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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?"

132 of 309 comments (clear)

  1. 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 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"
  2. 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 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.

    2. 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.

    3. 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.

    4. 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
    5. 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.
    6. 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.

    7. 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
  3. 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.

  4. 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<*))))><
  5. 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 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. 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
  7. 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 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.
    2. 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.

    3. 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
    4. 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
  8. 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 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 ;-)

    2. 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.

    3. 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.
  9. 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 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.

    2. 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"
    3. 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.

    4. 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 =).

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

    Umm, one that I can beat?

  11. The key to a Good rpg is by r_arr · · Score: 2, Funny

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

  12. 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 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

    2. 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.
    3. 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
  13. 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.

  14. 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"
  15. 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 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.
    2. 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.

  16. 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 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.

    2. 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?)

    3. 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.
    4. 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.

    5. 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.
  17. 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 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.

  18. 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.

  19. 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 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.
    3. 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
  20. 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.

  21. 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
  22. 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.
  23. 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.

  24. 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
  25. 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.

  26. 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!

  27. 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
  28. 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.

  29. 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 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?

    2. 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.

    3. 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.

  30. 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.
  31. 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
  32. 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
  33. 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
  34. The key to a good RPG ... by YahoKa · · Score: 2, Insightful

    is a cult following.

  35. 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.
  36. 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
  37. 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.

  38. 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 taxman_10m · · Score: 2

      Excellent, thank you very much.

  39. 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
  40. 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.

  41. 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.
  42. 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.

  43. 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
  44. 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.

  45. 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 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
    2. 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
  46. 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.

  47. 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?

  48. "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.

  49. 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

  50. 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.

  51. 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.

    --
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    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!

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      Vintage computer games and RPG books available. Email me if you're interested.
  52. 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

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    Check out JoshJitsu.info for Brazilian Ji
  53. 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... )

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    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 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.
    4. 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

    5. 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.

    6. 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.

    7. 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.

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

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

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    Keep your packets off my GNU/Girlfriend!
  55. 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.
  56. 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 :)

  57. 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.

  58. 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.

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  59. 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.

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

    Hmm what next "Extreme Ironing" anyone ?

    You forgot the link. It's here.

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    "Information wants to be paid"
  61. 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.

  62. 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.

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    I'm the big fish in the big pond bitch.
  63. 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
  64. 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.

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  65. 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.
  66. 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

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

    Mod up I stand corrected ;)

    --
    I'm the big fish in the big pond bitch.
  68. 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.
  69. 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.