random - there are only so many enemies per area entered, and you can actually see them and even try to go around them or attack them from behind to get a free hit.

      Given the normal RPG, how many of you would rather have an option to turn the battles of entirely (or get super-strong characters to make combat a 1-round hassle?)

    5. Re:Plot by Joe+Tie. · · Score: 1

      Does anyone know of any games recently that captured that old Ultima way of doing things? I've got a pretty long backlog of games, and only yesterday sat down to start Ultima Savage Empire. Aside from the difficulty in making out the jagged fonts, I was amazed at the beauty of the games setup. You could really tell they were trying to build a world to actually play a role in. It was a perfect marrige of the plot based Japanese style and the western freeroaming spirit. It seems the only time I ever get that feeling with a rpg anymore is when I move on to the very early years of the genre. Are they still out there, or am I just missing them and stumbling on all the games which don't want to scare people with "hardcore rpg" elements.

      --
      Everything will be taken away from you.
    6. Re:Plot by NMerriam · · Score: 2

      Morrowind is totally open, non-linear, do whatever you like but also with a story if you want to follow it.

      --
      Recursive: Adj. See Recursive.
    7. Re:Plot by Chris+Carollo · · Score: 2, Insightful

      An RPG is just like a movie, only there is player interaction.

      Wow, maybe I'm just biased because I'm a developer working on a CRPG (Deus Ex 2), but I'll respectfully disagree.

      RPGs (and games in general) are the interaction. I know I don't speak for everyone in the industry, but all this striving to be like films strikes me as missing the point. We're one of the very few media at the moment that can have meaninful interaction with the player -- allow the player to develop plans, to analyse the situation and come with solutions the problem at hand, to give the player a sense of intentionality. RPGs are probably the most literate and intelligent area of gaming, and are the best suited to really delve into the power of interaction.

      If I want to be told a good plot, I'll rent a DVD or go to the theater -- they can do that better than we can. Games should be striving to challenge and involve. No sense playing to another media's strength when you've got your own.

    8. Re:Plot by Rhonwyn · · Score: 1

      I think a good example of this is Grand Theft Auto 3. It has a pretty good plot, not fantastic, but it moves well, and only a few of the missions are really difficult. The part of the game that made it so addicting was the open-endedness of it. You can drive around, play taxi drive, become a vigilante, or go crazy and be a serial killer.

    9. Re:Plot by Apreche · · Score: 1

      I think you miss what I'm saying a little bit. What I'm getting at is the point of an RPG is to progress the plot. I don't want progressing the plot to be annoying. I want it to be fun, though provoking, intelligent, but not frustrating or time consuming.
      I don't want to do a jumping puzzle to advance plot in an RPG. If I did I would have bought a platform game. I don't want to have to shoot things, or play a mini strategy game, or anything of the sort. An RPG is about the role playing, allowing me to make choices as to the players actions and choose what to say and do and where to go is what its all about. I should always be able to progress the plot, and there should never be a time where the player is angry because they can't accomplish something or they don't know what to do next.

      --
      The GeekNights podcast is going strong. Listen!
    10. Re:Plot by LtOcelot · · Score: 1

      Nah, he's not missing anything. The point of an RPG is to play a role -- hence the name. "Plot" progression can enhance this, but it can also be a detriment. In many of the games you mentioned, there's little role-playing to do; all the roles are pre-scripted. You watch their roles play out, but you don't actually play them yourself. The plot progresses, but you don't control how; you're not allowed to do anything that would break the designers' preconceived notions of how things should happen. This doesn't mean they're not good games... but something like Chrono Trigger isn't a role-playing game in the classic sense of the term. Relatively few computer/console games are.

    11. Re:Plot by jgerman · · Score: 2

      Given the normal RPG, how many of you would rather have an option to turn the battles of entirely (or get super-strong characters to make combat a 1-round hassle?)



      Certainly not me. If that's what I wanted, I'd go watch a movie ;) There are certainly times when I would get irritated at random battles, but that's what makes the game hard. Do I like when there is a different take on it, yes. Does one of the greatest RPG's ever, IMHO, have random battles, no. I like RPG's, it's that simple. I like great stories, I like leveling and seeing my character grow. Sure certain implementation strategies have their good, and bad, points. All in all, however, I like them all.


      I have yet to play Grandia II, until recently the Dreamcast was soley for hacking, until I picked up Skies of Arcadia (which I will admit is one of the games that drove me a little bugshit with random battles, but I wouldn't trade away a minute of it). But I've heard good things, guess I'll have to be sureto dig up a copy now.

      --
      I'm the big fish in the big pond bitch.
  24. "What do you think is the key to a great RPG?" by Anonymous Coward · · Score: 0

    "What do you think is the key to a great RPG?"

    Borderline faggotry between long-haired men with swords.

    1. Re:"What do you think is the key to a great RPG?" by Anonymous Coward · · Score: 0

      Actually, pointless leveling up is what makes a great RPG.

      Look at Final Fantasy. There's no story. You just run around fighting shit and gaining levels and looking for +4 swords with which to whack monsters around and gain more levels. Pure pointless fun, the best.

  25. Rules. by dasmegabyte · · Score: 2

    As many as possible. I'm a math fiend and I don't get enough of it in my job as a software developer ;). I love lookup tables and obscure rules and love working flawed characters in a strict world.

    Which is why I loved AD&D, v2, and why with the advent of _D&D v3 I have moved on to gurps. Yes, there are cool classes. Yes, it is nice that ability scores go to 500 or whatever. But that doesn't help my gimpy thief with the 9 dexterity -- and that's his highest score. When I play D&D3, i have to mince around like a pansy as even a pinprick does 2 HP damage nowadays.

    Gurps has a chart for anything you can think of and a rule that tells exactly how to do it. There's no penalty for being a clever player (as the DM says "roll against your intelligence, dummy"), and therefore no defense for hack & slash.

    --
    Hey freaks: now you're ju
    1. Re:Rules. by Lt+Razak · · Score: 1

      Rolemaster has a lot of rules. Might be worth a try.

    2. Re:Rules. by Lt+Razak · · Score: 1
      Try out RoleMaster. Lots of rules, charts.

      Using a whip, against a creature with chainmail? Chart.

    3. Re:Rules. by Anonymous Coward · · Score: 0

      GURPS rules !
      umm.. GURPS rules rules?

      No seriously - I gave up on AD&D and all of its mess 12 years ago.
      GURPS has a far more flexible system (although I actually think it suffers from a bit of rules bloat, but that's just me)
      And the ability to drop any PC into any environment or game world and have compatible rules in existence in the basic rule book for that.. well that beats the shoehorn effect of D20 any day :)

      But now I'm really offtopic.

      (Karma sux -post AC)

    4. Re:Rules. by ppanon · · Score: 1

      RollMonster. There's a game that's dying for good computer support software for DM's and players alike; ideally something that works on a palmtop.

      --
      Laissez lire, et laissez danser; ces deux amusements ne feront jamais de mal au monde. - Voltaire
    5. Re:Rules. by Hast · · Score: 2

      Another nice game if you're into math and science is the Traveller series. Currently up in version 4.5 or somesuch. (It's now GURPS based.) Also commonly refered to as Marc Miller's Traveller.

      The big math and engineering part is that there is an addon called Fire Fusion and Steel. That book describes all rules used to design weapons and star/spaceships in the game. Also a lot of the ideas used in game are explained (plasma rifles, different propulsion systems etc.) as well as some alternative ways of doing things. (Eg suggestion for how to make a campaign using the basic rules but with only solar sail powered spacecraft.)

      Really it's quite similar to the books about how stuff in Star Trek work. Only you can actually do something about the stuff you think suck.

      Unfortuantely the series haven't done too well. So there's not much material for it. OTOH that mean that you won't get sucked into a TSR situation which drains your wallet faster than a drug addiction.

  26. What makes a good RPG ... by Monkelectric · · Score: 2
    Is the same thing that makes a good album, a good movie, a good tv series and a good book. AN INTERESTING STORY.

    I do not want to run around smacking monsters to level and collect gems.

    --

    Religion is a gateway psychosis. -- Dave Foley

    1. Re:What makes a good RPG ... by tigertigr · · Score: 2, Interesting

      No kidding. If we want to just level up, we have Progress Quest for that.

      However, because games and gamers have become more sophisticated, it's going to take an even better story to impress people nowadays. I mean, I remember when I first played Phantasy Star on the SMS years ago, I was gripped by the environment and the characters and it seemed like such a cool story at the time. But now when I fire it up in an emulator, the story seems kind of weak. Don't get me wrong, I still love the PS series, though.

      If I see another game using the tired old cliche of collecting gems/crystals/whatever and combining them to defeat some evil dude, I'm going to scream.

  27. Get rid of random battles. by steesefactor · · Score: 5, Interesting

    The evolution of console rpg's would take a huge leap forward if they once and for all decided to eliminate random battles. A lot of times you just want to explore, not slog through 20 battles with same monsters every 5 steps. This is an artificial extension of game length that seriously hurts the gameplay of most console rpg's these days.

    1. Re:Get rid of random battles. by stratjakt · · Score: 2, Interesting

      The other problem is that the games generally rewarded you for spending a month in the field next to your hometown killing imps, then trucking through the game at level 1 zillion.

      Final Fantasy 8 is probably my favorite in the series, as it was the first to *punish* you for doing this. The more you level up, the more the monsters around you level up. If you dawdled around killing imps for too long, it'd bite you in the ass when you run into a white dragon at the same level as you.

      You were much better off to find the thingymajoo that makes you avoid monsters altogether, and proceed through the story.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:Get rid of random battles. by chickenmonger · · Score: 1

      Ah yes, how I did love Chrono Trigger. No random battles. Only good things can emerge when you combine Square and Enix.
      Square to Merge With Enix

    3. Re:Get rid of random battles. by jgerman · · Score: 2
      I disagree, random combat is part of the genre for a reason. Certain games, such as Chrono Trigger pull it off without random combat, psuedo random sort of very well. But the random combat is part of the challenge. I've been just as irritated as everyone else when fighting random battles, until I realize that that's what makes the game difficult. OTOH some games go overboard, for instance Skiew of Arcadia goes too far.


      I also like the idiom of the genre where it's usually possible to find an item that stops random battles at some point in the game.


      OTOH Exploration is becoming more and more viable with the state of game graphics. Certainly you didn't have much to gain by exploring the world of Dragon Warrior.


      It all goes back to what each person likes.

      --
      I'm the big fish in the big pond bitch.
    4. Re:Get rid of random battles. by Kintanon · · Score: 2

      Except that the story was so PAINFULLY BAD that I WISHED for random battles to slow the progress! I stopped playing the game entirely when they randomly switched the bad guy for a NEW bad guy on the 4th fucking disc! It wasn't bad enough that they got lazy with the character histories, or that both the motivator (SEED founder) and the original Antagonist where also from the same place as all of the characters, they had to go and randomly swap the bad guy out for something that had NO introduction whatsoever before that point. There was no reason to believe that a larger force was behind the first bad guy at all.
      Also, you could start fighting, do nothing except store spells, flee, repeat until you had full spells, attach them to your stats and be a level 2 guy with 9999 hp and max stats of all kind. Then all of the monsters would be really weak, and you could tank through the game. It didn't remove the power leveling shortcut, it just changed the dynamics around. I give FFVIII 2 stars, both based on the fact that it had a fun subgame.

      Kintanon

      --
      Check out JoshJitsu.info for Brazilian Ji
  28. well duh by Anonymous Coward · · Score: 0

    you're still talking about it, aren't you?

  29. Yes and Yes by jw32767 · · Score: 1

    Frankly, I haven't noticed the impact that any of the FFs have made on RPGs, mainly because they haven't made much of an impact at all on PC RPGs. Fallout on the other hand has.

    Personally, I think that most console RPGs suck because of the very limited freedom the player has. You have to be this character, who has this backstory, who is enemies with this person. PC games (like fallout) allow a degree of freedom that I've yet to see matched in console games.

    --

    Josh Winslow
    1. Re:Yes and Yes by DaBunny · · Score: 1

      Try Morrowind, which is on XBox as well as PC. It's a huge game with an immense amount of freedom.

    2. Re:Yes and Yes by voodoo1man · · Score: 1

      You're forgetting that it's an Xbox port. The Elder Scrolls were originally PC games.

      --

      In the great CONS chain of life, you can either be the CAR or be in the CDR.

    3. Re:Yes and Yes by DaBunny · · Score: 1

      My point is that it's possible to have a great degree of freedom in a console game. That's a fairly recent development, and it removes a major difference between PCs and consoles.

    4. Re:Yes and Yes by Sj0 · · Score: 2

      Final Fantasy V was good for allowing the player lots of freedom without removing the absolute nessessity of good story and characters. (Of course, FF3 for NES had this before that even, but the concept really becomes intrieguing with the skills of FFV)

      If you don't agree with me about the bolded section above, just ask anyone what they thought of FF8 compared to one of the more storied FF games.

      Then again, there's the third category of making the player *feel* like he's making a decision. Things can be very linear, but if you convincingly lead the player through, it won't matter. This is a good way to do things in storied RPGs, since they are generally extremely linear by nessessity.

      --
      It's been a long time.
    5. Re:Yes and Yes by Hast · · Score: 2

      I think it's mainly a difference between the Xbox's and other consoles. The XBox is quite similar to a normal PC and thus can do things in a similar way.

      In this specific case I'm talking about having an internal harddrive. Since the XBox has that it's capable of doing CRPG's in the same way as PC do it. Ie a very large world which you can manipulate. This doesn't work as well on consoles since you have to be able to store all that data between sessions.

      And if you like the Fallout games then check out "Arcanum: Of Steamworks & Magick Obscura" if you haven't already. /Huge/ world, and just as with Fallout2 it's largely an amoral one. Thus you can play a thug or a valliant knight, but your behaviour has influences naturally.

  30. FFS by r0xah · · Score: 0, Troll

    The key to a great RPG is to be part of the Final Fantasy Series

    --
    those people who think they know everything are a great annoyance to those of us who do. -isaac asimov
    1. Re:FFS by tmhsiao · · Score: 4, Funny

      Can someone explain to me why something called Final Fantasy has like 10+ sequels?

      --
      "My God...It's full of ads!" -Fry, about the Internet, Futurama
    2. Re:FFS by stratjakt · · Score: 1

      They aren't sequels, each has its own unique storyline, with its own unique characters, in its own unique universe.

      The next one, though, will be a true sequel of FFX. Apparently they feel they need to franchise the characters.. The wind must be out of the sails.

      But to more directly answer your question:

      Neverending Story: Part II

      --
      I don't need no instructions to know how to rock!!!!
    3. Re:FFS by jgerman · · Score: 2
      It's just a title, who cares ;)


      Actually Square was about to go under and Final Fantasy was to be their last game, hence the final, it ended up, basically, saving the company.

      --
      I'm the big fish in the big pond bitch.
    4. Re:FFS by Wraithlyn · · Score: 3, Funny


      This is the worst case of false advertising I've seen since my lawsuit against The Neverending Story!
      </Lionel Hutz>

      Aaarrr... 'tis not a man, but an infernal eating machine!

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
    5. Re:FFS by Not+Quite+Jake · · Score: 1

      Can someone please explain to me why a joke that old still gets modded up as being Funny?

    6. Re:FFS by goat_attack · · Score: 1
      IIRC, Square had just released a bunch of clunkers, and they were about to go under. So as a joke, they released the RPG they were working on as Final Fantasy.

      Funny, no?

  31. best line... by bje2 · · Score: 1

    great excerpt taken from the fourth article (for those of you who don't read the articles)...note, RT is referring to Real Time (as apposed to turn based RPG)...

    Myths
    "RT is cool" - As defined by who? Don't believe the hype kiddies, and besides, as an avid RPGer, I know we have nothing to do with cool. While we're sitting in a basement rolling dice, swilling Mountain Dew and other snacks while pretending to be mighty warriors in an alternate universe, cool people are out doing lines off naked women because they can. It still puzzles me why certain RPG developers seem so intent on following trends, when their consumer base couldn't be trendy, even with a +10 Bag of Conforming to the Social Norm.

    sorry, just had to post that, it cracked me up...especially the "+10 Bag of Conforming to the Social Norm" line...how bout that, a RPG developer with a sense of humor...

    --

    "Facts are meaningless. You could use facts to prove anything that's even remotely true." - Homer Simpson
  32. Re:Another great troll by Anonymous Coward · · Score: 0

    This is a very tasteful and creative troll.

  33. A good escape... by kakos · · Score: 3, Insightful

    The key to a good RPG is that it is a good escape. I play RPGs to escape the boring monotony of real life and get a glimpse into some other world. This is one reason why MMORPGs are so addictive. From a story point of view, they suck. You sit around and kill things all day. What is so attractive about them is that you have real people to talk with. It makes it a sort of world outside of this world. And that is what a lot of people are ultimately looking for. They are looking for a world to escape to when the real world seems too burdensome.

    1. Re:A good escape... by Anonymous Coward · · Score: 0

      I agree.
      MMORPGS suck unless you make friends.
      Generally, the only reason MMORPGS are fun is that you can be a nerd with others (And you don't even have to see what they really look like !)

      The place they fall down is that, compared with most pen and paper RPGs, your characters actions have absolutely ZERO effect on the game world.

      There will be no mention of your character in the annals of the worlds history.

      Your character might slay the dread Dragon of Zur Goth or whatever... but hey ! he'll just respawn.

      At least in single player games the "plot" usually winds up with the character (or party) accomplishing something... Although the plots have a tendency to be rather linear (no one can build a completely open-ended and reactive game world in a CRPG), and there is always the drive to "finish the game"...

      in the end- this is why computer RPGS will never hold a candle to a well run Pen and Paper RPG (no matter what the system is).

      (Karma sux - post AC)

  34. Re:Good computer RPG design... by chickenmonger · · Score: 1

    That's a good one. First time I've seen a Goatse post be moderated positively.

  35. duke nukem by matt4077 · · Score: 0, Offtopic

    the most important thing for an rpg is ammunition.
    you know, when 6 aliens are coming at you from all sides, you dont wanna run out of it.

    1. Re:duke nukem by Lt+Razak · · Score: 1

      That would definately count out Resident Evil. Finding bullets in that game was kind of like finding leprechans on 4 leaf clovers.

    2. Re:duke nukem by Anonymous Coward · · Score: 0

      Actually, it's more important that you're not right up next to an alien, so then the blast doesn't kill you.

  36. Re:Good computer RPG design... by Anonymous Coward · · Score: 0

    Thank you...I had a good chuckle when I saw it get modded up +1 Interesting so quickly. The game is good, though, if you've never had the chance to play it and you're interested.

  37. A great story by Palshife · · Score: 3, Insightful

    I think I enjoyed Final Fantasy VII mostly because the story was the most emphasized part. A good story offers emotional connection to the characters and the situations. In the end, it makes you more prone to play your character with actual zeal, not just go through the motions to trigger the cutscenes.

    A great RPG should have me saying "I'm gonna kill that bastard," after he offs one of the main characters. My mood should be affected by the plot.

    --
    Attention deficit disorder is a complicated issue, spanning several major... HEY LET'S GO RIDE BIKES!
    1. Re:A great story by jgerman · · Score: 2

      FFVII is definitely a candidate for that, between the burning of the village and the scene with Aeris I was really worked up over killing Sephiroth. Square did an excellent job on that story. Of the new style FF's it's a toss up between VII and X for story.

      --
      I'm the big fish in the big pond bitch.
    2. Re:A great story by athakur999 · · Score: 2

      FF7 was great. A good story, generally likable characters, the simple but flexible materia system, the minigames, etc. I had no problem blowing 8 hours at a time sitting on the couch playing that thing.

      Once I was done, I picked up FF8. I played it for about a week on and off, then forgot about it. It just wasn't the same, and didn't capture my interest nearly as much.

      --
      "People that quote themselves in their signatures bother me" - athakur999
    3. Re:A great story by jgerman · · Score: 2
      Definitely, 8 and 9 were both only "ok" 7 and 10 I put at the same level as the early ones as well as other greats like Chrono Trigger. I really like the sophistication the stories are getting now. And the simple flexible materia system was much more intuitive and entertaining than the system in 8, I really didn't like that.


      The story is really the most important part ot me, but it's followed closely by making my characters bigger and badder. Guess that's why I can still play the old games and love them even with the poor graphics (that of course looked stunning at the time ;)).

      --
      I'm the big fish in the big pond bitch.
  38. feature of a great RPG by Anonymous Coward · · Score: 0, Troll

    One of the biggest features all great RPG's have is the lack of skills required to get good. The ability of your character has to be directly proportionate to the amount of time you've played the game, that way, all the obsessive players can feel good about all the time they waisted playing the game.

  39. The only way to win is not to play by teamhasnoi · · Score: 2
    This is what happens when you fail to make a saving throw against Tom Hanks.

    Highly recommended.

  40. Re:Plot (Combat) by Kintanon · · Score: 5, Interesting

    One annoying and disturbing trend I noticed recently is the "actionifying" of RPG combat. It started with FF7 in my opinion, where you had to hit the button at the right time for Cloud's sword to fire. IT was worse with Legend of Legaia (Which I liked, and I enjoyed the combat, but my wife HATED It because she plays for the storyline) and then I've seen recent games where you have to hit multiple buttons in a row during combat as dials and boxes move around and occasionally sync up. It means that instead of pressing one button a few dozen times per combat you have to dedicated a lot of though to the combat itself. This is REALLY annoying when you like to just level up and go to the next story. If you want to make a fighting game, make a fighting game. If you want to make an RPG make an RPG. There should never be a human reflex based combat portion. I'm playing the role of my character, not myself. If I have only one hand, and that hand only has one finger, I should still be able to play the game.

    Kintanon

    --
    Check out JoshJitsu.info for Brazilian Ji
  41. Successful for who? by craenor · · Score: 2

    The greatest of the RPG's are not the ones that make the most money always. The ones that rake in the funds are the most addictive of RPG's. Especially when you talk things like EverQuest and the other mmorpg's.

    As the market becomes more flooded in the next few years, people will burn out on the addicted games and finally the demand for the better games may improve more.

  42. Suggestion by Anonymous Coward · · Score: 0

    After playing RPGs for a lifetime like there's no tomorrow, I have a suggestion that I believe could spice RPGs somewhat. I have even eMailed companies, but I get not even an automated response. :(

    Many RPGs, especially "traditional RPGs", have you combat groups of monsters over and over. However, if you check it out, battles are small and many. You have to be strong on the long run, and you normally do not need to be very strong for any particular battle, except special ones. (Bosses, etc.)

    My suggestion is to have RPGs with less battles but more complex. It just shouldn't be done by using the same routine over and over. Make me really think my strategies. Also, I prefer "realtime" battles over static ones -- if I take to long to make a choice on the menu, the enemies attack.

    My two cents.

  43. Urban leveling by Anonymous Coward · · Score: 0

    I wander around my neighborhood with a big stick (which I refer to as my Crystal Sword of Belzar) and a ghetto blaster. When I encounter an animal, I make this kind of alarm noise and start the action music going on the ghetto blaster. I beat the animal senseless with my sword. Then I check its body for gold, but I never find any. Then I take out the notebook I carry with me and add some random number between 1 and 15 to my total. I'm up to 4582.

    1. Re:Urban leveling by Anonymous Coward · · Score: 0

      When you reach 5000, come to me and I will level you up.

  44. Are you kidding? by Anonymous Coward · · Score: 0

    This is a classic. Looks like the Don Knotts guy has returned!

  45. Re:OT- your Sig by teamhasnoi · · Score: 2

    I have to say, I absolutely love your sig! When I first saw it I HEY! SPIDERMAN'S ON!

  46. Re:Good computer RPG design... by Lt+Razak · · Score: 1

    In the midst of worthless trolls, there are a few who hone their skills still...

  47. Its the music by RobPiano · · Score: 1

    The music is the most important part!

    On a completely unrelated note... Young, talented musician (piano), working on a master's in music tech, with degrees in music and computer science needs a job :)

    1. Re:Its the music by Anonymous Coward · · Score: 0

      Are you attending music tech in MN or taking a course in music tech?

    2. Re:Its the music by RobPiano · · Score: 1

      Nope.. Montreal QC. Did undergrad in the states

  48. One word: by Wraithlyn · · Score: 3, Insightful

    Morrowind

    --
    "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
  49. best quote from the articles by MORTAR_COMBAT! · · Score: 5, Funny
    From the article on game combat, talking about myths related to "real-time" combat systems:


    "RT is cool" - As defined by who? Don't believe the hype kiddies, and besides, as an avid RPGer, I know we have nothing to do with cool. While we're sitting in a basement rolling dice, swilling Mountain Dew and other snacks while pretending to be mighty warriors in an alternate universe, cool people are out doing lines off naked women because they can. It still puzzles me why certain RPG developers seem so intent on following trends, when their consumer base couldn't be trendy, even with a +10 Bag of Conforming to the Social Norm.


    I couldn't have put it any better with a +3 megaphone of "you are a geek".
    --
    MORTAR COMBAT!
    1. Re:best quote from the articles by dillon_rinker · · Score: 2

      Presumably the +10 bag would be to put over their heads?

    2. Re:best quote from the articles by Jace+of+Fuse! · · Score: 2

      Well, they may be geeks, but there are non-geek diehard gamers, as odd as that's going to sound. Well, perhaps geeks in denial, whatever the case may be.

      I personally LOVE real time. I'd rather have a good reflex test mixed in with a bit of strategy and a huge amount of combat variety much more so than the really shitty turn based combat that's so common in console RPGs these days.

      On the other hand, even though the interface for Neverwinter Nights appears to be real-time, it's truely not since it's just a point and click battle. And then on the far extreme other side we have Diablo II's interface which doesn't leave much for either technique or strategy, and amounts to nothing much more than being able to slam potions, level up, and equip the most powerful weapons.

      I think what it boils down to is that there isn't a perfect battle systems in ANY RPG yet, and with nobody willing to invent new ways of doing things, it may be a while yet still.

      --

      "Everything you know is wrong. (And stupid.)"

      Moderation Totals: Wrong=2, Stupid=3, Total=5.
    3. Re:best quote from the articles by kin_korn_karn · · Score: 2

      no, it's a bag of tricks. The first thing you pull out of it would be a stick of deodorant.

    4. Re:best quote from the articles by Anonymous Coward · · Score: 0

      That's a typical geek answer.

      The first thing you pull out is the naked women and cocaine. Everything takes care of itself after that.

  50. It's all about Freedom of Action by sckienle · · Score: 5, Interesting

    OK, there are two. The personal interaction was always important to me. But the main aspect of any RPG which managed to keep my interests was the flexibility to allow for real freedom of action.

    For example, you run into a locked door. How about removing the hinges? Chopping the wood? Going through the transom? Digging out the mortar out around it? Way back when I was DMing the original D&D, my friends would come up with this sort of thing all the time. Of course, it meant I had to constantly be thinking. But that was the whole fun on it. It wasn't "follow the line and use the objects exactly the way we intended" play.

    Of course, that's why I didn't use the canned scenarios then, and why I don't play much RPG on the computer today.

    --
    I don't see things in black and white; I see the gray. Heck, I actually see in color, which makes things more difficult
    1. Re:It's all about Freedom of Action by ashultz · · Score: 1


      That's so true, it's why (although I play a decent number of CRPGs) I always feel that the computer doesn't acutally provide a role-playing experience. You aren't free to play a role, you're free to take one of a limited set of actions. The set is getting larger and larger, and in MMORPGs you are at least free to say anything to another player you like, but it's still a countable set.

      It's even more true of NPCs than of doors. For a real person, there are so many conversations that will solve or cause so many problems... a tabletop RPG can do justice to these, but a CRPG can't even come close. MMORPGs can't really either, since all the NPCs are scripted, and only the PCs have actual freedom.

    2. Re:It's all about Freedom of Action by Prat,+Falling · · Score: 1

      The graphics of your average RPG are worse than, say, FPS titles by and large, but we differ because we prefer freedom. Not freedom to take a lock out of a door or whatever, but freedom to do whatever you want whenever you want.

      Here's some examples of good, bad and ugly:

      Wing Commander II: Wow, going back some here. Random missions of the "go here, kill stuff" variety, or "go here with this" type. Honestly, 4-12 of these per space station, depending on guilds present and membership. Plus big quest-type overarching mission. Expansion pack present and correct. Stupendously linear and samey. Dull.

      Baldur's Gate series: Mmmm... tasty fresh... Scope is the winner here. It took me over a year of my life to wade through BGI, BGII and expansions but at the end I felt I had accomplished something. Size matters. Impression of diversity but you fight same stuff all the time and challenge is in combat, not dialogue. Roleplaying largely irrelevant, go fighting skills! Till Starship Titanic we had no dialogue recognition but man, would I love that with Neverwinter 2!

      Hitman: Engine issues aside, wow. So many ways to do stuff! 2-4 meaningfully different ways to do levels- pure frosting!

      Neverwinter Nights: Still can't make mind up on it. Can see wonderful RPG mechanics, great dialogue options, oh so pretty, editor included etc. BUT single-player campaign disappointing, still can't ride a horse, ooh look another wall I can't climb, height transitions ugly as sin- ooh, and I can't play it for less than 8 hours at a time despite it all.

      What'd be in my favourite RPG? Infinite linked meaningful quests with utterly accurate RPG mechanics behind- and here i mean all the proper skill structures. Basically, I'd love to bring my own roleplaying experiences to the PC properly, but it's a totally different environment. You don't have a DM who can improvise on the spot in realtime (least not that I've seen) and whose plans you can throw awry, and until my PC can handle me thinking outside the box it won't happen. What we really need IMO is a program with a DM client as easy to use as your very own IRL DM talking to you- or a computer capable of restructuring its game to keep it interesting if you make choices that do not match the "prescribed" path.

    3. Re:It's all about Freedom of Action by Dark+Lord+Seth · · Score: 3, Funny

      Ah yes, AD&D. I once tried to play it seriously, but my friends were a bit fcked up in the head (like me usually) so it kind of involved vampires with fake teeth, immortal baby seals and naked blonde women. Hey, we were 17 back then, puberty is to blaim for that. (That ought to keep SlashChick away from me with a 45 page rant about sexism on the net. Ahem.)

      Yes well, anyways, things went like this after we gave up on one of our campaigns and started a new one:

      DM: So Seth, made a character yet?
      Me: Yeah, got her stat sheet right here.
      DM: Her? You're not another sicko playing a female character, are you?
      Two other guys playing female characters glare at DM
      DM: Anyways, stats look okay, I'll put her into my storyline.
      Friend with female char: Does his char have bigger boobs then mine?
      Only guy with male char: You people are sick in the head. Very sick.

      Of course, that was even before the game started, at which it became worse.

      DM: You slowly approach the sound of someone playing a lute, the serene sound reverbing throughout the forest...
      Friend with male char: Too quiet and I want to kill something. Do we see anyone or anything yet?
      DM: Lots of trees. Attack one of those.
      Friend with male char: Sure thing! *rolls for initiative* 20!
      DM: You headbutt the tree and knock yourself out.
      Friend with male char: I hate you.

      Or...

      DM: Okay, so you approach the sound of the lute and see a woodsman sitting on the ground, surrounded by various animals...
      Friend with cleric: I cast detect evil, do I sense anything?
      DM: The woodsman is okay, the bird on his right shoulder is more vile then Satan himself.
      Me with cleric: I attack the bird with my mace!
      DM: I was kidding you sick fuck!
      Me: Who cares, I'll attack it anyways.
      DM: Phacia (my char) is now chaotic evil. You got the element of surprise so roll for hitting the damn bird.
      Me: Er... A four?
      DM: You bloody miss the bird by 20 cm to the left.
      Friend with male char: Isn't that where the woodsman's head was at?
      DM: Er, yes, wel... Roll for damage then.
      Me: A six, max damage on the back of his head?
      DM: Damn you all to hell. You kill the woodsman!

      Ah yes, those were the times.. Wish someone around here played some truely serious AD&D. I ran away screaming in agony when they suggested DBZ AD&D crossovers, so I've been without AD&D ever since then. Anyways, to make this post seems even remotely on topic, the worst thing about most RPGs on computers I played is the "toughening" of it all. Really, if you want to make battles harder, make it harder in a realistic way, not just by flinging more grunts/monsters at the main party. Also, avoid gaping plot holes like how on earth some old nearly disabled lady manages to get from town A to town B before you while you had to cross two dungeons, a cavern with really deep pitfalls, molten lava and a name involving a homonym for "doom", "evil" or "horror", fight 30 battles without saving and a boss battle in the end. Seriously, did that old lady know of a shortcut or something?

    4. Re:It's all about Freedom of Action by demaria · · Score: 1

      If the arrow was 20cm to the left, wouldn't that be away from the woodsman?

    5. Re:It's all about Freedom of Action by imr · · Score: 2

      You're so right.
      This door thing is for rpg what the boxes are for fps. Why do all those boxes lay there? Why did they put the key to the door in a box on the roof of another house ?

      Gladly, my first game as a dm was call of chtulhu from chaosium, which emphasised on this aspect of dming.
      Don't get by the rule when they arent needed, good old common sense prime.

      I think some game designers try too much to have their system to be in control of everything and to guide players in the "RIGHT" directions.
      So you must have a thief/rogue/whatever in your team, so the lockpicking competence must be attractive, so you must use it to lock pick doors and thats it.
      That's for the roleplaying experience, you know? Otherwise, you have only warriors and wizards, you know.
      It seems they cant understand DMs are the one who will make it interresting to have "alternate" classes and that players are smart enough to take those classes for the fun of roleplaying them.

    6. Re:It's all about Freedom of Action by Dark+Lord+Seth · · Score: 2

      No, because I was talking about a mace in the first place. Besides, if the bird is on his right shoulder and I hit the bird 20cm to the left, I'd most definately hit the head. Or not, we didn't really care.

    7. Re:It's all about Freedom of Action by ethereal · · Score: 1

      "close enough" counts in horseshoes, hand grenades, and apparently maces too :)

      --

      Your right to not believe: Americans United for Separation of Church and

  51. Re:Plot (Combat) by Kragg · · Score: 2

    One annoying and disturbing trend I noticed recently is the "actionifying" of RPG combat.

    Adding action to the game just changes it slightly. It makes it RTS + RPG instead of plain RPG. Nothing wrong with that in and of itself.

    Of course, if the story is strong enough there's no reason not to allow players to turn off the rts (or at least the rt) part of the combat, like some square games do.

    If I have only one hand, and that hand only has one finger, I should still be able to play the game.

    But surely you still could play the game..?
    Oh, you mean the computer game... sorry.

    --
    If you can't see this, click here to enable sigs.
  52. Re:Plot (Combat) by Steveftoth · · Score: 1

    In some games, the action elements are completly optional. I agree that the games that FORCE you to use the action elements and then procede to call these hoops features are crappy, but all the FF games have had the action elements be optional. You can go through the entire game without using the overdrives that require you to push the buttons, or line up reels, etc.. (In FFX for example).

    Most console RPGs are more action oriented then the computer counterparts. Personally, I don't find the computer games that much fun because they are too stat oriented. But that's exactly why so many people like CRPGs as opposed to console games where the primary reason for playing is plot and graphics.

  53. the key by Anonymous Coward · · Score: 0

    What do you think is the key to a great RPG?

    pretty much the same key to real life: bitches and benjamins

  54. The Key is.. by docbrown42 · · Score: 2

    What do you think is the key to a great RPG?

    The key is to not be on a computer. No computer can match the flexibility and resourcefulness of a real, live, flesh-and-blood person. CRPGs and face-to-face RPGs are 2 very different things.

    --
    Ed Wedig
    Graphic design services
    docbrown.net
  55. Atmosphere by name_already_in_use · · Score: 2, Insightful

    Of all the RPGs I have played there is one outstanding feature that sticks in my mind and which all good RPGs MUST have, IMHO, to be enjoyable: atmosphere.

    Obviously factors such as story, reasonable graphics, etc are all important but that is the case for any of type of game. What matters is how these elements interact with each other to product the overall atmosphere of teh game. ake the Bladerunner rpg for example and Nintendo's Zelda series - both are really immersive games due to the continuity and great sense of escapism produced by the games' ambience.

    --


    Rake Free + Mac Poker: CardCrusade
    1. Re:Atmosphere by kinshadow · · Score: 1

      I agree, graphics don't have to be great, but they have to give the correct impression and mood. Music is the same as well, but more so. I really hate rpg's that use really sucky music for atmosphere.

      --
      Sigpilot : I'm in the pipe, 5 by 5.
  56. Re:Wrong. The key ingredient is: by MORTAR_COMBAT! · · Score: 1

    Fallout was one of the best RPGs I have ever played, CRPG or PnP, period.

    --
    MORTAR COMBAT!
  57. The key to a good RPG ... by YahoKa · · Score: 2, Insightful

    is a cult following.

  58. Re:Plot (Combat) by Anonymous Coward · · Score: 0
    It started with FF7 in my opinion, where you had to hit the button at the right time for Cloud's sword to fire.
    That was Squall in FFVIII. That game was pants.
  59. The End by BroFrog · · Score: 1

    The key to a good RPG is the the story... and ultimately the Ending. I hate it when I feel the entire quest was not worth the 4 second ending. Take for example FFIX and it's 15 min ending. At the end of the game you have a sense of acomplishment rather then a sinking feeling of "Great but now what."

    1. Re:The End by Anonymous Coward · · Score: 0

      Look at Fallout and Fallout 2.
      Great story, great ending.
      It goes through what became of each town or area that you visited. There is only what became of your character that is somewhat static. From what I remember, each area had at least several possible end-game states, depending on what you did there and in the other towns that may affect it.

      Personally, my favorite 2 games ever.

  60. You need... by ZipR · · Score: 1

    A space hamster. Every game need a space hamster.

  61. Other multiplayer console RPGS? by Sean-Yo+Ma · · Score: 4, Interesting

    It never ceases to amaze me how ignored multiplayer options for console RPGs are. I think most people will agree that Secret of Mana is a great game only made better by playing it with a friend. There's simply no excuse for how few since then have supported multiplayer. Keep in mind I'm referring to console RPGS. Are there any out there BESIDES Secret of Mana that let you do this? Alon D'ar for PS2 has some multiplayer elements but other than that, I can't think of a single console RPG that lets more than one person play simultaneously.

    1. Re:Other multiplayer console RPGS? by CableModemSniper · · Score: 1

      Well Final Fantasy 6 (3 in america) for one. You could split control between two players during battles.

      --
      Why not fork?
  62. historical RPGs by taxman_10m · · Score: 2

    I'd like to see RPGs that explore more historical time periods. Has there ever been a game that explored pre-Columbus North America or even Native American societies in general? or Rome of some period? Vikings?

    1. Re:historical RPGs by Anonymous Coward · · Score: 0

      A game like this is called

      Destiny of an Emperor by Capcom

      It was for the NES and in my opinion the best RPG ever, and yes I played through Final Fantasy, own both Fallouts, etc

    2. Re:historical RPGs by taxman_10m · · Score: 2

      Excellent, thank you very much.

  63. E3 anyone? by Anonymous Coward · · Score: 0

    Funny how I just got my registration card for E3 and this gets posted...I think these guys are going to have a seminar about exactly the same stuff there. I should bother to look it up, but why bother? RT in RPG is nice and all, but gets annoying really fast when you need to make 4 different characters do 4 different things at the same time (yes some games like this lets you pause, but that doesn't even feel right). We need more Turn-Based RPGs that are good then RT RPGs that are bad...

  64. Key by Shamanin · · Score: 2

    The key to a good RPG is a good acronymn.

    Case in point, NWN. A perfectly symetrical one (if you reverse the N which makes it that much cooler), an exquisite palindrome. An excellent complement for DND (yet another palindrome).

    I know that's what I look for.

    --
    come on fhqwhgads
  65. In Soviet Russia by Anonymous Coward · · Score: 0

    ...the RPG is addicted to YOU.

  66. It took me a few minutes... by gcalvin · · Score: 2, Funny

    ...to realize you were talking about Role-Playing Games and not IBM mainframe programming. I should have known better.

    1. Re:It took me a few minutes... by Neon+Spiral+Injector · · Score: 3, Funny

      It was the other way around for me. I was half way through a semister of an RPG class, when I finally asked when we were going to roll our charaters.

    2. Re:It took me a few minutes... by Violet+Null · · Score: 2

      Could be worse. I thought I'd signed up for an RPG programming class, and was quite surprised when they started handing out rocket propelled grenades.

      Came in handy on negotiating a raise with my boss, though.

    3. Re:It took me a few minutes... by Anonymous Coward · · Score: 0

      Me too, I thought they were talking about a new red book on the new websphere version. Darn.

    4. Re:It took me a few minutes... by Anonymous Coward · · Score: 0

      Never break the almighty Cycle. Even in an event driven program.

      Overload the indicator array.

      Use GOTO and TAG freely

      Avoid use of structured opcodes.

      ILE: The Plague

  67. My wish list by Cu · · Score: 4, Insightful

    The aspect which I most crave is obscured player stats. If you hide the numbers, most people would stop obsessing over them.

    Get rid of explicit classes. Classes should be implied by action. If you don't act your class, you become something else.

    The story needs to be flexible. Certain possibilities in the game should disappear after a set period, and no one should feel bad about it. There shouldn't be a static world. Instead, you should have a room full of people working on a constantly evolving world that takes into account the actions of players.

    Allow regions to be depopulated of monsters.

    Design for characters to interact. Remember MUDs.

    --
    I'm Abram Bender. You're not.
    1. Re:My wish list by Guppy · · Score: 1
      "The aspect which I most crave is obscured player stats. If you hide the numbers, most people would stop obsessing over them."

      Hmm... I think I've seen an example of this in action somewhere.
      Karma: Excellent (mostly affected by moderation done to your comments)
    2. Re:My wish list by Cu · · Score: 1

      Clearly even that is too much information. Limit the feedback to the results of the statistic. If I make my strength test, I'll know I'm strong enought to do that (at least once).

      --
      I'm Abram Bender. You're not.
    3. Re:My wish list by voodoo1man · · Score: 1
      I just finished playing Gothic (good for me, as Gothic II is only several months from an English release), and it hits on all but one of your points. The stat system is minimal but very well though out, and stat changes have a meaningful and immediate impact. I haven't looked forward to levelling up this much since Fallout 1. Your "class" is an arbitrary distinction decided by your actions in the game.

      Although the storyline isn't completely plastic (none of them are or could be, alas), IMO Pirahna Bytes made a really smart design choice: at a point in the game, you can choose between three branches to continue the story. Although the locations from that point on are all the same (Gothic is a big persistent world, plus a couple of separate dungeon "levels"), the way you experience them depends on the branch you take, and also in a large extent depending on what you invest your skillpoints in. This is probably the best tradeoff between spending valuable time on making branch-specific content and providing a non-linear/replayable game.

      Because the main world is a single map, the monsters and natural flora/items are kept track of. At one point in the game, I was running through the forest and realised that I actually ran out of things to kill for the experience/food/valuable items. I felt kind of bad for hunting out all of the wolves.

      The best thing about the game is that all this was done with a real-time combat system - not point and click mind you, but a real beat-em-up combat system that felt like it. I guess I should stop frothing at the mouth and say that there are still good RPGs being developed, and the future looks good.

      --

      In the great CONS chain of life, you can either be the CAR or be in the CDR.

  68. Atmosphere by leoboiko · · Score: 1

    The key feature, for me, is atmosphere. The best games are those that makes you feel inside the game, such as Chrono Trigger, Valkyrie Profile or Nethack.

    --
    Prescriptive grammar:linguistics :: alchemy:chemistry. Stop being a nazi and learn some science.
  69. In soviet Russia by Anonymous Coward · · Score: 0

    The roles play you!

  70. For RPG's? An enhanced book by phorm · · Score: 4, Interesting

    Really, a good RPG in many ways resembles a good book. If the storyline is well laid out, believable (not in the perspective of currently reality, but of perhaps characters actions/reactions), and flows well, then the game is good.

    Then, we throw in playability/complexity. If you're spending 20 hours just to figure out that you had to visit some village in the middle of nowhere and talk to the old man behind the in... playability gets a low grade, unless of course there's lots of hints to that objective beforehand.

    Graphics and sound count for a lot nowadays, and especially cinematics. Sometimes when the plot or gameplay has dragged, trying to get to the next cinematic has pulled me through the boredom.

    Treasures/gifts/secrets: Treasure boxes, GF's, summons, spells. All those things that RPG geeks say to friend "Hey, I've got the wings of wonder, you haven't found them yet?", or "Check out this spell of almighty flatuation, it does 3000 damage+poison effet".

    Still, if the game's story sucks, then no manner of graphics or effects will make it worth playing. RPG's often act as "books/movies you can play", which is what makes them so immersive and oftimes addicting.

    1. Re:For RPG's? An enhanced book by Disoriented · · Score: 1

      Treasures/gifts/secrets: Treasure boxes, GF's, summons, spells. All those things that RPG geeks say to friend "Hey, I've got the wings of wonder, you haven't found them yet?", or "Check out this spell of almighty flatuation, it does 3000 damage+poison effet".

      One thing that annoys me (more than anything) are secrets that cannot be gotten once you get past a certain point in the game. Ideally, secrets should stay where they are, and be obtainable at the end of the game, when you're trying to explore every nook and cranny just before confronting the final boss.

      Otherwise, you have to play through the whole game again to find the secrets, and who has time for that with all the new games coming out? =-)

    2. Re:For RPG's? An enhanced book by phorm · · Score: 1

      But sometimes it's a major pain to allow you to backtrack through the whole game. A lot of RPG's use limiting points to trash out junk data that would otherwise take savespace.

      E.G. if you get dropped into section 2 of the game, then no longer do you need to keep track of all the treasure chests open in section 1.

      But yeah, it always sucks when you miss that one thing, but it does give you sometime to play for in a few months when you have no new RPG's

  71. Good RPGs? by MeanMF · · Score: 1

    Infocom.

  72. Template for a good RPG by Zenithal · · Score: 4, Insightful

    A few people here are posting lists of good RPG's. I thought I'd add my 'me too' to the topic. The best RPG in years HAS to be Fallout and Fallout II.

    Both games were huge, both games had good scripting and voice acting. Both games had acceptable graphics. In neither was the player left confused and directionless. The worlds had more than enough items/armor/weapons to keep the collector and rule-lawer busy. Player types could be widely diverse thanks to perks and primary skills. Virtually all problems could be solved in many different ways, usually a violent and non-violent way to take care of the slayer AND the scientist players. Karma had an actual affect and completely changed the way you had to interact with NPC's. Evil players were treated as evil characters, something missing from virtually all RPG's.

    Even the subquests weren't always all available to all player types. Higher perception characters would realize when someone was upset vs. higher intelligence characters finding obscure information in computer archives.

    I've played each literally 6 or 7 times to completion and I STILL find new subquests. And I'm anal about looking for them.

    I honestly think the best RPG you're going to find with current technology / rule systems would be a mix of the psudo-realtime combat system and art from BOS and the storyline and game style of the original Fallouts.

    --


    Aaron
    AaronCameron.net
    1. Re:Template for a good RPG by greymond · · Score: 1

      Did you try Arcanum? - (some of the troikagames - formerly fallout 1 people)

      I think its one downfall was its graphics were more fallout (3d sprites on a 2d map) looking where everyone was wanting neverwinter nights 3d (3d sprites and world revolving camera etc...)

      BUT the game was definately one of my top 3 favorite games:

      first place: Fallout
      second place: Fallot 2
      third place: Arcanum

    2. Re:Template for a good RPG by Zenithal · · Score: 1

      I've never heard of it. Thanks for the tip, I'll have to check it out.

      --


      Aaron
      AaronCameron.net
    3. Re:Template for a good RPG by Anonymous Coward · · Score: 0

      Just wanted to throw my 2 cents in. Fallout 1 and 2 were truly awesome gaming experiences. I think the best RPG would be a cross between the Fallout series and Deus Ex. Here's to wishful thinking.

    4. Re:Template for a good RPG by orim · · Score: 1

      Ugh. Honestly, don't bother.
      I also think that Fallout2 was the best game ever (well, JA2 was pretty close), but Arcanum just had something lacking.

      I don't know if it was having up to 50 levels to advance through (in Fallout, if you get to 20, you're almost done), or what... but the game was buggy, and the story was nowhere near as varied, and the subplots kinda sucked ass.
      Trips/battles were drawn out, the scripting in terms of NPC interactions was nowhere near Fallout.
      IMO, this was a big disappointment of a game.
      But hey, one man's treasure...

      --
      "If you could only see what I've seen with your eyes..." - Roy Batty
  73. Oh yes, the jewel that is FFVIII by voodoo1man · · Score: 2, Interesting

    Yeah, I bet they'll really remember all that spaghetti confusion-driven time-traveling bonanza on half-hour long scroll and click random-encounter combat. And the next 10 sequels. The cutscenes are starting to become less and less worth it.

    --

    In the great CONS chain of life, you can either be the CAR or be in the CDR.

  74. Action, strategy and RPG don't mix, huh? by stratjakt · · Score: 2, Insightful

    Shenmue

    'nuff said.

    --
    I don't need no instructions to know how to rock!!!!
    1. Re:Action, strategy and RPG don't mix, huh? by tigertigr · · Score: 1

      Just what I was thinking. This guy wouldn't like that at all. :-) That said, Shenmue did let you try again if you failed at some of the harder QTE sequences.

    2. Re:Action, strategy and RPG don't mix, huh? by Kintanon · · Score: 2

      Shenmue is an entirely different story. I bought it, played through it, and loved it. But the story was only so-so, the pacing was terrible (HOW many hours driving a forklift?!) and it was designed to span 3 games. It's also not the same style of RPG that is being discussed here.
      It was more like Tekken, in the city, with some people you could talk to.

      Kintanon

      --
      Check out JoshJitsu.info for Brazilian Ji
    3. Re:Action, strategy and RPG don't mix, huh? by Kintanon · · Score: 2

      I really enjoyed Shenmue actually, but I think it was poorly done compared to how it COULD have been done. I would have dispensed with the voiceacting, it was terrible. Just give me the scrolling text box. Second, I would have used a different graphics engine for the town scenes and the fight scenes to allow you to CHANGE THE VIEW when in the fight scenes so that you can see your opponents. Something like the way the Tekken camera following works. So you can always see yourself and your opponent. The town was great though, weather affects, lots of people, but the plot really wasn't that involved.

      Kintanon

      --
      Check out JoshJitsu.info for Brazilian Ji
    4. Re:Action, strategy and RPG don't mix, huh? by tigertigr · · Score: 1

      I'm only now playing it (got a DC a month ago) and I like it a lot, too, but agree that it could have been done better. I don't find the voice acting too bad. I'm glad the voice actor for Ryo actually does a good job with the Japanese names, although his lines often sound too rehearsed. The other stuff like being able to talk to anyone in town and hear them say *different* things based on what's going on is a nice touch.

      The thing that I love about the game most is that the main character is a bad-ass with honor. Speaking as a small guy who could easily get his ass kicked in real life, there's nothing like strutting through town in the game knowing that you can kick anyone's ass, and with style! I know that most games the main character is like this, but it's more "believeable" in this game because of the realistic setting.

  75. What makes a good RPG by jayhawk88 · · Score: 2

    I'm sure I'm not the first to mention this, but everyone knows what the real key to making a good RPG is.

    Dwarves.

  76. I've Played 'em All, and the Very Best RPG is... by teamhasnoi · · Score: 2
    Berzerk! The character development is mesmerizing, the plot is complex and multi-layered, and prompts many questions, such as:

    Why do all these robots want to kill me?
    Can I fit through that space?
    I wonder what the next level will be like?
    Why can I only shoot in eight directions?

  77. "Japanese" vs. "Western" RPGs by robson · · Score: 2

    Candidates for best RPG ever?

    Chrono Trigger
    FF6
    Golden Sun
    Dragon Quest (Warrior)
    Secret of Mana
    Any Zelda Game

    Your list is comprised solely of Japanese RPGs. Not that there's anything wrong with that -- I think RPG players are pretty well split between the RPG sub-genres:

    "Japanese" RPG: Very well-(and pre-)defined characters; strong, linear story; limits on free will. Examples are, well, those you listed above.

    "Western" RPG: User-defined characters; more open-ended stories; more stat-crunching; more opportunities for non-linearity. Examples include any and all of the 9 Ultima games; Neverwinter Nights; the Fallout series; the Daggerfall series.

    They're notably different styles of game design, and each sub-genre has its fans. I, personally, would like to see things move in the open-ended direction -- although not really an RPG, Grand Theft Auto 3 and Vice City both really did this right. If you could combine the depth of, say, Thief or Deus Ex with the non-linearity and persistence of GTA3, boy... you'd have one hell of a killer game.

  78. Re:Plot (Combat) by bobgoatcheese · · Score: 1

    Actually what you're talking about was in FF8 with Squall's "gunblade" (what's better than a sword?? a sword that goes boom!) The "actionifying" happened in the Final Fantasy series previous to this though in FF6 (FF3 in the states). The character Sabin had an attack called Blitz which required you to input various Street Figher-esque button sequences to pull off the moves.

    --
    How's my typing? Call 1-800-eta-shut
  79. continuity by Triv · · Score: 2

    continuity is key. For example: I'm about 1/3 of the way through Baldur's Gate II: Shadows of Amn, and it's awsome. At one point in the game you get whisked away to an island to rescue a party member and have to find your way back - it takes about 20-30 days in game time to return.

    Problem is, once you get back a. all the quests you had going are kinda hard to pick up again (mostly because your journal gets wiped each chapter. I can't begin to describe how annoying that is) and b. everybody treats you like you haven't left.

    It's a real downer. I almost want to start over and finish EVERYTHING in athkala before I head for that damn island. :)

    Triv

  80. RPGs by Anonymous Coward · · Score: 0
    You want an example of an extremely well-designed RPG? Eternal Arcadia / Skies of Arcadia.

    Enough said, really.

  81. "Action RPG" by BTS_WRKNG · · Score: 1

    Is my favorite type, personally. I could never get into turn-based-battle RPGs (FF series, etc.), no matter how good the story/graphics/battle engine, etc., and have always preferred the Zelda-style ones. (It might be worth noting here that the latest installment in the Zelda franchise has just become the fourth-ever game to receive four 10s (a perfect score) from Famitsu, with Ocarina of Time being one of the other three.) What's the consensus among those debating the minutae of turn-based RPGs: is Zelda a "true" RPG? Either way, that series is where I put my money and time.

  82. It's all about the storyline baby! by sindarin7 · · Score: 2, Insightful

    RPGs always have been and always will rely upon the storytelling as the most important element in the game. RPGs, unlike many other genres, have the storylines that give you the gut wrenching hatred when one of your comrades is killed, and an overwhelming feeling of success after you have conquered an RPG after 50 hours of gameplay. Don't get me wrong, I love other genres, but the RPG represents the creative genius in the world of game developement.

  83. Hackmaster +12 by WinPimp2K · · Score: 1

    It just isn't an RPG without a Hackmaster.

    Must have Hackmaster+12

    Death to the "Storyweavers"!

    --

    You either believe in rational thought or you don't
  84. from the crpg article: by shweazel · · Score: 1

    "I am surprised no one has made a real-time chess game. I'll even give you a good name for it: "Xtreme Chess"

    Actually, its called Kung Fu Chess

    1. Re:from the crpg article: by cheekymonkey_68 · · Score: 1

      Hmm what next "Extreme Ironing" anyone ?

      >>"I am surprised no one has made a real-time
      >>chess game.
      >>I'll even give you a good name for it: "Xtreme Chess" >>

      >>Actually, its called Kung Fu Chess [gamespy.com]

    2. Re:from the crpg article: by shweazel · · Score: 1

      Don't forget the "Yard Work Simulator"

    3. Re:from the crpg article: by JimPooley · · Score: 2

      Hmm what next "Extreme Ironing" anyone ?

      You forgot the link. It's here.

      --

      "Information wants to be paid"
  85. Uhm, no. by Inoshiro · · Score: 5, Insightful

    Your beef is not with random battles; rather, you seem to not enjoy poorly done random battles. I'm sure everyone can agree that poorly done random battles do indeed suck. You may enjoy FF Mystic-Quest style fights, where you walk up to each monster, but the drawbacks in terms of character development are rather severe.

    Random battles, when done properly, happen to allow you to go around from point A to point B without being very predictable in terms of fights, while allowing fun character leveling! If done well, you won't meet monsters too often or not often enough, and the groups of monsters will be varied.

    How do random battles give flexibitily? Since each monster need not to placed on a map, you have less forshadowing (except for boss creatures) -- this allows more time spent on map design. You also don't you have the rigid growth structure of pre-planned battles; look at the Enix RPG Illusion of Gaia -- unless you miss secrets, you will always play through the game in exactly the same way because of the battle system. Every upgrade you get has a defined ceiling, which requires you play in the same way to get them all. Boring.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:Uhm, no. by SuiteSisterMary · · Score: 2

      They don't mean not random as in 'every encounter is scripted' so much as not random as in 'you can see, and avoid, random monsters on the travelling map.' For example, Lunar 1 and 2. You can avoid them if you wish. They're still randomly placed, and wandering, but you're not tooling along and suddenly BAM! You're in COMBAT!

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    2. Re:Uhm, no. by Anonymous Coward · · Score: 0

      Summoner is a pretty bad game for random encounters... it completely SUCKS to be wandering the world map, trying to get to your next quest, when suddenly NOTHING attacks you. You have to sit and wait for the slow-ass PS2 to load the level when you really don't CARE about fighting a small mini-map full of frigging skeletons. And since you can't save in combat, and you almost never remember to save WHILE wandering the map, if you die you get to load a prehistoric save. Gee, thanks Volition. Replayability does not mean having to do the same trek across the map until you don't die.

    3. Re:Uhm, no. by Magius_AR · · Score: 1

      Some RPGS, like FF3 (truly the greatest rpg ever) had items (relics) you could equip to lower the chance or even eliminate the chance of random encounters. No one I know ever used them though, because your characters would never fight, and thus never gain xp, and would remain low level forever.

  86. Ever played dragon wars? by Joe+Tie. · · Score: 1

    That was one of my all time favorite games, and for just that reason. It always seemed there were three or four different ways any goal could be accomplished, and I felt that added a huge amount to the experience of building up your characters skills. You could never really know if increasing your characters ability to swim or such would be more or less important than getting them better with spells.

    --
    Everything will be taken away from you.
    1. Re:Ever played dragon wars? by robson · · Score: 2

      It always seemed there were three or four different ways any goal could be accomplished, and I felt that added a huge amount to the experience of building up your characters skills.

      I don't know if you're still an active gamer, but Deus Ex is a more recent game that utilizes this open-ended mechanic with great effectiveness.

  87. Key to good RPG game... by Ironpoint · · Score: 1

    Stick with pen and paper...

    Designers will never be able to satisfy your twisted fantasies. In a way they are only trying to satisfy their own by designing a game that appeals to themselves personally.

    No computer program wants to be part of your "fellowship"

  88. don't be too easy by Anonymous Coward · · Score: 0

    FFX disapointed me because the end boss was insanely easy. Much easier than some of the other enemies in the game.

    1. Re:don't be too easy by Anonymous Coward · · Score: 0

      Stop whining. The boss before him was a royal pain in the ass.

  89. Re:Plot (Combat) by benad · · Score: 1
    Actually, this "actionification" started with Mario RPG on the SNES, by Square and Nintendo. But it did make sense, since you just can't make a Mario game with some jumping involved, RPG or not...

    It had button-bashing and "make rotations like crazy", but no button combos à la Sabin in FF6.

    - Benad

  90. Re:Plot (Combat) by Kintanon · · Score: 2

    That's right, I had forgotten about Sabin. His was especially annoying for some people I know since they are terrible at those rolling movements required to pull his bumrush move off.

    Kintanon

    --
    Check out JoshJitsu.info for Brazilian Ji
  91. Fuel it, dont confine it. by Anonymous Coward · · Score: 0

    This lengthy comment is based on a few thoughts I¦ve accumulated about rpgs and computer rpgs over the years. It starts with superficial, yet lengthy account of my own experience with rpgs and computer rpgs

    Bear with me f

    When I was some 10-12 years old, I was introduced to the concept of rollplaying. I recall finding the idea of adventuring in a realm limited by ones (or the gms) imagination intriguing. At that time, I didn¦t even think about creating my own my own games. I would visit an older friend of mine who¦d be doing all the gm¦ing. He also introduced me to computer rpgs.

    He introduced me to Bards tale, that I found a bit to complex at the time, as well as the commodore 64 version of gateway to Apshai (which was much easier for a kid at that age).

    I also picked up those choose-your-own-path books, and was very intrigued by the concept. The first computer rpg to get a hold of me since Gateway was Dungeon Master: Chaos strikes back (which I now know was a sequel of sorts).

    Later I discovered Bloodwych, and around this time I¦d started getting my own rpg material. Rules, books V playing a Swedish derivate (Drakar och Demoner [Dragons and demons ]) of dungeons & dragons. I had also gotten acquainted with Tolkiens works, and suddenly elves, orcs and other fantasy denizens had found a special place in my heart.

    Eye of the beholder went beyond DM and Bloodwych with its graphical splendor, moody music, and immersive sound. It¦s certain that my continuing growing interest in the fantasy world; through books and classic rpgs made EOB mesmerizing. I could recognize the classes, monsters and settings V and the character generation was easy to comprehend, yet with an alluring complexity (the character customization in Bardstale had just been beyond me, when I was introduced to that, years earlier).

    I think it was before I picked up the sequel that I got my own set of AD&D books (2nd edition). I found that the computer game and the classic rpg system complemented each other. The computer game could not replace the classic rpg, but it was an attractive pastime.

    I¦d take interest in discovering monsters from the ad&d system, and by then it felt good to be able to cross reference combat in manuals V even though EOB2 could enjoyed entirely without experience with the AD&D rules (I had never played AD&D, when I got my hands on EOB1).

    On a side note, I also picked up the German Ambermoon, living in Germany when it was released.

    Its also worth noting that while playing EOB2 and a few other DM clones, I ended up playing hack clones as well, being especially pleased with nethack on the amiga. Once you learned the somewhat confusing commands, and saw beyond the ascii V it offered a complexity that I felt that no other computer rpg matched.

    Diablo turned up V and ensnared me at first. It was, in a way, as many fans have noted, a simplified realtime hackclone. As with EOB, the overall mood established in the game made it engulfing. The story of a tainted church that had become a portal of evil, a lonely town threatened by dark powers, the music and the cgi sequences. Eventually the focus shifted onto character building. It was a question of cleansing level after level, scavenging for items and experience. The quest itself got lost in the turmoil.
    It lacked the devious puzzles of the DM games, and the change in pace. In short, it was way too combat oriented.

    After Diablo, it took a while before I looked into computer rpgs again. I was studying hard, when I heard of baldursgate, and I didn¦t dare to pick it up. It had all the alluring elements. The AD&D system, a huge world, flexible quests.

    I think it was 1.5 years later when I purchased Baldursgate 1, the addon as well as Baldursgate 2. My bro and I decided to play the series through in coop. This was, without a doubt, one of the best computer purchases I had made. Beyond the dated graphics awaited weeks of fun. More races and classes than you could ask for, and a huge world waiting to be explored. The plot was terrific V and the dialog grand. Everything fitted like a glove. Despise the praise and hype V and the fact that the game was 1.5 years old when I picked it up V I wasn¦t disappointed. This series is, in my opinion, the best computer rpg released.

    Afterwards, I was quick to pick up the fallout series, planescape torment and icewind dale

    Console rpgs

    Having grown up with the c64, the amiga 500 then a1200 and eventually pcs, I was never that big on consoles. Sure, I had played them at friends houses, and my bro and I eventually got our own gameboys (excellent for geekish traveling needs).

    I got acquainted with Final fantasy on the gameboy (though it later turns out, that it was an entirely different game series, just marketed as FF in the states). The first of the games played a bit like Zelda. An action game with oversimplied rpg elements. Not too different from the gateway from aphsai I knew from the c64.

    The second game was more like a kids version of bardstale. It resembles the FF games in the nes and snes, and clones thereof.

    While I found both games enjoyable on the gameboy, they made me wonder about the definition roleplaying game used in such a context. Both games were completely linear, and featured very simple plots. I was well aware that design aspects and user base determined the limits here:

    The small screen and the simple controls allowed for a limited dialog V and simple item manipulation. No lengthy descriptions to fuel the imagination; no strange smoking potion that was slightly cold to the touch, but just 5xcure in the inventory.

    The plots, and I might be generalizing, all had to do with darklords wanting to rule, and a young lad who¦s forced into thwarting them. They take place in ¥legoish¦ worlds (no offense to the toy V but there¦s a tiling sensation to the console worlds), where mana is the balance that¦s usually messed with.

    I know that I have only ever finished one FF (that¦s not really a FF game afterall ;), played several halfheartedly (non since the snes) and gotten pretty far in chronotrigger V but I¦m tempted to say that the descriptions above all fit most of those games. Granted V good versus evil, and magic is the recurring theme in rpgs V but it¦s the simplicity that got to me. The superficial dialog made me indifferent to the characters and events.

    Then there¦s combat and character buildup. What the hell is up with 100000 points of damage?? When 540 hitpoints define an entity¦s wellbeing, something¦s well out of proportion. The whole tech mix itself also annoyed me a bit, but that¦s just me swearing by fantasy (not that dislike cyberpunk or the likes). Whats the point in wielding a shortsword when your robot friend¦s got a magnum or minigun?

    Compare the combat here with that of the classic ad&d ports in the computer (secret of the silver blades, death knights of krynn, pools of radiance (the old one) V and you¦ll the strategy severely lacking.

    I don¦t know if the new console rpgs have much more text than the old ones V I assume they¦ve gotten slightly more complex V but in the end, I assume that the user base is different. Kids want something that¦s easy to pick up, control and that doesn¦t require much imagination, dedication or memory. They want the settings rendered for them in an orgy of eyecandy V not through lengthy text or the voice of a narrator.

    The console rpgs I have played were all linear. So were DM and its clones, but those games had the roaming going for them. DM and its successors didn¦t feature much (if any, in the early cases) dialog V but perhaps their perspective, and introduction caused something that the birds eyeview of a cheerful manga character couldn¦t. Perhaps I, myself, was young enough to enjoy the hack¦n slash at the time V but I am certain of one thing:

    I have found no console rpg as intriguing as baldurs gate and its clones. To portray interesting events and characters, some text is required (whether read or heard)V and for us to speak of true rpg¦ing: or as close as you can get, without participating in a mp game (such a muds): you need freedom V and consequences of your actions. Actions that aren¦t all required to complete the game V and if possible: A dynamic ending
    The Zelda games might very well be the gateway of apsais of today. They¦ll have their own species known to console gamers, and the tolkien and classic rpg denizens will be few or absent here. I realize that affinity plays a large part here.

    FF and its followers are perhaps better suited for those that grew up more used to being fed worlds, rather than creating or imagining them while reading a book, or being told a story in words alone. Perhaps technology, our modern way of life¦s pacing and information consumption have left the younger generation with little patience for focusing on something for a longer time. Short and sweet might very well be the characteristics. Fast forwarding the narrative seems to be trend in modern games.

    But as an aged gamer, I feel a bit left out in the cold. I want more depth in the computer rpgs, and freedom at the cost of lost simplicity.

    And coop campaigns people V for those of us who dare not enter the realm of mmorpgs!

    We still want to be told stories, but leave a little up to our own imagination V fuel it, don¦t confine it.

    Daniel L

    1. Re:Fuel it, dont confine it. by Anonymous Coward · · Score: 0

      Apparently, according to an earlier comment - chronotrigger did have multiple endings. I never finished it, but the plot felt utterly linier. Find item, watch hero talk to guy. Your freedom of choice in the dialogs was restricted to deciding how long the pauses were going to be.

  92. Grand Theft Auto Killed RPG's by perljon · · Score: 4, Interesting

    Compared to Grand Theft Auto, all RPG's suck. I guess you could say that GTA isn't really an RPG but a new genre, but nonetheless all RPG's bore me now.

    The reason I play games is so that I can do things that I want to do in reality, but can't because a) they are immoral b) are illegal c) there are rammifications/risks associated that I don't want to deal with. For example, I want to run around and kill people, but that's immoral and illegal, and I don't want to take anyone's life in reality or deal with the consequences of that action. But running around and killing people is fun, in the fake world.

    So, in an RPG the environment should be as real as possible and not use tricks to 'add to the game play' but still are fake. For example, animals in almost all games just appear out of now where or are spawned from some spawn thing. I want animals to come from the breading of two other animals, and to be hunted and eaten and the related things.

    I want the characters to be where they are for a reason. For example, shops should only be open in the day, and when it is night, the shopkeeper should go have a beer or go see his girlfriend, and when he's tired he should walk back to his house and go to sleep. At night, when I go to a shop, I should find a locked door. And when I break in, I should find a shop keeper dashing for a weapon or sleeping. Not an empty bedroom. And when I see people on the street I should be seeing them because they are on their way somewhere, not because they are handing out the same mission over and over again.

    And as far as missions go, they should be based on something and never repeated. Bar owner one asks you to kill the competition bar tender 'cause you look like the kind of person that would do it. He may repeat the mission to other people, but when the competitor is dead or something else happens, that mission should go away forever. A moving story spurred by real actions and human-like motivators. I mean, this can be pre-programmed but they should be based on an emotional need and picked out of a pool of possible solutions that fall in line with the NPC's character.

    I always hear the excuse from coders that it's just not practical to code all this stuff in when it doesn't add to the game play. But it does affect the game play. The more transparent you mike the line between reality and game, the more fun I will have killing people or whatever it is I want to do. Things will start to appear that will be ultra cool that the programmers didn't even think of. For example, because animals like to drink, they will congragate around the water hole. Other patterns of reality will show themselves on accident as well that the player WILL recognize and will contribute to gameplay. (ie, the bar tenders daughter never goes out alone and is always escorted by a trusted guard, and there will be a frog plague because everyone killed off the snakes... )

    --
    This isn't the sig you are looking for... Carry on...
    1. Re:Grand Theft Auto Killed RPG's by Violet+Null · · Score: 3, Insightful

      And when I see people on the street I should be seeing them because they are on their way somewhere, not because they are handing out the same mission over and over again.

      So, that would be almost entirely unlike Grand Theft Auto, then?

      "Well, hrmm. Let's see. Assassinated the Triad's leaders. Blew up their factory. Killed...well, golly, about two thousand of them now. Yet there are still an infinite number of them waiting to chase me."

      Or, better yet, Grand Theft Auto's missions. Nothing says realism like taking on a mission, dying (or being busted), and then being given the same mission again. "Exchange", for example. Waste a couple dozen Colombians, blow up the OL Barracks, but get wasted by the helicopter...yet, Catalina's still waiting at the mission to take your money (again) and you're still foolish enough to not go in with guns blazes (again). Repeatedly.

      Don't get me wrong. I like GTA. But to hold it up as an example of realism is laughable.

    2. Re:Grand Theft Auto Killed RPG's by Maul · · Score: 2

      I don't know in what sense you're talking about.

      I want animals to come from the breading of two other animals, and to be hunted and eaten and the related things.

      Do you want to wait that long for animals to do that? While hunting and eating animals is not an unreasonable request, I really don't see a practicle reason to waste time programming animal breeding cycles into a game, when it serves no practical purpose unless you become an animal breeder, or something.

      And as far as missions go, they should be based on something and never repeated.

      In a single player RPG, if you rescue the Princess from the Dragon, the king won't ask you to do it AGAIN. Events can't be repeated.

      On the other hand, in an MMORPG type setting, you have to repeat basic quests like this. There is NO WAY that you can avoid repeating quests for a game with thousands of players on a server.

      The more transparent you mike the line between reality and game, the more fun I will have killing people or whatever it is I want to do.

      No, sorry, I disagree. I don't want a computer / console RPG to become so realistic in what I have to do that it becomes a job for me. The amounts of time you have to throw into games like EQ and DAOC are crazy enough.

      If you want a multiplayer RPG to be the way you want it, you should consider grabbing a group of friends and a Dungeons and Dragons book (or other REAL RPG of your persuasion).

      --

      "You spoony bard!" -Tellah

    3. Re:Grand Theft Auto Killed RPG's by Planesdragon · · Score: 1

      Do you want to wait that long for animals to do that? While hunting and eating animals is not an unreasonable request, I really don't see a practicle reason to waste time programming animal breeding cycles into a game, when it serves no practical purpose unless you become an animal breeder, or something.

      Just have a set population of each type of monster, that grows at a certain rate given its population.

      A small database with a simple rule and boom, you've got realism.

      On the other hand, in an MMORPG type setting, you have to repeat basic quests like this. There is NO WAY that you can avoid repeating quests for a game with thousands of players on a server.

      Sure there is. Have NPCs run as AI processes with random needs and plots, in response to player action or the plots of other NPCs.

      If the thieves randomly kidnap someone--especially if it's a quest given to thief_players--, the kidnappee's associated guild should then have a "rescue" quest, that can become a "vengence" quest if the woman dies.

      To be properly done, a MMORPG needs to let players take over any and every role in the game. A few thousand real folks in a city can hatch far cleverer plots than AIs and computer desingers ever could. There is _no reason_ why logging new quests can't take advantage of this.

      No, sorry, I disagree. I don't want a computer / console RPG to become so realistic in what I have to do that it becomes a job for me. The amounts of time you have to throw into games like EQ and DAOC are crazy enough.

      The tedious--and non-lethal--parts of my PC should be automated. And since the PC is an "adventuerer", the tedious parts should be very, very small indeed.

      If you want a multiplayer RPG to be the way you want it, you should consider grabbing a group of friends and a Dungeons and Dragons book (or other REAL RPG of your persuasion).

      While I'm very much a fan of real RPGs (try out the new D&D for a great RPG--or if you're a classless snob, try d20-modern), MMORPGs do something that classic RPGs can't do very well as of yet--track the world.

      I'd LOVE to have a computer program that tracked my NPCs & came up with random monsters & stored a thousand plots and quests for my campaign setting. And if those NPCs all randomly worked against each other, all the better.

      Hmm... I wonder who's arm I have to bend to get work on that started...

    4. Re:Grand Theft Auto Killed RPG's by paradesign · · Score: 2
      have you played shenmue yet?

      if not you really would like it, everything works like it should. you can open every drawer, pet every cat, talk to everyone, play mahjong or arcade games to your hearts content. Teh "world" is correct, people have schedules, shops have hours, etc. it is my favorite rpg to date.

      if you dont already have a dc you can pick one up cheap with the game. shenmue 2 is available for the dc as an import but is coming to xbox, but makesure you play the first one first or youll never understand the plot.

      btw, phantasy star has always been a nice series, esp PSO

      --
      I want 2D games back.
    5. Re:Grand Theft Auto Killed RPG's by Maul · · Score: 3, Interesting

      Sure there is. Have NPCs run as AI processes with random needs and plots, in response to player action or the plots of other NPCs.

      This would work on a small scale. However, there are still problems on the large scale. The AI still has a finite set of needs and plots that it can select. These needs and plots have to be created by a human programmer. Eventually you'd probably see a quest repeated, given that there are thousands upon thousands of players.

      What you need is an AI "DM" that is smart enough to draw from data it knows (perhaps extensive knowledge from fantasy novels, fairy tales, world legends, etc) to create new events worldwide. Perhaps the AI can create an event such as a "war" between two kingdoms. Then the AI must create quests in realtime appropriate for every level range / class of player that are associated with this event. I don't know of any AI that fits this qualification. Essentially the AI must have the creative capacity of a human as well as the capacity to keep track of every single player's actions.

      Such a MMORPG might exist in the future, but I don't think it is a realistic expectation for at least 10 years. I might be wrong, however.

      --

      "You spoony bard!" -Tellah

    6. Re:Grand Theft Auto Killed RPG's by mattax · · Score: 1

      Don't forget GTA is just Quarantine... :)

    7. Re:Grand Theft Auto Killed RPG's by imr · · Score: 2

      You didnt listen to him carefully.
      He wants more realism to do things he cant do in reality (which basically are UNREALISTIC things or he would be doing them).
      Examples of things:
      lockpicking a bar at night than getting clubbed to death by the bartender.
      Oh wait! It's possible! It's just dangerous!
      It seems we are witnessing a case of frustration.
      Well, ok, you did listen to him carefully.

    8. Re:Grand Theft Auto Killed RPG's by Planesdragon · · Score: 2

      This would work on a small scale. However, there are still problems on the large scale. The AI still has a finite set of needs and plots that it can select. These needs and plots have to be created by a human programmer. Eventually you'd probably see a quest repeated, given that there are thousands upon thousands of players.

      That's not a problem, if you make the quests generic enough that they CAN be repeated.

      Plus, I think having each quest be as unique as the PCs would work. Sure, the merchant's daughter might keep getting kidnapped, but when she's kidnapped she should be so for EVERYONE until she's returned--and then she should be "unkidnapped."

      (Having the possiblity of PCs preventing the kidnapping in the first place is a good idea, too.)

      Plus, smart programmers will leave open-ends where new plot ideas can be brought up.

      What you need is an AI "DM" that is smart enough to draw from data it knows (perhaps extensive knowledge from fantasy novels, fairy tales, world legends, etc) to create new events worldwide. Perhaps the AI can create an event such as a "war" between two kingdoms. Then the AI must create quests in realtime appropriate for every level range / class of player that are associated with this event. I don't know of any AI that fits this qualification. Essentially the AI must have the creative capacity of a human as well as the capacity to keep track of every single player's actions.

      The game AI doesn't need to be that complex. It just needs to determine the semirandom actions of the NPCs individually--a lot of processes, but nothing that a central serverfarm that's allready handling the location of all the PCs shouldn't be able to do.

      You could even design the system to handle new events--a must if you want PCs to be able to start a war. Have a short "current events" list which causes reactions when certain events come in for the NPCs...

      And in any case, if the real "DMs" want a war, they can override the actions for NPC_king or just edit the NPC and control the bugger personally.

      For unique personages such as kings, it might even be a good idea to employ folks to play them fulltime.

      Such a MMORPG might exist in the future, but I don't think it is a realistic expectation for at least 10 years. I might be wrong, however.

      Despite how simple this seems to me, you're probably right. The status quo is rather large, and it'll take something like a new evolution of Everquest to get an idea like this off the ground.

      Almost 10 years sounds about right for the next full revision of the major MMORPGs, which is time when real innovations and decentralized structure could be written in.

    9. Re:Grand Theft Auto Killed RPG's by Magius_AR · · Score: 1
      Why is this modded +4 interesting? It's totally unfounded. Everything you "want" in RPGs is still OUT THERE, and always HAS BEEN. And frankly, very little or none or it is in Grand Theft Auto.
      Grand Theft Auto Killed RPG's
      One hell of a statement to make, because although GTA is a great game, it's hardly groundbreaking as far as games go. Stunt/race car games have been around for years, as have violent/shooting games. The only truly creative addition I saw in GTA was the added "mature" element that was fairly new among games at the time.
      I guess you could say that GTA isn't really an RPG but a new genre
      It isn't an RPG _AND_ it isn't a new genre. Guns and cars have been around for years.
      Compared to Grand Theft Auto, all RPG's suck
      Another bold statement...one game vs an entire genre. Good luck defending this effectively.
      The reason I play games is so that I can do things that I want to do in reality, but can't because a) they are immoral b) are illegal c) there are rammifications/risks associated that I don't want to deal with
      All of these things can be done in RPGs...violence and killing in particular are a common theme in any rpg (hello random encounters?).
      So, in an RPG the environment should be as real as possible
      Says who? Listen closely...ROLE PLAYING GAME...playing a role is FICTION, it's acting, it's pretending to be in another world...it has no tie to reality whatsoever. As far as naking things LIFELIKE, this is an issue in _any_ game, not just RPGs.
      For example, animals in almost all games just appear out of now where or are spawned from some spawn thing
      There's a reason for this...find a better way to do it. In many games, monsters are monsters, they don't ever necessarily even BREED (or are two ghosts gonna breed?)...also, different people play rpgs at different rates. Breeding would merely add new annoyances to the game...who wants to wait for things to breed before being able to kill them again? As for having things visibly moving around, I doubt you'd be able to fit all the game monsters on one map at once and not have the vid card choke horribly on all that movement.
      I want the characters to be where they are for a reason. For example, shops should only be open in the day, and when it is night, the shopkeeper should go have a beer or go see his girlfriend, and when he's tired he should walk back to his house and go to sleep. At night, when I go to a shop, I should find a locked door. And when I break in, I should find a shop keeper dashing for a weapon or sleeping. Not an empty bedroom.
      Dragon Warrior 4 had day/night differences...games like Shenmu do too if I'm not mistaken (thus, it's not a concept in older RPGs only). Most RPGs that do day/night close shops at night. You could do everything you mentioned in Baldurs Gate. I don't believe GTA differs much between night and day, and there's a very limited amount of buildings you can actually go into.
      And when I see people on the street I should be seeing them because they are on their way somewhere, not because they are handing out the same mission over and over again.
      Some games have timed events...be somewhere at some time, arranged appointments and the like. FF8 (i think?) had a moogle that "wandered" the world, giving you new stuff each tiem you met him. You aren't going to do much better with this within reason, or are you honestly trying to argue incredible AI and rich agendas be programmed into _every_ npc? And in GRAND THEFT AUTO, you get your missions from FIXED locations with FIXED people...and if you fail, you can go to the SAME place to do it OVER AND OVER AGAIN...thus, i'm somehow missing your point.
      And as far as missions go, they should be based on something and never repeated.
      GTA is repetition of the same basic premise over and over (they've done surprising well in the 2nd one with adding new toys and plotlines though)...basicly, steal cars, kill people, blow stuff up. And RPG plotlines are MUCH richer than GTA.
      but when the competitor is dead or something else happens, that mission should go away forever.
      See Baldur's Gate, or any other of a hundred RPGs.
      A moving story spurred by real actions and human-like motivators. I mean, this can be pre-programmed but they should be based on an emotional need and picked out of a pool of possible solutions that fall in line with the NPC's character.
      Many RPGs have plot forks, char aligns, and different event progression dependent on how you behave. Some, such as Vampire The Masquerade, even have different endings depending on how you behave.
      I always hear the excuse from coders that it's just not practical to code all this stuff in when it doesn't add to the game play
      Are you sure it's because of practicality and not reality that all the greatest of everything can't be programmed into any one RPG? To create something with all these qualities, AI, etc would be quite a feat (i've yet to see an RPG that has done so)...frankly I don't think any existing machine would be able to handle the sheer processing/memory/HD requirements. Then there's time...are you going add several months onto a code project just to have a few insignificant npcs walk a few different irrelevant paths for no reason? The closest thing to anything of that magnitude are MMORPGS...maybe you should play some Everquest?
      Things will start to appear that will be ultra cool that the programmers didn't even think of. For example, because animals like to drink, they will congragate around the water hole.
      Black and White, though not much of an RPG, incorporated such "pet behavior". I'm sure others have, though none come to mind.

      Each genre has its ups and downs, if you don't like RPGs, you don't like RPGs. I find them very enjoyable and entertaining. And NO Grand Theft Auto did not make RPGs obsolete in any way shape or form.

      Magius_AR

    10. Re:Grand Theft Auto Killed RPG's by Stalcair · · Score: 2
      Do you want to wait that long for animals to do that? While hunting and eating animals is not an unreasonable request, I really don't see a practicle reason to waste time programming animal breeding cycles into a game, when it serves no practical purpose unless you become an animal breeder, or something.
      that is a very literal interpretation of what was requested! LOL How about just tracking of trends and change so that instead of the insta-spawn method you have thresholds of various variables and stimulus like base breeding population, health of critters (which is usually a result of factoring things in the environment and random elements), locations of food and shelter, as well as the ability to secure these and of course we should not forget gestation periods (averages not fixed) and groupings of the opposite sex.

      So the example he gave about frogs and snakes could be estimated and give a feel of having an effect on the game world. I agree that you should eliminate much of the tedium of time and effort for simple tasks. I really do not desire my avatar to have to take a dump. Perhaps instead of focusing on this we could focus on the interaction (char with char, char with environment, etc) within the game and not the support features like crapping and wearing clean underwear. I really don't think I will like the Sims online but it will be fascinating to see how it evolves both as a game and as a culture (the real life elements).

      As for repeating quests, I think that having thresholds and variants would go along way to adding spice to the questing systems as well as avoiding the empty quest syndrom. Where your action means absolutely nothing in the game world. There are those that are looking into the ability for players of sufficient level to create quests based upon the context of their "powers." For example, a Captain of the guards assigned at a fishing town that has been raided by pirates (NPC or player, it doesn't matter) can create bounties, commmision officers to hunt them directly, commission ship builders, alter the economic requirements (import more wood, iron and gunpowder) and so forth. It is not easy to implement I admit but much we do today in the game industry was possible 10 years ago.

      --

      I seek not only to follow in the footsteps of the men of old, I seek the things they sought.

  93. Your journal doesn't get wiped by Anonymous Coward · · Score: 0

    I am 2/3 of the way through SoA. Your journal does not get wiped - read the manual again :-) Click on the arrows or done quests to move around your journal. Email me if you have questions - ns_stables@hotmail.com or check out alt.games.baldurs-gate

  94. A good RPG.... by Hubert_Shrump · · Score: 5, Funny

    Needs to be shoulder mountable and (ideally) under 10lbs.

    --
    Keep your packets off my GNU/Girlfriend!
  95. Generic comment by microTodd · · Score: 1

    blah blah blah

    Gameplay over graphics.

    blah blah blah

    Graphics over gameplay.

    blah blah blah

    Square rules/sucks.

    blah blah blah

    Black Isle rules/sucks.

    blah blah blah

    Warren Spector rules.

    --
    "You cannot find out which view is the right one by science in the ordinary sense." - C.S. Lewis on Intelligent Design
  96. SLASHDOT HAS JUMPED THE SHARK by Anonymous Coward · · Score: 0

    Ye Gods, this article got posted??? Not only were the articles pointed to tedious reading, they weren't even touching on very interesting subjects. The Pink Floyd article was complete rubbish. They guy ripped the Pink Floyd name just to get people to read the article.

    Is it that slow a news day to publish this? Not that the editor give a hoot about what we want to read. When is ChrisD going to publish an article about his Spongebob collection of stuffed toys???

    Ah, why waste my breath and preach to the choir.

  97. Re:Plot (Combat) by Anonymous Coward · · Score: 0

    If I have only one hand, and that hand only has one finger, I should still be able to play the game.

    With only one hand and only one finger, you'd be lucky if you could *install* the game, my friend.

    (Karma sux - post AC)

  98. Re:Plot (Combat) by meringuoid · · Score: 2
    It means that instead of pressing one button a few dozen times per combat you have to dedicated a lot of though to the combat itself. This is REALLY annoying when you like to just level up and go to the next story. If you want to make a fighting game, make a fighting game. If you want to make an RPG make an RPG.

    The previous poster named Zelda as a good RPG. Zelda games have _loads_ of combat, but the combat is realtime and fully integrated into the game, not breaking up the flow; it's also simple. Once you've learned the spin attack and how to use a few key weapons (hookshot, bow, boomerang) you can cope with pretty much anything. Of course, it's an advantage that Nintendo _really_ know their stuff when it comes to designing games like this. However much they pay Miyamoto, it can't be enough...

    Unfortunately, Nintendo broke this terribly when they made Super Mario RPG. They took the Mario characters and world and implemented a Final Fantasy game engine. Aargh! So Mario encounters some Koopas, and I have to go into a menu-driven turn-based combat mode to deal with them. This is MARIO. These are KOOPAS. I have a GAMEPAD in my HANDS. I know how to deal with these things, I've been playing Mario games ince 1988. Let me get on with it.

    I've been playing Baldur's Gate 2 recently, and it's starting to piss me off; I turn another corner and have to squish some more feeble monsters. Not interested. Planescape: Torment looks interesting, though, in which your own character is immortal and can restore party members by magic anyway. Freedom to get on with the story, that's the key.

    --
    Real Daleks don't climb stairs - they level the building.
  99. Excuse the lack of humor by kin_korn_karn · · Score: 2

    but there's nothing cool about doing coke.

    Fuck the hell out of the naked women, yeah, just don't do coke. Bad news.

    ok, carry on :)

    1. Re:Excuse the lack of humor by forgotmypassword · · Score: 1

      They call it "snow".

  100. How about an automatic battle option? by Mastos · · Score: 1

    One aspect I liked about Heroes of Might and Magic (I know, not really a RPG) was it had the option of letting you fight the battles or let the computer determine the winner and award losses accordingly. It would be nice in a RPG to allow you to turn on instant battles for creatures of a given number of levels under your level. The die-hards can play every battle while the story-line people can advance quicker.

  101. You want Dartmud (was "My wish list") by OzPixel · · Score: 1

    Assuming you don't mind text-based RPing, DartMud sound like what you're looking for. In particular, stats and skills are only described, not given numbers. The system is completely skill-based - no levels or experience points. There are no classes, you can learn whatever combination of skills you like (not neccessarily easily, but it is possible). Combat is limb-based, very flexible and detailed (you can wield as many weapons as you have arm-like limbs). There is an extensive range of non-combat skills, too - food & farming activities, crafting (wood-working, metal-working, sewing, leather-working, etc), and so on. The world is certainly not static - there have been one-off quests run in the past (and probably will be in the future). There are a number of races that characters can choose, each with their own strengths and disadvantages. The magic system is worth mentioning too - each spell is a skill, there are over 100 spells released, but many can only be obtained from other players, and you'll need astounding powers of persuasion to do so. Role-playing is, of course, strongly emphasized. The creators keep their distance - apart from enforcing the rules (no cheating, no unattended botting, etc), they don't get involve in mortal affairs.

    As for the world of Ferdachi itself, it is a completely original creation, as far as I know. There are extensive areas to explore, including an Underdark area which automatically extends itself as players explore it. They have a homepage .

    David.

  102. Chocobo Triple-X by Anonymous Coward · · Score: 0

    Ride a Chocobo
    See some titties

  103. Re:Plot (Combat) by Anonymous Coward · · Score: 0

    No, Secret of Mana predates that, and is an ever better example. Shit, Ultima Underworld was 92, and was an actiony RPG.

  104. Yep I agree by Best_Username_Ever · · Score: 1

    Freedom to do all kinds of things in the world in which you are situated is what makes a great RPG. I don't like being led by the nose through some storyline where deviation from the plot means that you can't do anything worthwhile. That's why a good GM/DM managing the roleplay on the fly is better than any pre-written adventure or module, and it's why MMORPG's are more fun than games like Baldur's Gate.

  105. group storytelling by drfrog · · Score: 1

    to me a good rpg , analog or digital, is about good storytelling.

    with a solid gm/programmer setting up the environment and the character's/pc's playing/acting in that environment.

    the story unfolds.

    i find whats missing in most rpgs is this ideal, that it is up to the group of players and prgrammer/GM's to tell the story.

    technical issues aside, this is what is missing,IMO. the story does not unfold in the digital medium. the ending has been written already in most cases!! how can the story unfold?

    The GM's job is to direct, not to stiffle and squash the players actions.

    i think the same is true of digital RPGin too

    There has been many the time in analog RPGin that a character has completely changed the course of the campaign/game because they do something so ingenious, stupid or whatever that changes the whole story.

    This will be a long time coming in the digital vein, although its getting closer.
    Still Id rather play a game of D&D with my friends anyday!!

    --
    back in the day we didnt have no old school
  106. Site Design by Real+Ibbz · · Score: 1

    What do people think of the Site design at RPG Codex?

  107. Sabin: The Unplayable by r3jjs · · Score: 1

    I never had a chance to play FF6/FF3 on a console, only through an emulator and I found that Sabin was -unplayable- because neither my keyboard nor my gamepad would let me do the diagonal moves required to use Sabin's special attacks.

    At least with several of the other FF series you could set the special characters to "auto" and let them try an attack on their own. It made a nice compromise.

    1. Re:Sabin: The Unplayable by Anonymous Coward · · Score: 0

      Sabin on keyboards... don't do the diagonals! Just press left, down, right, whatever, just keep a minimum of time between each press.

  108. Only video games? by Kouvero · · Score: 1

    Is anyone still actively playing traditional RPGs around a table with dice? Maybe it would be benefitial to revive this kind of activity and at the same time look for ideas to apply in CRPGs from there (not that it hasn't been done). It might also slap your imagination around a bit, waking it up and helping in making CRPG experiences more authentic, often spoiled with irrelevant criticism to irrelevant detail. Or maybe I'm completely wrong. Just a thought. :-)

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  109. What's the key to a great RPG? by Anonymous Coward · · Score: 0

    Roleplaying. Something that very few games that are labelled 'RPG' have.

    The sad fact is, most of these games are simple adventure games. A linear plot, enforced rules stating you can't say attempt to assassinate a monarch, etc.. Adventure.

    Most of these games have a select few goals - get the level, equip neat looking gear, and kill the bad guy at the end.

    Those goals are different than the one single goal of roleplaying - to exist. Roleplaying isn't about winning. It isn't about gear or money. It isn't about how many people you kill, or even if you die.

    Roleplaying is about the story. It's about realizing the fact that you are a piece of shit, and that the world will continue without you. The entire point of the game is to decide what your character does with that time.

  110. Right, yet wrong. by Anonymous Coward · · Score: 0

    The story is an important part, that much is true.

    However, most games that call themselves RPGs, aren't.

    A story spoonfed to you is not roleplaying. A story alone is not important. It is the interaction that *your* character has with the world that is important, and it is that from which the real story comes.

    If a character, not of my creation, is given two choices, it doesn't matter if I press A or B - it isn't roleplaying.

  111. Attempt to match face-to-face RPGs on a computer by vbdutch · · Score: 1

    Not necessarily. Try this - looks like these guys are trying to simulate human players.

  112. Graphics improve and stories get worse... by podperson · · Score: 1

    Hollywood loves dumb action films. Explosions and special effects don't need to be explained or localised.

    In general, as game development has become more like movie production, games have become more like movies, i.e. stupid and flashy.

    This doesn't mean that good games don't get developed, but they tend to be made -- like most good movies -- by independent producers on shoestring budgets OR by auteurs whose track records allow them the indulgence of the money people.

    NeverWinter Nights -- flawed as it is -- could never have been made by people without a track record. There's a few million worth of content, etc., in that game, and that kind of money doesn't get handed over to a couple of overweight guys with a good idea.

    Finally, high end graphics and real time game play create design issues that make putting in a lot of nice role-playing detail very difficult indeed. When, years ago, my friends and I were working on Prince of Destruction we omitted a lot of ideas because, having decided to make the game real time and animated, producing graphical representations of things increased the cost (in time) of implementing them.

    When you have real time 3D graphics, doing stuff like having a character pull out a sword nicely might cost you two animator days... This means implementing alchemy (think of all the assets you'll need, all the debugging, etc.) is prohibitive.

    If you want to allow decent levels of interaction, every time you add options you blow out the amount of voice dialog you'll need to script, edit, record, clean up, check, localise, etc.

    So, Bioware goes from Fallout/Fallout2 -- probably the best computer RPGs I can think of -- to NeverWinter Nights: fabulous engine, great graphics, totally linear plot. (Of course their tools and engine let you write your own plots...)

  113. Please Help!!! by Boronx · · Score: 1

    why are we here? I figured it out, but I'm still a loser. Is this one of those ending with a twist?

  114. The solution: by Chembryl · · Score: 1

    Shadowbane Out in February.

    --
    - This and all my posts are public domain. I am a Physicist. I am not your Physicist. This is not Physically advice
  115. Re:Plot (Combat) by Anonymous Coward · · Score: 0

    I saw a guy who had one hand with three fingers. He was able to find, light and smoke a cigarette while driving his van.

  116. IN SOVIET RUSSIA.. by Anonymous Coward · · Score: 0

    Slashdot trolls you!

  117. RIGHT ON, matey! by Anonymous Coward · · Score: 0

    Morrowind is the RPG to own all RPG's.
    I had 2 kids come to my house bearing Kingdom Hearts for the PS/2. They saw this game.

    By night's end they both owned X Boxes and the dust mites began feasting on poor Mickey Mouse.

  118. Re:Plot (Combat) by imr · · Score: 2

    Actually, this is answered in one of the articles. It seems, you just cant market an rpg game if you dont present it to the producers as ACTION/adventure/rpg.
    Think (but not too much, it's a dull game) diablo.

  119. What is not the key.... by joeblowme · · Score: 1

    If you've played rpg's lately too many of them have gotten where the graphics are good but there is no true game play. There is just hours of following the story with no challenges. That is what made games like zelda such a classic. It had a solid story line but the game play was challenging at times too.

    --

    If your not cheating your not trying. If your not trying your not winning and if your not winning why play?
  120. Re:The worlds best rpg already exists: DeusEX by Anonymous Coward · · Score: 0

    nothing else to say

  121. Re:Plot (Combat) by jgerman · · Score: 2

    Err that was FFVIII. If I remember correctly IX had something similar as well, hard to say I wasn't all that impressed with those two. Action-fying rpg's isn't necessarily a bad thing, and you can't expect all new features to work or last. I don't feel that the sword extra damage thingie in VIII was a big deal, it was almost an easter egg rather than part of the combat system. But all "new" ideas suffer scrutiny. The active time battle system, when introduced in Chrono Trigger, wasn't universally loved. It worked, people liked it, and it added some urgency while still retaining the turn based nature of the game, so it has endured. Like I said, I don't feel that hitting R1 during combat for extra damage hurt anything, and I don't have a problem with extra little thigns to do in turn based combat, but I also didn't really think that that added anything to the game.

    --
    I'm the big fish in the big pond bitch.
  122. Re:Plot (Combat) by Kintanon · · Score: 2

    One nice thing about Zelda is that it was marketed as an Adventure game more than an RPG. When you bought it you knew you were getting a game that would involve more action than some others. Also, the combat is intuitive and for the most part doesn't require incredible reflexes until you get to the N64 version of Zelda, which I hated. I was good at Zelda as a 9 year old with poor vision and poor reflexes. I should be equally good at the newest Zelda now that I'm 22 and have glasses and excellent reflexes, right? But the interface to the game was so broken because Nintendo was enamored with their bad 3D engine that I could barely function in the game world.
    The original Zelda was close to being the perfect game, Simple interface that was completely intuitive, dynamic and interesting story that progresses clearly through the game, and it was jut plain enjoyable.

    Kintanon

    --
    Check out JoshJitsu.info for Brazilian Ji
  123. The closest for other games... by Inoshiro · · Score: 2

    was the "Auto" battle on Grandia 2. I left that thing on for every battle that wasn't a boss battle. Just choose a personality, and the computer will manage the battle for you. Great when you want to move ahead without micromanaging.

    And Grandia 2 had one of the neatest battle systems ever :) I hope Grandia Xtreme also has a neat system.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
  124. Re:Plot (Combat) by meringuoid · · Score: 2
    The original Zelda was close to being the perfect game, Simple interface that was completely intuitive, dynamic and interesting story that progresses clearly through the game, and it was jut plain enjoyable.

    Story? All you do is collect Triforce pieces and lots of equipment, build up your life meter, and then go kill Ganon. The nearest you get to character interaction is 'PAY ME FOR THE DOOR REPAIR CHARGE'...

    Zelda 2 gave you much more of a world you could believe in; there were towns of people here and there, separated by vast spaces of wilderness in which the ruined palaces of the ancient kingdom still stood... There's a real sense of a vanished golden age, of the terrible damage Ganon did before you defeated him. The destroyed town of Kasuto was downright tragic. And here and there you discover ancient marble pillars standing out in the desert, sometimes with treasure lying about at the base. 'My name is Ozymandias, king of kings...'

    After that the plot goes into the past; I assume the King who returns at the end of Zelda 3 (on the SNES) is the same one who hid the Triforce Courage because he didn't trust his son, and who was responsible for the insanely tough guardians I had to beat in Zelda 2 ;-) It's a strange feeling, fighting for weeks to defeat a monster, recover the Golden Power and save the kingdom when you KNOW what's in store for the place. Whether I win or lose, Ganon will rise again and ruin Hyrule, and Kasuto will be devastated by monster raids.

    I think Zelda 4 on the Gameboy was my favourite. The gameplay was similar to Zelda 1 and 3, but there was a lot more plot. I don't think I'll ever forget Marin... The ending is perhaps the most memorable I've ever seen in a game, though I don't want to give it away here. Took me ages to work out how to take down the final boss - the top-down interface makes you think in 2D, and so you don't realise you can jump his attacks with the Roc's Feather.

    I've only played bits of Zelda 5 on N64 and 7 and 8 on GBC (Seasons and Ages) and none of 6 (Majora's Mask) so I don't fully know what's happened since. But GameCube Zelda looks wonderful and I _want_ it, NOW! :-)

    --
    Real Daleks don't climb stairs - they level the building.
  125. tangent:The creator intended it to be his last rpg by mesusha · · Score: 1

    I saw an interview with the creator of the original game wher he explained he had enough of making rpg's and wanted (or was obliged to by contract, i don't remember) to make one last, going out with a bang. Well it was. And about your question, as any brand or pr person can tell you... oh forget it.

  126. Re:Plot (Combat) by Kintanon · · Score: 2

    I liked the story of Zelda 2, but not the sidescroller feel of the game. Yes, the story in Zelda wasn't incredibly deep, but it was interesting to me. I also spent many many hours playing the gameboy zelda (Did you discover missiles? Equip bomb+Bow and press both buttons at once!) and I'm planning on getting the GameCube Zelda pretty soon.
    Hopefully it will be better than the n64 zelda.

    Kintanon

    --
    Check out JoshJitsu.info for Brazilian Ji
  127. Other multiplayer console RPGS! by mesusha · · Score: 1

    Well, for an obvious start: Sega's Phantasy Star Online. More than one player I would say. You can even play split screen on the Gamecube version.

    Less obvious, Arc the Lad Collection, by Working Designs. This is actually a feature I only discovered by looking at the credits to fan requests. The games where originally designed for one person, but Working Design made it possible to let the second psx controller to have control as well. In this way you can split up your party members during battle, and let each player control his or her own group! Well, the same can be achieved by passing the control umpteen times with any party based 1 player rpg, but anyway.

    And now we also have a four player Link adventure as part of the re-release of Zelda: A Link to the Past in GBA! Hooray!

    Oh now I think of it, in Ogre Tactics: The Knight of Lodis you can pitch your trained party with another GBA player. This was also possible in Kartia for PSX, but that games sucked big time. Now I think of it, this is also possible in Monster Arena in the Arc the Lad collection. That resulted to national tournements once that one came out in Japan.

    Oh, and one final recall. Pokemon, anyone?

    But all in all, I think it is a feauture that is under-exploited in console rpg's and when it's there it lets me combine my game-time with game-time with my wive. (Please fire away about better two player games you can play with your wive ;)

  128. Since you mentioned Wind Waker vs. Ocarina by Anonymous Coward · · Score: 0

    Ocarina of Time, among those who are skilled at action games, is most often considered the pinnacle of the series, with Zelda 3 and Link's Awakening often tying for second place. (Majora doesn't rate because the storylne and damn timer are way too strange.) The lock-on targeting system and camera control are actually the best that have ever been designed for 3rd-person behind-the-back 3-D adventure games like this. Personally, I've never played a game that could be controlled better than Z64, and that includes StarFox Adventures and Metroid Prime (both considered to have excellent controls, built around the GCN controller perfectly). If you're having trouble moving around in Ocarina, you might want to try locking the camera more often, so that it is always behind your back.

    Wind Waker is going to adopt the Ocarina/Majora controls, which was great news for me. Considering how well Ocarina of Time and the Ocarina remix on the Zelda pre-order disc play on the Gamecube controller, it should be great.

    Anyways, just thought I'd bring those points up.

  129. Re:Plot (Combat) by way2slo · · Score: 1
    "If I have only one hand, and that hand only has one finger, I should still be able to play the game."

    One button?? Ah, one button mouse....Mac user. Nice to see there are still some Mac gamers left out there. :)

  130. Re:Plot (Combat) by Anonymous Coward · · Score: 0

    The ATB(Active Time Battle) system was introduced to the FF world with Final Fantasy IV(in Japan) and Final Fantasy II(in the US). There was no option to turn it off like in later games. There was an option to adjust the speed.

    The novelty of the Chrono Trigger battle system was not its active time setup, but the fact that it happened in place instead of warping you off to a fight screen. CT had those battle "hotspots" where you would be attacked every time you went there, rather than randomly fighting enemies. When you stepped on one, you formed your ranks, the enemies lined up, and you whooped on each other. This allowed for "techs" that used area-based or path-based attacks, since everyone was spatially oriented in the game world.

  131. Re:Plot (Combat) by jgerman · · Score: 2

    Mod up I stand corrected ;)

    --
    I'm the big fish in the big pond bitch.
  132. Re:Plot (Combat) by meringuoid · · Score: 2
    I liked the story of Zelda 2, but not the sidescroller feel of the game.

    Zelda 2 was my first, so I didn't find it at all unusual... I think combat in Zelda 2 was far more intense than in any of the others until the N64. Top-down you can wander about with the sword fully charged and spin-attack just about anything. But going toe-to-toe with a blue bird-knight in the Great Palace - that's tough. And nothing has ever compared to the final fight against your shadow.

    Did you discover missiles? Equip bomb+Bow and press both buttons at once!

    Damn right I did. Nastiest red herring in history - I spent so long feeling _certain_ this was the way to beat the Nightmare Boss. But you can't equip arrows, bombs AND the roc's feather, and so I invariably got smashed. OK, it could have been done with really quick use of the menu, but that's just lame...

    Incidentally, you've got me all nostalgic. I spent this afternoon slaving over a hot compiler trying out a variety of NES emulators so I could play Zelda 2 again... I think I might take on one of the challenges people have posted on the web. 'Complete the game in one sitting with no 1UP dolls' looks tough. Doable,though, as long as I'm allowed the extra lives given by advancing level beyond 8 - 8 - 8.

    I once played Zelda 1 right through in one life just Because It Was There. Somewhere in the sixth dungeon my then roommate pulled out an air rifle and shot out both my computer's speakers.

    --
    Real Daleks don't climb stairs - they level the building.
  133. you should submit your ideas by Stalcair · · Score: 1
    you share many of the same ideas as I and a whole heap of others. This line especially hits at the very heart of the matter of what makes a ROLE playing game especially in a persistent, multiplayer world.
    I always hear the excuse from coders that it's just not practical to code all this stuff in when it doesn't add to the game play. But it does affect the game play.
    Regardless of whether it is a game, business/information portal, simulator or frankly any system utilizing a scriptable event, object, or action separate from the core engine/logic, this is something that should be heeded. What makes a good scriptable system is not just the syntactical or semantic design. What is the most important is that the entire interactive/dynamic aspects of the game are setup so that there are really only limits which are the result of the designers.

    How many times have you played a game in which the overly painful clues and hints might lead you to take a more practical, logical or just emotionally desired approach to solving the problem, only to be restricted by a very artificial and "unnatural" limit. What you then end up doing throughout the game is applying only those solutions the programmers wish you to use. Gee, how fun!</sarcasm>

    No, what you hit on is very important indeed. Like with a simulator, it is important to actually not limit the very immersion and interaction elements which include the challenges, problems, solutions and variations which would very well give a more realistic result set. Often what is taken is the "Scenario vs. Script" approach so that an unfavorable approach is not solved or integrated but is treated like a bug and removed. A bug in a program would not be a particular image that caused a memory leak but would be the actual error inside the code that led to the memory leak. Yet this coverup of the symptom instead of solving the problem (or curing the disease if you will) is the normal approach that development/producing organizations take.

    The argument of "Great Quality, cheap cost and quick development time... pick one" is valid except what is defined as "quality" is the problem here. The very things that are hard coded, cut out, canned, whatever... those are the very limits that end up both making the game less immersive and making it harder for the designers and programmers. What the developers should actually do is embrace that unpredictability and openness as part of the gaming experience. That will require of course that the entire engine (static) and object/event/action (dynamic) elements of the system be designed to work as simple, working components instead of more complex components. An analogy would be to look at an assembly line of an automobile factory where the parts while designed to work for that specific vehicle are going to be, for the most part, minor variants upon a stock collection of parts using standard "interfaces." What you won't get normally is a collection of large complex parts that do everything. Sort of like if humans were made up of only about 5 very large cells instead of the billions it is made up of that work in synergy.

    Here is my stock example... it may or may not be a good one, but work with me :)
    In a persistent RPG world (MMORPG) let us assume we have a situation where raw materials are required along with skill to create various objects for use in the game, in this case shields and other armor. However, mining is tough and requires a boat load of other resources and labor to make usable raw materials (ingots) for the actual end product. Like any other resource, this will be in demand by many who are unscrupulous as well as our little mining friends might be seen as convenient slave labor by various monster races (or food for that matter). Yet why would we then allow the placement of permanent, invulnerable salesmen, structures, equipment, etc? Lets say that a tribe of Orcs decides to raid the growing mining encampment or even better to raid the supply wagons bringing in supplies or exporting the ore or ingots. Wouldn't it then make sense to place the smithies there? Well only if you have an ample supply of water around. Oh and don't forget the food for the people, as well as guards for the caravans of exports. These people might want a place to live and drink so that would be a possibility to look into. However, this is where it gets crappy, IMNSHO. The result in many games is a system where there are no incentives (quests, rewards, adventure, etc) to be had by many players except the craftsmen and the ones raiding them. Yet ironically you might have within the very same game a canned quest or two that deals with "saving the local miners from the hoard" (of which the mining camp is canned and static as well). So if a thousand players all partake in these quests they will NEVER notice a change. They have no impact on the world. Personally I would like to see about raiding the town and taking it over. That would fill my coffers to the max and I get to fill my evil desires to control others (what can I say, I guess I am a marxist at heart).

    Any ability to actually "Role Play" the parts of villian, mayor, craftsman, hero or guard are only allowed if the developers implemented a crude and hard coded "class system" that with such you can kiss any chances of creativity goodbye. I could go into how this effects the actual crafted items, the economy, warfare, guilding systems, tactics and overall strategy but it is really much the same.

    The biggest issue here is about waying what the game is about. Personally, I am tired of seeing "pretty hacks" out there and not engineered systems. That means you need to PLAN and ARCHITECT the system not just throw some crap together and hope to make some money. However the financial reality is that as it stands now... that tactic works, and works well! Just look at the money side of the game industry and how things break down and you will see this. This is because there is no real competition. With persistent worlds, we are very slowly seeing some pop up that offer different ways to play. However, until you have a situation in which one can say confidently, "I am making this game, with this goal and these parameters" instead of the "Lets make something with superficial elements of everything so that we can attract as much market share as possible" you will have this crap. However that is a chicken and egg issue as well, so lets just be proactive and stick to our niches and make them well. Stop trying to be everything, or at least applying all the colors of the rainbow of "market appeal" like a poor paint job to the game systems. Start engineering these things with the long term in mind. After the inevitable saturation occurs in the MMORPG arena, then it will be easier to have niche based games I believe.

    Basically, lets approach these things more as an environment or simulation and build the gaming elements on top of that. (this is analogous to movies who's plot is an afterthought after the special effects and other superficial makeup is applied)

    --

    I seek not only to follow in the footsteps of the men of old, I seek the things they sought.

  134. you are not listening to him by Anonymous Coward · · Score: 0
    to pick on one thing you said as an example of the falacy and misunderstanding of the base of your entire argument... "Says who? Listen closely...ROLE PLAYING GAME...playing a role is FICTION, it's acting, it's pretending to be in another world...it has no tie to reality whatsoever. As far as naking things LIFELIKE, this is an issue in _any_ game, not just RPGs."
    Mind you, that I am not saying that either of you are right or wrong but that you seem to be having semantic problems. When the word "reality" is used in this context it is tuned to the "suspension of disbelief" that goes along with fiction. For example, if a movie about futuristic space travel was being viewed then space craft, life on other planets and fantastic technology would be acceptable. However if this is supposed to be our future (humans) and unless it is part of the actual fictional historical chain of events, then it would not be acceptable to have the human characters act in ways that is not human (as a whole group). Lust, ambition, greed, hate, love, desire, ego and all other elements of humanity could be controlled, like through discipline and training but those instinctual elements would still be there. So a movie that talks about humanity "moving on" so that it seems to be genetics that changed and not social discipline, is pretty stupid.

    Here in the context of this persons post, we are not talking about "reality" as far as having cars, computers, our history or other "real" elements of the real world. The suspension of disbelief for dragons, magic and elves in a classical fantasy setting is one thing... but unless you have really created a world where physics operates differently (which would be interesting) then those things are variations within our very same physical reality. Sure the dragon and its natural fire breath is fantastic, but if it is explained that the dragon flies by physical air lift (and not some magical levitation) then it would be silly to allow a dragon to fly in a raging volcano. Sure he may have magical fire resistance... but what about the wind factors of flight? That is just one example, so try not to pick it apart too much, please! LOL

    One other thing... there are many who say that Role Playing Game means that you play a role and that is the beginning and end of their definition. That definition allows Super Mario Brothers, Pac Man and Space Invaders to be defined as RPG's. Then you have the confusion of setting and genre. The classic example of this is Diablo, in which was obviously an action game with adventure elements set within a fantasy world. While a great game, it was not a RPG anymore than a fantastic blow job is really an orange armadillo. There are your apples and oranges!

    Try not to fall into this pit of defending that which does not need defending. If you like a game that others say lacks immersive elements and actual role playing... then good for you, we all have different opinions and tastes. However if you are getting rather defensive based on what people want then you really should seek counseling because this will always be a cruel world to you

  135. real quick by Stalcair · · Score: 2
    I agree with your assessment and ask many of the same questions (my RPG past is similar). I laughed outloud when I read your comment on the guy with a short sword and his buddy who has a minigun. FF has never really done a good job at roleplaying or having any sort of RPG "realism" from what I have seen. In fact it is safe to say that FF has been one of the stereotypical "bad RPG's" in terms of the silliness like having a fat king with a wooden scepter take a full hit from a bazooka, then a claymore, then a laser blaster, then a shotgun blast to his unarmoured head for "1 point of damage" because of that emperor of all stupid CRPG elements... levels. Yet his wooden scepter can fell the battle hardened knight in one blow (who has full armour, btw).

    This is much akin to the situation where you have this static list of "spells" for wizards and yet your "level 30 wizard" doesn't ever seem to have access to the spells and magical capability that the wizards (evil and good) have in cutscenes. Funny, if a lower level "student" wizard teleports directly to my position with potions and a note that he will bring your best robes, then I expect myself to be able to do exactly the same thing at the very least. And that does not mean that I get some cheesy "can randomly teleport on screen" or "can teleport within line of sight (of the screen)"

    --

    I seek not only to follow in the footsteps of the men of old, I seek the things they sought.

  136. Last Post! by alpg · · Score: 1

    You are transported to a room where you are faced by a wizard who
    points to you and says, "Them's fighting words!" You immediately get
    attacked by all sorts of denizens of the museum: there is a cobra
    chewing on your leg, a troglodyte is bashing your brains out with a
    gold nugget, a crocodile is removing large chunks of flesh from you, a
    rhinoceros is goring you with his horn, a sabre-tooth cat is busy
    trying to disembowel you, you are being trampled by a large mammoth, a
    vampire is sucking you dry, a Tyranosaurus Rex is sinking his six inch
    long fangs into various parts of your anatomy, a large bear is
    dismembering your body, a gargoyle is bouncing up and down on your
    head, a burly troll is tearing you limb from limb, several dire wolves
    are making mince meat out of your torso, and the wizard is about to
    transport you to the corner of Westwood and Broxton. Oh dear, you seem
    to have gotten yourself killed, as well.

    You scored 0 out of 250 possible points.
    That gives you a ranking of junior beginning adventurer.
    To achieve the next higher rating, you need to score 32 more points.

    - this post brought to you by the Automated Last Post Generator...