Slashdot Mirror


The Oblivion of Western RPGs

1up has a piece looking at how Elder Scrolls IV: Oblivion may just be what the western RPG genre needs to spring back from the brink of nonexistence. From the article: "Western RPGs focus on the characters, and the world around them is a tool to let the player-as-character do and see more. Eastern RPGs focus on the events unfolding around the characters, and how the characters affect the world around them. Western RPGs are based on the experience of tabletop role-playing games, limited only by the imaginations of the players and the game master, where Eastern RPGs are more re-creations of traditional storytelling. Oblivion has taken huge strides toward meeting fans of MMOs halfway by building A.I. that really lives alongside the player and ensuring that the actual missions are easily pursued."

5 of 304 comments (clear)

  1. Character Development by aitikin · · Score: 4, Interesting

    I find it interesting that they talk about how character development is the big thing for Western RPGs. I never realized that RPGs were ever really that commonly created in the Western Hemisphere. I would have to say that the change to having the primary focus on character development is more a general revolution in RPGs. All of the table top RPGs and such were extremely story oriented as well. No one wanted to play a game of D&D where the master was a bad story teller.

    Also, the fact that technology has increased so much is the only reason that the character development can take place. Eastern RPGs seem to be a continuation of the classics, which took place when they could only have so much and the best thing they could do was tell a story.

    --
    "Don't meddle in the affairs of a patent dragon, for thou art tasty and good with ketchup." ~ohcrapitssteve
  2. Single Player glory! by Cy+Sperling · · Score: 5, Interesting

    I can identify with the player mentioned in teh article who dislikes playing with other people. I have been quite bored with the glut of MMO & RTS games that have come to dominate the swords and spells genre of gaming. I have been playing Oblivion for about a week and it is so wonderfully full of single player greatness I can barely stand to go to work and wait 10 hours before my next hour of exploration. Every character I meet in the game is absolutely in-character and free of the slightest hint of l337speak of griefing behaviour that permiates the online worlds. I can come and go from the game at will and know the world has waited for me to return to it as if I hadn't gone to my job all day. Best yet, the NPCs aren't just manequins anymore- they are completely entertaining to watch as they attempt to live their lives and deal with each other. The first time I saw a pickpocket get attacked and killed by city gaurds- I was delighted. He was someone I had met and talked to and now, due to his unscripted actions, he is dead and gone from the game. The actions of the NPCs impact the world permenantly. I imagine that, just like in GTA, after my initial wonder of exploring the world starts to wane- there is an abundance of non-save-game fun to be had by simply messing with the locals to see how the game's AI reacts.

    1. Re:Single Player glory! by svip · · Score: 4, Interesting

      there is an abundance of non-save-game fun to be had by simply messing with the locals to see how the game's AI reacts.

      I agree there. The AI is so buggy you need to do very little messing about to make it do hilariously stupid things. Like when I got in Jauffrey's way and he jumped up and down on a candlestick for a minute then fell through the wall. Brilliant!

      Or when you beat up a quest-vital NPC (they're immortal, so much for freedom), then kill all the guards that come for you, then surrounded by corpses you go buy your groceries from the NPC who just woke up and has forgotten everything that happened.

      Or when you assault some innocent and if you don't kill him in first blow and he sees you for a second before dying, a guard comes running from the other side of the town at mach 3 - so you jump over a wall into an alley and he starts running around the block, so you jump over again and he turns around and goes back around the block.

      Or when you tapdance on a storekeep's desk throwing all the goods around the room, then take out your claymore and play golf with the remainders. Then you lift up an apple and set it down again and 200 city guards suddenly enter.

      Also got a kick out of how a guard gave me permissing to investigate a murder scene, so I lifted up a parchment in the basement (not knowing about the red cursor yet) and "Boromir" yells Stop stealing from me! despite us being far away from his home in another person's house where I had permission to be.

      And it started out nicely when I got accosted by the guards for horse theft in a far away town when I went up and talked to them after being given the horse at the priory early on.

      At least the AI is nicely forgiving. Early in the game you can attempt to assassinate Captain Jean-Luc Picard of the USS Enterprise and pick the pockets of his bodyguards, and if you get caught you only have to say you're sorry and they forget all about it.

      And if you decide after a mad killing spree leaving the streets filled with slaughtered townsfolk that you regret this, you just have to hand over a few gold and all is forgiven and you're once again lauded as a hero.

      I love this game.

      --
      This is a sig. There are many others like it, but this one is mine.
  3. Re:Western RPGs ARE RPGs! by Ayaress · · Score: 5, Interesting

    This is how I've always made the distinction:

    Eastern RPGs - and for that matter, a good chunk of western ones, too - give you a role to play. At best (i.e. the western RPGs like KOTOR and Jade Empire that are much closer to the console RPG style), you get to decide wether to be a nice guy or a jerk along the way.

    Western RPGs - the breed of them that's truely dying, even in a world where KOTOR got game of the year - you're given a stage to play on. Everything else is up to you. I'm several hours into Oblivion right now. I'm not even sure if I'm on the main quest or not, but I love it anyway. The Ultima series are the only games I played much of that I can really compare to Elderscrolls in terms of sheer freedom.

    I love that I can just blow off the main quest givers and go do whatever. Become an assassin, a thug, a knight in obligatory shining armor, (Or if I invest enough time raising my skills, all of the above), or just blow that stuff off and spend an hour picking flowers in a field.

    Or even doing something completely pointlss and weird. In Morrowind once, I had a weekend off and nothing else to do, so I set about stealing every last spoon in the game (I think - I may have missed a few, but I had a good couple hundred of them), and then writing "I AM THE KING OF SPOONS" with them on the roof of the Underskar... Just because I could.

  4. Character development by Rydia · · Score: 4, Interesting

    The problem with both is that they each only have one or the other essential components of a real RPG- character development and self-determination.

    Console (eastern is a stupid, overinclusive category) RPGs generally have a lot of the former- characters are vivid, plots are involved and very party-driven. Problems evolve with this because there's little self determination ("Whee! I get to chase sephiroth to YET ANOTHER RANDOM LOCATION!"), character development is often superficial due to the maturity of the audience ("I'm, like, totally not caring about this village I'm risking myself to save") and general lack of choices. There are some advantages! SO3 makes fantastic use of facial expressions and voice acting, for instance, because the game knows generally people's relationships, etc. SO2 lets you simply NOT TAKE annoying people along (Precis!!!).

    PC RPGs (again, Western is a stupid descriptor) we get "sandboxes." The advantages are that the player has more control over his characters, more options in interaction, and more opportunity to change outcomes. The downfall is that these sorts of abstractions lead to anemic central plotlines and shallow characters.

    However, these two styles are not incompatable! There is a fantastic middle ground that no one has discovered. In order to fuse the two, the game must have a large cast of characters, a strong central plot (but not be on rails), and a crapload of so-called "mini-quests," mostly character-based. When the player cannot control every aspect of his main character, at least give him the option of adding that "aspect" of that character by adding party members that conform. To facilitate this, a huge cast of optional party members allows the right level of customization. This large cast can still be used in general "main plot" development, however, by separating characters into groups (mage, scientist, cleric, etc), and write flexible (or modular) dialogue so that for purposes of the main plot, characters are interchangeable.

    Next, character development/sandbox. By putting in very character-specific, optional subplots/subquests, you allow these characters to grow without hindering the main plot with too much generalization. This also streamlines the game by omitting character development for characters not used by the player, or if they just don't feel like developing that character in that direction.

    All this allows you to separate characters from the central plot. Stories are generally about internal development of the cast (the modern novel concept), but often (Ulysses, for instance) the plot of the story is secondary to character development completely unrelated, on the surface, to the main action. In this way, you can have a strong but not entirely character-driven plot.

    All these allow the player to go through with as much or little freedom and character development as they choose, while maintaining the "epic" story required to make the story itself fulfilling. It's a good system, and I wish people in the industry were trying to explore this area rather than simply throwing their lots in with either the entirely linear or entirely nonlinear camp.