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From RPG Shortcomings To A RPG Renaissance?

Thanks to GameSpot for their 'GameSpotting' guest editorial, focusing on the alleged inferiority of the RPG genre, and the 'hybrid' games which use these RPG elements to great effect. The writer suggest: "Unlike most games, there is almost no skill required in RPGs - no hand-eye coordination, no button-timing", and while calling RPGs "inferior to other kinds of games", still finds addiction and praise in the "sense of power and accomplishment that comes from seeing your puny character grow from a weakling into an ass-kicking machine." But he finds hybrid titles, such as "first-person shooters [that] are starting to incorporate upgradable skills and character classes", to be examples of a "RPG renaissance", suggesting: "Game developers are starting to realize that almost every game can include and would benefit from RPG elements."

81 comments

  1. so there is a starting rpg.. by gl4ss · · Score: 3, Insightful

    renaissance..

    that started almost 3 years ago with deus ex?
    one that started in '92 or whenever ultima underworlds(followed by system shocks) came out.

    though rpg has been for years(forever) been meaning "a game where you level up when you kill monsters" so it's not like it would matter. crying about a genre is fucking useless. a game is never good just because it belongs to a certain genre, like a movie never is(scifi books aren't automatically good either). if you're just buying into things because they're labeled as something you want to show that you're fan of then congrulations, you have masterd consumer whore 101.

    --
    world was created 5 seconds before this post as it is.
    1. Re:so there is a starting rpg.. by JabberWokky · · Score: 5, Insightful
      though rpg has been for years(forever) been meaning "a game where you level up when you kill monsters"

      Funny, I can think of plenty of roles to play that do not require 'levels' nor 'killing' nor 'monsters'. Computerized role playing games are horribly immature and tend to make up for it by leaning on non-roleplay activities as a major facet of the game. Sure, there are now traditional aspects of CRPGs that are not role play, but I would hardly call them the defining aspect.

      Simply put, the point of a Role Playing Game is to play a role. A character - as Willie said, "the play's the thing / Wherein I'll catch the conscience of the king" - a character allows *you* to grow and explore various aspects of yourself. It's a reflection or a tangent or a cutting stroke across your own being. When you place yourself fully into a role, you learn about yourself by finding out how you would behave were you to have taken a different path. Sometimes a very different path out of fantasy, science fiction or another era of history.

      As I say, computer role playing games are very immature at this point, with the best of the breed being mere storytellers. There is no consensual story picked up by the part of the players - indeed, there is usually one player following a script, and the selling feature of many titles is that the player can choose from a small wardrobe what costume they will wear.

      That's not roleplaying - that's mere mechanics.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    2. Re:so there is a starting rpg.. by Blakey+Rat · · Score: 1

      There are many MUDs that cater to people who want "pure" RP without caring about combat systems and the such. (Even ignoring MUSHes.) And yes, MUDs are computer games.

      For instance, Eternal Struggle (note: I'm an administrator of this MUD) concentrates on RP only. Levels in the game, although they exist, are given by the assignment of "RP Points" awarded to people who stay in character (by other players), which makes for a rich world.

      telnet/MUD client to esmud.com port 1234

    3. Re:so there is a starting rpg.. by JabberWokky · · Score: 2, Insightful
      True. I worried a bit after posting that that people would think I was implying that computer games could never do roleplay, or that I was saying that computers or mechanics have no place in roleplay (in fact, computers do a great job of handling the mundane aspects of the necessary mechanics). Muds are a good example, both text and graphic. Neither lend themselves to subtle inflection and timing of voice nor watching the meta struggle in another person as they work out their action. It's a matter of bandwidth. Social contact, body language, inflection... these are very high bandwidth forms of communication.

      But my key point was that computer games were immature in the defining aspects of RPGs, and that he was mistaking side mechanics intended to foster RPGs as the core thing that makes a game an RPG. Ironically, a good story can seriously get in the way, since it dominates and constricts your actions. You miss the great storylines involving the tavern cat - the storylines that never existed until the moment that the words started tumbling out of peple's mouth, were never even conceieved of until the events smoothly flowed into story. MUDs do a pretty good job of it. But they owe more to the individuals playing than the system itself.

      --
      Evan "Made a note to check out Eternal Stuggle" E.

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
  2. What!? by Anonymous Coward · · Score: 4, Insightful

    You mean repetative tasks that appeal to our compulsive and obsessive natures with modest (usually random) rewards can find followings!? This is so increadible. Hi, game designers? The early 20th century called, they want their psychological observations back.

    Seriously, if They Might Be Giants has written a song about it, and a centeral historical figure, you might get it to pass for interesting, but not news by any stretch.

  3. Stupid article. by Eivind · · Score: 5, Insightful
    I don't want to sound like a troll, but frankly, this article is incredibly narrow-minded to the point of stupidity.

    Consider the following introductory quote:

    The RPG is the most peculiar genre of games, simply because it carries the least amount of actual game attributes. Unlike most games, there is almost no skill required in RPGs--no hand-eye coordination, no button-timing.

    Here the author plainly admits to not understanding any other aspect of gaming than purely skill or twitch-based games. If he thinks a game that does not require quick button-pressing is strange, then surely, by the authors opinion, Chess, Go, Sim City, Trivial Pursuit, A large fraction of the puzzle games ever invented, practically 100% of all card-games ever invented, practically all strategy games ever invented and so on are lacking "actual game attributes".

    This is true only if your definition of "game attributes" is so narrow that only things depending on precise and quick button-pressing are "gaming attributes". This was never true, and it's mind-boggling that anyone could believe it to be true.

    1. Re:Stupid article. by Liselle · · Score: 3, Insightful

      Thank goodness it's a only a guest editorial, I usually like GameSpot's official stuff. The article isn't even cohesive, and at points appears to contradict itself. I won't repeat what's already been said, but wanted to add my two cents on the subject.

      I hope the author knows what "RPG" stands for, but I wonder if he knows what that means. I'd hate to think it's based some wrongheaded perception of the genre, but since he already fits into the braindead twitch gamer stereotype, I'm probably setting myself up to be disappointed.

      --
      Auto-reply to ACs: "Truly, you have a dizzying intellect."
    2. Re:Stupid article. by Quill_28 · · Score: 2, Insightful

      I agree with you, but he does make one point.

      A lot of RPGs have taken out the element of strategy, you pretty much do the same thing over and over wihtout thinking. It more like watching a movie or reading a book.
      Also because of the ability to save easily, you never have to take chances and deal with the consequences.

    3. Re:Stupid article. by Torgo's+Pizza · · Score: 2, Informative

      You're not being a troll when you're speaking the truth. Mr. Wills is himself a contradiction. He rails against RPG games while in his list of games he enjoys most he lists System Shock 2 and Freedom Force, both Hybrid-RPGs. He's writing about something he obviously knows nothing about. Show me an action game that has a rich storyline like Fallout, Baldur's Gate or heck, even Ultima. Planescape: Torment has a plot that brings most games to their knees. He wants strategy? Deciding which areas to level up in is the whole point of the game. What fun is it if it really doesn't matter where I build up my character? RPG games force the player to make choices, hard ones with consequences to your character. What requires more thought: choosing between the shotgun or rocket launcher; or giving your last bit of money to a beggar on the street (as seen in Ultima IV). He really speaks out of his butt with his statement "the [puzzle] game designers had more time to spend on creating devious and clever puzzles, which no RPG can compete with." A great RPG can compete on every level an adventure game and can add more twists. What Casey forgets is that an RPG can uses stats to it's advantage and allow more than one solution to a problem. To solve a problem the player can rely on intelligence and solve the problem, charisma and talk your way out of a situation, brute force and fight your way out, or take the adventure game route and use your inventory to find the right item for the right job. If designed properly, an RPG can offer a myriad of solutions to a problem and is only limited by the imagination of the player. But the one thing that shows what an arsehole Casey Wills really and truly is can be seen in this statement: "In most RPGs, a character that is lost in a battle is lost for good." Where has he been in the last ten or fiveteen years? Most RPG games have a state between alive and death called unconsciousness. If your characters do die it's because something catastrophic happend like decapitation. There's other states between death like petrify, poison, etc that add variety and fun to the experience. It's an article in frustration. Argh. I know Greg Kasavin, and I think I'll drop him a line to see if this kind of content can be brought back up to par.

    4. Re: Stupid article. by Black+Parrot · · Score: 4, Funny


      > I hope the author knows what "RPG" stands for

      He thinks it stands for "Rocket Propelled Grenade", and requires "no hand-eye coordination, no button-timing" because of it's area effect.

      (He probably goes for the chain gun, and thinks it requires "skill" because at least one of the bullets has to hit something.)

      --
      Sheesh, evil *and* a jerk. -- Jade
    5. Re:Stupid article. by StrongAxe · · Score: 2, Insightful

      He also writes: The best examples of RPG improvements are seen in Freedom Force and Star Wars: KOTOR. In both of these games, if one of your party members reaches zero health, he is just knocked out of the fight, not killed outright. This unrealistic but wonderful improvement results in better gameplay, because now the battles are more evenly matched, and you can keep fighting, even if you are down to just one man, instead of reloading every time the weakest member of your party gets killed. Perhaps he should go back a decade and play the Final Fantasy games for SNES before lauding these as modern 'improvments'. I just hope this guy doesn't work for the U.S. Patent Office.

    6. Re:Stupid article. by Zork+the+Almighty · · Score: 1

      I couldn't agree more. RPGs have turned into pretty, interactive movies. Thank you, Square. I liked the older RPGs, where things like what weapons and armor you equipped and who attacked what monster actually mattered. Most modern RPGs can't even command my attention - they are either too easy, or the pace of battle is too slow.

      --

      In Soviet America the banks rob you!
    7. Re:Stupid article. by Anonymous Coward · · Score: 0

      Have you played Morrowwind? This game has wasted more of my time then anything since I rediscovered Masters of the Ur-Quan. Bastards at Bathesda came out with two freaking expansion packs. Its a good thing I'm getting laid off at the end of the year or I'd get fired.

      After rising to a 50th level Jedi style ass kicking machine I discovered you can become a Vampire. Now I'm freakishly powerful and can kill the end boss of the whole game with my bare hands and no armor. So I should be done right? Nope, now I'm still driven to go around and finish all these random quests for the vampires. This is a great game, huge, totally open ended, interactive, and just plain fun.

      If you haven't played I recomend you buy the GOTY edition its cheap and has both expansion packs. My only advice is buy an egg timer and limit your play to a few hours a night.

  4. I think they got it wrong... by Drakin · · Score: 5, Insightful

    It's more a FPS renaissance rather than an RPG one.

    There's been RPG's that contain more skills with the controls than your normal ones (Ultima Underworld, and Stonekeep as examples)

    However, it's not a new thing. System Shock 2, Darkforces II: Jedi Knight (and the Jedi knight II and III) all contain upgradeable skills of one sort or another.

  5. In other news... by LeoDV · · Score: 4, Insightful

    GameSpot has declared Chess an inferior name, declaring that "Unlike most games, there is almost no skill required in Chess - no hand-eye coordination, no button-timing".

    I agree that the RPG genre is in dire lack of innovation, but so is the entire gaming industry, it doesn't mean RPG is an inferior genre any more than it means videogames are an inferior medium. Declaring a genre is inferior because it challenges your intellect only is ludicrous.

    I don't want to defend RPGs against FPSs or action games, simply because I love both for different reasons, it's like comparing tomatoes and cucumbers, cars and trains, a videogaming genre and an other.

  6. the dumbing-down of the rpg by keefer · · Score: 4, Interesting

    The biggest problem with rpgs, really, is the advancement of the action-rpg (Zelda being the primary example of this). There are generally so many more action-rpgs made these days, it's easy to get confused as to what a real traditional rpg is.

    If it doesn't have stats and random encounters, it's not a real rpg.

    There's another strange kind of rpg as well, the drying-up rpg. Dungeon Siege is an excellent example of what I'm referring to here. In this rpg, the world is finite. There are a fixed number of enemies, and therefore a fixed number of objects in the world, fixed amount of advancement, fixed amount of wealth, etc. This kind of game is ultimately unsatisfying, because if you blow your advancement or wealth early on, it's pretty easy to screw yourself over later in the game.

    All that being said, though, it's really really difficult to make a really great rpg these days. Balancing all the play mechanics, creating interesting stories, all the thousands of details that go into these things I would assume generally try on the patience of game developers. And given the popularity of the true-rpg nowadays, how many people actually would go out and buy your product given how long and how many resources it took to make?

    The last true-rpg I had a lot of fun with was Wizards and Warriors. I have Wizardry 8 (for over a year now) but just haven't had any time to start and get into it, which is another problem of the genre. Really good rpgs require quite a lot of time.

    As for the article, maybe you had to grow up playing the Ultimas, or the Bard's Tales, or something. I love civ and all, but all that micromanagement can get to you after awhile. And no FPS has done squat for me recently. I guess if you just aren't introduced to the genre (it was more or less a big accident that I was), you don't get it.

    1. Re:the dumbing-down of the rpg by Anonymous Coward · · Score: 1, Informative

      > The biggest problem with rpgs, really, is the advancement of the action-rpg (Zelda being the primary example of this)

      Except that Zelda is an Action/Adventure and not an Action/RPG

      (Action/)RPGs are character(-skill) based and Action-Adventures player(-skill) based. In other words you could beat every enemy in Zelda with lower than possible stats (which it actually doesn't have, it has unattachable equipment [heart containers]) if you've good reflexes, but you wouldn't be able to beat any Action/RPG without high stats.

    2. Re:the dumbing-down of the rpg by ElleyKitten · · Score: 1

      For some reason, Zelda just seems like it should be an RPG, even though it doesn't have any RPG elements.

      Kindom Hearts is a better example of action/RPG. It's a cross between Final Fantasy and Zelda.

      I think that action/RPGs aren't really advancing, just action/adventures that look like RPGs.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    3. Re:the dumbing-down of the rpg by Shihar · · Score: 4, Insightful

      "If it doesn't have stats and random encounters, it's not a real RPG."

      You are, in my opinion, absolutely and completely wrong. Stats and random encounters are NOT what defines an RPG. By your definition, Diablo II would be a better RPG then and Fallout II. Fallout II has very few random encounters, and if they were to be entirely removed they would not be missed. In fact, it is possible to eventually avoid all encounters. If Fallout II had no random encounters at all this would NOT mean it is not an RPG. Stats and random encounters are a crutch that RPG makers have fallen on to prop up game play.

      RPGs are, at their heart, games that have a story. A 'good' RPG is a game that centers around its story and the development of the characters within that story, AND does this in a manner which is fun (game play). Diablo II is a good game because the game play is appreciated, but it is a shitty RPG in that its story elements are nearly non-existent and more an excuse to up stats and kill more creatures. You can have a game that is a bad RPG but a good game, and there is nothing wrong with that, however, such a game is by no means the pinnacle of RPGs.

      RPGs are about their story and character development (which really is just another piece of story). The point of an RPG is to immerse yourself in an alternate reality more then in any other genera. The limits of current technology make it very hard to build entire worlds with interesting stories, and so this takes a backseat to game play. This is not an entirely bad thing simply because as it is we struggle so much with the game play aspect of RPGs. It is very difficult to make a game based around a story 'fun', and so the game play is the element that sees some of the greatest work. The real golden age of RPGs will be when technology opens the door to great game play quickly and easily for developers so that they can truly work on the story. When groups of real writers use RPGs as a medium to tell stories and flesh out beautiful and elaborate worlds, then you will know that you have hit the golden age.

      Until that time we will continue to struggle simply creating the most basic of worlds with the crudest of game play. The golden titles of RPGs will be few and far in-between, like the Fallout games, Planescape: Torment, and other such games that built great worlds for great stories. The greatness of these games had nothing to do with the fact that they had 'stats and random encounters'.

    4. Re:the dumbing-down of the rpg by (trb001) · · Score: 2, Interesting

      If it doesn't have stats and random encounters, it's not a real rpg.

      Gonna have to disagree with you here. Ultima 4 was about the pinnacle of RPGs for me (thank you paying some homage to it later in your post). When you say "role playing game", I don't know how you can't think of Ultima 4...you had to literally become the Avatar in this game in order to succeed. I'm not saying it changed your personal philosophies or anything, but if there is any credit in the "violent games breed violent people" creed, Ultima 4 would passify even those people. Maybe I'm misinterpreting what you mean by random encounters, but you were able to run away from the encounters you could see in the overworld, so you weren't really forced into any fight.

      On another note, Wizardry 8 is disappointing if you have played Wiz7. However, if you haven't played Wiz7, you may be surprised by the size of Wiz8. I had friends who got bored really quick because the game is kinda stagnant at the beginning. Good game tho, overall.

      --trb

    5. Re:the dumbing-down of the rpg by edwdig · · Score: 1

      The biggest problem with rpgs, really, is the advancement of the action-rpg (Zelda being the primary example of this). There are generally so many more action-rpgs made these days, it's easy to get confused as to what a real traditional rpg is.

      Zelda is an action/adventure game. The main people who call Zelda an RPG are people who pretty much only play RPGs, but like Zelda also. They just call Zelda an RPG so they can say they only play RPGs.

    6. Re:the dumbing-down of the rpg by devilsadvoc8 · · Score: 0

      I agree completely with the following addition: rpgs are games in which your role (read that as character) is developed. This development is the primary focus of the game. That has been quite difficult to translate into the crpg due to technical limitations. PnP rpgs didn't focus on graphics - the imagry was in your mind completely. In your mind and in your interaction with other players, your character developed and had a personality. Anyone who played D&D and the like knows that if you were a power gamer then you probably dropped out quickly. Those who spent years on one character, developing a history, manerisms, foibles, etc had the best time. At the current time crpgs can't reproduce this. It is up to the people playing crpgs to make them successful. NWN seems to do this in my opinion.

      --
      B O R I N G
    7. Re:the dumbing-down of the rpg by stj · · Score: 1

      Up to patch 1.09 Diablo II didn't have a much randomness at all in what kind of monsters you meet where. In 1.10 (introducted two weeks ago, they added 'guest monsters' - yes! that's what they call it - go figure with your randomness). I've been playing it all time possible since and I've got to see my first 'guest monster' yet. Diablo II has only one kind of randomness - what sort of equipment you can get from a monster. And that goes way over the top. If they randomized monsters more and fixed equipment to the monster a little bit more, that would be an RPG. Now, it's a hack-&-slash timesink.

      --
      iThink iHate iMod
    8. Re:the dumbing-down of the rpg by bad_fx · · Score: 1
      Fallout II has very few random encounters, and if they were to be entirely removed they would not be missed.


      Are you kidding? The random encounters were one of the best parts of FO2!! The whale from Hitchhikers guide (complete with daisies), the knights searching for the holy handgrenade, the crashed federation shuttle, gozilla's footprint, the tinman, exploding brahmin, the spammer hunters... all priceless! FO2 wouldn't have been the same without 'em.

      PS: I realise you're probably only refering to the vanilla encounters where X generic bad guys attack for little to no reason - and yes, I agree, RPGs could do without those... But some random encounters can be good!
    9. Re:the dumbing-down of the rpg by Anonymous Coward · · Score: 0

      If it doesn't have stats and random encounters, it's not a real rpg.

      Apparently you havn't played any real RPG (the tabletop ones). Random encounters are the exception and not the rule.

    10. Re:the dumbing-down of the rpg by bmorton · · Score: 2, Insightful

      I don't know about this...

      Most people I know that claim that Zelda is an RPG are people who don't play RPG's and think RPG's suck. "Zelda is the best RPG ever," quoth someone I work with!

      People that tend to play more RPG's (such as myself) tend to insist that it's an "Action/Adventure" game.

      Not that classifying games has much use for me.

      -B

    11. Re:the dumbing-down of the rpg by mwheeler01 · · Score: 1

      For some reason, Zelda just seems like it should be an RPG, even though it doesn't have any RPG elements.

      It seems like it would be an RPG because so many people associate the fantasy setting with RPGs. RPGs simply haven't been able to get away from their roots in D&D and Ultima etc.

      That really annoys the hell out of me. RPG's are really about character development, puzzle solving and good story telling. In Zelda you see about as much character development as you do in Mario Bros. If you gave Mario a sword and a bow and arrow people would say that he's in an RPG

      --
      Pretty widgets? What pretty widgets?
    12. Re:the dumbing-down of the rpg by ElleyKitten · · Score: 1

      Actually, I've heard people call Mario Sunshine an RPG.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    13. Re:the dumbing-down of the rpg by Anonymous Coward · · Score: 0

      To the sadness of it many also call Counter-Strike a RPG.

    14. Re:the dumbing-down of the rpg by Anonymous Coward · · Score: 0

      eh don't worry about it. some people call the xbox a console!

  7. Makes Some Sense by Databass · · Score: 2, Insightful


    So this article takes a look at different aspects of RPG games, such as Story, Strategy, and Puzzles. Then it goes on to say that movies and books are better for Story, RTS or turn-based Strategy games better for strategy, and Puzzle games better for puzzles.

    The obvious counter is, isn't it sometimes fun to have a light mix of all of these elements? The amount of top-selling RPG games such as the Final Fantasy series suggests yes.

  8. Integration of elements by cloudless.net · · Score: 2, Insightful
    "The best examples of RPG improvements are seen in Freedom Force and Star Wars: KOTOR. In both of these games, if one of your party members reaches zero health, he is just knocked out of the fight, not killed outright."

    This guy must be living in a cave. It has been like that ever since the first RPG I played (Dragon Warrior I).

    RPGs are fun because they integrate many great elements, yes you can read a book with a better story, but you won't get any interactivity. You can find better strategy games, but you won't get as good a story. Get it?

    1. Re:Integration of elements by Anonymous Coward · · Score: 0

      I think he was referring to RPG-like conventions entering other genres, as one of the "RPG" things he finds a good quality

    2. Re:Integration of elements by Daemonicus · · Score: 0

      In most RPGs, a character that is lost in a battle is lost for good, and so reloading can be painful, frequent, and frustrating.

      Has this person even played an RPG in the past ten years? Chrono Trigger, most all the Final Fantasies, Baldur's Gate (though you can lose characters occasionally) don't permanently kill off your characters. The only way it happens in BG is if you don't resurrect them within a day or some spell auto kills them.

      Something else that has been bothering me. The three elements his lists can also be found in FPS. Look at Half-Life. There is certainly a story. There are certainly puzzles involved in getting around. Otherwise, the doors might as well just be open already. Strategy exists in the sense that the player must decide whether to run into oncoming fire or throw a grenade around the corner first. Strategy really is more important in the multiplayer sense. Nonetheless, I think you can apply all 3 game concepts to most every genre.

      --
      Hey, we all can't be winners. - a worldly truth from someone who knows best
    3. Re:Integration of elements by Anonymous Coward · · Score: 0

      Seriously...he even goes on to say MOST RPGs are like this. What a retard. This from the same site who got reamed for flaming Savage after only playing it for like 2 hours according to the server IP logs.

      You want us to pay for what? More lies? Thank you, but I think I'll pass.

  9. mhm by Anonymous Coward · · Score: 3, Informative

    Casey is the gamespot resident troll, don't get worked up too much about what he says.

  10. Disproves his point by Shihar · · Score: 4, Interesting

    I personally think that this guy simply disproved his point. He points out three elements of an RPG and says that RPGs suck at all three elements. First off, I don't think all three of those are elements. Story is the only one I think that deserves to be there. Those other two are simply methods of making the telling of the story interesting. Diablo I and II in my mind are examples of horrific and terrible RPGs. They might be great games, but they are absolutely horrible RPGs. They had no story element at all.

    Planescape: Torment is an example of an RPG that is at its best. The story is masterful and easily as good as any movie, and the gameplay medium they choose to use to tell the story is fun. That is what defines a 'good' RPG. A strong story told through a fun game play medium. If you lack the story, like Diablo did, then it is no longer a good RPG. It is just a good game.

    There has been absolutely no RPG renaissance. RPGs are, in my mind still yet to experience any sort of golden days. You might look back at some time period with nostalgia, but I think there has been no period that consistently told a good story through good game play. There have only been the occasional gem, like Planescape:Torment, the Fallout games, and a few others. I think the RPG golden days are somewhere in the future when we master story telling elements better. Currently we are spending so much time struggling with game play that story telling has been neglected. This is not an entirely bad thing, just a fact of things as they are now. When the medium becomes truly powerful and larger more cohesive worlds are possible, then I think you will find the story once again becoming a focus and there will be a true golden age of RPGs.

  11. RPGs are coming back by javajoe99 · · Score: 4, Interesting

    I point over to neverwinter nights, excellent RPG that allows players to add RP content to it. In my humble opinion it is an awsome RPG translated from pen and paper to the electronic medium.

    1. Re:RPGs are coming back by Anonymous Coward · · Score: 1, Insightful

      While I love NWN, the original campaign isn't the greatest (the expansion is fairly good though)

      It makes a useful toolset in the right hands however.

    2. Re:RPGs are coming back by Ochobee · · Score: 1

      Forget the single player NWN experience (although some user created SP modules are fun).The real joy comes from Multiplayer with a DM... Closest you can come to computerized PnP.

      --
      Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws. -Plato
  12. Modern RPGs by Apreche · · Score: 1

    Modern RPGs are not strictly games. I consider the vast majority of them to be interative movies. Some actually have different paths to go, like Chrono Trigger. Others are very linear. In the end all an RPG is is a story, and in order to see the story the game forces you to push buttons to continue. Like if you went to see the new LOTR movie imagine if they made you push a secret button sequence halfway through and if you got it wrong you couldn't see the end.

    I see two possibilities for the future of RPGs. Of course the MMO. The problems with the MMO are vast, and it will need to be greatly re-designed. But it can work. I suggest having an event based plot. Put all the characters into roles in a vast world with a rich history. Then manually orchestrate events ranging from high up world destroying politics to local water shortages. Don't prompt players to do anything. News of the events will spread by word of mouth. Let the players on their own either abandon the droughted town, stay in it and suffer, dig a new well, go out to find water, etc. Have a world with world problems that characters solve.

    The other direction I see is combining the RPG with other genres. For example, the fighting game or the RTS. Have the same in depth RPG plot, but replace all the game parts with a fighting game instead. Or an RTS instead. Or like Golden Sun which is mostly a puzzle game and the combat is incredibly easy.

    I've stopped playing RPGs lately. It's just too tiresome and troublesome to go through all those menus and pick the correct thing in order to see the rest of the story. Make it less tedious and monotonous. Make combat rare and exciting. And make it so the story can continue, not just a game over screen but always go to an ending that fits and makes sense.

    --
    The GeekNights podcast is going strong. Listen!
  13. You don't know how right you are by Rayonic · · Score: 3, Funny
    Gamespot actually did a review of Chess on April Fools Day a couple of years ago. I can't find it on their site anymore, but I managed to find this text-only mirror. Here is a highly amusing excerpt:
    CHESS
    By Greg Kasavin

    The latest offering in the rapidly overflowing strategy genre is hard evidence that strategy games need a real overhaul, and fast. Chess, a small-scale tactical turn-based strategy game, attempts to adopt the age-old "easy to learn, difficult to master" parameter made popular by Tetris. But the game's cumbersome play mechanics and superficial depth and detail all add up to a game that won't keep you busy for long.

    . . .
  14. Dungeons and Dragons by wed128 · · Score: 1

    I find RPG's too repetitave, and i don't have the attention span to play through a 120 hour one without high doses of ridalin...

    That being said, i do like pen and paper RPG's like D&D and Star Wars RPG much more, even though my friends pretty much use them as an excuse to hang out a couple nights a week...

    1. Re:Dungeons and Dragons by indros13 · · Score: 1
      Straight up!

      I also find RPG video games involve way too much "fight around until you level up" gameplay. While some games that I have enjoyed (Dragon Warrior for the NES, Final Fantasy for SNES), the more electronic RPGs have tried to emulate actual D&D, the more I'd rather just be playing D&D.

      While I'm sure there are some good RPGs that I've missed, I think the range of possible activity and interaction that a D&D campaign offers far surpasses anything computerized.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
  15. Some thoughts on random encounters by WWWWolf · · Score: 1

    Agreed, random encouters are good. On the other hand, they shouldn't make the experience infuriating.

    Last week I played through Skara Brae in Ultima VII. I went to talk to this guy. When going to talk to that other guy, I fought skeletons and ghosts. Then I went to talk to that third guy, and then to the first guy again, and en route I fought some skeletons and ghosts and tentacle thingies. Ultimately, I grew tired of combat (which kept me on toes, but was actually neither dangerous nor exciting), and used Exult teleport cheat to go to the key persons. I would have got the place done only about 15 minutes and three whole experience points later if I had not resorted to teleporting... Well, at least combat in U7 is not annoying - hit 'c', see the baddies die horribly, hit 'c' again - and the dialogue, characters and the quests itself in the city were just brilliant. I enjoyed every moment.

    The point was, there was too much combat in the ghost town. The sign said the town had a population of 54 or something before the disaster. I killed approximately that many thingies before I got tired.

    I'm not saying Ultima VII is worst offender, though. In fact, along with Bioware's offerings, it's one of the least annoying RPGs I've played in recent times, even in regards to random encounters.

    Japanese RPGs are far more annoying. I played GBA Breath of Fire yesterday, and quickly remembered the only thing that really frustrated me - fighting one-xp blobs (with epic music!) and stuff every three steps I take on the overworld, and fighting killer monsters every two steps in dungeons. Thank god for Mrbl3 and "Auto" in combat menu.

  16. I agree with this article completly by fain0v · · Score: 1

    I can teach my grandmother to play a game like everquest, and she will be just as good as anybody else. I still think they are fun, but they take no skill to play. There is no competition. There usually is only a mild penalty if you die. I like games that you can lose, where you have to start over if you messed up. Games where there is real competition. I am sure there are rpgs out there like that, but everquest and ashrons call are not among them. I play games for the challenge, not just mindless entertainment. If I wanted that, I would just watch a reality tv show.

    1. Re:I agree with this article completly by Anonymous Coward · · Score: 0

      *coughnethackcough*

  17. Are we missing the point of the article? by *weasel · · Score: 2, Interesting

    the author is simply saying there is nothing quantitative about RPG conventions that lead to 'good' games.

    in actuality, all quantitative measurements of RPGs will show that they, by definition, -aren't- good games on average. Clicking doesn't make them fun, and neither does deciding whether you'll use swords or axes before you even start the game.

    it's all about the qualitative story and character development - and keeping the player engaged. RPGs tend to have a much better, and deeper story, with real character attachment than the other games on the market. -That- undefinable aspect is what makes them RPGs, and what makes them fun.

    The point is: when you break down an RPG, -nothing-else-matters- but the story and having a character the player likes. yet most traditional RPG developers haven't realized this, and are sticking with convention over and over again.

    'save-die-reload' is a prominent 'bad for story' design decision that -keeps- getting made within the genre. why? simply because its convention, and designers are loath to shy away from what they think rpg gamers 'expect'. indeed they might be right. bioware may have had a hardcore PC gamer revolt if NWN had a KOTOR-style 'death' system. (console gamers seem to be much more open to make concessions to keep the fun coming)

    blind, irreversable, character specialization is another bad design decision. it simply isn't fun (when you only have one PC), that before the game even begins, you decide to start as a rogue-type only to find out that the game is mostly hack and slash, with very little opportunity to skulk and surprise, and you're screwed. you tick of the gamer and essentially have added a -worthless- character option. Granted, this problem isn't a big one when you are controlling a group of characters, but this style of CRPG is quickly becoming the minority.

    skill based advancement simply makes much more sense - where your character improves based on how you use him, or when you choose as you play how to improve your character's skills. it also jumps the player right into the game. you know - the fun part? why does the CRPG genre stick to the RPG convention of focused specialization? it works in p&p only because there's a -group- of players who can work together. in a single-PC CRPG, it's a ticket to frustration and indecision. Make a bad level-up decision and you may be screwed.

    the 'core' RPG is dying out because it should. the renaissance is coming from other genre's that are co-opting the -good- aspects of rpgs. The rpg elements in GTA:Vice City, Freedom Fighters, and the Sims are -preferable- to games like Dark Alliance, D&D Heroes, and NWN.

    that's the whole point.
    the conventions that have been co-opted from group-centric, GM-hand-tuned gameplay of pen and paper -dont- work in single-player focused CRPGs.

    (pen & paper rules only work because the GM can fudge things to keep the game fun for the players. a CRPG can't do that, it can't tell when a player is getting pissed at a 'cheap' fight.)

    It's when developers throw out the preconceived notion of what RPGs -are- that they will truly be able to move these games forward.

    --
    // "Can't clowns and pirates just -try- to get along?"
    1. Re:Are we missing the point of the article? by Lightwarrior · · Score: 1

      I thank God you're not in charge of the gaming industry. As other people have pointed out, game mechanics just serve as the interface to the "real meat" of RPGs - the plot, the story, the characters.

      Interestingly enough, the games you point out as "using the good aspects of rpgs" don't allow you to have any real impact in the game. Character customization in GTA:VC is superficial at best - I'm sorry, but choice of outfit and weapon does not an RPG make.

      KotOR is the best RPG (I would say best game, period) experience on the Xbox. It's partially because of the game mechanics - but mostly because of the story. Its plot is epic and grand, and your character choices matter in a number of very real ways.

      For the most part, games like BG:DA and D&D:H "fail" as RPGs because of their lack of meaningful characters and an engaging story. Those action RPGs are, at their worst, repetitive experiences in button-mashing. I'm not saying they can't be fun - I own both games, and found them remarkable the first time around - but they're RPGs in name only.

      Having developers "throw out preconceived notions of what RPGs -are-" isn't necessarily a good idea - there are a number of extraordinarily good RPGs that have gotten the two essential aspects right. It's very important to learn from what worked and what didn't - to learn from the mistakes of others - and avoid repeating those pitfalls.

      Finally, I'd like to point out where you're simply wrong. NWN alone disproves your concept that "GM-hand-tuned gameplay of pen and paper -dont- work in single-player focused CRPGs." There are a staggeringly large number of single-player focused modules for NWN, all hand-crafted by players/mod makers, that show off the usefulness of having a basic interface through which to tell a story.

      The majority of your complaints are with how the games go about telling the story - the game mechanics. Not everyone will agree on one way that is "right" - I personally like being able to choose certain things about my character beforehand. More oft than not, I've found that it's not the game that has offered a bad character choice, but the player who has chosen one not in his style of play. I also don't mind reloading if I get caught in a bad situation. YMMV, but I certainly don't agree with your assessment of what is "wrong" with the RPG community.

      -lw

      --
      Mods: Disagreeing with me != my post Offtopic / Flamebait.
      World without hate or war, invaded. Tragic?
    2. Re:Are we missing the point of the article? by *weasel · · Score: 1

      We're primarily disagreeing over a matter of terminology.

      i didn't mean to insinuate that GTA:VC was a good 'RPG' genre game. It absolutely isn't what RPG genre gamers are looking for. My point was that it is a great action game because of its RPG elements. story, character, depth (compared to other action games).

      D&D:H and BG:DA -are- however, unfortunately lumped into the RPG genre. as much as you or I recognize that they're not true RPGs (just as diablo is not a true RPG) they are sold and consumed as such.

      You and I represent the holdover from pen and paper gaming. we expect something more than this from a 'proper' RPG, and yet it's merely a level of depth that we seek. but the quantitative aspects of them being RPGs remain. they have character advancement, customization, story, choice, etc.

      The important thing to note is that: The aspect that truly defines an RPG is it's -depth- of story, choice, and character. Nothing else matters. levelling up doesn't make it an rpg, neither does weapons specialization.

      The design should revolve around the story, the character, the choices.

      I love NWN. it's fantastic. i'm sure i don't have to tell you how many single player modules suck? how many are misbalanced and require me to either adjust the difficulty or fall back on the save/reload cycle? most of them are more linear that BG:DA. why? particularly with NWN where they can easily avoid the 'reload on death' system?

      my point about a pen&paper GM-hand-tuned adventure is, when a player is frustrated by a misbalanced encounter, the GM can step in, fudge some die rolls, or have an NPC show up to help. In a NWN module, if some designer borks an encounter and throws a DR: 10/+1 monster against my rogue who can't use the magical warhammer from the first room ... they can't really fix it on the fly.

      I made my character without knowing what was goign on. and once the 'wrong' situation presented itself, i could either start over, or say 'forget this'. guess which i did?

      sure, you could say its bad, amateur design, but its a sample of the bad design that makes its way into commercial releases as well.

      And if the game is not suited to a paricular style of play (which for example we'll assume is the rogue in a hack n slasher from my earlier post) then why does the game let me pick that rogue to begin with? the illusion of choice does not make the story better. so why bother?

      And my points about the mechanics -were- the point. If the story is told well with a faithful adaptation of 3rd edition rules, fantastic! i won't complain (some NWN modules are great at this). But many stories work better -without- all that. Witch's Wake for one works well with its nonconventional death system. KotOR similarly.

      My point is that its only the depth of the story and characters that matter - so the best tools to do the job should be used. maybe those are the proven tools that have been around since Gygax. maybe they aren't. but designers really should step back when they start a game, think about what they're doing (are you telling a single character story? one with henchmen? a full-party sory?) and let the story and -its- requirements dictate gameplay.

      What I think is 'wrong' with the CRPG community is the automatic insistance to stick with the conventions, even when it leads to bad play. permadeath isn't so bad in a party-focused game. rezzes are easy to come by. but in a single player game, reload on death is atrocious.

      NWN's greatest concessions to gameplay were its death system and its diving pools (for recovering lost quest items). They made the game playable. They let the player focus on the story, not the mechanics. They didn't punish you for exploring and accidentally agg'ing that dragon. They dumped the BG-style conventions for a better game imo.

      --
      // "Can't clowns and pirates just -try- to get along?"
  18. How do we define "RPG" in the first place? by DLWormwood · · Score: 1
    Thank god for Mrbl3

    Ah, I see they are still using the Squaresoft translation for that Capcom game. I would have though they would have tried to re-translate it for the GBA...

    Regarding some other comments... It doesn't sound like modern players would consider classic games like Angband or Nethack to be RPGs, but games more like Zork. Strange how the perception of the terms "RPG" and "Adventure" have become reversed over the years.

    --
    Those who complain about affect & effect on /. should be disemvoweled
  19. ahhh... reporting at its finest. by eclectric · · Score: 1

    From the original article:
    "Unlike most games, there is almost no skill required in RPGs - no hand-eye coordination, no button-timing"

    Except, of course, RPGs require pretty high level thinking and reading comprehension (if they're done well). Despite what the "reporter" may think, using the brain is a *skill* that must be honed and practised.

    1. Re:ahhh... reporting at its finest. by IIRCAFAIKIANAL · · Score: 1

      A lot of RPGs do require hand-eye coordination and button timing, though. They don't usually focus on these elements, relegating them to side-quests or mini-games, but a few do focus on twitchiness, such as Vagrant Story.

      --
      Robots are everywhere, and they eat old people's medicine for fuel.
  20. No, you're wrong (in my opinion). by Inoshiro · · Score: 1, Insightful

    "The biggest problem with rpgs, really, is the advancement of the action-rpg (Zelda being the primary example of this). There are generally so many more action-rpgs made these days, it's easy to get confused as to what a real traditional rpg is."

    The biggest problem with RPGs are the constant, unfettered flow of cliche after cliche after cliche; reliance on random battles as a means of stretching out gameplay; lack of character freedom; and the fact that most companies put the same games out again and again.

    Final Fantasy is the worst series in regard to lack of freedom -- the first let you pick any party you wanted, with any name, and develop them how you liked; current ones require you play as a set group of characters through a set story line -- even the battles are on rails, thanks to the boring summons that look cool the first (or second) time, but past that are merely a cinema to watch and make the random battles that much agonizingly longer.

    Zelda is a great example of how you can have a good game with only battles you choose, and still have 30-40 hours of gameplay, lots of side quests, and a good story. How is that reducing RPGs? It's not. You play the role of Link (or some succesor), and enjoy the story and mechanics. The boss battles are fun, and the game in enjoyable. It's also not super hard like Halo on Legendary -- people of every age and gender seem to be able to get into it equally, rather than the stereotype of only the while male 18-31.

    Also, considering that there were 10-15 "traditional" RPGs out this year, compared to the action RPGS (5-8), I don't think the release schedule's diluting it either.

    You say it's not an RPG unless it has random battles. So, by that logic, Grandia and Grandia 2 aren't RPGs. Sounds like someone secretly likes Final Fantasy to the exclusion of all else.

    --
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    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
  21. Breaking it down... by Ceyan · · Score: 0

    Many of you need to sit back and consider just what is an RPG. RPG stands for Role-playing game. The definition of an RPG is a game in which you assume the role of a person you create. First and foremost thing to understand, YOU CAN NOT PLAY AN RPG ON ANY SYSTEM OTHER THAN PEN & PAPER! On a board game, a computer game, a console game, card game, anything except for a pen & paper game, you are restricted by the rules of the game and the physical boundaries of the system used. Only in a pen & paper game can you truly assume the role of a character and interact with the fictional world in any way possible (within the laws of physics and what not from the game world, but we are bound by those limits in the real world as well). Now, with that out of the way, there is still the fact that the term RPG has been applied to computer and console games (despite the fact that it's impossible). Traditionally RPGs on a console or computer have been considered to be a game which included stats of characters with growth values, something you could call a storyline, and a non-real time combat system. With the passing of time, the RPG definition has generalized to where the only defining trait of an RPG now (on a computer or console system) is having stats that grow in one manner or another. Take a few minutes and reflect on that, then share your comments. I'd love to have someone prove me wrong, but I've spent the last few years trying to figure this out. The only other trait on a pure RPG game is a non-real time combat system, but for the full definition of an RPG (be it pure or hybrid) is simply a game with stats that grow.

    1. Re:Breaking it down... by Anonymous Coward · · Score: 0

      I fail to see how playing a role is confined to pen & paper gaming. I'd agree with you that pen & paper gaming supplies the BEST environment for role-playing. But the limitations of a computer game -- limitations that take the form of rules -- do not remove the potential for role-play.

      The easiest counter-example would be the MMORPG. It is true that you can not do every possible thing in a MMORPG -- the game world models a very narrow subset of "reality". However, one can create a character with a distinct set of abilities, and interact with other people (PCs and NPCs) playing the persona of another person. I am not a vicious, money-grubbing, female assassin, but I can act as one in Anarchy Online.

      Or lets take an extreme, but real, example. In the game Jedi Academy, one does nothing but run around and fight. However, one has a range of weapons and force powers to choose from. The first time I played it, I played as a gentle, good Jedi, with a bunch of light-side powers. The second time I played, I played as a vicious, dark side Jedi, force choking people and hurling them over cliffs. I would say that I played two different roles within the (admittedly limited) confines of a FPS.

      So, while computer role-playing games can certainly be limiting, I would argue that they still offer opportunities for role-play, if one is willing to make the effort to do so. Role-playing is what you make of it, and depending on the gaming system to provide you with a "great role playing experience" will invariably leave you disappointed.

    2. Re:Breaking it down... by deus_X_machina · · Score: 1

      "YOU CAN NOT PLAY AN RPG ON ANY SYSTEM OTHER THAN PEN & PAPER!

      Uhhh, thats probably one of the most blatantly incorrect statements I've ever read. You can roleplay in any medium! Pen and paper was the available medium when "role playing games" were introduced, not the defining element. However, there are so many different ways to "role play" (or "play roles") it's insane... (you can even do it during sex, kiddo.)

      "Only in a pen & paper game can you truly assume the role of a character and interact with the fictional world in any way possible"

      The whole point of a video game is to assume the role of a character and interact with a fictional world.

      Traditionally RPGs on a console or computer have been considered to be a game which included stats of characters with growth values, something you could call a storyline, and a non-real time combat system

      Uhh, gee, kinda sounds like Dungeons and Dragons in a different format...

      With the passing of time, the RPG definition has generalized to where the only defining trait of an RPG now (on a computer or console system) is having stats that grow in one manner or another

      So the new Lord of the Rings is an RPG? Soul Calibur is an RPG? These games have RPG like elements, but are not RPGs.

      The only other trait on a pure RPG game is a non-real time combat system, but for the full definition of an RPG (be it pure or hybrid) is simply a game with stats that grow.

      Final Fantasy has adapted a real time combat system. Basically what has happened is games have adapted elements in RPGs that people like, a prevelant one being character growth.

      What defines RPGs are a quest and a prevelant story line. Games that are story driven, rather than action based, are usually referred to as RPGs. Obviously, since character growth is a huge charactaristic of pen and paper D&D, it is another necessary element, but not the defining one. Think D&D: you have a story, characters that grow, and a stat/text battle system. The focus is on interactions between characters, not physical action. Modern RPGs attempt to emulate that system in a digital format.

      I'm sorry, but currently, the most effective and widely accepted form of RPG is currently the digital format.

      --
      "In a Democracy, people get the kind of government they deserve." -Winston Churchill
    3. Re:Breaking it down... by ChewBakaSan · · Score: 0

      First and foremost thing to understand, Ceyan, is that you are too narrow-minded. It is true that on pen & paper, you can truly assume the role of "your" character, which is basicly you. But you also need to understand that a console RPG is designed just how it's meant to be, and you are supposed to go through, AND ENJOY THE F*ING STORY! No company is good enough to please everyone. No one can create "the perfect game". That's why there is such a wide variety of genres. Every game is true in itself. An RPG is an RPG. If there is a half-breed in this gaming world, its people like you. I've said my piece.

      --
      / \ / \ / \ / \ ( l | 3 | 3 | 7 ) \_/ \_/ \_/ \_/
    4. Re:Breaking it down... by Ceyan · · Score: 1

      Alright, so I'm playing Final Fantasy X, and I decide I hate Wakka so I want to slaughter him, roash him over a fire until he's nothing but charred ashes, and then use him as a toilet. Can I do that in the game? NO! I do need to make on correction, when I say "pen & paper" I'm refering to the actual system used, because you can use a pen & paper rpg system through other mediums, but it's still the same system used.

      Instead of trying to offer examples of why I'm wrong, try actually argueing a counter-point. If I'm wrong about the traits of RPGs, then name another trait that when put into the "RPG" definition, doesn't break the games currently labeled as an RPG.

      And I'm sorry, but Final Fantasy doesn't use a truely real time battle system. For one, you still have the option of it being turn based, and for two, certain options you choose in a battle will freeze the action.

      You can't define a genre on a storyline. Take a look at Halo, you've got a backstory, progressive in-game quest, an epilogue, and character interaction/building, does that make it an RPG? No, it's a first person shooter because you use the game engine of a first person shooter!

      Character growth is not a huge factor in pen & paper systems. Actually correction, to someone who plays an RPG because they want to take on a role, and not simply play a game, it's not a huge factor. The purpose of an RPG is for you to become someone else, anyone else, not nessecarily some swashbuckler hero type. Character building, I will admit is a huge factor, but imagine role-playing a thief. A thief has no use for "character growth" in the sense you're refering to it as, because character growth is meant to improve the abilities of the character. However, by filling a role you are supposed to improve the abilities of the character through actual feats and not by a made up number of experience points awarded. How do you improve your pick pocket skill in real life? You work at it with practice and exercises. How do you do it in a game other than a pen & paper? Kill monsters.

      Yes, it's true, several pen & paper formats use experience points as I mentioned. However you have to understand that the rules of a pen & paper system are designed to get you into the game. Once you've become familiar with the process you're supposed to let your imagination take over and rely less and less on the preconcieved rules because they don't work in every situation/enviroment.

    5. Re:Breaking it down... by jdifool · · Score: 1

      Hi,

      Correct me if I'm wrong, but I understood that your advocacy of the 'pen and paper' system relied on the fact that there were no limitations in the practice of RPGs, right ?

      'you are restricted by the rules of the game and the physical boundaries of the system used'

      To illustrate your point of view, I'd say that, for you, Final Fantasy is not an RPG because you are restricted by the materia system and the fantasy world right ?

      But, as I think you're talking about D&D RPG systems, do you really think that the 'pen and paper' system has no limitations ? As every other RPGs, D&D has rules, very precise rules, that often discourage people from getting involved in the so simple 'pen and paper' system (I'm thinking about the massive rules book). This is a first restriction. Furthermore, typical RPGs are restricted by the natural imagination, creativity, and credibility of the game master.

      So, to draw an effective comparison, my point is that RP video games are all the same, because you are restricted by a set of rules, and by the imagination of the main developers/artists taht made the game. Whether the RPG is good or not is a very different question : I loved FF7-9 and hated FF8-10 (guess my karma is more suitable for odds), exactly the same way I loved 'pen and papers' fantasy RPGs and hated space ones.

      Of course in the Japanese tradition of adapting RPGs, there is a clear trend to simplify the rules. But still you have Baldur's Gate, right ?

      For me there is no difference, except that the illusion that you have the choice is far more blatant, and thus deceptive, when playing with real humans...

      Regards,
      Jdif

      --
      Let's overcome our weakness.
    6. Re:Breaking it down... by deus_X_machina · · Score: 1

      "Alright, so I'm playing Final Fantasy X, and I decide I hate Wakka so I want to slaughter him, roash him over a fire until he's nothing but charred ashes, and then use him as a toilet. Can I do that in the game? NO! I do need to make on correction, when I say "pen & paper" I'm refering to the actual system used, because you can use a pen & paper rpg system through other mediums, but it's still the same system used"

      Though that paragraph is incoherent, I belive what you're trying to say is 'you can't roast Wakka in FFX but you could do it in paper D&D'. Thats fine, but just as digital games limit you in some way shape or form, so does paper D&D. If the dungeon master says 'no you can't do that...' then you can't. You're limited in both mediums, but limited by different things. One can think of the design and the story to be the 'dungeon master' of the game. Just as your DM limits you, so do a game's designers.

      Instead of trying to offer examples of why I'm wrong, try actually argueing a counter-point. If I'm wrong about the traits of RPGs, then name another trait that when put into the "RPG" definition, doesn't break the games currently labeled as an RPG.

      I did. You obviously didn't read. I said 'story driven games that aren't centered around action'.

      You can't define a genre on a storyline. Take a look at Halo, you've got a backstory, progressive in-game quest, an epilogue, and character interaction/building, does that make it an RPG? No, it's a first person shooter because you use the game engine of a first person shooter!

      Yawn. Sigh. What i said its an RPG is a game where the focus is on the storyline, not the action. Halo's action is on the action, NOT the storyline.

      Character growth is not a huge factor in pen & paper systems.

      Are you kidding me? Have you ever played paper D&D? Why do you think there's so many classes with so many different requirements? Prestige classes? The whole damn game is centered around character growth.

      How do you improve your pick pocket skill in real life? You work at it with practice and exercises. How do you do it in a game other than a pen & paper? Kill monsters.

      First off that depends on the game. If you repeated a task over and over again in Secret of Mana, you'd get better at it. In pen and paper D&D, you by, uhh, yes, killing monsters and distributing the skill points properly. In Final Fantasy XI, you get better at tasks by performing them.

      Concluding, I don't think you can effectively argue that RPG's are based upon character growth, nor can you argue that pen and paper is the only format which one can roleplay. Story and character development are the main focus of an RPG, and can be effectively done in any medium.

      --
      "In a Democracy, people get the kind of government they deserve." -Winston Churchill
    7. Re:Breaking it down... by Ceyan · · Score: 1

      But once you get familiar with a game, and the point of using your mind, instead of relying on the junk in front of you, you can get rid of the rules from (for example) D&D and make up your own set of rules for a brand new world you create. There is no limitations to the pen & paper system because YOU (well, the Game master) is the one that makes up the rules when it comes down to it.

    8. Re:Breaking it down... by Ceyan · · Score: 1

      Story driven games that aren't centered on action huh? Obviously you haven't played a good 50% of the RPGs out there, here is an example, Icewind Dale. It's labeled as an RPG, but it's a game that's focused on the action, and not the storyline. Sure it has a storyline, but if you've played it and still believe it's centered on action, you need help.

      You are confusing character growth with character building, make up your mind. The whole purpose of a pen & paper adventure is to create someone not you and become him. Ergo, character building. Character growth is usually defined as leveling up a character to attain greater stats, which is a part of the whole pen & paper experience, but it isn't the defining point unless you are in a dungeon crawl adventure.

      If you've never played an pen & paper game (and in case you didn't notice D&D isn't the only system out there, that's one thing I HATE about D&D is because people assume it's the end all be all of pen & paper gaming when in reality it's the most restrictive and one of the systems that actually makes it harder to role play in any scenario other than a dungeon crawl, it's only saving grace is that because it's so similar to a common video game RPG in limits it attracts people who have never played a P&P and wouldn't think too) where the GM was focused on actually role playing your character and not do a dungeon crawl, then you should go out and find someone who's willing to show you what it means to truly role play a character.

      For example, in a video game/dungeon crawl the purpose of a Cleric is to heal/assist other party members while being a backup fighter. But is that really the purpose of a cleric if you're assuming the role of a cleric? No, a cleric is a religious icon, its job is to spead salvation to the masses.

      A thief is a light-weight fighter who steals items from enemies in a video game. In a role play enviroment a thief is never meant ot take part of combat unless absolutely required, they are supposed to get from point A to point B without notice, accomplish a mission (steal something, assassinate somebody, etc...), then get back to point A with no one the wiser.

      Those are just general examples, because in a role play enviroment personality and opinions come into play, but my point is that in a video game or dungeon crawl P&P adventure you are forced to rely on stereotypes and generalizations for your characters. I've played some of my most memorable P&P games that didn't involve an ounce of combat. In a video game without combat you have nothing.

    9. Re:Breaking it down... by SilvergunSuperman · · Score: 1

      Although I agree with your posts in the sense that rollplaying is more than just taking the part of a character in a predefined storyline (read, FFX), I do not agree that this can only be done in the "pen and paper" medium. I would like to introduce the topic of MMORPGs at this point. I may have agreed with your opinion after playing FFIX, but not after being an EQ addict for over a year... I don't think any other game has put me ni the roll of the character I am playing more than EQ did.., pen and paper games included! I am starting to think that in order to create a genuine rollplaying experience, your character needs to have interaction with other characters that have actions as unpredictable as your own. In a MMO game, this is possible. I have played several such games, and the experience is incredible! The future of RPGs is online with other live people.

    10. Re:Breaking it down... by Ceyan · · Score: 1

      A) You're supposed to play pen & paper games with other people, otherewise it's quite difficult to really role play. Check around, you can find online games through IRC, e-mail or third-party applications.

      B) MMORPGs are even worse than typical console/PC RPGs. I've yet to see an MMORPG that didn't treat the individual characters as invisible people. You character is there to gain experience and that's it, not be a part of the enviroment. The only exception to this (that I've seen, there are a lot of MMORPGs out there) is A Tale in the Desert, but even that is fairly linear and close-minded (relatively speaking). Furthermore with a MMORPG you're typically stuck with idiots who fall into stereotypes, instead of actually developing a background/role for their character.

      I gave up on MMORPGs because I reached the point on Dark Ages of Camelot where I couldn't take people speaking in some bastardized old english dailect and started player killing them instantly. When a player seems to think a game like DAoC is a history game, and not a fantasy game, they've got problems.

  22. Wolfenstein: Enemy Territory by indros13 · · Score: 2, Interesting

    I can attest to the fact that FPS benefit from some RPG elements. Enemy Territory is a great, FREE, online FPS that incorporates experience into the gameplay. For example, each map is part of a 4-6 map campaign and experience rolls over from map to map during the campaign. Thus, if I start as a medic and keep that character class throughout, I become a much more effective one, able to perform many medic skills more effectively than lower xp medics.

    --
    Under capitalism man exploits man. Under communism it's the other way around.
  23. Easy doesn't mean good by Anonymous Coward · · Score: 0

    The dumbing down of the RPG is right-- if a gameplay "enhancer" from KOTOR and the like is the fact that you can never really lose a party member. This just means that instead of playing the game and quitting because you're frustrated, you quit because you're bored. (In KOTOR I got tired of just killing everything I met)

    I have a feeling this is a gameplay device used to make sure that you finish and enjoy all that content in a fairly linear fashion. I recall Wizardry 1 where I used to turn the computer off in order to spare my poor characters from getting axed by poison giants (or using Wizfix to restore them). I think all in all I saw about 1/2 the dungeon but still finished. And I probably enjoyed the game for 3 years afterward for the simple reason that it was tough as heck and there was tons for me still to discover.

    I still haven't finished Knight of Diamonds.

  24. Witty comments make not a good post. by Anonymous Coward · · Score: 0

    I totall disagree. One of the thigns I despised Asheron's Call (the first one) was that death was severe. Your character was based on his items, and when you died, you lost a lot of items. For a person that wants to jump in a play a bit, this sucked because at any particular time if I died I may gimp my character if unable to get to my corpse. Your problem with the game is that you probably had hours to waste in a game like this and losing items is not a penalty because you had the time to get better things.

    You seem to limit yourself to online RPGs which is not what this article is restricting itself to.

    1. Re:Witty comments make not a good post. by Anonymous Coward · · Score: 0

      Well, I like to play hard - I die, that means I die, not just yet another life. Why?
      1) Actually requires thinking and planning - who cares if you die, if you pop again right after with full life and mana and are in killing business?
      2) Makes adrenaline runnning when you see that you're running low and out of resources.
      3) Actually is more RP than otherwise - if you die in real life, there ARE consequences (you're dead period).

  25. Imagine if this guy reviewed Starcraft by Xxanmorph · · Score: 1

    "Starcraft is an odd game, it attempts to combine story, action and strategy. The problem is that it fails to be as good at any of them as things devoted to a single element. Story You can do far better in a book or a movie since telling a story is the entire point of those. Strategy Many turn based games provide far deeper strategy and will provide you the time to truly plan your actions. The best strategy is of course running a large real life nation, so if you want strategy I suggest you start running for president. Action The pace of the action can't begin to compare to the likes of Quake 3 or Half Life. The requirement that you have to build your units and the whole strategy elements to the game really slow the action down." As cloudless said, it's the integration of elements that makes RPGs fun. To claim that the games are no good because you can do better elsewhere in a single part of them shows a total lack of understanding.

    1. Re:Imagine if this guy reviewed Starcraft by Xxanmorph · · Score: 1

      Great. No idea what happened to the formatting. I Might as well hold up a flashing sign that says "Hi, I'm a n00b"

  26. are you kidding? by deus_X_machina · · Score: 2, Informative

    "For a good story, you are usually better off reading a book or watching a movie. Some RPGs have great storylines, but few can compete with the best that the silver screen has to offer, and most RPGs are downright tedious and redundant compared to film"

    Are you kidding me? Hello! Final Fantasy (you ALL freaked when Aries died)! Xenogears! Tactics Ogre! FF Tactics! Xenosaga! Compared to the tripe out in the movies?! I find that 99% of the time, video games plots are better and have more developed characters than most of the crap in the theater. Plus, since you develop your characters and watch them grow, you feel closer to them than some lame actor.

    If you want an intense half hour of strategic combat, any number of current real-time strategy games will deliver a better fix

    Uhh, some of the most 'intense' battles I've ever played through were in Final Fantasy 2 and 3. Utilizing all your techniques, casting spells like "reflect" on your enemies and then reflecting "heal" spells on yourself, there is a ton of strategy required in text based RPGs.

    The best examples of RPG improvements are seen in Freedom Force and Star Wars: KOTOR. In both of these games, if one of your party members reaches zero health, he is just knocked out of the fight, not killed outright.

    I think the ONLY game I've ever played where characters die outright was "Tactics Ogre". Your characaters usually affect the story too much to "die" for good. so if they do its usually built into the story, and not from melee combat.
    Frankly, I think it was awesome that in Tactics Ogre characters could die outright because it would affect the storyline. Has this idiot ever played an RPG? Can Tidus "die" in FFX?

    Hybrid RPGs are popping up everywhere. Game developers are starting to realize that almost every game can include and would benefit from RPG elements. Maybe Grand Theft Auto IV will give you the choice between improving your outlaw's shooting skills or his driving skills. It's just a matter of time.

    I think it's more that people enjoy RPGs, particularly the element that you can start with a weak character and develop him/her. They give you much more of a sense of accomplishment than running around and shooting stuff. Don't get me wrong, FPSs can be fun, but there's no genre that gives you more satisfaction than an RPG. You start with a weak group of adventurers and develop them into something awesome. On top of that, MMORPGs are taking RPG gaming to the next, quite possibly most intense level ever. Hell, they even put disclaimers on them saying they're "extremely addictive"! Has anyone ever committed suicide over an FPS or a RTS? RPGs can be REALLY intense.

    RPGs are so satisfying and such an effective genre that other genre's are starting to borrow from them, not the other way around.

    This author has obviously never played an RPG...

    --
    "In a Democracy, people get the kind of government they deserve." -Winston Churchill
  27. Thought on Hybrids by aztektum · · Score: 1

    I'm all for RPG elements plunked into FPS games or mixing any game genre with another. I'm not a big fan of "genre bias" in the first place. However mix and matching different gameplay elements should ONLY be done to make the game more interesting for the gamer to play their own way, it should not be done just to advertise "IT'S THE WORLDS FIRST FPS/RPG!" in the hopes people will buy it on a whim.

    The first 3 rules of game design should always be, "Gameplay, gameplay, gameplay!"

    --
    :: aztek ::
    No sig for you!!
  28. Val Kilmer says, ... by Anonymous Coward · · Score: 0

    You need to play more of those Japanes school-girl fetish soft porn RPG's. You usually have a limited number of saves slots, and you never know how close you are to getting their close off. Unless you know japanese, probably.

  29. No hand-eye coord.? by VvDarkPhoenixvV · · Score: 1
    "Unlike most games, there is almost no skill required in RPGs - no hand-eye coordination, no button-timing"

    Uhh.. has this guy played 'Legend of Dragoon' or 'Vagrant Story'? Both needed hand-eye coord. to pull of the amazing timed combos, and both were fun RPGs, story-wise and playable-wise; although I could accept a convincing argument over whether VS was a 'true' RPG or not, but thats beside the point.

    -ash

    --
    "Mass genocide is the most exhausting activity one can engage in, next to soccer."
    1. Re:No hand-eye coord.? by Ukoku · · Score: 1

      "Unlike most games, there is almost no skill required in RPGs - no hand-eye coordination, no button-timing" *chuckles* They make it sould like we're LOOKING for that in a game. I don't know about you, but I'm looking for entertainment, not exersize.

  30. Missing the point? by Ukoku · · Score: 1

    This is why I hate hate review things. The reviewer is talking about something that - personally - I don't care about. What I ask about a game is, "Is it fun?" That's all that's important.

  31. The author is simple by drinkypoo · · Score: 1

    Final Fantasy Tactics Advance is a RPG of sorts; it has a storyline, it has character development. It requires that you think ahead at least a couple of moves to consider where you should go, and what you should do when you get there. You're also playing the odds of hitting and missing, and so on. Actually it has a lot in common with management of a group of contractors; you take on jobs, you sometimes send one person on a job, or you pick who works on a job, then you have to organize and lead those people intelligently. It has this in common with a number of other RPG titles which have a combat system involving moving characters around, which we sometimes do by describing the layout verbally or by using miniatures. The computer RPG is just an automated system by which one person can play without unintentionally cheating.

    As for RPGs with twitch factor, they've been around for a long time. One of the best RPGs ever was Dungeon Master, which debuted on the Amiga (1MB RAM required) and later moved to PC with VGA graphics; it was still better on the Amiga running off a couple floppies, but anyway...

    Frankly I don't think that most things called RPGs really are. If you're not actually playing a role, then you're not roleplaying; if you're not interacting with other humans, no one can really determine whether or not you are playing your role. Some games enforce a certain standard of behavior, such as the previously-mentioned Ultima IV, which is sort of like roleplaying, but it's not quite the same thing.

    Frankly I think even most pen and paper roleplaying games rapidly devolve into rollplaying, or as you might say, power gaming, where the objective is to be successful and complete objectives, as opposed to exploring the mind of your fictional character. Of course, whatever you want to get out of a game is fine. You're most likely to get real roleplaying out of a game which takes the emphasis off statistics and the rolling of dice (such as Amber Diceless) or in a live-action RPG.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"