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?"
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.
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
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