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IGN on the State of the CRPG

Via the ffwd linklog, IGN has a feature up discussing the current state of the CRPG. From the article: "Most people tend to associate RPGs with sword-swinging maidens in chainmail bikinis and doddering old white-bearded mages in robes spattered with owl poop. While the high fantasy setting is certainly the stock background for most RPGs, an RPG is defined not by its content but by its manner of presentation. To be a true RPG, a game must contain three elements. First, it should offer up an interactive story in which the player takes a vital part. Second, RPGs must allow for character growth that's driven by a player's choices or actions. Finally, RPGs must be built upon a system of rules and statistics that are used to resolve the events that take place in the world."

130 comments

  1. Growth not essential by Planesdragon · · Score: 3, Insightful

    Second, RPGs must allow for character growth that's driven by a player's choices or actions.

    Growth is a common element of RPGs, but it's hardly a necessary one. Many interactive fiction games have no character growth whatsoever, and they certainly qualify as "rolepalying game."

    1. Re:Growth not essential by KDR_11k · · Score: 5, Insightful

      Nowadays "RPG" seems to mean "with stats that increase as you kill monsters". That means they'd dispute whether interactive fiction without stats quialifies as an RPG even though you play a role.

      OTOH roleplaying is a term that comes from pre-computer limitations, almost all computer games involve playing a role these days and the involved simulations clearly surpass what the GM settled with a d20 back then.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Growth not essential by damiangerous · · Score: 4, Insightful

      Perhaps you could technically call it role playing in the sense that you are "playing a role", but not in any meaningful sense. I would argue that without growth, you are little more than an actor in a stage play. Sure it's satisfying in its own way but it's definitely not what we would consider role playing in this context.

    3. Re:Growth not essential by DarkYoshi · · Score: 2, Interesting
      Well, an RPG is a Role Playing Game. What does that mean? This means that you take a fictional character, and you define his actions.

      What? Don't you take the role of Mario and define his actions by pressing buttons in Super Mario 64?

      RPGs such as D&D (Dungeons and Dragons) came out long before any video games, and when RPGs such as Final Fantasy came out, the name stuck, and games such as Super Mario Brothers came out, the genre RPG just didn't seem to fit.

      Super Mario 64 really is and RPG, though we just don't see it that way.

    4. Re:Growth not essential by Planesdragon · · Score: 2, Interesting

      I would argue that without growth, you are little more than an actor in a stage play.

      I would argue that without meaningful decisions, you're just an actor. The amazingly linear plots of some CRPGs strike me as a better thing to get rid of than flat characters.

    5. Re:Growth not essential by damiangerous · · Score: 2, Interesting

      Indeed, but it's not an either/or situation, it's the same thing. If your character never grows or changes then every decision is equally as meaningless as those linear CRPGs.

    6. Re:Growth not essential by Kirsha · · Score: 1

      Then, by that definition, pretty much every single game would be considered an rpg.

      That simple definition is just not enough.

    7. Re:Growth not essential by Impy+the+Impiuos+Imp · · Score: 3, Insightful

      > OTOH roleplaying is a term that comes from pre-
      > computer limitations, almost all computer
      > games involve playing a role these days and the
      > involved simulations clearly surpass what the
      > GM settled with a d20 back then.

      Eh? I have yet to see a computer game that surpassed the mind's eye when playing pen-n-paper D&D in the mid '70's.

      The most advanced modern games still barely tackle 1% of what you can do with a real human GM (or DM as we called 'em.)

      And we won't even get into the idiocy of MMORPGs compared to a GM. The only remotely exciting thing, invasions, are few and far between, if they exist at all. Sorry if it messes up your plans to go camp some orcs, or messes up your mule's cross-continental journey to resupply your camping wizard. Man, if we could only get a spell to kick such complainers about invasions in the balls, man that would be nice.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    8. Re:Growth not essential by KDR_11k · · Score: 1

      Depends on your definition of growth, many games give you new abilities as the game progresses but usually "growth" means "stats" and "experience points". Zero growth with absolutely no improvements is pretty boring because it likely means the gameplay is the same from the beginning to the end. But most people define growth in RPGs as "level up".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    9. Re:Growth not essential by KDR_11k · · Score: 1

      Why not? RPGs were the only way to have an immersive game back when computer games didn't exist. Nowadays computer games allow you to play many more roles in many different gameplay styles. There certainly was no way to play Quake on a board (Frag wasn't invented until much later) or Super Mario Bros. in any form.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    10. Re:Growth not essential by Boronx · · Score: 1

      D&D has many facets. Players role play their characters, players level their characters and work to increase their stats, etc... the first one makes D&D a roleplaying game, but CRPG creators have for years latched on to the second and called *that* roleplaying.

      It's done a real disserve to the genre and dashed many expectations from the paper rpg crowd. Leveling dungeon crawls or stat-building adventure games are great in their own right, but they're not RPGs.

    11. Re:Growth not essential by Grab · · Score: 1

      But Risk went back ages - role-playing the leader of a country, anyone? Or come to that, Cluedo, roleplaying a detective? Monopoly, roleplaying a property developer?

      No, I don't think so.

      Grab.

    12. Re:Growth not essential by Grab · · Score: 2, Insightful

      Who says the "growth" has to be the character you're playing? "Growth" can as easily be applied to *your* abilities.

      The key to role-playing is using your own imagination, not the imagination stat of your character! If every encounter amounts to "I charge the group of 2/5/50 Orcs" or "I fire a lightning bolt at the group of 2/5/50 Orcs", welcome to Snore City. OTOH if you have the option of "I sneak behind that pillar and push it on top of them", or "I use my lightning bolt to take out the roof member above them", now that's an improvement! And it doesn't need any growth, just the ability to use your imagination in an unconstrained way. XPs are just a non-monetary form of reward, but other forms of reward for your character are equally valid - prestige, money, some good kit, etc.

      A good guide to roleplaying is how valuable illusionist spells are. Someone with a good imagination can think up some doozies. Equally a good GM can bounce off that and come back with a response from the Orcs which, whilst logical, is utterly not what you expected. That's *real* roleplaying. And it's almost impossible to code that. When I see an MMORG that offers anything that good, I'll be impressed. So far it's all just rabbit-killing with pretty graphics, as far as I can see.

      Grab.

    13. Re:Growth not essential by sznupi · · Score: 1

      Growth doesn't mean stats. I'd say awareness of the world, its social niuances etc. is much more important, but it happens ON YOU, not on the stats of the character...

      --
      One that hath name thou can not otter
    14. Re:Growth not essential by Chosen+Reject · · Score: 1
      (Frag wasn't invented until much later)

      Unless of course you looked up where the term frag came from.

      http://www.videogamecritic.net/gloss.htm

      http://www.google.com/search?hl=en&lr=&q=define%3A frag&btnG=Search

      --
      Stop Global Warming!
      Just say no to irreversible processes!
    15. Re:Growth not essential by KDR_11k · · Score: 1

      I was referring to the game Frag by Steve Jackson Games which would invariably be referenced had I just said "no way to play Quake as a boardgame".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    16. Re:Growth not essential by Golias · · Score: 2, Interesting

      Agreed!

      I found it rather mortifying that none of the 3 criteria that these jokers included in their definition of a "true" RPG included actual role-play.

      "Interactive stories" are almost always completely linear, or at best contain a few possible forks, in which you are just choosing one of several trains to hop on to.

      "Character growth" is just an illusion. At the high levels of any RPG, you are fighting monsters which are exactly as challenging, relative to your character stats, so the only "growth" that has happened is the mass of pixels in front of your avitar, which still takes three minutes to kill, has changed from a silly-looking giant rat to a spooky-looking dragon.

      So that leaves "a system of rules and statistics" to determine the outcome, which can often reduce the usefulness of tactical planning in these games. If your mystical ability to perfectly evaluate the challenge rating of the monster in front of you reveals it to be a relatively easy kill (but not too easy to be worth it), you can simply farm it for XP and move on. Yawn.

      None of those things are important to me in an RPG. They can be elements of a fun game, but what makes an RPG an RPG is the roleplay and interaction between people. This is how it will always be until somebody comes up with an RPG which can pass a Turing test.

      --

      Information wants to be anthropomorphized.

    17. Re:Growth not essential by MBraynard · · Score: 0, Troll

      What is an invasion?

    18. Re:Growth not essential by xero314 · · Score: 1

      I always though RPGs where about character. What happend to Character growth. I mean people have character growth and their "stats" don't have to go up. Heck some of the best human Character growth comes from what could be called a reduction in "stats" like when some one gets hurt (say loses an arm) and continues agains adverse conditions (say continues as a world famous profesional, even if untalented, drummer).

      Roleplaying is by defenition, playing a role. This is acting, not "stat" generating, not experience earning, not item finding. It would be nice to have a cRPG that did actually take a players decisions into accoung in building a good story (there are some limited examples of cRPGs that do, dating back to Phantasy Star III, maybe earlier, but the majority do not). In Pen and Paper (or Live Action) there is a benifit for being interesting (trust me I tend to make weak characters that are fun to be around) which has yet to be achived in a cRPG. Oh and asking ever dweeb with a Female avatar to join you in cyber sex is not exactly "being interesting."

    19. Re:Growth not essential by illumin8 · · Score: 1

      Second, RPGs must allow for character growth that's driven by a player's choices or actions.

      From TFA:
      Nearly every decision players made had the potential to lead their character down the path of good or the path of evil. Those changes would be reflected in the story sequences and the reactions of other characters in the game. Discovering that the game was not only aware of the choices you'd made but would judge you by them was an amazing first for gamers.

      The funny thing is that although the article said that games which adapt to your choices have only been around recently, I distinctly remember playing Ultima II on my Commodore 64 many years ago. That game changed depending on your actions. You were supposed to be the avatar, and if you stole from people or did bad things, other people would remember your actions and act differently towards you. It's funny how often the older games had much better gameplay, despite the poor graphics, then newer games do.

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
    20. Re:Growth not essential by DeadScreenSky · · Score: 1

      Doesn't seem that strange to me. After all, Dungeons & Dragons was derived from tabletop wargames.

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
  2. Poor Final Fantasy... by KDR_11k · · Score: 5, Insightful

    Well, at least one mainstream "publication" that excludes japanese stat-based interactive movies from the computer RPG genre.

    What I don't see is a reason for computer RPGs to use any stats the user can see. Stats were just a crutch for pen&paper RPGs since you couldn't do a proper simulation. Computers take away the need for user-accessible stats and calculations. And seriously, in real life noone says they have "coding skill level 31" or something, they know they are a good coder or they think they are. Some might protest but it fits much better with the role-playing spirit if you have as little information about the simulation mechanics as possible.

    No mention of Nethack, though...

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
    1. Re:Poor Final Fantasy... by C0rinthian · · Score: 4, Interesting

      It would be interesting to see this in action in an MMORPG. Stats and levels are completely hidden, and the only knowledge of a characters ability is indirect. (I.E. - I can kill these rabbits twice as fast as last week, lets try something harder) The same would go for mobs and NPC's. You don't know how tough someone is until you take them on. Throw this into a PvP game, and it would be very interesting. No more "I'm lvl 60 and he's lvl 55. I'm gonna win" mentality.

      heck, I'd play it in a heartbeat.

    2. Re:Poor Final Fantasy... by dogles · · Score: 1
      "Computers take away the need for user-accessible stats and calculations. And seriously, in real life noone says they have "coding skill level 31" or something, they know they are a good coder or they think they are. Some might protest but it fits much better with the role-playing spirit if you have as little information about the simulation mechanics as possible."

      I wholeheartedly disagree. For one thing, without presenting the player with stats and rules, they have no idea what determines success or failure. The game becomes completely arbitrary.

      Player: "I swing my sword at the Ogre."
      Computer: "You miss."
      Player: "Why?"
      Computer: "I can't tell you. It would ruin the role-playing spirit. Oh, and the Ogre hits you."
      Player: "How many hits can I take before I die?"
      Computer: "I can't tell you."
      Player: "Well, I swing my sword again, I guess."
      Computer: "It breaks, for some reason."
      Player: !!!

      Not fun.

      However, I would say that games could do a better job with *how* they present rules and stats. E.g., if your character has a high Strength stat, they should look big and burly. (Fable does this.)
    3. Re:Poor Final Fantasy... by SeekerDarksteel · · Score: 0

      While I understand your feelings and think that the stats being abstracted beyond the knowledge of the player might not always be bad, I personally enjoy the ability to see stats and how they interact. I enjoy using my knowledge of the stats to determine strategy and I also derive enjoyment from seeing the stats increase as I play. Stats are almost like a measure of accomplishment. I'm proud when I level up and I'm proud when I get to drop a few more points into strength or check out my new sword that does 8 more damage than my old one. To people like me, the stats may almost be more important than the storyline. No one played Diablo II for the storyline, they played it to get another level, better gear, higher numbers. You may dislike that kind of game style, but I can guarantee you there would be people who would complain if they couldn't check out the stats too. I think there's room for games on both sides of the spectrum, those who enjoy the "role playing "part and those who enjoy the "game" part.

      --
      The laws of probability forbid it!
    4. Re:Poor Final Fantasy... by theclam159 · · Score: 1

      I disagree. Stats facilitate interesting combat. Without stats, it's difficult to create strategies. If you run at an enemy and swing your sword, you won't have any feedback at all regarding how effectively you are fighting. You won't know if the enemy has resistance to slashing damage, or has high health regeneration, or anything. Without any kind of feedback, you're basically crossing your fingers every time you do anything.

      Now, if you're arguing that there should be feedback, but that it should be displayed in a non-numerical format, you may have a point. In a single player or cooperative multiplayer game, a lack of stats might add immersiveness. However, in a competitive multiplayer game, it is difficult to have deep gameplay without accessible and informative stats.

    5. Re:Poor Final Fantasy... by Anonymous Coward · · Score: 0

      I think what the parent means is that stats can sometimes actually take you out of the experience, if the presentation's goal is to look and feel realistic to the player in the first place. Some users can actually be put off if maintaining and remembering stats seems like too much of a chore, which is where most Japanese-style RPGs pull in those users.

      Though I do agree with you -- Doing things like showing physical misses or strength stat by physical appearance would increase the experience of "being in a role" much more than previously. A couple examples are things like your character looking more exhausted if they use lots of magic or run constantly (they could be pooled to the same attribute), cuts and bruises to show how severe the damage to a character is, or show physical breakage on a weapon or object to determine durability. If the goal of a RPG developer is to make the simulation as "real" as possible, then these things should be taken into account, as realistically you cannot simply just 'know' you are almost out of health so to speak, so why give the player the information? It could actually make the game more challenging IMHO; Users would take more precaution and give some decisions more thought. From what I've seen, it looks as if Elder Scrolls IV is implementing things similar to what I described above.

    6. Re:Poor Final Fantasy... by Anonymous Coward · · Score: 0

      You don't seem to think outside the box much, I apologize if this offends you, but I believe this to be so.

      Stats do not facilitate interesting combat. Stats may make it easier to create strategies, but in turn "give away" info that you would not normally be privy to unless you found out from someone else (or *snicker* the enemy in fact actually TOLD you ahead of time =P). Wouldn't be more of a reward in the experience if you were to score information like "how to down the giant gargoyle" from a rumor heard from a traveller, then unexpectedly come across this monster later in the game?

      the RPG has been quite stereotypical in its meaning for a long time now, and should not be applied to it in the same sense anymore I believe.

      A role playing game should be about the player, giving the player a role (see where it comes from?) in an series of experiences that depend on "realism" and player input. Games that have lots of stats (D&D variants), or linear progression (Final Fantasy) do not accomplish this. The reason I put realism in quotes is not that it should look realistic (though it doesnt hurt), it should be realistic in the sense that the things like physical properties should be faithfully recreated as the simulation calls for it (i.e. no magic pack that can carry 4908349084 items.. maybe if it was enchanted to do so though). There *CAN* be magic in the game, but it too shouldn't be governed by stats. When it looks like it will rain, do you see "99.8%" floating in the sky? No. Then why should you see it when casting Lightening Strike or Blizzard?

      Adding in more players should have nothing to do with justifying the use of stats. If anything it creates more barrier to entry into the genre more than anything else. (Just look at MMO jargon) If they see that you are hurt and you are providing the information to them visually or through speech/text, wouldn't that be more immersive?

      Stats do not a good game make. Devs just use them because they're lazy.

    7. Re:Poor Final Fantasy... by Anonymous Coward · · Score: 0

      As a level 13 student with 47 anarchy points, I have to disagree

    8. Re:Poor Final Fantasy... by Sparr0 · · Score: 1

      Like GTA:SA? Every so often it annoyed me that I couldnt see my exact stamina level, but in general I felt that the visual approximate gauges gave it a much smoother feel than a raw stat rpg (and yes, GTA:SA is a rpg, all other aspects aside).

    9. Re:Poor Final Fantasy... by Anonymous Coward · · Score: 0

      Hear, hear! Excellente idea. Plus, it'd make 'perfect' characters harder to find, no more recipies, if well implemented.

    10. Re:Poor Final Fantasy... by patio11 · · Score: 2, Interesting
      In the MMORPG context, there will be stats somewhere in your system even if you obfuscate them (hard to code a database entry "Pollus is a wizard of mediocre skill except when it comes to casting Create Foozle"), and your players *will* discover the numericals basis for any information you pass to them. Look at Ultima Online, it tried to be opaque on most of the mechanics and ended up being target of some of the most sophisticated reverse engineering yet seen to that point.

      Different strokes for different folks though -- I actually prefer the Nippon Ichi-style "spreadsheets with a gui" form of combat but if somebody wants "I deal the imp a mighty blow!" they can have their own little sub-genre without it hurting my enjoyment.

    11. Re:Poor Final Fantasy... by Jackmn · · Score: 1

      To be frank, I would much rather have the solid information provided by numbers than iffy visual cues.

      A large amount of the fun to be had in CRPGs is in planning out your character development - determining what stats to improve, how to balance out or compensate for weaknesses, what equipment to get, etc etc.

      The same depth of strategy simply cannot be attained when the player doesn't fully understand the mechanics behind the game.

    12. Re:Poor Final Fantasy... by dogles · · Score: 1

      Some users can actually be put off if maintaining and remembering stats seems like too much of a chore, which is where most Japanese-style RPGs pull in those users."

      Don't get me wrong, I don't want lots of stats. Personally, I appreciate a fun system that is as simple as possible. I'm just saying whatever stats you have, you better make them very apparent to the player.

      If the goal of a RPG developer is to make the simulation as "real" as possible..."

      That's not the case. The role of any game designer is to make the game enjoyable and accessible to the audience. That almost always means sacrificing realism. Or do you really want your avatar to have to take pee breaks every few hours?

      "It could actually make the game more challenging IMHO; Users would take more precaution and give some decisions more thought."

      Yes, it would definitely make it more challenging, but not in a good way. If you don't show health, or damage done, then whether the character lives or dies when hit is completely random to the player. The game is essentially reduced to a slot machine. You might try to show it other ways, like making the character appear bloody when damaged, but that's just another way of showing hitpoints. Like I said, I'm fine with trying to show stats in other ways, as long as you show them *clearly*.

      Note that I am only speaking about stats for the player's avatar. Other players or NPC stats can be hidden for good effect.

      /game designer

    13. Re:Poor Final Fantasy... by Impy+the+Impiuos+Imp · · Score: 1

      > And seriously, in real life noone says they
      > have "coding skill level 31" or something,

      In real life, you aren't bound by "class balancing", either; a genius can run rings around a dope. A smart guy may also be big and strong -- he doesn't have to be weak to "balance out".

      Furthermore, the best swordsman who ever lived probably would be lucky to win 99 out of 100 bouts against a healthy man who just picked up a sword for the first time.

      And he'd die to 5 such guys all at once. And we won't even get into guns, not called the "Great Equalizer" for nothing.

      So there are other differences as well as speech!

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    14. Re:Poor Final Fantasy... by Anonymous Coward · · Score: 0
      if your character has a high Strength stat, they should look big and burly. (Fable does this.)

      Yeah except that "big and burly" != "strong."
    15. Re:Poor Final Fantasy... by MrWa · · Score: 2, Funny
      heck, I'd play it in a heartbeat.

      which is also about how long the game would last, until people get away from the current mindset of watching the numbers. For the most part, people playing the current crop of MMORPG's would be just as happy watching a spreadsheet of formulas being slowly incremented, with the occasional loud DING and some whizbang graphics...

    16. Re:Poor Final Fantasy... by C0rinthian · · Score: 2, Funny
    17. Re:Poor Final Fantasy... by C0rinthian · · Score: 1

      I don't think anyone said anything about no feedback. Without stats, feedback is even more important. The feedback simply needs to be presented differently. (Preferrably in context with the game world) This is what would make or break a game with this design. Done correctly, it could be amazing.

    18. Re:Poor Final Fantasy... by C0rinthian · · Score: 2, Interesting

      Throw out traditional class restrictions. If you want to be a fighter, fight alot. If you want to be a healer, heal people. Give it an advancement system of diminishing returns, so that the better you are the harder to advance. Also have decay present, so the longer you go without picking up that sword, you lose your skill.

      Get the balance between growth and decay right and it's almost a self balancing system. The greatest swordsman in the game will need to put in enough effort to maintain that level that he won't have time to become the greatest mage too. However, hybrid characters with some of everything will be possible. It also allows a person to change their focus if they choose to, simply by practicing at something else.

      Make the abilities system similar to Guild Wars, in that skills/spells don't have levels. Their effectiveness is modified by attributes. So anyone can cast a Cure spell, but a veteran healer will have more effect that a novice.

      (Upon proofreading, I realize this has little to do with the post I'm replying to, but I hate to waste a (hopefully) good post)

    19. Re:Poor Final Fantasy... by moonbender · · Score: 1

      You're roughly describing the attribute system of Ultima Online and Asheron's Call...

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      Switch back to Slashdot's D1 system.
    20. Re:Poor Final Fantasy... by Morgon · · Score: 3, Insightful

      That would require a much greater visual representation of characters than we've had in any game, ever.

      If you meet someone in real life, you generally know how they'll match up with you - the tone of their muscles, weapons they're carrying, etc. Sure there are some surprises, but for the sake of argument, let's just assume you can get a good idea of what the deal is.

      In games these days, usually you've got generic representations of the majority of items, skills, physical attributes, etc. of each character, and you can't really get a good look at them.

      I imagine this will change shortly, the level of detail in games is fast becoming near-life-like.. However, it would take a considerable amount of effort and dedicated concentration in this very area for it to work...

      --
      [DISCLAIMER: This post is a work of satire and should not be misconstrued as a holy text upon which to base a religion.]
    21. Re:Poor Final Fantasy... by Flyboy+Connor · · Score: 1
      This would violate one of the principles of computer game design, namely that the player should notice his own progression all the time, and that the player should be able to observe that he has an effect on the game world with every action he takes.

      When I have killed 50 rabbits, if I know I need to kill 10 more rabbits before being able to take on boss rabbit, I am driven to seek out those rabbits. If I don't know that, I will probably be bored with the game because I have no idea how much longer I need to continue killing rabbits before I am finally able to proceed. Especially MMOGs will be very boring without stats.

      However, I fully agree that "stats" are a cop-out with respect to letting the player experience progression. There should be a system that is more integrated with the game.

    22. Re:Poor Final Fantasy... by KDR_11k · · Score: 1

      Perhaps let the game tell the player "you are badly wounded" and similarily rough explainations? There's a difference between telling the player "You have 20 hitpoints left, better run for it" and telling him "you are critically wounded and close to death". When the player knows the number he can calculate how many hits he can take before he needs to heal, how many spells he can cast before he's out of mana, etc. Of course those messages should have a certain tolerance at which number of HP, MP, whatever they'll appear so there's no calculation like "ok, it says I'm 'slightly wounded' so that means I can take ten more hits". Perhaps even make an internal roll whether the character correcly judges his condition, i.e. an inexperienced character could think he's close to death when all he has is a little scratch or he could think he can take a lot more but dies after the next hit. Perhaps even have attacks that seem more damaging to the character than they really are so you could use a few of those to make an opponent panic.

      I don't think Nethack tells you "you have 11/20 hunger points", it just says "you feel hungry".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    23. Re:Poor Final Fantasy... by KDR_11k · · Score: 1

      If the feedback is inconsistent, i.e. has a certain tolerance (e.g. once it will tell you "severe damage" at 9 HP, once at 12 and if you're unlucky it'll say that for 3) and can be misjudged by a character, reverse engineering without taking apart the binaries becomes a lot harder.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    24. Re:Poor Final Fantasy... by Shihar · · Score: 1

      "When I have killed 50 rabbits, if I know I need to kill 10 more rabbits before being able to take on boss rabbit, I am driven to seek out those rabbits. If I don't know that, I will probably be bored with the game because I have no idea how much longer I need to continue killing rabbits before I am finally able to proceed. Especially MMOGs will be very boring without stats. "

      I think that is the entire point. If your game is so dull that showing a spreadsheet is the only way to make people play it... well, it might be an MMO"RPG" in name, but it sure as shit isn't any "RPG" unless you are role playing an accountant watching numbers go up.

      The problem is shitty game play, pure and simple. MMORPGs have absolutely horrible game play. The game play is so bad that taking out the raw numbers that show that something is happening would destroy the game. These games cater to addicts. Score for MMORPGs for managing to find such a lucerative addict market, but for the rest of us, it really would be nice to have a REAL RPG.

    25. Re:Poor Final Fantasy... by I(rispee_I(reme · · Score: 1

      (or *snicker* the enemy in fact actually TOLD you ahead of time =P)

      There's actually a boss in Kirby Superstar, which is not a roleplaying (or stat-building, if you prefer) game, that enforces the rules of turnbased combat.

      The following all takes place in the context of a standard 2d platformer:

      The boss is invulnerable while it's attacking. Whenever you or the boss executes an attack, a dialog box pops up in the background that reads like:

      Kirby deals 28 damage! Or, "Red dragon loses 28 HP!"

      It feels like a tribute to Dragon Quest, and is very well executed.

    26. Re:Poor Final Fantasy... by Clover_Kicker · · Score: 1

      A shareware game did that 10 years ago - Nahlakh

      Your sword skill started out "terrrible" and as you fought it progressed to "horrible" and then "poor" etc. etc. until finally you were "awesome".

      This was pretty cool but had drawbacks, i.e. it isn't obvious if "terrible" is better than "horrible" etc.

    27. Re:Poor Final Fantasy... by KDR_11k · · Score: 1

      Some RPG systems do have "the great equalizer" and all your "level" (usually these games have no levels) does is make you shoot more accurately and maybe fight better after an equal amount of damage. IOW, in those games a total "newbie" (i.e. beginner character) can gun down a legendary hero provided he can shoot well enough and the hero isn't quicker to draw. Fantasy games have a much more pronounced gap between low and high level characters, often making high level chars almost invincible when encountering enemies vastly below his level. I guess the more realistic approach isn't nice for an MMORPG where you expect people to level for months to do the highlevel stuff, if a newbie with the right skills, gun and luck stands a reasonable chance against the largest monsters that's kinda hard. Since most of these systems are either singleplayer CRPGs (e.g. Fallout) or pen&paper, being gunned down is usually permanent.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    28. Re:Poor Final Fantasy... by Grab · · Score: 1

      However, check the following sequence (imagine you're playing this, using some mouse interface):-

      You swing your sword at Ogre's head.
      Ogre parries the sword with his shield.
      Ogre swings axe at you.
      You parry with your shield.
      There is a loud crunchy noise, your avatar goes "argh", and the avatar's arm hangs loosely at its side.
      You swing your sword at Ogre's head again. Your avatar's sword-arm is much harder to control now.
      Ogre catches your blade on its shield, then hammers its axe on the centre of the blade. The blade shatters.
      You back away.
      Ogre raises its axe and lets out a battleroar.
      You run like a baby.

      Who needs number-based stats, if the game shows perfectly well what's going on? As you say, the problem is that with current games there's no such feedback. Characters look look physically fine even if they've just taken a dozen stab-wounds in the chest, and they play the same whether they're fresh and rested or whether they've had an arm chopped off by a troll and a wild boar has just bitten their balls off.

      Grab.

    29. Re:Poor Final Fantasy... by Impy+the+Impiuos+Imp · · Score: 1

      > Also have decay present, so the longer you go
      > without picking up that sword, you lose your skill.

      I loathe decay of skills systems. I worked for it -- it isn't "fun" to lose it because some buffoon game designer sees the need for a "drawback".

      If you have a skills-based system, I'd much rather see a Star Wars Galaxies method where you consciously give up this or that skill rather than have to practice skills you want to keep constantly like you're some idiot chimpanzee jumping thru hoops. No thanks!

      And this all assumes skills-based systems solve the "tank mage" issue. Note that D&D, technically class-based, is effectively skills-based now, with crap like Fighter-to-level-4-then-Barbarian-rest-of-the-way characters who can use full armor but get the 12 hp per level bonus of a barbarian. And we won't even get into the idiotic high level thief "use anything" skill. :(

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    30. Re:Poor Final Fantasy... by Anonymous Coward · · Score: 0

      Already been done: http://www.cityofheroes.com/

      You don't see any stats.

    31. Re:Poor Final Fantasy... by Attaturk · · Score: 2, Informative


      It would be interesting to see this in action in an MMORPG. Stats and levels are completely hidden, and the only knowledge of a characters ability is indirect. (I.E. - I can kill these rabbits twice as fast as last week, lets try something harder) The same would go for mobs and NPC's. You don't know how tough someone is until you take them on. Throw this into a PvP game, and it would be very interesting. No more "I'm lvl 60 and he's lvl 55. I'm gonna win" mentality.

      heck, I'd play it in a heartbeat.


      RV is an historically authentic PVP MMORPG with no player-visible numbers. See sig for disclaimer. :)

    32. Re:Poor Final Fantasy... by patio11 · · Score: 1

      Yes, and if you throw out the stats entirely and make results completely random ("You deal Onyxia a massive blow with your [Fishing Pole]! She keels over, dead!") it will be harder still to reverse engineer. It will also kill your game almost as quickly as giving players the impression that they have no control over your mind-numbingly opaque system (and somebody is going to figure it out, anyhow -- it only takes one site to publish the results of 1000 repeated trials and then you're booched, to use the Puzzle Pirates term).

    33. Re:Poor Final Fantasy... by sykjoke · · Score: 1

      And seriously, in real life noone says they have "coding skill level 31" But they do have PHD's, diplomas, BSC, City and Guilds, MCraP's etc....

    34. Re:Poor Final Fantasy... by Experiment+626 · · Score: 1

      What I don't see is a reason for computer RPGs to use any stats the user can see. Stats were just a crutch for pen&paper RPGs since you couldn't do a proper simulation.

      Players of RPGs, particularly computerized ones, since those are more about killing monsters than in-character social interaction, tend to like to min-max and find the best ways to optimize their combat effectiveness. Is the "Glowing Sword of Smiting" you just found better than the "Mithril Mace" you're currently wielding? If the stats are presented, you can easily see the advantages and disadvantages of each. Without them there's a lot of frustrating guesswork, when if your character is really some master warrior, he should be able to figure out which one hits harder, swings faster, or whatever. Also without stats, deciding between different optional skills can be frustrating. If it just says "Makes enchantment spells more effective" players will wonder... Which ones does it improve? How does it make them more effective?

      Early on in EverQuest I, a lot of the numbers were hidden from players. Your character sheet would just say "Very Good" for skill with slashing weapons (though the underlying number scrolled by briefly as the skill improved); haste items, bard instruments, etc. varied greatly in quality, though clicking on the item gave no clue of their relative merits. Important attributes like one's movement speed, amount of mana, standing with various factions, or experience points were never displayed in a numeric form. None of this particularly led people to role-play more, instead they just conducted elaborate experiments do determine the underlying values, or scour the Internet for the information, or in some cases even hack the client-server communication to intercept the hidden values. Later on, several of these things were displayed numerically to the players.

    35. Re:Poor Final Fantasy... by Anonymous Coward · · Score: 0

      This works in Wine 20050310. Hilarious!

    36. Re:Poor Final Fantasy... by KDR_11k · · Score: 1

      Let the player compare items, depending on his ability to identify items and a random number he's able to tell what advantages item A has over item B with small advantages more easily overlooked than large ones (i.e. he'll always notice that a "cruddy sword" is worse at dealing damage than a "masterly claymore" but telling the difference between "masterly claymore" and "masterly bastard sword" might be a bit harder). Misjudgements are part of the experience so you might not want to throw away your old weapon the moment you find a new one your character identifies as more potent.

      When I read "Makes enchantment spells more effective" I read that as "all your enchantment spells become more powerful" i.e. they do what they're supposed to do much better.

      That players reverse engineer your system just goes to show that they're not in for the roleplaying but the number crunching. A game where that happens is obviously flawed somewhere since it should never be reduced to pure leveling for leveling's sake. Doesn't mean current MMOs aren't designed to be mostly about stupid grind and a good system probably cannot be applied to a game where you need to keep people for months but hell, we can wish.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    37. Re:Poor Final Fantasy... by MBraynard · · Score: 0, Redundant
      That is a poorly conceived idea. The reason being that computers that run the game rely on numbers, and while you may try to 'hide' the numbers, people will still derive them - either logically or through hacking.

      I really disliked the few MMORPGs that tried to hide the stuff from me. It makes decisions more difficult and gives huge incentives to the people who have the time to play for a really long time and have protected information - much more so than in a typical non-hidden game where they already have a large dominance.

  3. And now, CRPGs on the future of IGN by Anonymous Coward · · Score: 0

    Dear IGN,

    You suck. Go sell some more ads on your home page so you can write more "reviews" in which you unfairly favour your thousands of advertisers. I don't even know why people read you any more, given that blogs and podcasts have taken over the mindsphere of everyone with a clue.

    There's a space next to Montgomery Ward's at the corporate graveyard. Better claim it quick before CNN gets it!

    Sincerely,
    CRPG

  4. Single player CRPGs are dead by Chainsaw+Karate · · Score: 3, Insightful

    Now everybody and their mom is only making MMORPGs. Don't expect to ever play an excellent RPG like Fallout or Planescape: Torment again. Check out the list of upcoming PC RPGs at http://www.rpgamer.com/games/upcoming.html There are 35 listed, and maybe 4 or 5 of them are not MMORPGs. It's much easier to drop you in a world infested with stupid 14 year olds than it is to create decent AI and interesting situations to put players in.

    1. Re:Single player CRPGs are dead by Sparr0 · · Score: 3, Interesting

      I disagree.
      The most content-ful RPG in recent memory has been GTA:SA. Hundreds of hours of branching storyline. The linear central story doesnt even encompass 1/4 of the game. Progress can be made in a dozen different directions (including the much-debated girlfriends).
      Looking back, Morrowind was also an amazing single player RPG. Oblivion is going to blow the mediocre CRPG competition away; I've already set aside a thousand hours of free time (about what I spent on Morrowind) to waste on it.

    2. Re:Single player CRPGs are dead by Kirsha · · Score: 1

      You havent played San Andreas, huh?

    3. Re:Single player CRPGs are dead by Anonymous Coward · · Score: 1, Funny

      Anybody who calls Grand Theft Auto: San Andreas an RPG deserves a big fat smack on the head. Everybody knows Halo 2 was the best RPG ever.

    4. Re:Single player CRPGs are dead by danudwary · · Score: 1

      >There are 35 listed, and maybe 4 or 5 of them are not MMORPGs.

      Huh. Sounds like an open market then.

    5. Re:Single player CRPGs are dead by KillShill · · Score: 1

      now if only the content of the GTA series wasn't massively offensive and disgusting, i, an rpg-enjoyer, might actually try it.

      now, i don't really mind playing the "bad guys" but in this specific case, it turns my stomach.

      but we all have our own individual tastes.

      --
      Science : Proprietary , Knowledge : Open Source
    6. Re:Single player CRPGs are dead by Sparr0 · · Score: 1

      San Andreas HAS STATS. Stamina, Strength, Fat, Sex Appeal, Respect, a skill and rank for each weapon and vehicle type (BMX!), etc. They go up or down based on your actions in the game (exercise at the gym, or just run a lot, to lose Fat and gain Stamina, and eventually gain some Sex Appeal), and affect which dialogue and story options are available to you, as well as if / how well you can use any given weapon or vehicle.

  5. And fourth - by Nice2Cats · · Score: 1

    - an article about RPG should have so many abbreviations that it has everybody who doesn't following this stuff regularly reading the Slashdot blurb goes something like "WTF?"

  6. Too much emphasis on story/moral choices by theclam159 · · Score: 1

    I think that the article put too much emphasis on two aspects of an RPG, an interactive story and moral choices that affect the plot. When I'm playing an RPG, I'm going to spend most of my time doing one thing: combat (I'm not counting walking). Even in a D&D based game like Knights of the Old Republic, with heavy emphasis on storyline and light side/dark side choices, I spend twice as much time fighting as talking. In RPGs like World of Warcraft or Diablo, I'm spending dozens of times as much time fighting as I am talking.

    So, I think that the most important parts of an RPG are compelling and deep combat mechanics and character growth with a high level of strategy that directly affects combat. A good plot adds a lot to the immersiveness, but I have yet to see a plot that can hold my interest for hundreds of hours and still be just as good the third or fourth time through the game.

    Maybe it's because I'm not a casual gamer, but I'd rather that developers concentrate on the parts of the game that I'll spend the most time doing and the parts that can still be interesting over and over again.

    On another note, the talk of a robust physics system has me salivating. Combat mechanics with a dose of The Incredible Machine would be very interesting.

    1. Re:Too much emphasis on story/moral choices by Shihar · · Score: 2, Insightful

      I don't even know where to begin. Lets start this way: stat based combat does NOT equal an RPG. Stat based combat is the shitty filler that bad RPGs used to fill in their dull and uninteresting stories.

      The ultimate RPG would be a simulator of a world. The world might be nonsense, like D&D with Dragons and and magic, but within the 'rules' you accept, the world would be completely coherent. It wouldn't have stats or numbers, at least not any that the player would see. There would be a story, and that player could affect the story.

      It is the idea of Diablo vs Planescape: Torment. Diablo was a game about whacking the moles for exp and l00tl. Planescape: Torment had a combat system that was at best medicore, but a truly awesome story and a coherent world. The problem is that Diablo is a hell of a lot easier to build then Torment. Diablo just requires fiddling with the numbers until the game starts to be balanced. Hell, an intilligent enough computer could balance one of these games. Torment requires a team of writers to not only write a story, but to keep them consistent and interesting.

      The difference between the mindless numbers game of Diablo and a true RPG is that you could make an AI using todays technology to play that game for you. Until AIs start passing the turning test, no AI will ever be able to play Torment. The same goes for the shitty MMORPGs out today. You could write AI programs to play those mindless games for you. Those are not MMORPGs, those are number counting games. They are awesome if you are addicted to watching numbers go up. They suck if you want an RPG.

    2. Re:Too much emphasis on story/moral choices by afabbro · · Score: 1
      The problem is that Diablo is a hell of a lot easier to build then Torment.

      Yep...all they had to do was add a graphical layer to Rogue/Angband ;)

      --
      Advice: on VPS providers
    3. Re:Too much emphasis on story/moral choices by KillShill · · Score: 1

      basically, what you're saying is that interactive fiction = ideal "rpg".

      the problem with that is, that in the last 20 years or so, the gameplay , namely combat has been the focus of games. and to deviate from that is to make your "game" less of a game and more interactive fiction.

      IF might be fun once in a while but the real meat of games is in the repititive actions, e.g. comabt. if that part of a game does not hold a persons interest, then the rest ultimately doesn't matter, even if you just play through to discover the plot and story underneath.

      so what i'm trying to say (badly at that) is that any game needs the "meat" to have the most focus when being developed. that is what customers use the most in a game. it needs to hold your interest and be fun/enjoyable to play. too many games have decent stories and interesting potential only to have the actual core of the game be crap to spend time with.

      --
      Science : Proprietary , Knowledge : Open Source
    4. Re:Too much emphasis on story/moral choices by Anonymous Coward · · Score: 0

      I'm not sure that I've ever cared about the story of a game, and I think it's because I never got to choose to cause the events in the plot to happen. I may be killing the King and changing the world, but only because I *have* to if I want to progress. So I'm never interested in the motivations of my faction or the impact on the world, just the challenges. I'm still only a passively involved in the story. So I suppose it's the forced story and linearity that bothers me.

      The idea of a simulated world sounds non-linear and interesting.

      I also suppose that I play games for a different reason than I watch movies. When I'm gaming I don't want to marvel at the motivations of a character, I want to solve a difficult challenge. It's not interesting for things to happen to me, but for me to make things happen.

      Maybe a game could bring together gaming and story for me, but it hasn't happened yet.

      Unfortunately for me I don't play enough games to make a good thesis and give it good treatment.

  7. Agreed ... in the short term by Anonymous Coward · · Score: 0

    I completely agree with you in the short term. I hope, however, that in 10-15 years well see some new single player game that revolutionizes the industry, ala Balder's Gate.

    In the meantime, I'll be waiting to buy games form the $20 "Game of the Year" rack.

  8. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  9. Re:On the Contrary... by Anonymous Coward · · Score: 0

    You hear that, Bethesda? Better make Fallout III good! d^_^b

    Aren't they going to make it just like Elder Scrolls? That's the best thing for the series...

  10. What about non-linearity? by alan_dershowitz · · Score: 2, Insightful

    The author mentions Final Fantasy in a way that implies that Final Fantasy is a role-playing game. I wonder if that's really the case. Personally one of the most important characteristics I would attribute to RPGs is non-linearity (at least to an extent.) Final Fantasy compared to older RPGs, especially if you go way back, is like riding on a rail ride at Disneyland.

    I'm not necessarily saying that's bad, but it's qualitatively different from a non-linear system of exploration and leveling, where you can do most things out of order. The Legend of Zelda: A link to the past is more RPG than Final Fantasy, you can do the levels in whatever order you want, get or reject weapons, etc. It may be easiest to do it in a certain order, but the experience is far more personal, and you can tailor the difficulty of the game based on what order you do things, which is more like, um, role playing, where you are in charge.

    The article never mentions this explicitly, but based on the MMORPG stuff and moral accountability and repercussions in the games, they seem to be treating it like it's a nice thing to have, but not necessary. Personally I see the lack of it in many games to be a regression, or at least the designers wanted to make a different kind of game that at least traditionally an RPG was like.

    1. Re:What about non-linearity? by Nikkos · · Score: 1

      I think there needs to be a new term and definition for various games. Final Fantasy is an RPG, as you take a particular (if linear) role in the game. Other games which give you a name and a mission/role obviously meet the definition as well. But other games that have no linearity, or defined inital charachter/role/mission should be called a Charachter Simulation Game (CSG) or more generically, an Alternate Enviroment, or Massively Multiplayer Alternate Enviroment. (AE, and MMAE, respectively) For the most part, you're playing _yourself_ in these games. You pick your name, your race, your occupation, and your decisions, interactions, and actions are what make up the bulk of your life in these worlds. just my .02

    2. Re:What about non-linearity? by Nikkos · · Score: 1

      I think there needs to be a new term and definition for various games. Final Fantasy is an RPG, as you take a particular (if linear) role in the game. Other games which give you a name and a mission/role obviously meet the definition as well. But other games that have no linearity, or defined inital charachter/role/mission should be called a Charachter Simulation Game (CSG) or more generically, an Alternate Enviroment, or Massively Multiplayer Alternate Enviroment. (AE, and MMAE, respectively) For the most part, you're playing _yourself_ in these games. You pick your name, your race, your occupation, and your decisions, interactions, and actions are what make up the bulk of your life in these worlds. just my .02 -- (this is probably a double post. But this is slashdot, it's nothing you're not used to)

    3. Re:What about non-linearity? by Anonymous Coward · · Score: 0

      Final Fantasy isn't an RPG. It's a plauge. Look at the icon for the RPG topic on Slashdot. What is it? Two Final Fantasy characters. Inevitably when people try and talk about an RPG, Final Fantasy gets brought up. Except Final Fantasy isn't an RPG. It's a fucking battle simulator, and that's it.

      There's no role to play in it. Your job is to fight the battles between the various story elements. (In that way, it's a lot like Dragon Ball Z, the scourge of anime - lots of long, boring fights between mediocre "story" scenes.)

      There's only one Final Fantasy where you can actually change the outcome of the story in any way, and it's not even meaningful. In FF3, you can prevent two characters from dieing if you know the secret. One of them is even playable! Except that it doesn't effect the rest of the story in any way. Literally the only effect of saving the playable character is that in the closing credits he's no a ghost. Saving the other guy is even more meaningless. He does nothing but say "hello!" if you talk to him after you save him.

      That's not playing a role. You just sit there, watching the characters you're playing fail to save the world until it's practically destroyed. Yeah, that's fun.

      But whenever anyone tries to have a serious discussion about console games, Final Fucking Fantasy gets brought up. The largest thread created on this story - is about Final Fucking Fantasy.

      The soon Square-Enix dies, the happier I'll be. They ruined RPGs, since every console RPG has to be like Final Fucking Fantasy - and now it's starting to happen to computer RPGs too. Go to hell, Square-Enix.

    4. Re:What about non-linearity? by KDR_11k · · Score: 1

      They DO make non-linear games like the SaGa series, unfortunately their linear crap gets bought the most.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:What about non-linearity? by realityfighter · · Score: 1

      Er...it's been a while since I played it, but as I recall getting into one dungeon in A Link To the Past required the things you got in the previous dungeon. True, you could wander the overworld freely, but you can't move that huge boulder that's blocking the path up the mountainside until you get the armlets from the desert temple, which you get into by getting the rush boots in the previous temple, etc. (I'm getting the details wrong, but you get the idea.) Heck, there's even a semi-canonical order of the weapons you acquire across games. How is this less linear?

      I have a DM who's only prepared so far out of the way of the main plot of my D&D game. How is this less linear than a console RPG? The PM has the ability to adapt the game as I go. The console has more fully-developed storylines available for me from the get-go. Each has theoretical advantages over the other but, assuming you play through an actual story arc, both are linear. The more important question is, do they draw an interesting line? It seems to me a lot of people complain about linearity when they're really suffering from predictability. Easy fix: make your story unpredictable.

      Also, the Haunted Mansion rocks. Don't knock it.

      --
      A strain of paranoid prevention can be worse than the disease, whate'er the intention.
    6. Re:What about non-linearity? by jclast · · Score: 1

      Hmm...sounds like most console RPGs should be reclassified as interactive fiction. The story is all laid out, you just have to go get it.

      Not that there's anything wrong with that. I love Final Fantasy and Strategic battle games (Front Mission, Tactics Ogre, etc.), but they're not RPG.

      In Front Mission, I can decide to change my rifler into a missileer, but I can't decide who he loves. I can do that in an RPG.

      --
      e2 | LJ
    7. Re:What about non-linearity? by alan_dershowitz · · Score: 1

      Quantitatively it's much less linear, since you ask. You have to have some linearity in a game or there's no goal of course.

      It's been a while, but I do recall that if you get the bow and arrow and the power gloves, you can do almost anything in the game, even if it's harder.

      I'm thinking of linearity in the sense that really works itself out nice in the MMORPGs. You form up into a guild, then problems periodically present itself. You run around and try to accomplish the mission. Some of the missions won't happen or aren't able to be completed until you are a certain level or have a special item or some sort of magic. That's pretty much as linear as the real world, which is to say that it's not really.

      The thing that bothers me about Final Fantasy is no that it's completely linear, but that on the continuum, it's in the really shallow end of being able to choose your own path. All games are going to enforce some control over what you do, but FF takes to too far for me to feel like I'm influencing the story, except at the end.

  11. For real CRPG by toddhunter · · Score: 2, Interesting

    Look no further then Ultimas 6 and 7. Even 9 had it's moments (Looking over bucanneers den for the first time for example).
    The thing that got to me about these games was the immersion factor. That is you didn't have to spend time worrying about the quest, you could just run around and make bread for a little while if you wished. Generally most things you tried because you *wanted* to do (like make a sword) worked.
    In my opinion nothing since has gone close to what you could do in these games. (If I'm wrong, please let me know so I can play it!). Morrowwind? Meh, it tried hard, but was still a step backward from what was achieved all those years ago!

    1. Re:For real CRPG by Rallion · · Score: 1

      The problem with Morrowind is simply that it's boring. I can look at it and be incredibly impressed by Bethesda's achievement. But I can't have any damn fun playing the thing.

    2. Re:For real CRPG by toddhunter · · Score: 1

      I have to completely agree.
      Which makes me sad why it was hailed as so revolutionary and ground-breaking in it's open-endedness....because it was compared to all the other games of recent times, but it is nothing compared to the enjoyment you could have tooling around in games made by Origin and the like quite some time ago

    3. Re:For real CRPG by Anonymous Coward · · Score: 0

      Amen to immersion. In fact, for the first two and a half years of playing U6, I didn't even free the shrines, just appropriated furniture from NPC's ;)

    4. Re:For real CRPG by montyzooooma · · Score: 1

      Divine Divinity is quite similar in look and feel to the old Ultimas, from what I can gather. I'd avoid Beyond Divinity though. Either of the Gothics are solid RPGs that put people off becuase they couldn't get past the learning curve and the unique controls. Imagine Morrowind with dynamic NPCs and a slightly better combat system (once you got used to the controls..) The real problem you're going to have is that it's almost impossible to improve upon nostalgia.

    5. Re:For real CRPG by WWWWolf · · Score: 1
      Look no further then Ultimas 6 and 7.

      Agreed, Ultima VII is the best CRPG ever, amen. Very deep plot, nicely open-ended, no artificial restrictions on what the heck to do. Generally speaking, things work.

      Though I have to say I've so far also kind of enjoyed Ultima VIII - too much action, doesn't look too Ultimaish to me, but still, great music, great atmosphere and great writing.

      Even 9 had it's moments

      Feh... yeah, me killing Iolo because the guy told so outrageously blatant lies about him... never ever forgiving EA for this utter display of evilness.

      (Looking over bucanneers den for the first time for example).

      Feh^2, it was night when I first saw Buc's Den in U9... =)

  12. Swords overrated by superpulpsicle · · Score: 2, Insightful

    Can someone name 1 CRPG where the final greatest most superior weapon in the game is NOT a sword. Exactly. CRPGs all have the same design concept. Different characters, missions, but the same shit.

    That's why MMORPG will take over all of RPGs in the future. It gives you that variety flavor.

    1. Re:Swords overrated by Nasarius · · Score: 4, Informative

      Fallout.

      --
      LOAD "SIG",8,1
    2. Re:Swords overrated by {8_8} · · Score: 1

      Perhaps something from the Diablo series, if you consider them RPGs? There were a bunch of uber-weapons that weren't swords.

      I think Shadowhearts for the PS2 might count, as the main character is a hand to hand melee fighter.

      Ultima VII Part 2: Serpent Isle would probably count, as the best weapon in that game was the Swordstrike drop (just like the spell) that you could get in Moonshade by using Vibrate on one of the mages. It had insane damage, was ranged/AOE (I think), and had unlimited uses with no reagents necessary. I think the glass sword did more damage, but it was a single use weapon, whereas you could use Swordstrike indefinitely. It had swords in it, but it's more like a spell than the standard uber-sword you're complaining about.

      Entomorph: Plague of the Darkfall had no weapons, just more powerful mutations for the main character. Would that count?

      What about Fallout 1 and 2, everyone's favorite post-apocalyptic CRPGs? I think the best weapons in there were the guns.

    3. Re:Swords overrated by Impy+the+Impiuos+Imp · · Score: 1

      > Perhaps something from the Diablo series, if
      > you consider them RPGs? There were a bunch of
      > uber-weapons that weren't swords.

      Yes, but all weapons had "gold" and "yellow" versions. And if you were a barbarian and not dual-wielding 2-handed swords, you were definitely "role playing". (I always thought the barb should be able to specialize in dual-wielding 2-handers of any single type, like large hammers. Why limit it only to 2-handed swords?)

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    4. Re:Swords overrated by Dachannien · · Score: 2, Insightful

      Both the System Shock series and the Thief series didn't have swords as the most powerful weapons. (Heck, for Thief, the most powerful weapon was your brain. Not the character's brain. Yours.)

      I realize that a lot of people view these as FPSes of sorts, but they do meet IGN's definition of RPGs.

    5. Re:Swords overrated by Dachannien · · Score: 1

      Er... I thought of this the instant I hit the submit button, but technically Thief doesn't really have much in the way of traditional character ability development. Your character does have to collect valuables so that you can be more successful in subsequent missions, though.

    6. Re:Swords overrated by jonwil · · Score: 1

      Sentinel Worlds 1 Future Magic.
      The top weapon in that game is a gun of some kind (most probobly the Neutron Gun acording to the documentation)

      And that game definatly qualifies as an RPG.

    7. Re:Swords overrated by realityfighter · · Score: 1

      Um...I hate to say this, but most MMOs are derivative also. Here's a shocking revelation: Most of EVERYTHING is derivative. TV, Film, Anime, Musical Theater, Racing, Puzzle, RPG, Tactical, name-your-favorite-genre Video Games. Alternate Reality Games are going through a big wave of derivative games, and the genre is only 3 years old.

      Luckily, we have a market that craves originality, energy and creativity. New stuff that turns the concept on it's head will thrive, and huge successes go on to spawn their own wave of derivatives. Knowing that "most of X is derivative" does NOT mean that X is dead.

      --
      A strain of paranoid prevention can be worse than the disease, whate'er the intention.
    8. Re:Swords overrated by DanthemaninVA1 · · Score: 1

      Planescape: Torment. You can avoid most fights in the game if you use the correct dialogue choices. You also get more experience points by avoiding the fight than you do for killing everyone.

    9. Re:Swords overrated by Clover_Kicker · · Score: 1

      And you can usually go back and slaughter everyone for even more XP :)

    10. Re:Swords overrated by Anonymous Coward · · Score: 0

      Ultima VII Part 2: Serpent Isle would probably count, as the best weapon in that game was the Swordstrike drop (just like the spell) that you could get in Moonshade by using Vibrate on one of the mages.

      I always liked the Hoe of Destruction in Ultima VII Part 1. Sure, the "best" weapon was probably a Black Sword or the glass ones, but the Hoe was so easy to get early on. Just a little patience sorting through fish corpses and you're ready to kick ass with a gardening tool.

    11. Re:Swords overrated by BlackCobra43 · · Score: 1

      Do you even know what "grinding" is? Variety my ass, MMOs are repetitive dreck.

      --
      I never spellcheck and I freely admit it. Save your karma for more worthwhile "lol erorrs" replies
    12. Re:Swords overrated by jclast · · Score: 1

      Any Front Mission game. There is a great end weapon of every class (machine gun, shotgun, knuckles, baton, missile, bazooka, etc.), and at least in 3 and 4 (the 2 release in the US), there is no sword class.

      --
      e2 | LJ
    13. Re:Swords overrated by FortranDragon · · Score: 1

      Take a look at the classic Ultima games. In Ultima IV the end game sequence was about reading a book. Oh, and in Ultima VII I seem to remember the Hoe of Destruction was one of the most, if not the most, powerful weapons.

      --
      "All the darkness in the world can not quench the light of one small candle."
    14. Re:Swords overrated by WWWWolf · · Score: 1

      Ultima VII.

      The most damaging weapon in the game is a Glass Sword, which instantly kills anything you hit with, but I don't think they count as the "final greatest most superior weapon" because they break after one use. They're quite common. There's no Mysterious Legendary Plot to find them.

      But other weapons in the high damage range of that game aren't swords: there's Death Scythes, cannons, Firedoom Staffs (look at all those pretty fireballs!), powder kegs (let's do the Guy Fawkes thing again!), and a freaking Hoe of Destruction (still complaining about lack of variety, damn it?)... and the number one favorite of trigger-happy bards, triple crossbow.

      In the expansion disk, there's the Black Sword which is just leet, though. And that's a "final" weapon allright.

    15. Re:Swords overrated by WWWWolf · · Score: 1

      The Black Sword is debatably the best weapon in U7; 25 damage, fire fields, and insta-kill (if Arcadion wants to). The original poster was referring to the "final weapon" of the game; The Black Sword is a "final" weapon in a sense... there really isn't any other "final" weapons in the game. Still, The Black Sword is only in the expansion...

      Hoe of Destruction is only slightly behind (20 damage). But the really leet weaponry is up ahead: Firedoom staff (20 + kaboooooom), Triple crossbows (28 + lots of dead bystanders), Juggernaut hammers (25), Death Scythe (50), and... cannon (90 + a small bit of the wall too)!

      (Stats from a random FAQ and Exult Studio.)

      But actually, nobody wields the weapons in U7 just because they can kick assloads of ass. I pick my weapons based on what actually looks cool. I leave Jaana with a hawk, for example. I definitely go for The Black Sword as soon as possible. =)

      - W4, recently started playing U7 again (will be third time through!)

    16. Re:Swords overrated by Anonymous Coward · · Score: 0

      Fallout? Why not it's vastly superior grandfather, Wasteland? Wasteland was arguably one of the best CRPGs of all time.

    17. Re:Swords overrated by Triple+Click · · Score: 1

      Good god, did you throw your brain at enemies? That's, like, Altered Beast-crazy.

    18. Re:Swords overrated by {8_8} · · Score: 1

      True, but there ARE other classes besides barbs in D2, and they have uber weapons that aren't swords.

    19. Re:Swords overrated by Malgas · · Score: 1

      Hmm... Fallout, Fallout 2, Silent Storm, Deus Ex, Anachronox, Arcanum, ... should I continue?

  13. Re:On the Contrary... by Impy+the+Impiuos+Imp · · Score: 3, Insightful
    The single-player CRPG is not dead; I personally much prefer an interactive story wherein I play the hero(es) over a massively immersive, alternate world wherein 90% of the entities I encounter are collectively the heroes. I imagine a simple distinction between those people who "merely" want to experience a unique world and those of us who are more interested in involved plotlines and character development.


    I think it goes much beyond that. In single-player games, they can let you feel like the super-hero (or wizard or fighter) the likes of which MMORPG's can't match.

    The ultimate example of this is being a Jedi in one of the various Star Wars games. Single-player, like the excellent Knights of the Old Republic series, you gain power and more power and more power. You feel every bit the elite Jedi that they're supposed to be. In the MMORPG Star Wars: Galaxies, you're lucky if you can even get to be a baby Jedi after a year of grinding. Then more mind numbing grinding. Where's the "special feeling"?

    In other words, in single player games, everybody gets the vorpal sword, the light sabre, the gatling gun and rocket launcher. And they have real power. In MMORPG's, some guy with a gatling gun mows at you for 3 points of damage x 10 times, your health bar moves by 1/8. Ummmm, wow.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  14. I would like to take a moment to correct this post by Anonymous Coward · · Score: 2, Funny
    "To be a true RPG, a game must contain three elements."


    Yes, and they are:
    1. Fire
    2. Ice
    3. Lightning

  15. I don't care if it's RPG or not... by jareth_chong · · Score: 1

    The most important thing is that it's FUN. Does it matter if Final Fantasy VII is just an interactive novel with stats and not really RPG? Does it matter if Diablo is just a hack-and-slash fest with stats and not really an RPG? I don't really care, neither does most gamers. I just know that I've had way more FUN with Final Fantasy VII and Diablo than some supposedly "open-ended, non-linear" RPGs like Daggerfall or Morrowind, which is just BOOOORING. I don't care.

    1. Re:I don't care if it's RPG or not... by Brainboy · · Score: 1

      Well it's not 'supposedly.' It IS "open-ended, non-linear." You just didn't enjoy it. Which is fine. I happened to enjoy a roleplaying game that didn't tell me what to do, for a change. Not that I didn't enjoy Final Fantasy or Diablo, because I did. But Daggerfall, Morrowind, et al. were very cool.

      --
      Just a guy with an opinion
  16. interesting RPG on the horizon by Clover_Kicker · · Score: 3, Interesting
    An indie developer has a cool RPG concept in beta - Mount and Blade.

    He's mostly working on the combat engine and has very little plot, but the skeleton of the game is downloadable and very playable. It's kind of like Diablo right now, not plot but lots of enemies to slaughter.

    This is the first combat engine I've seen that makes effective use of mounted troops - playing a mounted character is a lot of fun.

    A review here.

    Don't bother to download if you can't live without Half Life 2 quality graphics.

    PS - not affiliated with those guys, but this is a cool game

  17. Shenmue by jclast · · Score: 1

    Why no mention of Shenmue? Yeah, the story was pretty scripted, but there were no statistics, and the story's pacing was completely player-controlled.

    You got better at moves by practicing them, and yes, you could see a status for how good you were at a move, but it was just a bar chart, and you'd know when you mastered it (as I think anybody into martial arts would).

    So Ryo's combat skill comes from two things: time spent practicing (to get better at martial arts) and the player's skill and executing moves. It was a pretty refreshing way to handle combat in a console RPG. Also, there were no level-ups. Ryo was the same kid at the end of the story as the beginning.

    The pacing of the story was completely left up to the player. Yeah, if you waiting way too long, you lost the game, but it was completely possible to take it slowly and fall into the world or rush through everything. Your Ryo could be calm and collected or rash and hysterical (except for the cut-scenes, but whatever). My game took over 6 months (game time), but I've seen walkthroughs say it's possible in under 20 days.

    Granted, the game wasn't for everybody, but I felt a lot more like I was role-playing Ryo than I feel like I'm role-playing Link (Zelda) or Tidus (FF).

    --
    e2 | LJ
  18. Planetside by Anonymous Coward · · Score: 0

    It's got laser guns, mang.

  19. Re:I would like to take a moment to correct this p by Anonymous Coward · · Score: 0
    What many don't know is that the origin of these elements in games such as Final Fantasy are most likely due to the influence of J.R.R. Tolkien's "three rings" of the elves.


    Fire: Narya, The Ring of Fire, set with a ruby; originally worn by Gil-galad, then by Círdan, who finally gave it to Gandalf.


    Ice: Nenya, The Ring of Water, also called the Ring of Adamant, made of mithril with a shimmering white stone; originally worn by Celebrimbor himself but given to Galadriel


    Lightning: Vilya, The Ring of Air, gold with a sapphire stone; originally worn by Gil-galad but given to Elrond.

  20. Re:I would like to take a moment to correct this p by Anonymous Coward · · Score: 0

    That's one way to look at it. I'll admit I've heard another interesting idea from Tolkien fans over the years though. Because he had such strong ties with the elves, some people consider the One Ring to be part of the elven set. The One Ring can be looked at as being the ring of earth, or the most powerful of the four basic elements of fire, water, wind, and earth. I don't believe that Tolkien ever expounded upon this idea in his many letters explaining the inner workings of Middle Earth, though.

  21. I'll disaggree by Moraelin · · Score: 1

    There are plenty of games with combat nowadays. RTS, FPS, action-adventure, you name it. In fact, you're hard pressed to find a game without combat nowadays.

    So no offense, but using that to define an RPG is the kind of thing that makes me wish marketting people were lined up and shot.

    RPG used to mean something. Now it's just a dilluted buzzword slapped onto the box, just because it's fashionable. It's been eroded and dilluted to the point of being meaningless.

    Even Daikatana sported "RPG elements" on the box, and, you know, it was just a FPS. I've even read some site calling Gran Turismo an RPG, because you upgrade your car, or I've had people calling some fighting game an RPG because it has a health bar and combat. That's how dilluted the term has become.

    Whole unrelated genres have been renamed once PC CRPGs became a fashionable buzzword. E.g., you no longer have "scrolling beat-em-ups" (e.g., Final Fight) you have "action-RPGs" or they're called outright "RPG" nowadays. Never mind that they have the same mechanics of a completely unrelated genre. Nah, marketting just had to slap "RPG" on the box.

    Or take MMORPG, since you mention World Of Warcraft, which basically threw all the elements of an RPG out and nevertheless calls itself an RPG. Yes, I'm not surprised that all you do is fight in WoW, because that's _all_ there is to that whole genre. You have zero control over your character's development, zero plot, zero interactive story, zero influence on the world.

    It's just a work simulator, where you spend countless hours doing the same thing over and over again: beating up rats with a stick. You start with a small stick and small rats ("young wolves") and you spend hours working your way towards being allowed a bigger stick and bigger rats. Yay.

    But ok, at least it's called a MMORPG, so those of us who want a _real_ RPG can avoid it. Nevertheless, it just serves to further erode the meaning of "RPG". Whole generations of 13 year old retards are raised on thinking that repetitive bashing rats with a stick and "HOW I MINE FOR FISH??? NE1??? R U A GRL?" is what "RPG" means.

    So here's the thing: again, RPG used to mean something well defined. And, no offense, but I'm sick and tired of people who _don't_ want an RPG in the first place, coming and arguing how the genre should be changed to something else.

    If you just want lots of combat, there are already plenty of games that have that in spades. Get a FPS, RTS or god knows what else, and there you go. You don't need to destroy yet another genre some of us still love, by turning it into yet another generic game that's 100% about combat.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  22. Hell yes, it matters by Moraelin · · Score: 1

    Here's why it matters: because "FUN" means different things to different people. You can't just say "game X is FUN". Fun by what criteria? For whose tastes?

    Most people aren't generic players of anything published. Some like a story, some don't. (E.g., me, I thought the tons of text in Planescape Torment were a great story, whereas my father thinks that _any_ text or conversation is too much blabber instead of getting to the fighting part.) Some like lots of combat, some don't. Etc.

    That's why we have those genre names: to tell us roughly what to expect from a given game. I want to know when I buy a game if it's a real CRPG (which I like), or a FPS (which I'm hardly interested in), or a MMO (which I find boring), or a RTS (which I bloody hate), or what.

    So does it matter if it's RPG or not? Hell yes, of course it matters, if I'm looking for an RPG. Does it matter if it's really a hack and slash? Well, yes, because that bumps it a few notches down my list: I might still buy it, if I don't find anything more interesting, or I might not if I do. Does it matter if it's really RTS, but they called it an RPG because marketting said RPGs sell? Hell yes, because I bloody hate RTS, and knowing that I wouldn't buy it if it was the last game on Earth.

    Which I suppose is why marketroids try to blur the genres, to the point of not meaning anything any more. Everything just gets to get all possible buzzwords, so you can't say "nah, I don't want this genre" any more. We're heading into an age where everything will be just labelled by a string of meaningless buzzwords ("real-time continuous-turn-based first-person isometric-view squad-based-tactics action-adventure RPG") that don't tell you anything about the game any more.

    "I just know that I've had way more FUN with Final Fantasy VII and Diablo than some supposedly "open-ended, non-linear" RPGs like Daggerfall or Morrowind, which is just BOOOORING."

    Well, bingo, you just made my point. You told me there that you like a certain (sub)genre and dislike another one. So wouldn't it be nice to know which of them a given game fits in, before buying it?

    That's the whole point. I'd very much like that when I read "RPG" on a box, I can expect it to have, you know, all the elements that traditionally make an RPG. I.e., an interactive story, a certain way of using statistics to resolve combat, a chance to customize my character, etc.

    That's not to say other genres can't be fun on their own. I do play other genres too. All I'm saying is: FFS, everything doesn't have to be called an RPG.

    If it doesn't play like an RPG, call it something else. That way, those who like that kind of games, can know it's their thing, and those who expect a real RPG can know they can save their money.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  23. Heh, I can name several by Moraelin · · Score: 1

    "Can someone name 1 CRPG where the final greatest most superior weapon in the game is NOT a sword."

    - Fallout and Fallout 2,

    - Restricted Area (I finished it with a Flamethrower),

    - Shenmue (martial arts all the way),

    - Jade Empire (you need martial arts until the end, plus as "ultimate weapons" go, the dual axes do more damage than the sword. Or you can use a naginata for range. Or you can morph into a jade golem. Or whatever.)

    - Deus Ex (personally I would count it as a FPS, but then everyone seems to think it's an RPG. So there you go: it had no swords whatsoever.)

    - Entomorph: Plague of the Darkfall (if I remember right, it didn't even have any weapons)

    - Another War (_all_ weapons in it were WW2 German and Soviet weaponry. And, oh, the _final_ weapon, the one that slays the big final boss is... a potato. I'm not kidding.)

    Etc. That's just a 5 minute exercise, off the top of my head.

    "Exactly."

    Exactly. Try complaining about stuff you know anything about next time ;)

    "CRPGs all have the same design concept. Different characters, missions, but the same shit."

    See, that's just the thing: "Different characters, missions". _That_ is what we play CRPGs for.

    The weapons are just a prop to keep that story, those missions, going. I don't really care _what_ that ultimate weapon is shaped as, as long as the things I have to _do_ are different.

    "That's why MMORPG will take over all of RPGs in the future. It gives you that variety flavor."

    Hell, yes, all the variety ranging beating rats with a stick, to... umm... beating bigger rats with a bigger stick. And then you level up and, it's really amazing, they let you use a bigger stick on bigger rats. And you only need to repetitively do that for another week before you get an even bigger stick and bigger rats. Absolutely amazing, yeah.

    It's like watching paint dry, except they let you use a wide variety of colours. This level you get to watch emerald green paint dry, over and over again, the next level they might let you watch teal paint dry. And if you go to a SF themed MMO, instead of a generic medieval one, you might get to watch paint dry on a metal fence instead of a wooden one. Isn't that some mind-blowing variety?

    Nasty wisecracks aside, MMOs actually have the _least_ variety. Yeah, they give you plenty of different skins for the rats and for the stick you beat them with, yes. But that's _all_: a bunch of different graphics.

    When it comes to the actual things you have to _do_, there all the MMOs combined have zero variety. Essentially everyone has been making a clone of the exact same game since the '90s, and not even a complex or detailed game. A game where _all_ there is to do is run around clicking on NPCs and counting up your XP. Yay.

    No, thanks.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  24. Re:I would like to take a moment to correct this p by Anonymous Coward · · Score: 0

    I think you forgot #4

    Scantily clad females

  25. Different gripe by Anonymous Coward · · Score: 0

    While the CRPG is nowhere-near dead, I've still got the same gripe that I've had for over a decade: STOP IT WITH THE DWARVES AND ELVES!

    The Fantasy genre has more than enough representation. I can't stand to play most RPGs today because they can't get their heads out of the sand and produce a QUALITY sci-fi atmosphere.

    Where are this seasons greats? Where is the next Deus Ex, or Fallout? (I don't mean that literally, I'm speaking figuratively)

    For every sci-fi RPG I hear about, I see at least two 'fantasy' RPGs being made (usually three or more). All I could think to myself when playing through Morrowind was "how cool would this be if it wasn't playing off every tired cliche in the fantasy genre?"

    I got tired of fantasy games by the time I was 12. Warriors, Elves, Magi, etc. just don't turn me on. I'd at least be happy if there was some better hybrids, such as Shadowrun or RIFTS (again, figurative, not literal).

    Bethesda is making the next Fallout. Good. How long has it taken to get to this point? How many fantasy RPGs were produced in that time? System Shock 3 was killed when Looking Glass was terminated. Now what? Anybody picking up the pieces on that one? No? How long until another sci-fi RPG of that class sees the light of day?

    It's good that people who like fantasy games have options. I'm not asking that people stop making them. But where are the options for us who like sci-fi? When will we see our next game? Why are we being ignored?

    I love a well-designed game, but I simply refuse to waste any more time playing some bastard D&D hack. I will not spend a dime on hacking away at Orcs with my +5 Sword of Shiny, then blasting their catapults with a AoE Fireball of BBQ.

    I WILL PAY FOR A GOOD SCI-FI GAME! DON'T YOU WANT MY MONEY?!

    Erm... /rant

  26. System of Rules? Who needs 'em? by kingsmedley · · Score: 1


    Finally, RPGs must be built upon a system of rules and statistics that are used to resolve the events that take place in the world.


    Clearly the author is not familair with Paranoia, an excellent (pen & paper) RPG in which player characters rarely survive to partake in another adventure, and many aspects of the game (such as the combat system) were completely non-existant. (Game Masters were encouraged to punish and/or kill off players who simply hid or took only rudimentary action, while rewarding the most audacious and outrageous actions with success.)

    Needless to say, paranoia existed not only between the characters in the game, but between the players and the GM as well!

    --
    Must... think up... something... clever!