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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?"

20 of 309 comments (clear)

  1. 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.

  2. 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
  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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 ;-)

  8. 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
  9. 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
  10. 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!
  11. 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
  12. 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.

  13. 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.
  14. 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.

  15. 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.

  16. 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
  17. Uhm, no. by Inoshiro · · Score: 5, Insightful

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

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

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

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
  18. 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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  19. A good RPG.... by Hubert_Shrump · · Score: 5, Funny

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

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