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Why Computer RPGs Waste Your Time

spidweb writes "RPGVault has an editorial about two particularly noxious qualities of computer role-playing games. Spiderweb Software's Jeff Vogel goes off on a tear, discussing how you work forever to earn the right to do anything exciting, and must 'prove yourself' by expending tons of your time. From the article: 'So now, thinking about playing an RPG just makes me tired. I'm tired of starting a new game and being a loser. I'm tired of running the same errands to prove myself. The next time I enter my fantasy world, I want it to not assume that I'm a jackass.'" I think Oblivion handled this well, scaling the world as you went and giving you really interesting things to do from the get-go. What other games dodge this bullet? Do you see this timesink as an inevitable part of the RPG genre?

476 comments

  1. Baldur's Gate and NWN by PFI_Optix · · Score: 3, Interesting

    They both were engrossing from the start. I'm going to venture a guess (without reading tfa) that the author is speaking more in terms of MMOs, which as I understand it put you through a lot of tedious crap before you get to the good parts of the game.

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    1. Re:Baldur's Gate and NWN by servognome · · Score: 5, Insightful

      They both were engrossing from the start
      But they both still started you off as a loser. You spend hours fighting rats, getting lost books, and trying not to off noober. What the author points to is the KOTOR "dude where's my lightsaber" problem. Most RPGs start you off unimaginatively at the absolute lowest level, so you get a sense of progression.
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    2. Re:Baldur's Gate and NWN by Gr8Apes · · Score: 3, Interesting

      Good parts? I cycled through 40+ levels in EQ, never got to what I'd call a "good part". Even raiding groups weren't all that different from soloing, other than it went a lot faster and more consistently. Basically SSDD type stuff.

      Most MMOs suffer from farming issues, whether by soloists or "parties" in any area that's "interesting". Why is it interesting? Because once in a blue moon, the mob that pops there will drop something considered valuable. It does this randomly, and regardless of who's there, thus encouraging farming.

      What kills me is that this is easily solvable on both ends, and would end farming. This would, of course, kill the MMO's as they exist today's cash flows, since they would then have to provide real content to keep people's interest.

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    3. Re:Baldur's Gate and NWN by PFI_Optix · · Score: 5, Interesting

      Blame DnD for that. They're trying to compress into a single gameplay experience what DnD players may see across several campaigns. They follow the pattern of creating a character and pushing through the early levels so that the character has a more "natural" development. Rather than choosing all your high-end abilities right away, you start with less and discover new ones, integrating them into your gameplay.

      Titan Quest used the storyline to facilitate this quite well. You kind of stumble into the action, and in doing a few small things to help people out you find yourself more and more involved in the plot. And that's just a Diablo clone ARPG.

      I don't think starting from the bottom is a bad thing. It forces a player to learn to use all the aspects of a character than that just powering through with high-level abilities.

      A good way to adjust for this is to allow the player to modify their character somewhat during the creation process. Put a "level up" button right there, and every time it's clicked have them select abilities and attributes like they normally would. Want to start as a level 10? Just click through nine levels and start.

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    4. Re:Baldur's Gate and NWN by Kjella · · Score: 5, Interesting

      But they both still started you off as a loser. You spend hours fighting rats, getting lost books, and trying not to off noober. What the author points to is the KOTOR "dude where's my lightsaber" problem. Most RPGs start you off unimaginatively at the absolute lowest level, so you get a sense of progression.

      Well, if you start out killing übermonsters, what's the end game like? Oh yeah, another zombie... except now it's a SUPERzombie. Besides if you take a game like NWN, how long is it until you shoot missiles of magic, shoot flames from your hand and such? What do you expect, some kind of doomsday spell at lvl1? It's an RPG, it's not supposed to be a FPS skill game so you're "supposed to" win the battles. That means you need story and progression. If I'm swinging the same damn sword just like I did when the game started, that's boring as all hell.

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    5. Re:Baldur's Gate and NWN by LighterShadeOfBlack · · Score: 4, Insightful

      Most RPGs start you off unimaginatively at the absolute lowest level, so you get a sense of progression. Isn't that kind of the point though? Much of the fun of an RPG is the progression and the ability to choose how you progress. If you started off as a level 100 uber-arch-mage with a +50 staff of insta-death and just spent most of the game trampling on underlings and occasionally fighting a main enemy who puts up a fight it wouldn't really be appealing to what most people want from an RPG. Sure, it could be an OK game if done right, but it would lack much of what people want from an RPG. A lot of the fun comes from building up from nothing into a self-made super-powerful being of your design and improving your inventory as you go. While the start of the game might not have the fun of being able to put up a good fight you instead get a decent storyline (hopefully) that keeps things interesting and makes you want to keep going. That's why BG and games like it work - you might be a piss-ant at the start but you get a good story from beginning to end.
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    6. Re:Baldur's Gate and NWN by emj · · Score: 1

      Extra extra read all about it The Noob explains, RPGs are meaningess

    7. Re:Baldur's Gate and NWN by krotkruton · · Score: 4, Insightful

      I can see how a lot of people might not like that, but I think that is exactly why people who enjoy RPGs play them. That's why I play them at least. If I find a flash game online that lets me build levels and get stronger (remember Odell Down Under? where you're a fish that grows bigger?), I'll play for a couple hours. I enjoy that kind of thing. I think that they put franchise mode in sports games for people like me. We like the progression. I think the more important points of the article were the ones talking about the tedium of how to progress. His FFXII example was right on the mark. I played FFXII for 127 hours before I finally gave up trying to complete it and just beat it. I bet that the majority of that time was spent walking. A little bit of walking is fine, but when it takes 30 minutes to get somewhere (because it just takes that long to move, not because it's a challenge), that's pretty damn frustrating. I do agree with you about the "getting lost books" part, because it seems like so many quests in games, especially MMORPGs, are just "go here, kill this, pick up item, return".

      As for the "Most RPGs start you off unimaginatively at the absolute lowest level" statement, that's really not fair, and I don't think it's true. One reason, assuming that a game involves gaining levels, you have to start at some level. Regardless of what that level is, it's the absolute lowest level. I mean, you can't start at a higher level or else that would be the new absolute lowest level. Another reason looks at it from a different perspective in that if you take any game, its reasonable to say that the character could have started off weaker. By that I mean that given any first character with some starting abilities and statistics, you can always make those abilities weaker, even if you have to go into negative values, so you never start at the absolute lowest level. From those reasons, I think that either every game must start at the absolute lowest level, so the absolute lowest level is meaningless, or you can always start at a lower level, so there is no absolute lowest level.

    8. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 5, Insightful

      I think the point is that the end game might be about puzzles or role playing or story or character interaction instead of hack and slash. "Progression" doesn't have to mean "better weapons and spells".

    9. Re:Baldur's Gate and NWN by JimDaGeek · · Score: 5, Interesting

      AMEN brother! I am a little older (34) than the typical gamer. However, I love me some good RPG. I personally hate how many RPG games have morphed into an action game to keep the kiddies happy.

      I want a turn-based or phased combat RPG where I can plan my battles. I want at least 4 characters that I can build up from wimps to uber-fighters/mages/clerics/etc. I want to find and fight for tons of magical items and abilities. The last thing I want in an RPG is a click-feast. There is nothing worse in an RPG (IMO) than having to click like a freak to win a fight. I WANT TO PLAN MY COMBAT.

      Sadly, I have not seen a good, modernized, old-school RPG in some time.

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    10. Re:Baldur's Gate and NWN by StarvingSE · · Score: 3, Interesting

      I think guild wars does a good job of focusing on skill rather than pure character level. Sure you gain more skills as you progress, but thats expected since you are learning your profession. What I like the most is that you can always find uses for those beginning, basic skills combined with your new ones.

      I think this is the one thing that crpgs lack: the use of beginning skills in the late game. I hate it how a dagger is usually seen as a "starting weapon" and later on you upgrade to longswords and battle axes. I think modern crpgs should adopt a more complex character and combat system, where different weapons/skills are used based on the situation, not their base power. If you are going into war, choose the longsword. If you want to slice someone's throat, use the dagger.

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    11. Re:Baldur's Gate and NWN by Talchas · · Score: 3, Funny

      While I wouldn't put it quite that way, I will say that I do tend to push the "no ai" and the "pause every round" buttons and play it like pen-and-paper. Much more fun that way.

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    12. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 0

      It appears you want to join me in my World Domination scheme.

    13. Re:Baldur's Gate and NWN by Adambomb · · Score: 1

      heroes of might and magic

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    14. Re:Baldur's Gate and NWN by rossz · · Score: 1

      A few months ago I dug out my dusty Diablo II Expansion disks to give it another go after taking a year off from playing. I decided to create characters that only used items they found themselves, avoiding the item trading aspect entirely. I built an Amazon up to a reasonably high level (>70) who was completely and totally useless in hell difficulty. It didn't matter how well I had assigned skills. Without the good really good items, she couldn't hold her own. The game should have been fun and playable with the items normally obtained by a player simply progressing through the game. I wasn't about to spend hours each night for weeks on end farming for decent gear, but that's what it would have taken to make the character useful in hell. Farming is boring: Create a game, go kill Meph, notice he dropped complete crap, repeat 99 more times, and still don't find anything useful.

      Trying to go with a party to get to some of the more difficult areas with the better treasure was also a waste of time. Usually some asshole had the "grab item" hack so the items disappeared before they hit the ground.

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    15. Re:Baldur's Gate and NWN by JimDaGeek · · Score: 1

      I have played them and they are fun, though I wouldn't call them traditional RPG games. They are more of morph of RPG and strategy. Though as I said, they were fun.

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    16. Re:Baldur's Gate and NWN by nuzak · · Score: 5, Insightful

      > it seems like so many quests in games, especially MMORPGs, are just "go here, kill this, pick up item, return".

      Beowulf: Kill the end-boss.

      The Iliad: Fetch Helen. Kill lots of Trojans first. Lots of long speech cutscenes.

      The Labors of Hercules: Lots and lots of fetch quests.

      The Ring Cycle: Fedex quest, total Lotr ripoff.

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    17. Re:Baldur's Gate and NWN by wcbarksdale · · Score: 2, Insightful

      Ideally a story and progression would be expressed in some way other than just replacing your +2 sword with a +10 sword. If you look at the narrative structure of something like Lord of the Rings, the events at the beginning of the story seem minor by the climax, but they didn't seem minor at the time. I believe GP's complaint is that things at the beginning of the game seem trivial and stupid as you are doing them.

    18. Re:Baldur's Gate and NWN by UnknownSoldier · · Score: 1

      > avoiding the item trading aspect entirely.
      It's called 'pure-core' (You heard it hear first. :)

      > Without the good really good items, she couldn't hold her own.
      Yeah, that's D2's biggest problem -- gear determines EVERYTHING. Compounding the problem is that most of the skills are utter crap. The gear even more so, unless you get one of the high level runewords, like Enigma, or CoH.

      Even worse, some of the runewords nerfed some builds.
      Medidan (Pali with meditation) - gee Thx Insight

      What really sucks is that you can't boost skills from 20 to 30 with a cost of 2 points per skill, and from 30-40 with 3 points per skill, because then some skills would be viable.

      The bone-mancer (necro with bone spirit & spear) or commander (necro with summons) can solo the game without gear, but every other class needs it.

      I'm not sure why Blizzard was so against maphack -- lets nerf that, AND make Meph's levels FOUR times as big, so we waste even more time farming.

      It's a pity that D2 Gold means NOTHING. Not even an option to buy a set item from your trophy room, once you've collected it.

      D2's other biggest problem is that there is no bloody way to turn off PvP -- even if you "make" the game?! WTF. I'm tired of playing with kids.

      I'd pay $5/month for
      - permanent account (with ability to download it off offline play)
      - control over the games I play

      There really needs to be a D3 -- with PROPER guild support.

    19. Re:Baldur's Gate and NWN by CynicalTyler · · Score: 2, Interesting

      Believe it or not, games can combine the excitement of real-time play with the careful strategy of turn based. I'm thinking specifically of the not widely popular Fallout: Tactics which I had a great time playing. You had the option to play combat in turn-based mode as well as real time. Thus, if you are a jittery click freak you can play in real time and if you're the plodding super general you can pick and choose every shot. You get a wider variety of players that way because your interface is customizable.
       
      I guess my point is two fold: Fallout is awesome and we need more games like it. And game designers need to put more thought into how the player is interacting with the world. A little choice goes a long way.

    20. Re:Baldur's Gate and NWN by MS-06FZ · · Score: 5, Funny

      > it seems like so many quests in games, especially MMORPGs, are just "go here, kill this, pick up item, return".

      Beowulf: Kill the end-boss.

      The Iliad: Fetch Helen. Kill lots of Trojans first. Lots of long speech cutscenes.

      The Labors of Hercules: Lots and lots of fetch quests.

      The Ring Cycle: Fedex quest, total Lotr ripoff. The Hobbit: Go there and back again.

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    21. Re:Baldur's Gate and NWN by patiodragon · · Score: 5, Funny

      "I personally hate how many RPG games have morphed into an action game to keep the kiddies happy."

      I'm no gamer, but what on earth would you expect from a Rocket Propelled Grenade game, anyways?

    22. Re:Baldur's Gate and NWN by xigxag · · Score: 1

      One reason, assuming that a game involves gaining levels, you have to start at some level. Regardless of what that level is, it's the absolute lowest level. I mean, you can't start at a higher level or else that would be the new absolute lowest level.

      I don't play MMORPGs, so I don't know what the state of the art is, but it seems conceivable to me at least that the game could start you off at an easy level which demands little skill on your part, or a hard level, which ranks you higher at the outset but requires you to exhibit much more skill. The problem with a lot of games, though (at least the ones that I used to play) is that often they don't really require more *skill* at higher levels, that is, once you get over the mechanics of the game your increased "skill" is just in having more potions, armor and weaponry on hand. And so the game becomes an exercise in passing time, and not in perfecting your abilities. Compare that with FPS games, which are sometimes derided as brainless, but in fact require your actual abilities to progress (such that a highly skilled player can do more damage with a handgun than a newbie can do with a machine gun.)

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    23. Re:Baldur's Gate and NWN by rossz · · Score: 1

      Before I had given up on D2X, I played on a private closed realm (thank you bnetd!). A group of us had become sick and tired of the dupers, hackers, and pkers on the regular realms and decided to go out on our own. We had a blast. We modified the game to our liking. Probably the single most important change we made was to improve the quality of drops. Not a lot, but enough that you could spend your time playing the game instead of worrying about finding the gear you needed to play the game. We also un-nerfed some of the skills. For example, the necro corpse-explosion was back to its former glory. Because of the improvement in equipment and skills, we increased the toughness of the monsters (though we removed physical immunes entirely). This, unfortunately, made hard-core just a little bit too difficult to be viable.

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    24. Re:Baldur's Gate and NWN by SQLGuru · · Score: 3, Insightful

      /me is also 34 /me also prefers "pause action" RPG's /me understands the need for levelling.

      The main reason that I want to go through the levelling process is because I may not want to take Magic Missle as my first combat spell. Consider it self challenging. If you automatically get the best available weapon/spell each time, it's just as bad as if you started as uber-dude. Sure it can seem pointless to work up from peons, but ever game does it.

      In Half-Life (the original), wasn't your first wave pretty much head crabs? You start with single-pop enemies and work your way up to the harder ones. Same for weapons. They start you with the pistol. You don't get the BFG9000 until much later in the game.

      RPG's just tend to do it slower and throughout the entire game (once you get a rocket launcher, does it really get any harder). But you get Magic Missle. Then you level up and you get fireball. And you level up and get lightning. And you level up and get Finger of Death.

      Layne

    25. Re:Baldur's Gate and NWN by joeljkp · · Score: 4, Interesting

      Games usually start out easy and get harder as they progress, right?

      What about starting you out as an uber-warlock who can destroy everything, but with some strange illness that makes you weaker and weaker as the game goes on. At the end, you finish as a feeble level-1 equivalent who needs to use some wit to get by.

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    26. Re:Baldur's Gate and NWN by Original+Replica · · Score: 2, Insightful

      It's a shame you posted AC, you are so very right. Part of the problem of progression being manifest in constant increases in power, is the rediculous difference between a noob and an experienced character. When damage and HP can be 100X you're starting stats, well that's just dumb.

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    27. Re:Baldur's Gate and NWN by krotkruton · · Score: 2, Insightful

      Good question. I totally understand your relation, and you probably realize the differences I'm about to state, but I'm gonna say them anyway.
      The Labors of Hercules: 12 labors, most of them pretty direct (as in, he goes and gets the object instead of needing a dozen things before he can get the object)
      Auto Assault: I couldn't find an exact number of quests, but I found one site that listed 120 quests. Of the 120, 111 were levels 1-9, 8 were 10-20, and one was 20+. From playing the game up to about level 25, I think that there were fewer quests as you gained levels, but not a big difference. I thinks it's a pretty safe bet to say that there are an average of 70 quests for every ten levels, and with 80 possible levels, that's 5600 quests. Considering that there are general as well as class and race specific quests, we'd have to cut that number way down, but I think there are at least a few hundred for any one character type. I don't think I fought more than 2 bosses to get to level 25 in all of the quests because 99% were go here, kill this, bring back item quests. At least Herc got to kill some fun at the end of each of his quests.

      But seriously, the problem isn't that you are travelling somewhere to kill a monster that has an important item that is needed by a group of people or for you to do something else, the problem is that it is soooo much more unimaginative and repetitive than that. Let's look at Shadow of the Colossus as an example. The game can be summed up as "go here, kill this, return, repeat", but those actions are so much more involved. First you have to travel through a beautiful world to find the monster, then you have to figure out how to kill (usually involved solving a puzzle of how to climb the monster), then you get warped back to the start and find another monster. Contrast that with Auto Assault where the only real difference between the quests is the location of the monster, the name and shape of the monster, and the name of the person you talk to afterwards. However, after a few quests, all of those things just repeat so you aren't ever doing anything new. I'm not sure if that's still really clear on what I mean by "go here, kill this, return, repeat", but assume that I'm saying it in a monotonous, robotic tone, and that should get the idea across.

    28. Re:Baldur's Gate and NWN by Keiseth · · Score: 2, Informative

      In the case of NWN and Baldur's Gate II, this could be avoided. Fan made modules in NWN could start you at any level (for instance, start at 20 which is near god-like and aim to end near 40 which IS god-like.) and Baldur's Gate II started you off at a pretty high level for D around seven to nine I believe, depending on class. I think what games need is to push the scope of the game forward; I've nothing against advancement but when a hulking warrior is slain by a rat, I get angry. Especially when that warrior has a thirty pound axe with him. This can be avoided by just making the enemies more... interesting. A rat should never be a challenge, but a zombie might be more fitting, or a bandit. Instead of clearing the inn of rats, I'd rather clear the nearby forest of thieves, even if in both cases I'm "level one." It's a matter of entertainment.

    29. Re:Baldur's Gate and NWN by Etyenne · · Score: 1

      Check the "Horde of the Underdark" expansion to NWN. You start at level 15. A fun level to play a wizard at, or to take on a prestige class or something. The nice thing is that it absolutely do not make the game less enjoyable; there's still a good scaling of foe and reward. I like it.

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    30. Re:Baldur's Gate and NWN by krotkruton · · Score: 1

      Yes, you're absolutely right, and that's why we can't compare RPGs to FPSs in many ways. I don't agree with saying that RPGs are an exercise in passing time unless you think reading is an exercise in passing time, and if you think that, then I can pretty easily argue that everything is an exercise in passing time. Just because you aren't perfecting a "skill" that is easily observable (like in FPSs), doesn't mean that you are just passing time.

      But as for the the start of your response, you're right about the skill part in RPGs, and that definitely makes it hard for them to start you at a higher "level". I think that pretty much supports my idea that you can't start higher levels. Even if they start you with more items, skills, and weapons, that's still the start, so its the lowest level in the game. If we start off with too much stuff, then there isn't much point in playing.

    31. Re:Baldur's Gate and NWN by amuro98 · · Score: 4, Informative

      What you want is a strategy game, not a straight up RPG.

      Honestly, get a PS2 and track down a copy of Disgaea 1 or 2, perhaps the best strategy RPGs out there. You control Laharl, a demon prince whose father has just passed away. Now Laharl has to prove that he has what it takes to be the King of the underworld. Along with him is his childhood friend and servant, Etna, who controls an army of Prinnies - psychotic plushie penguins which will explode if you throw them (D00d!), and Flonne, an angel sent to the underworld to find out what happend to the demon king.

      You have a couple of special characters, such as Laharl around which the story revolves, but you'll have to also create an army from wizards, clerics, fighters, etc. You can even capture enemy monsters, and later add them to your army! Each class has its own skills or spells that it can learn. Additional classes will become available as your characters progress. You can change classes as well, so if you want your lvl.10 fighter to start learning to be a cleric, so be it. He'll start off at lvl.1 but retain any skills he may have already learned. You can have something like 200 characters in your army, though you'll only be able to put 10-15 on the field at any time (memory's a bit fuzzy on the numbers.)

      Combat is your standard square grid, with different types of terrain influencing attack/defense. You dispatch your army through a portal on the field where the various enemies are scattered. There's a lot of factors to be considered, and when you throw in the puzzle-like color-grid system, it can get pretty complicated.

      In addition to the campaign scenarios you will need to win in order to move the story forward, you can venture inside any item or weapon in a series of random battlefields. Clearing these battles will increase the power of that item.

    32. Re:Baldur's Gate and NWN by geekoid · · Score: 3, Insightful

      "Blame DnD for that"
      No.
      I blame people who poorley implement RPGs. PnP DnD is different. Even so, most people I know did away with whatever they considered cruft.

      I new SWG was going to suck because it was built by the same people who think killing a rat for experience, and level work well for all systems.

      What he wants is to start off as an Epic hero, and do epic non -grind events right at the begining. There is nothing wrong with that, and that is exactly how SWG should have been.

      Using Star Wars as an example, I should ahve been able to say "hmm I want to play a Jedi" and imediatly started off as someone just finishing there Jedi training and could take 4 blaster toating Stormtrooper right away. OR be the Smugler and start with contacts and a ship. and so on.

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    33. Re:Baldur's Gate and NWN by BorgCopyeditor · · Score: 1

      How about this one?

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    34. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 2, Insightful

      Baldur's Gate and NWN (II anyway, I was not as good) are both excellent games; I would also recommend Temple of Elemental Evil, but it's not quite as good.

      I know exactly what you mean about the divergence of RPGs - there seem to be at least two strains; one is action and the other more strategic. I happen to prefer the strategic variety for a number of reasons: I like becoming attached to likeable characters and feeling real hate for the vile ones. I like the sense of teamwork and accomplishment from fighting tough battles where I have to use my character's unique skills after spending hours earning them. I like the sense that I'm both playing a game and reading a good fantasy novel at the same time. I also enjoy existing in a world where people speak intelligently instead of saying things like "lol, noob, I'm so high right now"...and that doesn't cost me $15/month.

      Admittedly, that's not for everyone; some people, including lots of my friends, prefer the more hack-and-slash RPGs; they prefer faster action, easier learning curves, and the simple back-story. Different tastes.

      Unfortunately, it seems that game companies seem to prefer to develop the second kind of RPG. They take less time, require only fancy graphics engines, and appeal to a wider audience (assumption, not a hard fact).

      I would absolutely love to find an RPG that had graphics worth looking at, a compelling story, three-dimensional personae, a party (that is, multiple characters), and a sense of accomplishment. Bonus points if it implements a balanced rules system (developers who may be reading this: just pay Wizards of the Coast the money to license the DnD engine, it's better than whatever you're going to make and they've already tested it).

      The article linked seems to be mostly derogatory and inflammatory. A cursory read-over gives me the sense that the writer isn't so much frustrated with playing RPGs as he is with the genre. He complains that where you start out as a nobody in (most) RPGs, you start as a hero right away in action games; he notes that you spend a good deal of time doing simple, non-heroic tasks in order to improve your abilities.

      This last point is true, but can be avoided. For example, in Baldur's Gate, your (main) character is unique and special (offspring of the deceased god of murder). From your very first experience point, you're the center of a virtual maelstrom of events and intrigue. In contrast, in the multiplayer-oriented games, you're not special or unique. You're just another first-level character who's essentially a nobody in the game. This works really well for balance, but only exacerbates that issue of being a "first-level nobody".

      I would propose that perhaps, instead of attacking RPGs, find a game type he enjoys. I would imagine Counterstrike would fit the bill nicely. Personally, I don't like sports or racing games very much, so I don't play them. It's not really that hard a concept, so I'm having trouble figuring out at which point this went over the head of an adult human being.

    35. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 3, Interesting

      That sounds an AWFUL LOT like that star wars shooter (i can't quite remember the name though). Perhaps instead of making you sink your time into each and every game, they should make a unified mmo "currency" so that once you'd sunk your time into one MMO, you could just sell it for an equally good character in another MMO. And make skills infinitely scalable (as per shooters - some people are freaks at them but yet they still could improve).

    36. Re:Baldur's Gate and NWN by servognome · · Score: 1

      Well, if you start out killing übermonsters, what's the end game like?
      If you look at MMORPGs many people focus on getting levels as fast as possible then they enjoy the game. Increased complexity, challenges, and learning is much more fun than killing things to make an arbitrary number go up.

      Oh yeah, another zombie... except now it's a SUPERzombie
      How many RPGs have you killing bigger and bigger spiders as you progress. What's the difference between the rat @ level 1, and the super zombie @ level 50 besides the models?

      Besides if you take a game like NWN, how long is it until you shoot missiles of magic, shoot flames from your hand and such? What do you expect, some kind of doomsday spell at lvl1?
      Not a doomsday spell, but why in most RPGs do I need to first swing a stick killing snakes (that kick and who happen to drop copper pieces), to gain enough money to learn how to swing a sword? can't I start off as a military officer and skill up from there.

      It's an RPG, it's not supposed to be a FPS skill game so you're "supposed to" win the battles. That means you need story and progression. If I'm swinging the same damn sword just like I did when the game started, that's boring as all hell.
      It's boring as hell to shoot the same gun in an FPS as well, but you don't need to go through 50 levels of guns until the end. RPGs still take skill, otherwise it's point-click-dicerolls-kill. What's great about the end game is that you have more skills to choose from. Why not give a player a bunch of skills and through the game they will learn how best to use them with more and more difficult challenges?
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    37. Re:Baldur's Gate and NWN by servognome · · Score: 1

      What about starting you out as an uber-warlock who can destroy everything, but with some strange illness that makes you weaker and weaker as the game goes on. At the end, you finish as a feeble level-1 equivalent who needs to use some wit to get by.
      That's an awesome out of the box idea. "Progression" becomes your ability to interact intelligently with the world. Would be great for PnP, but might be difficult for CRPGs.
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    38. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 0

      You may want to try Knights of the Old Republic... although the combat seems to play out in real time, it is actually turn based with a DnD ruleset. Combat can be paused at any time so you can queue actions for your characters. You also get to build a group of 10 different characters total, although you only take three out at once at any given time.

    39. Re:Baldur's Gate and NWN by nuzak · · Score: 1

      Just one head? Not a quick way to level. How about this one?

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    40. Re:Baldur's Gate and NWN by servognome · · Score: 1

      I can see how a lot of people might not like that, but I think that is exactly why people who enjoy RPGs play them. That's why I play them at least.
      I enjoy stories (for CRPGs) and socializing (MMORPGs). In WoW I like raiding because it challenges me as a player, and as part of a team. Every raiding group has pretty much the same mix of character skills and equipment, but they key to defeating the bosses is each individual learning how to use those skills as part of a team. Sure you get the phat lewt payoff, but you also improve as a team to tackle more difficult challenges.

      One reason, assuming that a game involves gaining levels, you have to start at some level. Regardless of what that level is, it's the absolute lowest level.
      True, they could start you off as a zygote and have you progress from there; So I guess they don't start you off at the absolute lowest level. But in general most games have you start off in the same place... pretty damn helpless. Why must I be somebody challenged in a toe-to-toe fight with a rat or bunny (non-vorpal type)? Can't I start off as an average or even above average fighter, and progress to deity from there?
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    41. Re:Baldur's Gate and NWN by krotkruton · · Score: 1

      But in general most games have you start off in the same place... pretty damn helpless. Why must I be somebody challenged in a toe-to-toe fight with a rat or bunny (non-vorpal type)? Can't I start off as an average or even above average fighter, and progress to deity from there?

      Ok, let me give such an example. Let's say I make a game where you play as the strongest man on earth, who somehow is now able to battle Gods and steal their powers or something to gain levels. Now you're far better than the average human, but since you are only fighting Gods in the game, it's really like you are the lowest level again. So let's instead say that you are this man but the game starts after you've already defeated half the Gods, so you have their power and are stronger than all of those you defeated. The game starts and you begin to fight the stronger Gods, so again, you are the weakest of all the Gods you fight in the game.

      The point is, your level is determined by the set of monsters you fight. You will always start out at the weakest level possible that still allows you to beat the lowest enemies because if you started out with average strength compared to the set of monsters, there'd be no point in including most of the weaker monsters in the game. On the other hand, if your only complaint is that you don't like fighting monsters like bunnies and rats, then its completely reasonable to say that there should be a game where you start out fighting skeletons and zombies. Of course, after playing a couple games where you start off as average, you'd want to start out stronger... and the cycle continues. (again, not really directed at you personally)

    42. Re:Baldur's Gate and NWN by MonkeyOfRage · · Score: 1

      As for the "Most RPGs start you off unimaginatively at the absolute lowest level" statement, that's really not fair, and I don't think it's true. One reason, assuming that a game involves gaining levels, you have to start at some level. Regardless of what that level is, it's the absolute lowest level. I mean, you can't start at a higher level or else that would be the new absolute lowest level.

      Start numbering the levels at 4. Problem solved.
    43. Re:Baldur's Gate and NWN by servognome · · Score: 1

      The point is, your level is determined by the set of monsters you fight
      That's kinda my point, if the where you start is arbitrary, why do most RPGs start you at the same place? It's like level 1 was defined by the RPG gods as kill rats, bunnies and snakes (little ones), and no developer dare break that commandment.

      On the other hand, if your only complaint is that you don't like fighting monsters like bunnies and rats, then its completely reasonable to say that there should be a game where you start out fighting skeletons and zombies. Of course, after playing a couple games where you start off as average, you'd want to start out stronger... and the cycle continues
      Actually I would enjoy variety. I still enjoying playing BG1 and taking my character through the follow-ons to get to God status, but I don't always want to do that.
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    44. Re:Baldur's Gate and NWN by Frozen+Void · · Score: 1

      Thats a reminder ,why i hate RPGs:
      You have to work to play,newbies "play" right away(just killing lvl1 rats for weeks isn't playing).
      Better players needs better ingame items/spells and learn the subtle mechanics to "play".
      Every other genre allows you to start playing in several minutes,without all the grind/levels/accumulated ingame bling.

    45. Re:Baldur's Gate and NWN by krotkruton · · Score: 1

      That's kinda my point, if the where you start is arbitrary, why do most RPGs start you at the same place? It's like level 1 was defined by the RPG gods as kill rats, bunnies and snakes (little ones), and no developer dare break that commandment.

      In that case, I agree with you that it's kinda irritating to fight the same monsters at the start of every game. However, if we look at most RPGs, we pretty much fight the same types of monsters throughout the game. How many RPGs don't have any dragons in them? But if we look harder, we can find a lot of games that break away from the norm. Auto Assault, for example, is an MMORPG really far from the norm. There aren't rats or bunnies in Disgaea 2. Some of the space RPGs have rats, but you aren't gonna see any bunnies or snakes in those. I think XenoSaga and the DotHack games are rat and bunny free. I'm not saying that most games don't start you off fighting rats and bunnies, but there are still a lot of games that have other monsters in the beginning. I think that's one of those things that since we think it happens a lot, we notice it a lot and assume it happens more than it actually does. Kinda like people who believe psychics or think that the number 47 appears more frequently than most others (I went to Pomona College where they talked about that a lot). And don't get me wrong, I fall into that trap sometimes just like everybody else.

    46. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 2, Funny

      Beowulf: Kill the end-boss.

      The Iliad: Fetch Helen. Kill lots of Trojans first. Lots of long speech cutscenes.

      The Labors of Hercules: Lots and lots of fetch quests.

      The Ring Cycle: Fedex quest, total Lotr ripoff.

      Notable quotes:
      Beowulf: LFG Heorot, need 2 Kill Grendel & Grendel's Mother for dragon attunement quest

      The Iliad: TrojanManParis whispers, "Helen u r so hawt, want 2 cyborz?"

      The Labors of Hercules: Herrculeez yells, "z0MG epix, Hippolyta's Girdle dropped finally!!!
    47. Re:Baldur's Gate and NWN by Frozen+Void · · Score: 1

      Thats the problem:Playing as ubercharacter is not fun,neither is playing newbies.
      The only "fun" is some middle level character vs his enemies of the same strenght in challenging situation.
      No story can fix this.Actually i'm annoyed enough by scrolling text blocks and unavoidable quests in RPGS that
      i consider story as just "slowing-down" content to extend the game lenght.

    48. Re:Baldur's Gate and NWN by Johann+Lau · · Score: 1

      I don't think starting from the bottom is a bad thing. It forces a player to learn to use all the aspects of a character than that just powering through with high-level abilities.
      Hmm? Starting out high level and progressing from there doesn't mean that the difficulty must be affected by that ("powering through" assumes you leave the rest of the game as is.. LOL?), it just means you have more complexity and choices right from the start.
    49. Re:Baldur's Gate and NWN by podperson · · Score: 1

      It's not just D&D, it's all the D&D-inspired games that came after it. (Hint: if your game has "levels" or "classes" in it, you lose.)

      Yes, in Baldur's Gate the "plot" starts out interesting. But the xp-based character development makes no sense. Why are you asking me, a level 1 idiot, to go on this mission when any of the five guards over there could complete it effortlessly? (This kind of thing is totally ridiculous in MMORPGs...) If you eliminated level progression from the game it wouldn't hurt a bit ... except that (sadly) in most RPGs your characters are more interesting than the world, the story, or anything else, and so most of a player's interest turns out to be in allocating scarce resources (e.g. magic items) amongst his/her paper dolls and not so much on the story.

      The really sad thing is, the tedium doesn't eventually allow you to do "interesting" stuff. It just leads to more tedium. E.g. in World of Warcraft at level 5 you are asked to go kill 15 guys, collect 5 things, and then talk to Fred. At level 65 you're asked to kill 25 guys, collect 15 things, and talk to Fred's big brother. What's really sad is that the 25 guys look just like the 15 guys, only slightly bigger and tinted a different color.

      A certain amount of the tedium works as progressive disclosure of complexity. A WoW character may, at level 70, have 35 distinct, useful abilities, and giving a player all 35 at once to figure out would be overwhelming. But spreading out those 35 over three months is a little bit too much. (By contrast, I used to think Final Fantasy games -- which take maybe 60 hours to complete -- had way too much hamburger's helper.)

      Another issue is the relative poverty of game engines. EverQuest pretty much had one quest mechanism: quests consisted of gathering items and then turning them in. To handle a "kill N skeletons" quest you made people collect items from 10 dead skeletons. World of Warcraft has, in essence, three quest mechanisms: kill, collect, and go somewhere. If you've done one kill quest, every other one will basically be the same but with different scenery. By contrast, Baldur's Gate, NWN, and Fallout had very flexible "quest" systems, but even they start seeming very repetitive after a while.

      In the end though, it's pretty much pure economics. Folks won't feel they've gotten good value for money if they can finish a game too quickly, and making a game interesting for 60h, let alone 6000h, is just too expensive, so repetition is the key.

      To end this random rant on a positive note: if MMORPGs can leverage player creativity better (say, the way Second Life does, only with some kind of point to it) then maybe interesting content won't be a scarce resource which needs to be strung out with tedium to keep players interested.

    50. Re:Baldur's Gate and NWN by N3Roaster · · Score: 1

      Sorry, but Xenosaga does indeed contain bunnies. I don't recall fighting them, but there was a bunny stalking quest in one of them. Star Ocean: Till the End of Time should count as a space RPG. Lots of bunnies in that as well, but there again, you aren't fighting them. Disgaea 2 had Usagi (bunny) reading the news. I think complaints about rats, bunnies, and snakes don't really address the fundamental issue. I'm certainly not disappointed that a Dragon Quest game has me fighting slimes at the beginning. The question is, "Is this game fun?" There are plenty of RPGs out there with bunnies, rats, and snakes that just aren't fun, but the problem here is not that there are bunnies, rats, and snakes. The problem is that the game is not fun. If the game is fun, then who cares about the bunnies?

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    51. Re:Baldur's Gate and NWN by Leuf · · Score: 1

      As for the "Most RPGs start you off unimaginatively at the absolute lowest level" statement, that's really not fair, and I don't think it's true. One reason, assuming that a game involves gaining levels, you have to start at some level. Regardless of what that level is, it's the absolute lowest level. I mean, you can't start at a higher level or else that would be the new absolute lowest level.

      Think outside the box. Instead of being the level 1 loser you could be the level 30 dude who gives the loser his first sword and teaches him fire 1. Maybe you have multiple losers you're sending out to help you with a complex task and you need to run around helping them when they get in trouble. Once you let go of that notion of you must start at level 1 a whole new range of possibilities opens up.

    52. Re:Baldur's Gate and NWN by AncientPC · · Score: 1

      Or how about an open ended RPG system where you start off with a lower end level like an ELO chess rating. You can attempt any quest you want of various difficulties, but upon completion / failure within a certain (played) hourly time frame your level / rating moves up or down. It would also be better if you could change the quests to have more variety and skill based (e.g. puzzles, mini-multiplayer competitions) as opposed to pure get x item/kill x monster grindfests.

      That's one aspect I liked about Guild Wars a lot. Max damage weapons were easily and cheapily attainable and you could create a max level PvP only character off the bat. All items traded / bought for huge prices were mostly for comsetic value and PvP was pretty much entirely skill based as opposed to who had the uber items from grinding the longest.

    53. Re:Baldur's Gate and NWN by krotkruton · · Score: 1

      that has nothing to do with what we were talking about, try reading a couple more posts above the one you replied to

    54. Re:Baldur's Gate and NWN by PresidentEnder · · Score: 1

      I'd rather blame the fantasy genre as a whole. It seems like every protagonist, from Frodo to Harry Potter, starts out as a pathetically weak son of a turnip farmer before progressing to become the Wizard King of Ushubelek.

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    55. Re:Baldur's Gate and NWN by krotkruton · · Score: 1

      And how is that very different from starting at level one and controlling a bunch of creatures that are weaker than you? It's not quite the same because your idea sounds like it would contain some different gameplay, but the level idea is the still there. Instead of controlling weaker creatures, you are controlling weaker characters who could have potentially been your character, even though you aren't able to actually play and start at their level. Arbitrarily designating levels doesn't change the fact that you start at some level.

    56. Re:Baldur's Gate and NWN by N3Roaster · · Score: 1

      Try reading all of my post before claiming that I haven't read the thread. Given your examples, I assumed you would be familiar with Dragon Quest games which tend to have weak slimes as the earliest monsters to level up on. These are directly comparable to the rats, bunnies, and small snakes under discussion. My claim was that this is a matter of execution; both good games and bad ones can have these very weak enemies. Getting rid of them is not going to do much to help a game that isn't fun. If you must have an example that involves snakes, rabbits, and rats, Final Fantasy XII has these in abundance, but I enjoyed that game and did not find the super-weak forms of these monsters detracting from the fun of the game. If you disagree with my point, reply with something of substance. If you're just going to get thrown by the first couple overly-pedantic statements in my earlier post (I did point out that you don't fight them as an admission that the presence of bunnies in most of the examples of games without bunnies did not dispute the point; sorry if that wasn't clear enough for you) or if you think I was bending this into a discussion that you would rather not get into, don't waste the reply and just let the mods -1 Offtopic it into oblivion if it really didn't have anything to do with this.

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    57. Re:Baldur's Gate and NWN by Dahamma · · Score: 1

      For a "reasonably modern" RPG (ie 3 years old) you may not have tried that mostly meets your description (yet is fairly novel as well) try Freedom Force. Pretty decent RPG advancement and a really solid, interesting, and funny plot. No items, though, it's all about superpowers...

      I agree with your post completely, though. I'm going to go out on a limb and guess you have played most/all of the following, but I think they pretty much define the category you are describing: Baldur's Gate I/II, Icewind Dale I/II, Planescape: Torment, Fallout I/II, Jagged Alliance I/II, X-Com (!), Ultima (!! - well at least 8 ;). I think KOTOR is the best example of a recent console RPG in the style of those old PC games... then again, I guess they have a PC port of it anyway.

    58. Re:Baldur's Gate and NWN by Saint+Fnordius · · Score: 3, Interesting

      That is why I don't enjoy many computer RPG's: they don't have any way to skip over or to simply claim GM fiat. I would play GURPS, and often the players would agree from the beginning of a campaign what point levels the characters should have. We also were story-driven, so earning character points (GURPS' analogue to D&D's XP) wasn't as important as learning more about the world and the plot.

      I think the arcade game mentality plays just as much of a role, where you collect bigger guns and special effects to beef up your wimpy little ship. Game designers are too focused on rewards and "earning the good stuff" so that when the story line hits, you're already bored. I would welcome a game where the players start off powerful but ignorant of the world, and as their weapons slowly degrade and run out of ammo the player is forced to use more cunning, where characters don't advance from young neophyte to master warrior in the space of days (or even hours!).

    59. Re:Baldur's Gate and NWN by n00kie · · Score: 1

      Might and Magic VI through IX. You'll find the graphics are sucky though.

    60. Re:Baldur's Gate and NWN by mwvdlee · · Score: 1

      I think the article isn't so much about "starting at the bottom" as it is about how you gain levels. There's a big difference between having to hack 'n' slash rats and having to fight minor NPC's using real tactics. The problem is that killing those rats is no challenge at all.

      Are those end-game challenges just more of the same mindless hack 'n' slash, or do you get real gameplay after a while? And if you do, then why not at a lower level?

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    61. Re:Baldur's Gate and NWN by Dahamma · · Score: 1

      What you want is a strategy game, not a straight up RPG.

      Hmm. I'd say that his post pretty much describes the traditional RPG, which of course comes from the pen-and-paper/tabletop, turn based games like D&D. Baldur's Gate/Baldur's Gate II (and others like X-Com, Fallout, Jagged Alliance, Ultima, etc) pretty much define what he is looking for. Most of those are > 5 years old (X-Com, is from what, '94??), predating any reasonable 3D graphics, let alone most of the recent hollow "3D RPGs" with more flash than gameplay.

      Though I will give you that, with this redefinition of the RPG in recent years, they seem to have started calling new games that focus more on game design/mechanics, plot, and, yeah, strategy, a "strategy RPG". It's like like saying "a funny comedy"... (if they did their job right, that's the POINT). I guess I'm just bitter about that :)

    62. Re:Baldur's Gate and NWN by Fred_A · · Score: 2, Insightful

      Blame DnD for that. They're trying to compress into a single gameplay experience what DnD players may see across several campaigns. They follow the pattern of creating a character and pushing through the early levels so that the character has a more "natural" development.
      Not only do I fail to see what D&D has to do with it, but back when I still managed to sync my free time with others to play it, I DM-ed an awful lot of games and the consensus was that low-level players were much more fun to play than the high level ones because the adventures were much more creative. This probably is more difficult to translate to a computer game though since gadgets are much more easier to insert than an interesting story.

      As for MMORPG, I looked at one once and gave up after an hour. Running after critters to build experience for days at an end seemed completely mind numbing to me. I tried Diablo (or Diablo 2 maybe) too but it never worked for me either (run around trying to find creature, kill, repeat). OTOH Dark Messiah of Might and Magic does work as an adventure game (or would if the game wasn't so incredibly buggy that is) because it's actually immersive. It's actually an adventure.

      Of course it's largely a matter of personal taste (just look at the enormous success of the Diablo line or of a lot of MMORPGs).
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    63. Re:Baldur's Gate and NWN by Blikkie · · Score: 3, Interesting

      Actually, the writer of one of the most cliché fantasy stories ever, David Eddings has written a fantasy story that starts out with a weary knight, the Elenium. Eddings being eddings it takes 6 books to finish the story, but it is quite fun.

      Unfortunately old and experienced people are rare in fantasy, and it has probably to do with the fact that fantasy is usually about the projection of personal development on the world, while Science Fiction usually tells about how a world influences personal development (Stephen R. Donaldson has written an excellent essay on the topic, if only I could find it).

    64. Re:Baldur's Gate and NWN by krotkruton · · Score: 1

      I had read all of your post before replying. I am familiar with Dragon Quest / Dragon Warrior games with slimes, and yes, they are directly comparable to the rats, etc. Before I respond to the rest of the post, I'm going to explain why your original post wasn't ontopic.

      First, you gave information about three of the games I mentioned in what seemed to be an attempt to counter my point. You explained that, contrary to my initial statement, bunnies existed in the game, and then went to clarify that you never fought them, which was part of my initial statement. It was very clear what you were doing. In essence, you said nothing new, yet were somehow attempting to correct me. Not that I have a problem with being corrected, if I say something incorrect.

      You then went on to talk about how the presence of bunnies or other small animals does not dictate whether the game is good or bad. No one claimed that it did. This is like walking in to a conversation where two people are arguing about who spends more: Democrats or Republicans. Then you say, "Who cares, they are all crooks." Whether or not that is true doesn't matter one bit because it doesn't answer the intial question, and no one claimed that it wasn't true. It was never claimed that there is some correlation between the use of bunnies and the quality of the game. In fact, in some of the examples, I listed games that broke the rule but were really bad (at least IMO, Auto Assault was horrible). It's not that I don't agree with you, but I'm sorry, your statement wasn't relevant.

    65. Re:Baldur's Gate and NWN by Lemmy+Caution · · Score: 4, Interesting

      Much modern heroic fantasy acts as a compensatory adolescent power fantasy - particularly in video games. From dweeb to badass in 50 short hours of play is the payoff. That's fine and well for adolescents (whether chronologically or developmentally) but there are those of us who want something else - protagonists who have desires and goals within limitations. You'll notice how mature literature is really about typical, flawed limited people, not about prodigies and the super-powered.

      The fact that there is so little real tragedy left in art of any kind - especially in games - is another problem. Shadow of the Colossus gets pretty close, but the tragic sense of life is generally dwindling, at least in American culture.

    66. Re:Baldur's Gate and NWN by jacobw · · Score: 1

      You've hit on something important--there's something in the human psyche that responds to this type of formula.

      But (as with anything else in art) the devil is in the details. Imagine if every chapter of The Odyssey had Odysseus killing identical Cyclops, over and over again, using the same techniques every time. We'd all get tired of it quickly. Alas, in certain computer games, the player is expected to do just that. Like TFA says, it gets tedious to fight the same wolf over and over again to build up your stats.

      Unlike the author of TFA, I'm not claiming there's anything objectively wrong with that kind of gaming. I'm just articulating why, subjectively, I don't find it very entertaining.

    67. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 0

      That does have a certain ring to it.

    68. Re:Baldur's Gate and NWN by NeMon'ess · · Score: 1

      A lot of the fun comes from building up from nothing into a self-made super-powerful being of your design and improving your inventory as you go. While the start of the game might not have the fun of being able to put up a good fight you instead get a decent storyline (hopefully) that keeps things interesting and makes you want to keep going. That's why BG and games like it work - you might be a piss-ant at the start but you get a good story from beginning to end.

      Provided the RPG doesn't involve fighting rats or other weak creatures that are uninteresting while I'm fighting them. Out of a hundred levels, start me off at ten or twenty please. If my character is age 16, that's good for at least level 5 right out the gate. A 16 year old can swing a bat and kill a rat, a bat, even an angry dog.

      Oh, and the progression doesn't need to take 50 hours or 100 hours. I can care about a movie's characters after 2. Developers that make a level or dungeon twice as long as is fun suck ass. If I'm half way through the level and don't want to kill anymore, that level is too damn long. Unfortunately developers want to slap "50 hours of gameplay" on the box and make buyers think they got their money's worth, even though they just wasted extra hours of their life grinding through boring shit. That's why it's called grinding after all.

    69. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 0

      Fallout is awesome and we need more games like it
      So very true. Most of the hardcore fans didn't much like Fallout Tactics though, I haven't played it but apparently the dialogs are full of errors and it takes too many liberties with the Fallout setting. Then again, Fallout fans are famously rabid as a result of their love for the scenario and being screwed over re: a sequel so many times.
    70. Re:Baldur's Gate and NWN by geminidomino · · Score: 1

      *groan*

      That was just bad...

    71. Re:Baldur's Gate and NWN by SinVulture · · Score: 1

      Why is this modded interesting and not funny? I mean, don't get me wrong, but it can't be a coincidence that you're posting in a thread started by an article by Jeff Vogel. Unless it IS a coincidence, and then that is funny++ Anyway, Jim, check out the Avernum titles from spiderwebsoftware if you haven't heard of them already. And if you have, I'm kind of upset that the joke is over my head.

    72. Re:Baldur's Gate and NWN by TheThiefMaster · · Score: 1

      "PvP was pretty much entirely skill based"

      Or, PvP was dominated by Fighter/Monks. Anyone else just died.

      At least in the first Guild Wars.

    73. Re:Baldur's Gate and NWN by Fedarkyn · · Score: 1

      Thats a very good strategy/RPG game.

      I'm waiting for the PSP version

    74. Re:Baldur's Gate and NWN by Alioth · · Score: 1

      Try "The Battle for Wesnoth" http://www.wesnoth.org/ . It's GPL Free software too.

    75. Re:Baldur's Gate and NWN by ifrag · · Score: 2, Interesting

      Of course in the case of a shooter most of those 'skills' are on the player end not the avatar end so they naturally transfer to almost any other shooter immediately.

      I think the real problem is trying to base character progression more directly on player skill than simple avatar grind. I don't think players necessarily need to start exactly where they left off in another game (relatively anyway). I do think there needs to be some way to quickly reward those who skillfully play such games so they can progress at an accelerated rate.

      --
      Fear is the mind killer.
    76. Re:Baldur's Gate and NWN by Alioth · · Score: 2, Funny

      From /usr/games/fortune:

      A Tale of Two Cities LITE(tm)
                      -- by Charles Dickens

                      A lawyer who looks like a French Nobleman is executed in his place.

      The Metamorphosis LITE(tm)
                      -- by Franz Kafka

                      A man turns into a bug and his family gets annoyed.

      Lord of the Rings LITE(tm)
                      -- by J.R.R. Tolkien

                      Some guys take a long vacation to throw a ring into a volcano.

      Hamlet LITE(tm)
                      -- by Wm. Shakespeare

                      A college student on vacation with family problems, a screwy
                      girl-friend and a mother who won't act her age.
      %
      A Tale of Two Cities LITE(tm)
                      -- by Charles Dickens

                      A man in love with a girl who loves another man who looks just
                      like him has his head chopped off in France because of a mean
                      lady who knits.

      Crime and Punishment LITE(tm)
                      -- by Fyodor Dostoevski

                      A man sends a nasty letter to a pawnbroker, but later
                      feels guilty and apologizes.

    77. Re:Baldur's Gate and NWN by thyarcher · · Score: 1

      Unfortunately, about the only "RPG" game that assumes you have a hero character is actually an RTS. The RTS games that employ the hero unit mentality basically give you a role to play, and a short adventure to play it in. Your character has all of the best powers pretty much off the bat. The problem is the local story is probably not too fleshed out, unless you're in a campaign. The end result is kind of a boring RPG, which is why RPG games usually start your character at the bottom.

    78. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 0

      Magic Missile and Burning Hands are both 1st-Level Spells.

    79. Re:Baldur's Gate and NWN by Shadow99_1 · · Score: 1

      As a GURPS fan myself I'll agree with most of that... I'd also love to see more point based rather than level based CRPG's... Why do game designers only seem to use D&D as a model...? I can think of a few rare examples of CRPG's that don't follow the D&D model, but most have had little or no marketing and never made a dent in the general CRPG population.

      The same point based system even works in MMO's, my favorite MUX of all time used a point based development system to make a world of choices for players and facilitate actual role playing/story telling...

      I did have a good idea once for a game where you start out having just learned of your 'special abilities' (think 'super powers' or even 'the force' if you want), So you can do cool things.... However your a bit player in a much larger much more complex world and even your new powers may not be enough to keep you from falling to the 'bad guys' who may not even really be so 'bad'... It used a point system to let you invest in new skills or ways of using your abilities to customize your character, but you never really became 'more powerful'... You started out being a badass and you end being a badass power-wise, it's the character who truly develops during the game...

      --
      we are all invisible unless we choose otherwise
    80. Re:Baldur's Gate and NWN by nuzak · · Score: 1

      Tell the truth, I was actually aiming for "funny", not "insightful". If you believe some various writers on the subject, there's perhaps a dozen dramatic devices total, but if you make your brush broad enough, you could probably boil it down to even less as long as you're willing to skip over the details. But yeah, some games, especially MMOG's are grinds exactly like killing the same cyclops over and over. Thing is, unlike single player CRPG's, choosing to kill the same boss over and over is the player's choice. Good stories, like all good things, have an ending.

      --
      Done with slashdot, done with nerds, getting a life.
    81. Re:Baldur's Gate and NWN by virg_mattes · · Score: 2, Informative

      Although it requires you to go back to the darker days of early Windows, the Might and Magic series is great for this. For example, M&M 9 was played in first person, in real time...until you press enter. Then it switches to turn-based movement and action, even if you're not in combat. It's a great interface, since you can "fall into the world" by moving around in real time for exploring and interacting with NPCs, but at the same time, when you're ready to jump out of the bushes and tackle that orc or a skeleton gets the jump on you, a quick smack on Enter and you've got the time you need to formulate your combat strategy. It's one of the best interfaces I've used for a CRPG. Add to that the idea that you start the game by winning a castle, only to find that it's a deserted dump occupied by all sorts of riffraff and you need to clean it up yourself. Also, you start as one character, but you can find, hire or rescue others (even getting a dragon to join you if you're good!) so you can build a party to suit your style. You get to choose between being good and evil, with all of the benefits and detriments that entails. You can affect the world around you (for example, building your castle up makes it a town for buying/selling and healing, but if you do a quest to steal something from another nearby monarch his army will show up while you're gone and destroy your castle for revenge).

      All in all, quite a fun series. Give it a shot.

      Virg

    82. Re:Baldur's Gate and NWN by vertinox · · Score: 1

      What about starting you out as an uber-warlock who can destroy everything, but with some strange illness that makes you weaker and weaker as the game goes on. At the end, you finish as a feeble level-1 equivalent who needs to use some wit to get by.

      I would have to say Fallout 2 was kind of like this in a sense even though you started out as a noob and got stronger.

      You could face some rehabilitating injuries or "addictions" which made things more interesting or at least more difficult. They weren't game stoppers or at least bad enough that you would completley quit and reload the game.

      Most of them were long term issues. Sometimes you could get a nasty injury to your arm, leg, and I think eyes which if you didn't seek medical attention you might loose use of that limb/organ.

      If you didn't treat radiation sickness you would get bad effects but at the same time if you used stimpacks and various other medications you would get tolerance and sometimes get addicted.

      So you could be a very powerful uber character, but you might have fatal flaws and actually you could roll at the beginning with disabilities to get more skill points.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    83. Re:Baldur's Gate and NWN by AcidLacedPenguiN · · Score: 1

      That's right, everyone knows I just wanted to go to Tosche Station to pick up some power converters.

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    84. Re:Baldur's Gate and NWN by mirkob · · Score: 1
      It is easily resolved, made a good game, a real RPG (Role Playing Game) where the important is not level or stats but story, dialogs, peoples and choices.

      something like Planetscape Torment

      the best D&D like game I ever played!

      yes you start es a looser (a level 3 warrior whith no memory at all of his past) but you are immortal...
      and you coul easily avoid more than half the combats whith cunning and choices
      a game where you get FAR FAR FAR more experience by talking that by fighting. a game were you could pass an our lissening a conference on the battle of the infernal planes for the sake of it.

      levels = battles end early, saved time for more interesting things :)

    85. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 0

      A little bit of walking is fine, but when it takes 30 minutes to get somewhere (because it just takes that long to move, not because it's a challenge), that's pretty damn frustrating. That doesn't have to necessarily be a problem. In Morrowind, the distances were just as big, so going somewhere afoot could take a lot of time. But in the course of the game you would learn about other transport possibilities like silt striders, boats, mages guild teleportation or yet another teleportation system. Also you could use a variety of spells to speed up travel. So a noob could wander a few hours while a pro would be able to leap nearly instantly (the level loading taking up most of the time). The possibilities were there, it was up to the player to discover and apply them.
    86. Re:Baldur's Gate and NWN by Reapy · · Score: 1

      Silent Storm 1 and 2 are modern takes on XCOM style squad based gameplay. Something about them didn't really draw me in, but they are very well done.

    87. Re:Baldur's Gate and NWN by AncientPC · · Score: 1

      Are you talking about the random 1v1 PvP matches or team PvP matches? Neither of them were dominated by Wa/Mo. If anything, people were tired of the IWAY pickup teams and there was plenty of variety.

    88. Re:Baldur's Gate and NWN by Hoi+Polloi · · Score: 2, Funny

      I always wondered in RPGs why the king/guild master/etc would put the fate of the kingdom/tribe/etc in the hands of a complete noob at the start of the game instead of finding a tank or arch mage. No wonder they are reduced to recruiting any lv1 adventures who happen to wander by.

      "Mr President, we've located the terrorist's HQ."
      "Great! Send in the Boy Scouts!"

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    89. Re:Baldur's Gate and NWN by Archades54 · · Score: 0

      In Half-Life (the original), wasn't your first wave pretty much head crabs? You start with single-pop enemies and work your way up to the harder ones. Same for weapons. They start you with the pistol. You don't get the BFG9000 until much later in the game. It's oh so obvious you dont step outside of rpg's. Congratulations on making the DOOM fan's cry at losing even more to Half-Life
      --
      If your neighbours roof is flying past your window, you know it's cyclone season.
    90. Re:Baldur's Gate and NWN by nschubach · · Score: 1

      In WoW I like raiding because it challenges me as a player, and as part of a team. Every raiding group has pretty much the same mix of character skills and equipment, but they key to defeating the bosses is each individual learning how to use those skills as part of a team. Sure you get the phat lewt payoff, but you also improve as a team to tackle more difficult challenges.
      And here I was under the impression that WoW raiding was all about DKP, putting in your time and standing in the spot your raid leader tells you to spamming the same spell over and over again because it is the only purpose to your existence. If you changed strategy or left the spot you were told to stand, you were penalized and would have to go on more raids to gain more points toward "buying" your equipment. Your mission to kill the boss is already planned out by some other high end guild and your raid leader if following the script laid out to the "T". When the boss is dead, the loot manager grabs all the paperwork they had drawn up to decide who gets the loot this time around and how many points it's going to cost them.

      Damn, what game was I playing?
      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    91. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 0

      "I would welcome a game where the players start off powerful but ignorant of the world, and as their weapons slowly degrade and run out of ammo the player is forced to use more cunning..."

      Tetris!

    92. Re:Baldur's Gate and NWN by u8i9o0 · · Score: 1

      Games usually start out easy and get harder as they progress, right?
      What about starting you out as an uber-warlock who can destroy everything, but with some strange illness that makes you weaker and weaker as the game goes on. At the end, you finish as a feeble level-1 equivalent who needs to use some wit to get by.

      This described most of the undead campaign from "WarCraft3: The Frozen Throne". I say 'most of' because (1) some of the campaign does not involve the afflicted character and (2) the afflicted character slowly regains his powers during the final battle.
      --
      This is not my sig
    93. Re:Baldur's Gate and NWN by SnapShot · · Score: 1

      The fundamental problem with all CRPGs -- and MMORPGs in particular -- is the lack of "history" in the world.

      The quest to get the doodad from the evil whatsit is available to every level Xer who wanders around the bend.
      Good king NPC can't be killed cause that destroys the next 90 hours of plot.
      Goblins spawn from a hole in the ground even after you've wiped out the entire dungeon.

      Basically what I want is a DM who is available for dedicated one-on-one play whenever I want to play and can out think me so I'm constantly surprised but has some mercy when I get in over my head.

      I guess I just have to keep waiting for AI :-)

      --
      Waltz, nymph, for quick jigs vex Bud.
    94. Re:Baldur's Gate and NWN by servognome · · Score: 1

      Damn, what game was I playing?
      WoW... with a bad guild
      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    95. Re:Baldur's Gate and NWN by mrsteele · · Score: 1

      --They both were engrossing from the start

      -But they both still started you off as a loser.

      And that, to me, is the thing that separates them from other games. Yes, you start as a low-level character. But it's still *fun* and engrossing. The two aren't mutually exclusive. I personally found Baldur's Gate brilliantly fun to play *because* you start the game with so little direction and so little power. Lots of things were going on, but you couldn't participate in them right away. I never felt like I was doing quests to get buff enough to take on the baddies. I would just follow the flow of the game and earn experience as I was exploring. The game design was brilliant, and allowed for a fun low-level experience. If the game starts you at a low level and you have to spend large chunks of time doing bland, mundane tasks, that's because of poor game design, not because you started at a low level.

    96. Re:Baldur's Gate and NWN by PMuse · · Score: 1

      Well, if you start out killing übermonsters, what's the end game like?

      Why, you finish by nurturing the underzombies until they achieve personal enlightenment, of course.

      --
      "We reject as false the choice between our safety and our ideals." --The American President (20.1.2009)
    97. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 0

      That's a Rocket Propelled Slime, or rather a Cannon Propelled Slime named Rocket...

    98. Re:Baldur's Gate and NWN by Anonymous Coward · · Score: 0

      I'd echo this to some extent. The thing I really miss in World of Warcraft is the puzzle solving aspect that cropped up in Warcraft I & II and StarCraft - situations that made you think and change your tactics. In WoW the solution to all problems is a bigger sword, or a bunch of friends with bigger swords.

      Having said that, rolling new characters and figuring out how to get them into places they shouldn't be is a gas. Pity my 52 Hunter has been anywhere but the pub for a while.

  2. Oblivion by Nerdfest · · Score: 1

    Oh, I'd say a few of us wasted quite a lot of time on Oblivion as much as any other RPG. Perhaps we just enjoyed it a little more.

    1. Re:Oblivion by beavis88 · · Score: 5, Insightful

      Or enjoyed it a little less, as the case may be. What's the point of advancement if everything else advances at the exact same rate?

    2. Re:Oblivion by Bocconcini · · Score: 1

      That is actually interesting question, but it's not like the idea hasn't been around for a while. In most CRPG:s the challenge rises when you gain levels. The difference with Oblivion is that is made it automatic and it's also quite evident.

    3. Re:Oblivion by WiPEOUT · · Score: 5, Interesting

      People enjoyed it so much less that the most popular mods for the game are those like Oscuro's Oblivion Overhaul, which at it's core is about making it so the Level 1 newbie can't realistically expect to face off against the mightiest beings in the world and expect to live for longer than a second. It brings back the sense of awe and underlying fear that make the world seem more alive, as well as the sense of accomplishment when you finally do gain enough experience for your hero to hand that boss it's arse on a platter.

    4. Re:Oblivion by samweber · · Score: 2, Interesting

      Except, of course, in Oblivion everything doesn't advance along with you.

      Here's how it works: in Oblivion, when you are level 1, you find usually monsters like rats, mudcrabs, and things like that. As you gain levels, you start finding harder monsters: boars and such-like. But you still find rats, and rats are no more powerful than they were before. The first time I saw a boar, it was terrifying! Later, when I got more powerful, I was able to kill them with ease, which was quite satisfying. They were no more powerful than they were back then, and I kept encountering them now and then, even when I was much more powerful. There are, indeed, a few enemies that do gain levels as you do, but there are very few of them. And they hardly advance at the same rate as you do, either.

      So, why do people keep believing that "everything else advances at the exact same rate"? Because they hear statements like this in forums, and don't think to check it out themselves, usually. Because it takes longer to explain what Oblivion really does. And, more that that, I think it is because MMO games have led people to expect a certain kind of gameplay. After all,
      Oblivion uses pretty much the same mechanism as Daggerfall (an earlier game in the series) did. It used to be that this wasn't at all uncommon for RPGs. But, the MMO games have trained people to play games a certain way, and now Oblivion is a shock to them.

    5. Re:Oblivion by odhen · · Score: 1

      I don't know, in my experience with Oblivion (before my hard drive crashed and I still haven't felt like reinstalling it) I did notice myself running from wolves even after I had gained a few levels because they were actually just as hard to defeat as before.

    6. Re:Oblivion by Carewolf · · Score: 1

      Rats where an exception in Oblivion. Try Mountain lions. They advanced faster than the player. They were really easy at level 1, and the stalking death of doom at level 20.

    7. Re:Oblivion by MSojka · · Score: 1

      What's the point of advancement if everything else advances at the exact same rate?
      That's simple: So you can be the head of all of the guilds, the champion of the arena and finish the main quest while still being level 1 (level 3 if you don't want to sacrifice Umbra), and not having cheated or created your own modules on the way.
    8. Re:Oblivion by ToasterofDOOM · · Score: 1

      As a hardcore Mowwowind and ES nerd in general, I have to say I was sorely dissapointed by Oblivion. The level scaling made it so that, no matter how hard you worked, there was always something more powerful, and yet at level one you can beat the arena and kill most everything you encounter. Also, I hated that when a player would encounter bandits at higher levels, thay would be wearing full sets of daedric or mithril armor. Morrowind made it so that, while it was hard at lower levels and took time to progress, eventually you could become absolutely badass. Unfortunately, this is generally not possible in Oblivion.

      --
      I am Spartacus
    9. Re:Oblivion by Overly+Critical+Guy · · Score: 2, Informative
      I love Oblivion apologists.

      So, why do people keep believing that "everything else advances at the exact same rate"? Because they hear statements like this in forums, and don't think to check it out themselves, usually.


      No, because it's true. Just because there's a small percentage chance that rats still appear doesn't mean anything. You purposely didn't mention that all bandits level up to you, so that around level 15, they all have ebony, glass, and daedric armor. You didn't mention that Arena combatants are leveled to you, so you can become the Arena Champion (supposedly the greatest fighter in Tamriel) at level 1. The demons invading Kvatch are total wimps if you happen to go up there at level 1. You can beat the whole game below level 3, and it's a piece of cake.

      You also don't mention that loot is leveled as well, so if you're a level 1 thief, it's useless to bother looking in chests or breaking into houses because you'll get nothing but crap.

      Oblivion uses pretty much the same mechanism as Daggerfall (an earlier game in the series) did. It used to be that this wasn't at all uncommon for RPGs. But, the MMO games have trained people to play games a certain way, and now Oblivion is a shock to them.


      Oblivion does NOT use the same mechanism as Daggerfall. Daggerfall uses some enemy leveling, but not the system that Oblivion uses. MMO games have absolutely nothing at all to do with this.
      --
      "Sufferin' succotash."
    10. Re:Oblivion by samweber · · Score: 1

      So, why do people keep believing that "everything else advances at the exact same rate"? Because they hear statements like this in forums, and don't think to check it out themselves, usually. No, because it's true. Just because there's a small percentage chance that rats still appear doesn't mean anything. Okay, once more: Most enemies don't level at all. Rats, boars, crabs, and so forth. In general, there are lists of similar critters, and usually only the most powerful one of the list levels. You seem to agree with this, as you agree that rats don't level. However, other people (including other people who responded to my previous comment, and the person who I responded to) don't realize this.

      Now, as I said before, as you gain levels, you encounter harder monsters, in addition to the easier ones. That certainly isn't the same as "everything else advances at the exact same rate".

      You purposely didn't mention that all bandits level up to you, It is disappointing that you resort to personal attacks. As I said, a few enemies level. Bandits are one of those few. Why you single those out I don't know.

      You didn't mention that Arena combatants are leveled to you, so you can become the Arena Champion (supposedly the greatest fighter in Tamriel) at level 1. Okay, did the person I was responding to mention Arena combatants? No, they didn't. I could hardly respond to something before the topic was brought up, now could I?

      Yes, arena combatants are leveled. But, unless you have a really, really strange character build you will certainly get enough experience to gain levels before becoming Arena Champion. So if the game tells you that you should rest to gain a level, and puts an icon on your screen to remind you to do so, it is really perverse to refuse to do so and then complain that you are still level 1!
    11. Re:Oblivion by Overly+Critical+Guy · · Score: 1

      Okay, once more: Most enemies don't level at all. Rats, boars, crabs, and so forth.


      Wow, so the rats, boars, crabs, and other random environment animals don't level. Which is because they're replaced by more powerful enemies in the leveled lists.

      In general, there are lists of similar critters, and usually only the most powerful one of the list levels. You seem to agree with this, as you agree that rats don't level. However, other people (including other people who responded to my previous comment, and the person who I responded to) don't realize this.

      When people talk about Oblivion's leveled enemies, they're not just referring to enemies themselves leveling (except for bandits). They're referring to the leveled lists that spawn enemies based on your level. If you go and do Kvatch at level 1, you just get a bunch of easy scamps. If you do it at a higher level, you find Atranochs. Rats don't level because they get replaced with boars or lions.

      Now, as I said before, as you gain levels, you encounter harder monsters, in addition to the easier ones. That certainly isn't the same as "everything else advances at the exact same rate".


      But everything does! You encounter enemies specific to your level, so there's little dynamic to the adventures. Level ends up being irrelevant because the whole game world changes very specifically to your level. Morrowind balanced this by having a lot of hand-placed enemies and items.

      It is disappointing that you resort to personal attacks.

      The fuck? How is pointing out that you didn't address bandits a "personal attack?"

      As I said, a few enemies level. Bandits are one of those few. Why you single those out I don't know.

      Because bandits are everywhere and are the biggest example of Oblivion's leveling!

      Okay, did the person I was responding to mention Arena combatants? No, they didn't. I could hardly respond to something before the topic was brought up, now could I?


      Well, when you're defending the leveling. I was mentioning the things you didn't address, like leveled bandits, Arena combatants, and loot.

      Yes, arena combatants are leveled. But, unless you have a really, really strange character build you will certainly get enough experience to gain levels before becoming Arena Champion.

      Not if you go straight to the Arena. You don't even need to go to sleep if you do level up. Just fight through the Arena on level 1 and be done with it.

      So if the game tells you that you should rest to gain a level, and puts an icon on your screen to remind you to do so, it is really perverse to refuse to do so and then complain that you are still level 1!


      It's perverse that the game is so easily broken by not sleeping in a bed! Even if you do sleep, you might reach level 2 or 3 and still become the greatest fighter in all the land? Why, so the player's self-esteem isn't hurt if they're beaten by a higher-level character?
      --
      "Sufferin' succotash."
  3. Whiner by mandelbr0t · · Score: 5, Insightful

    If you don't like it don't play. As I'm sure you're aware, there's plenty of other ways to spend your free time. Don't try and foist your problems with RPG onto me. TFA lacked anything more than anecdotal "I played for too long and didn't have any fun".

    --
    "Please describe the scientific nature of the 'whammy'" - Agent Scully
    1. Re:Whiner by SurturZ · · Score: 2, Insightful

      Computer games are a leisure activity and therefore are a "waste of time" more or less by definition. Whether a particular CRPG is fun or not is a different issue, and to a large extent dependent on the player. For example, I quite like grinding in CoH because I often play late at night just before going to bed and I just want to switch off my brain for a bit.

      That said, a CRPG where you start off all powerful and then gradually lose power as the game progresses might be interesting. I doubt anyone would like it though.

    2. Re:Whiner by merreborn · · Score: 4, Insightful

      More or less my sentiments.

      CRPGs have the leveling treadmill/grind, because people *like it*. I loved that shit from age 8 to 18. You're constantly rewarded, and it can give you a sense of accomplishment.

      Now, that game mechanic bores me. So I don't play those games anymore.

      I guess the real point to be made here is that there are really two subgenres of CRPGs:

      Those that focus on the leveling grind, and those that actually focus on "role playing". Some people like one, some like the other. That's pretty much all there is to it.

    3. Re:Whiner by GamblerZG · · Score: 0

      If you don't like it, don't read it. As I'm sure you're aware, there are plenty of other ways to spend your free time. Don't try and foist your problems with the article onto me. Your post lacks anything more than anecdotal "I've read it, and it didn't have anything fun".

    4. Re:Whiner by mandelbr0t · · Score: 1

      A well-done imitation to be sure, but you misused the word "anecdotal". My post lacked anything more than opinionated "I read it and I think the quality of the article is poor", which is appropriate in this case since there's nothing objective to argue.

      Mod +1 Pedant please.

      --
      "Please describe the scientific nature of the 'whammy'" - Agent Scully
    5. Re:Whiner by Nasarius · · Score: 1

      Uh, Jeff has done you one better. He makes his own CRPGs. He's hardly a "whiner" any more than those who write about game design in Gamasutra are.

      --
      LOAD "SIG",8,1
    6. Re:Whiner by Anonymous Coward · · Score: 0

      I kinda agree. Which is why I (mostly) avoid RPGs.

      You can spend a lot of time going over whether this or that is responsible for the beefs in questions, but the real responsibility rests in the whole concept of "leveling." Simply put, you either like leveling, or you don't. Yeah, there's a middle ground, but it's a small one. In general, I don't like leveling so I avoid the RPGs.

      The problem with leveling: An ACs take

      When you must get more levels to succeed, it is not your skill that triumps, but your time. This is not completely true, as skill with magic, weapon choice, etc. certainly affects the outcome, but if you can't take on the biggest baddies with a low level, and with a high level even engaging the smallest baddies is like stepping on ants, then the levels are the deciding factor.

      It doesn't matter if you've been playing WoW 8 hours a day since it was released, if you start over with a level 1, you're toast in most of the juicier situations. "Aha!" you say, "but with all that skill, it will be so much easier to just level up a new character! Skill does matter!" Skill will, in fact, help you level up a new character, but this is where time becomes the major factor. Your time is what it takes to get the new levels. It might take less of it if you're already skilled, but it will definitely take time. The ability to devote this time to a task that will bring many experienced gamers little joy, becomes one of the biggest "skills" you must possess in order to succeed at the game. It might not be the only one, but without it, you will fail.

      That's why I don't like leveling. I have a certain amount of skill with certain types of games. It can be increased with time spent getting used to a particular game's idiosyncrasies, but after I've mastered those skills, they belong to me, not some in-game character. Similarly, if I don't play the game for a while, my skills will get stale. I won't have a high-level character waiting in the wings to protect me. I suffer the consequences (mostly hurt pride) personally.

      I've heard lots of defenses of leveling. Some people point out that player vs player violence doesn't happen on many servers, or that your high level buddies will protect you from harm in tough situations. Terrific. In the first case it means I'm force to only fight with the computer, which has never, ever been as good as the moderately talented and above humans I've played. In the second case it means I get to sit back and watch my buddies have all the fun while I take care of the crumbs they drop.

      Please note that this is just a beef with leveling, not RPGs. You may think I'm a big loon, but I think it would be kind of easy and kind of fun to have RPGs without formal leveling, or a least with a very diminished form, more akin to getting a little bit better weapons in an FPS.

      Why not just start out with a Wizard who already has a bunch of spells? Maybe he can be granted more for specific missions, or maybe he has to choose from a major list, but can only take a few at a time. Maybe he must combine them in interesting ways to get the best effects. Saying he needs to gain levels to get decent spells is not the only way to do it.

      Why not start out with fighter who's already as strong as an ox? He might find some good amour in a particular level, or be given a special weapon he'll need to complete a task, but it would be the sort of thing that any reasonably knowledgeable gamer could jump in to.

      Anyway, that's my take on it. I'll just go hop into one of my favorite games on a whim with no other character prep than getting a screen name and I'll be enjoying myself instantly going toe to toe the most challenging enemies, other talented human beings. I won't even have to worry that they have a "Staff of fucking up ACs." You're more than entitled to play the games you prefer, but at least you know why a hell of a lot of other people (or maybe just me) just aren't interested.

    7. Re:Whiner by agenthitt · · Score: 2, Interesting

      Its not the fault of the games, its the players. I don't know that most *like* the grind, but to many people think you have to be at the highest level of play to have any fun at all.

      Unfortunately this trend isn't just with computer rpg's. Stopped by a local fantasy/rpg supply shop. Even just watching from the side any random D&D game (or any RPG for that matter) the two groups thats the most fun to listen to are either a group of newbies that haven't gotten on this "uber" mentality yet, and the older gamers (if you can find them).

      When people go out of the way to bypass the journey, the end result might be somewhat fun, but its not nearly as fun as it could have been...

    8. Re:Whiner by SetupWeasel · · Score: 2, Interesting

      Yeah, you're right. RPGs are perfect. They have something for everyone.

      RPGs have too much tedium for most players. Leveling up is Boring for most, and often gives little in return to the player.

      From the article:

      The first horrible thing. Fantasy role-playing games are unique among computer games in one thing: they are fundamentally about starting out weak and learning to be strong. And that learning process generally involves a lot of tedium.

      Most RPGs force people to spend time fighting and killing random, relatively weak enemies simply to progress. The battles aren't interesting on a battle to battle basis. They are simply designed to make your quest x hours longer. Battle needs to be more interesting, and rewards need to be immediate. The best RPGs I have played make battle interesting. Grandia for example. I finished it, because I enjoyed playing it.

      I played FFXI for a few months. I leveled to 20 and stopped. I leveled myself that high so I could move about in the game more easily. That's it. That is all I got. If I wanted to level anymore, I had to have at least 2 consecutive hours free to find a party of douchebags who expected me to know and care about every little intricacy of the game. This was something I was not willing to offer. I would rather level on my own, but that could not be done.

      That is the point. These games could be fixed so easily with thoughtful battle sequences, engaging minigames, and real goal alternatives. If Star Wars Galaxies was not so broken, I might have stuck with it, because I could reasonably mine and manufacture items for sale without camping a mining point for a week. I enjoyed that. I did not enjoy being killed by high powered enemies immediately outside peaceful cities on peaceful planets. No matter what, battle had to be a focus. What about a game with a path that allowed you to be a pro sports player in the world?

      So much could be done to engage people, but developers fear the loss of the purists who, frankly, fuck up a good idea for the rest of us.

    9. Re:Whiner by Chandon+Seldon · · Score: 1

      You've never played a good game of "Pick a number" D&D.

      Player: So, what level are we?
      GM: Pick a number.
      Player: 321.
      GM: Ok. I'll be checking your math.
      Player: Shit. 18.
      GM: Ok.

      (Not that I'm one of the loser players who can't handle genning a 321st level D&D character).

      --
      -- The act of censorship is always worse than whatever is being censored. Always.
    10. Re:Whiner by aussie_a · · Score: 1

      I'd disagree that they're a "waste of time" unless of course you consider producing art to be a waste of time. I say that because true multiplayer roleplaying games (not final fantasy, not World of Warcraft) are akin to performance pieces. The spectators just also happen to be the participants. But its every bit a performance piece as a play.

    11. Re:Whiner by Das+Modell · · Score: 1

      Baldur's Gate II and Jade Empire don't have level grinding or quests where you have to kill twenty rats and collect ten goat livers. Leveling up is something that just happens, you don't have to worry about it. It seems like everyone, including the article's author, is assuming CRPG = MMORPG.

      The article itself is just "wah wah MMORPGs suck and I don't want to play them." He isn't even offering any solutions, but apparently he wants his MMORPGs to start on level 70/70 with the best equipment. I'm sure that's great fun!

  4. Sounds like he's talking about Guild Wars PVP by Sciros · · Score: 4, Insightful

    What sweeping statements he's making! None of what he said would even sound vaguely familiar to me if not for the PVP aspects of MMORPGs, where people expect you to be at some sort of "honor level" or "rank" or whatever in order to play with you, which becomes a vicious circle. (Can't play to gain rank because your rank isn't high enough.)

    But "computer RPGs" in general? And what would those be? Oblivion? Baldur's Gate? Dungeon Siege? Neverwinter Nights? KOTOR? I mean give me a break, those games do NOT treat you like a moron who has to grind in order to do anything fun. Those games give you ongoing, increasingly challenging excitement. There's no sense of "I played long enough so now I get to have fun" at all! I'm really confused by the sentiment.

    Though I admit to not having read the article (blocked here).

    --
    I like basketball!!1!
    1. Re:Sounds like he's talking about Guild Wars PVP by Gr8Apes · · Score: 1

      Dungeon Seige was most certainly a grinder. You just ground and ground through opponents, because that was the only way to get more powerful, to continue grinding through the next set of opponents. I quit after beating the gnome machine mob.

      --
      The cesspool just got a check and balance.
    2. Re:Sounds like he's talking about Guild Wars PVP by jimbogun · · Score: 3, Interesting

      Thoughts on Oblivion:

      How many times have you hit spacebar just to level up your jumping?
      How many spells that cost 1 mana do you have in your spellbook? So you can cast it over and over and over.
      A friend of mine would pick up armor and weapons just to repair it and toss it on the ground.

      Now, do you have to do this? No, but if you want the best character possible, yes. It all depends on your definition of fun. Some people like the process of getting better. I think Thomas Paine stated well, a reason why game developers include tedious steps in RPGs.

      "What we obtain too cheap, we esteem too lightly: it is dearness only that gives every thing its value."
      Thomas Paine, The American Crisis, No. 1, December 19, 1776

      I actually found the game was funner when I didn't go for the perfect character. I first played Oblivion trying to get the best character possible. It wasn't fun and I didn't even finish it. I played it months later and stuck with "class" skills and had much more fun, actually finishing the game. (Sneaking while Chameleoned and killing with bows was just fun.)

    3. Re:Sounds like he's talking about Guild Wars PVP by Sciros · · Score: 1

      Oh, yeah I don't do that "easy level" stuff. I tend to really "RP" my way through Elder Scrolls games. Every session of playing feels like a Hercules: The Legendary Journeys episode that way, haha

      --
      I like basketball!!1!
    4. Re:Sounds like he's talking about Guild Wars PVP by FangVT · · Score: 4, Interesting

      [...] which becomes a vicious circle. (Can't play to gain rank because your rank isn't high enough.)
      Just to be pedantic, that's not a vicious circle, that's a catch-22. A vicious circle would be if playing caused both the requirements to raise and your rank to raise but it raised the requirements faster. Now, because of the catch-22 you can't have that happen, but if the requirements started low enough that you could play, the vicious circle would eventually cause that to change. So in that sense, a vicious circle can lead to a catch-22.
    5. Re:Sounds like he's talking about Guild Wars PVP by BorgCopyeditor · · Score: 1

      a vicious circle can lead to a catch-22

      I think that's what's called a pickle.

      --
      Shop as usual. And avoid panic buying.
    6. Re:Sounds like he's talking about Guild Wars PVP by ClamIAm · · Score: 1

      I think you're going about it the wrong way with Guild Wars. Sure, you can sit around HA and try to cobble together a pickup group. But they all seem to want rank-whatever (or higher!), and I have a suspicion most of them just grind in the random arenas til they hit R3. I suggest finding a guild/alliance that enjoys having a good time, and doing GvG/HA with them. I've never been in a "good" PvP guild in that game, but I'm pretty sure I've had more fun.

    7. Re:Sounds like he's talking about Guild Wars PVP by Sciros · · Score: 1

      Oh, well that's not how *I* go about Guild Wars :-) that's how I figure people like the writer of the article go about it, hehe. As for me, I'm an ex-ZoS, ex-alpha currently leading my own PVE guild and it's great fun, so yeah I know exactly what you're talking about and I agree. Add Sciros Darkblade to Friends if you ever want to party up with my scary war :-P

      --
      I like basketball!!1!
  5. Article linked to page 2, not 1 by nsanders · · Score: 1

    http://rpgvault.ign.com/articles/763/763050p1.html

    Let's try and get people on the right page, shall we?

    1. Re:Article linked to page 2, not 1 by nsanders · · Score: 1

      never mind, apparently it has been fixed.

  6. Agreed by astapleton · · Score: 1

    Both on Oblivion neatly dodging this negative classification and on the persistance of RPG idiot-sinkholes. The majority of the ones I've ever picked up made me feel like I wasted my money until I was introduced to Elder Scrolls IV.

    --
    "Courage is being afraid to do the Right Thing, and doing it anyway."
    1. Re:Agreed by Rallion · · Score: 1

      Ah, yes, the series that requires you to level up your acrobatics skill by jumping thousands of times. Super.

  7. ADHD? by eviloverlordx · · Score: 5, Insightful

    The author sounds like he's got attention span issues. If an RPG only took 10 hours to play, I'd feel ripped off. For games in general, I usually deem one hour per dollar spent a 'break-even' point in terms of ROI. 10 hours would be a total loss, unless it was a bargain bin game. Some of my favorites (Guild Wars, Half-Life 2, etc.) are well past the one hour per dollar level.

    --
    'Loose' is when your pants are three sizes too big. 'Lose' is when you misuse 'loose'.
    1. Re:ADHD? by Gr8Apes · · Score: 1

      Half Life, the original. Hours and hours and hours of multi-player kill your boss goodness.

      The memories....

      --
      The cesspool just got a check and balance.
    2. Re:ADHD? by Anonymous Coward · · Score: 0

      There's ADHD, and there's monotony.

    3. Re:ADHD? by oc255 · · Score: 1

      I thought he brought up some good points comparing tetris and a typical rpg. I think it's a false comparison but still enjoyed the insanity-exposing step-back. This is good pre-reading for my IGDA meeting tonight. :)

    4. Re:ADHD? by CDarklock · · Score: 2, Informative

      I like to have a game I can play IN ten hours, but FOR hundreds.

      I'm back playing GTA: Vice City at the moment, because it was fun. It takes approximately FOUR HOURS to go from start to fully unlocked. Then I can spend days, weeks, months playing my own little games. Sure, I could be done in another few hours by doing the missions - but there are hidden packages, rampages, stunt jumps, taxi driver, vigilante, paramedic, not to mention using the road outside Leaf Links as a half-pipe with a PCJ-600. Once my taxicabs get hydraulics, that particular brand of fun literally occupies me for days.

      GTA: San Andreas, I've actually never completed. I got sidetracked riding bikes around Mount Chilead, and I've sort of lost interest in the storyline. I keep starting it over, and I get to the part with the remote control planes and crap, and right around there I end up just riding bikes around the countryside again.

      Oblivion? I've logged about three hundred hours in it since starting my last run, and I've yet to do any of the main quest. It amused me to be nearly a year of game time into it, and wander back into the Imperial prison to find Baurus still standing over the Emperor's corpse. (Then I did the Dark Brotherhood quests, which changed this. Pout.)

      I like having the choice. Do I want to hammer through it in two or three days, or do I want to geek out on it for a year and a half? If I only get one of those choices, the game sucks.

      --
      Microsoft cheerleader, blue flag waving, you got a problem with that?
    5. Re:ADHD? by spidweb · · Score: 1

      You're damn right I have attention span issues! Like a business, a wife, and two kids. That's no good for anyone's attention span.

      Ten hour games are truly awesome. I'm not in college anymore. I can't afford to spend 30 hours in newbie dungeons to prove I'm allowed to have fun.

      --
      - Jeff Vogel
      Spiderweb Software
      Fantasy RPGs for Mac and Windows.
      http://www.spiderwebsoftware.com
    6. Re:ADHD? by Anonymous Coward · · Score: 0

      The author sounds like he's got attention span issues. If an RPG only took 10 hours to play...

      The author has made a living from writing RPGs for ten years - maybe fifteen, I've lost count.

      He's also an ironic guy. Or do you think he genuinely hates what he does for a living?

      Clues missed by the Slashdot crowd...
    7. Re:ADHD? by TrekCycling · · Score: 1

      Hey. I'm with you. I love gaming and have gamed my whole life. I'll probably game when I enter the retirement center. But you get to a point where wife or kids or reading actual books or riding bicycles or whatever becomes more important and there is virtue in a game that doesn't demand time. This article was actually great timing. I'm 25 hours into KOTOR. I bought an XBox used just to play that and Jet Set Radio future. Guess which I've been playing more of lately. JSRF. I can play it for 30 minutes to an hour and walk away. Meanwhile I put KOTOR down for a week or more (which I've basically done) and I'm out of the story. I'll probably go back, but for now I'd rather play Lumines or Katamari or something like that.

    8. Re:ADHD? by TempeTerra · · Score: 1

      The RC plane missions in San Andreas are side missions, except for perhaps the first one. I found them much harder than the 'normal' missions, and didn't complete them until almost the end of the game. If you got frustrated by them, you can leave them and keep going with the main story. Not that you're wrong to enjoy just messing around :)

      --
      .evom ton seod gis eht
    9. Re:ADHD? by NeMon'ess · · Score: 1

      What about replayability? What if it took 10 hours each time, but then you could play it differently? Or maybe even if you played it the same way, it was just so much fun?

      Ya know, similar to how most SNES and Genesis games were. They cost $35-$50, and only took 1-5 hours to beat. They were FUN though, and replaying them was FUN. I'm talking about most of them, not Populous or Final Fantasy, most of them.

    10. Re:ADHD? by Anonymous Coward · · Score: 0

      If an RPG only took 10 hours to play, I'd feel ripped off. For games in general, I usually deem one hour per dollar spent a 'break-even' point in terms of ROI.

      That's not a bad measure. The problem is that we calculate the hours and price differently. You count the hours spent playing vs. what you paid at the shop. Others (including me) count the hours of fun vs. the work required to get to them. That is, the last one is not just the two hours spent at work to earn the money to go buy the game, but also the hours spent getting through all the tedious (grinding, levelling up, unlocking) stuff to get to the fun part of the game.

      That means, that when you say 100 hours vs. $100, that equals out nicely. But for me, those 100 hours may be 20 hours of fun and 80 hours of levelling up. I add the 80 hours to the price I paid for the game, and suddenly it's obvious that the game is not worth the work required.

    11. Re:ADHD? by CDarklock · · Score: 1

      I passed them, I just lost interest. The one where you have to lay the bridges and move the explosive barrels was probably the most fun I've ever had in a GTA mission.

      And I miss my hydraulic jumpy cabs, dammit! I want hydraulic jumpy cabs! GTA4 better have them!

      --
      Microsoft cheerleader, blue flag waving, you got a problem with that?
  8. Guild Wars by LoverOfJoy · · Score: 4, Interesting

    Guild Wars was able to avoid the grind to some extent. You max out at level 20 and it doesn't take terribly long to get to that point. There's also not a whole lot of expensive and essential equipment. You can fairly quickly pick up what you need as monster drops along the way.

    There's still specialty stuff that might cost a pretty penny or take a lot of random fighting until you get the drop you want, but that's totally unnecessary to being successful at the game. Unfortunately, they may have taken a step back in that regard. In their latest chapter, Nightfall, you have to earn points to gain in rank for certain quests. It's not too much of a grind but it's not quite as open as their original chapter was in that regard.

    1. Re:Guild Wars by Jezzerr · · Score: 2, Insightful

      To an extent i agree, however once again this "grinding for points" isn't really vital to finish the game. Yes i agree that the sunspear points are useful because they allow you to gain an extra 30 attrib points but they are easy to get and getting them can be combined with most quests on the beginners island

      Lightbringer points, although handy with the extras you gain with them are not vital to fight the final areas or bosses if you have a group which knows what it's doing :)

      --
      The two most common elements in the universe are Hydrogen and Stupidity.
    2. Re:Guild Wars by bhsx · · Score: 4, Informative

      To be fair to Nightfall, you can gain all the "Sunspear" points just by remembering to talk to the priests etc whenever you do a quest and keep talking to them as you see new ones on the map. If you forget to do that, or didn't realize you should have been doing that than it can be a pain to go back and farm those points.
      Guild Wars in general offers a lot of ways out of the grind, most noteworthy would be the PvP packs they sell for each campaign, for the same cost as the campaign. These unlock all skills from that campaign, including all elites and gives you PvP character slots. You can skip the PvE altogether if it's not your thing, and just get going in the many, many versions of PvP play Guild Wars offers.
      For those who may not know, Guild Wars is a rather huge MMORPG with no monthly fees. It has a fairly low learning curve and, comes recomended by me. :)
      They (ArenaNet, the devs) release a new campaign every so often and add new and interesting professions(all GW chars are human-based, there's no choosing "race") and game-play styles. They just added "Heroes" with the last campaign. They're like henchies you have greater control over, including choosing secondary profession and skills.
      Go try it! There's a free demo that lets you play like 14 hours or something like that!

      --
      put the what in the where?
    3. Re:Guild Wars by LoverOfJoy · · Score: 1

      I agree that the points aren't that bad. I'm a fan of Guild Wars and I'd particularly recommend Nightfall if you're thinking of playing with your wife/girlfriend/buddy/whatever. With the addition of the Heroes, it's not too hard to play difficult missions with just your partner and both of your heroes. With the original Prophecies chapter, sometimes it would be hard to find a good group to join for the most difficult missions. You can still hook up with 8 other people to play some mission but if you just want to get started quickly and have fun for a half hour without waiting, you can much more easily do it with the heroes.

    4. Re:Guild Wars by Anonymous Coward · · Score: 0

      As a long-time GW players (nearly 2 years), I would just like to add a few things:

      * yes, you can skip PvE completely, nowadays I play more like 80% PvP and 20% chat :)
      * there are many different ways to play PvP: arena style fights (4 vs 4), alliance battles (12 vs 12), heros ascent (6 vs 6 or is it now 8vs 8 again?)
      * or you can just skip PvP and play the story lines - GW is basically at least 2 games in one

      However, I do not like two things:

      * the frequent release of new campaigns, as this fractures the player base (ever tried finding 8 real people for a Ring of Fire mission? Even in prime time evenings this is almost impossible in Europe now because everyone is busy in Nightfall :/
      * the hero system, as it completely destroys the "random player" element. People now just take their Heros (Computer Ai where you have better control over them, unlike Henchies which are automatic) and do the mission, leaving real people out in the cold.

      Over the time I have meet many crap groups, but I also meet a *lot* interesting friendly people and a few of them are now my friends. Mainly this was because henchies are notoriously bad, and you preferred real people. This has now changed, it is almost impossible to find any group in Tyria because there are simple no longer enough people there, or they just take their Heros and go off on their own.

      If you want to meet me in game, talk to Simon Banefull :)

    5. Re:Guild Wars by jfodale · · Score: 1

      Guild Wars is great and all, but why are people still calling it an MMOG? It's no more an MMOG than Counterstrike.

      --
      Waiting for Warhammer Online.
    6. Re:Guild Wars by mbourgon · · Score: 1

      Guild Wars is great and all, but why are people still calling it an MMOG? It's no more an MMOG than Counterstrike.

      Because it's an easy label to describe the general game play. I describe it as an MMO without the d*cks, since once you leave town it's just you, your party, and the environment. Start describing "instances" and "competitive role-playing" and people's eyes glaze. Another good one is: "Diablo 2 with graphical chat rooms", but that requires knowledge of D2.

      And, of course, it's pitched at the casual MMOer.

      --
      "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
  9. What's the point of playing then ? by Ihlosi · · Score: 4, Insightful
    , discussing how you work forever to earn the right to do anything exciting, and must 'prove yourself' by expending tons of your time. From the article: 'So now, thinking about playing an RPG just makes me tired.

    Call me old-fashioned, but isn't this the point of most computer games, not just RPGs ? If you want to defeat the boss, you have to play all the levels before it. Or use the cheat code. In CRPGs, the story is often a key point of the game. And in Japanese RPGs, you often start out doing exciting things - Final Fantasy 7/8/.., anyone.

    And that's not just in computer games. If you read a novel, you'll have to start at the beginning and read all the pages until the end. If you want to climb a mountain and brag about it, you're not going to take the lift.

    Geez, what is it about this young generation that feels entitled to instant gratification ?

    1. Re:What's the point of playing then ? by RichPowers · · Score: 2, Insightful

      Agreed, but the meat of the game still has to be fun.

      A game could have the most amazing boss fight of all time and an awesome ending, but if everything before that point is terribly dull, then I'm not interested in playing.

      The challenge is creating a game that's fun throughout - even if you're just killing rats or dumb-dumb orcs at the beginning. And let's face it: many game studios simply lack the talent and insight to make such tasks fun. I think anyone can create a good boss fight, but it takes real talent to make the in between stuff (town exploration, traveling, sidequesting) fun and engaging.

    2. Re:What's the point of playing then ? by Jeff+DeMaagd · · Score: 2, Insightful

      I'm not sure if you understand what he meant.

      If the fun is in a challenge, and the game turns out to be just a bunch of pizza errands, what is the point? If one wanted to do pizza errands, I'm sure Domino's is hiring. The amount of time it takes to level-up to be able to have a chance against the next boss is what turns me off of RPGs, MMOs and such.

    3. Re:What's the point of playing then ? by Bastian · · Score: 5, Interesting

      I don't think that's exactly what the author is talking about. I think the point he was trying (and, admittedly, not really succeeding) to get across is the way pacing is done in most RPGs. It's the same system that has been happening on console RPGs since Dragon Warrior came out 20 years ago - the level grind.

      The problem isn't the leveling, it's the grinding. In most CRPGs, the game play (as I see it) goes like so:
      Walk into a maze whose primary purpose is to force you to do a lot of exploring (read: walking around aimlessly) so that you have to fight a whole lot of random encounters with puny little enemies. Fighting in these random encounters is more or less mindless, because they're puny and their real purpose isn't to present a challenge so much as to level your party up. This makes you powerful enough to go on to the next maze. . .

      The problem with this mechanic is that it's tedious, repetetive, and boring; and that it isn't necessary. In most any CRPG, you could easily cut out all the random encounters, get rid of the mazes (which serve no purpose without the random encounters), and make the difficulty jump between bosses smaller (since we're not level grinding anymore) and have the exact same game except that it really does only take a few hours to complete instead of weeks of your life. The story (the core of an RPG like this) would be the same.

      FFVII, which I spent months working through, could probably be cut down to a weekend's worth of playing with all the fluff cut out.

      Contrast this with Fallout, which manages to change the whole feel of the game with only a little tweaking to the basic idea of the game. The mazes aren't nearly so large (barely even worth calling mazes, really), random encounters only happen on the map and there aren't nearly as many of them, battles are harder, and the whole battle system is more interesting since it takes actual thought rather than being something you handle by hitting the X button repeatedly while chugging a Mountain Dew and staring out the window. Yeah, you still have to level to get through the game, but leveling doesn't require grinding.

      Personally, I'd like to see an RPG that trims the fat even more than Fallout did, but at least it's a start.

    4. Re:What's the point of playing then ? by StikyPad · · Score: 2, Insightful

      If you read a novel, you'll have to start at the beginning and read all the pages until the end. If you want to climb a mountain and brag about it, you're not going to take the lift.

      I think you're missing the point. He's not saying he wants to skip to the end, he's saying he's already read from the beginning. He's already climbed the mountain. He's already worked his way up from the mail room to middle management. He's saying, "let's move on."

      Now it's possible -- perhaps even likely -- that he's simply ahead of the curve. It could be that he's been playing longer, or gets bored more quickly, whereas most other people are just discovering RPGs and/or still on the way to the top of that mountain, if you will. The market won't move on until there are a substantial number of (potential) customers demanding something more.

    5. Re:What's the point of playing then ? by Bastian · · Score: 1

      Well, he's definitely ahead of the curve compared to most people. He's been writing RPGs since about the time I first discovered them. However, a quick look at the games published by Spiderweb suggests that, other than a switch from bird's eye to isometric perspective sometime last century, their games are all pretty much the same.

      Which makes me wonder why he's writing this column about why we need to move on. He's a game developer - if he doesn't like the way things are being done now he shouldn't just sit there and spout vitriol in column on IGN, he should sit down and come up with something better.

    6. Re:What's the point of playing then ? by cowscows · · Score: 1

      I think you're Exactly right. I don't mind them making me wait until I hit level 4 before I can start killing blue slimes instead of red slimes. The progression, and the continuous revealing of new content is well and good. The issue is that it only takes me a couple of battles to figure out how a blue slime is different than a red slime, and how to defeat them. Figuring that out is fun, and a challenge(maybe), and why I'm playing the game.

      But once I've figured that out, how come I need to kill 74 more blue slimes before I can graduate to level 5 and be allowed to fight black slimes? That's where it becomes monotonous and sucky. If you want me to have to fight around 200 battles to advance to the next level, then you should make sure your game is entertaining through all 200 of those battles. If your monsters are only interesting to fight one time each, and you can only come up with three of those monsters, then I'm only interested in fighting three times. Making me go through the motions a couple dozen extra times might help you reach your target of 70 hours of playtime or whatever, but it doesn't make your game any better.

      --

      One time I threw a brick at a duck.

    7. Re:What's the point of playing then ? by Anonymous Coward · · Score: 0

      Shadow of the Colossus : All boss fights, all the time.
      No power-ups until after you beat the game (or read some online hint files)

      Of course, that makes the game into a platformer, not an RPG...

    8. Re:What's the point of playing then ? by Anonymous Coward · · Score: 0

      Uhh ... I think that's the point of the pacing, to spend time playing the stupid game.

    9. Re:What's the point of playing then ? by Saxerman · · Score: 3, Informative

      We all play RPGs for different reasons. Some of us like the tactical aspects of using the skills of your party to best effect. Some enjoy the interactive story elements. Some like the progressive feeling of accomplishment as their players grow more powerful. Some actually enjoy role-playing! (I put on my wizard robe and hat....)

      Of course, there are also those who think they enjoy the Quest for Numerical Superiority. So they grind their gamer nubbins to reach an unattainable goal. In most cases the 'grind' IS the game and the concept that you need to suffer though the newbie levels to get to the good stuff makes Jack a dull boy. Before we had tubes, such 'gamers' would shuffle about for awhile, whine until they found the cheat codes, enjoyed their 15 minutes of fun, and then moved on. Yet now that they can unlock their super powers in an online world, they would rather we be the mouse to their cat games. An attempt to try and milk more than a mere 15 minutes of fun by basically shouting "I am GOD here!" to anyone who will listen.

      Fun is where you find it. Accomplishment is a subjective and personal quest. Etc, etc.

      --

      A steaming cup of soykaf would be real wiz right now.

    10. Re:What's the point of playing then ? by DrFalkyn · · Score: 1

      The problem isn't the leveling, it's the grinding. In most CRPGs, the game play (as I see it) goes like so: Walk into a maze whose primary purpose is to force you to do a lot of exploring (read: walking around aimlessly) so that you have to fight a whole lot of random encounters with puny little enemies. Fighting in these random encounters is more or less mindless, because they're puny and their real purpose isn't to present a challenge so much as to level your party up. This makes you powerful enough to go on to the next maze. . .

      If the entire purpose of the "forced maze" is killing monsters to gain XP so I can level, then yes I agree with you. However I don't think the exploration aspect is so bad, as long as its not totally monotonus. Irenicus' dungeon, which had 'maze' like aspects in BGII for example, I thought was done quite well. I have personally never played the the FF series but from what I garner from other people playing it, there did seem to be alot of monotony at certain points. I remember watching my roomate playing playign one time and he had to repeatedly feed this bird for some reason. The worst part was that whenever he fed the bird there was this little cutscene that played which lasted maybe 10 seconds. And he had to do that like 20 times in a row!

      Personally I think you should only gain XP for completing quests. Then you could have lots of mini-quests like 'rescue X ' where X is guarded by a pair of ogres. To appease the fighter types you could have the option of slaying the ogres. On the other hand there might be another way to do it, like say sneaking in and releasing the prisoner, and sneaking back out (I love to sneak). Or scaring them off somehow, or maybe bribe/charming them. Another quest could involve 'deliver X to Y' (I know, I know a FedEx quest!) but doing so might involve fighting your way through hostile territory.

    11. Re:What's the point of playing then ? by rabiddeity · · Score: 1

      leveling doesn't require grinding

      This was one of the things that Planescape: Torment did perfectly. You could grind mobs if you wanted to (in fact, near the end of the game there were several places specifically designed to let you do so). But most of your experience points came through revealing parts of the story arc. If I recall correctly there are only a handful of points where combat is explicitly required, and it's never for the purpose of increasing a stat so you can beat another boss. If you wanted to fight, you could fight. If you got bored, you could just ignore the random guy or two trying to pick fights with you and continue the storyline without consequence.

      The Zelda games also base character development on your progress through the game rather than on arbitrary stats. While fighting through a dungeon, you get a new item which makes your character indirectly stronger (maybe by supplying the player a way to easily beat monsters that are difficult or impossible to fight with just a sword). And when you beat the boss of that dungeon, you get another immediate reward in the form of being able to take more damage. Outside of the dungeons, if the player spends time looking for secrets they can become stronger, but it's never necessary. The great thing about this is the pacing; if the player plays through the game quickly they'll get rewards faster to match the challenges they face, and at no time will the player be too weak to proceed. At the same time, they still have to earn those rewards. This is why the Zelda adventure formula is popular.

      Contrast this with a game like Final Fantasy X, where most of your time is spent fighting random monster battles in between major plot elements. If you run from the monsters you encounter in these random battles instead of cutting your way through, the boss battles will become more and more frustratingly difficult until they are nearly impossible. Since the storyline is about a long journey, this game mechanic works to the extent that a long journey is supposed to be long. And most players who reach the end of the game feel an attachment to the characters since they've spent the game traveling together. But it feels artificial because it's disruptive to the gameplay if you don't play at the exact pace the designers intended. And fighting a thousand random battles because you HAVE to is annoying even to many RPG players.

    12. Re:What's the point of playing then ? by aussie_a · · Score: 1

      May I suggest a roleplaying game like ArmageddonMUD? You'll be trading in the boring pizza errands and graphics true for roleplaying with politics, backstabbing and fun. If you want to do coded things then yes, there is some grinding involved. However to do the "grind"ing you have to have In Character reasons to do it, so its realistic grinding, not mindless grinding. The real part that Armageddon shines is through the roleplaying, not the grinding. You can ignore the grinding if you choose the correct role (such as an aide) and just concentrate on the roleplaying if you like.

    13. Re:What's the point of playing then ? by NeMon'ess · · Score: 1

      I'm not going to play if the gameplay is stupid. You said it yourself. Grinding is stupid and not fun. Levelin can be fun. Grinding by definition, is a grind, a chore, a bore.

    14. Re:What's the point of playing then ? by NeMon'ess · · Score: 1

      But these games shouldn't be catering to the 5% of masochists who think "no pain, no gain" and want to grind. The other 95% of us don't.

    15. Re:What's the point of playing then ? by Anonymous Coward · · Score: 0

      make the difficulty jump between bosses smaller (since we're not level grinding anymore) and have the exact same game except that it really does only take a few hours to complete instead of weeks of your life. The story (the core of an RPG like this) would be the same.

      I used to like the final fantasy series when I was younger, but I just don't have the time anymore. It would be cool if when they released these things they'd make a "lite" version with all the filler cut out, you know, for us old guys.

    16. Re:What's the point of playing then ? by Valdez · · Score: 1
      It's the same system that has been happening on console RPGs since Dragon Warrior came out 20 years ago - the level grind.

      Pshhhhh, there was no level grind in Dragon Warrior!

      It was more of a "slap the metal slime until you hit him" grind. ;)

  10. What is he talking about by nsanders · · Score: 5, Interesting

    What he is complaining about sounds more like an MMO then an RPG. I don't recall being given quests to kill 500 wolves in an RPG. In a lot of RPGs you just level with out noticing. It's not something you have to go and "do".

    Also, this guy apparently established his own Game Design company making... RPGs! So why doesn't he just shut up and go make one the way he wants? He says he wants an RPG that can be finished in 10-12 hours instead of the 40+ most of them are.. Dude, that's what makes an RPG an RPG. It's long very detailed story!

    For a guy who designs RPGs he seems like he doesn't understand what makes them great. If I'm not mistaken, he could just go play some of the new FPS's which have detailed story lines that only take about 10 hours to beat. They don't involve leveling and don't require you to quest..

    So stop making RPGs and start playing FPS's!

    1. Re:What is he talking about by Tim+C · · Score: 1

      He says he wants an RPG that can be finished in 10-12 hours instead of the 40+ most of them are..

      If I'm spending £35 (about $65, give or take) on a game, I want it to last. I do not want it to be over quite possibly in a day (or certainly a weekend).

    2. Re:What is he talking about by Canthros · · Score: 3, Insightful

      He's talking about CRPGs, not just the MMO sort. You may have noticed that he specifically bitched about FFXII?

      Incidentally, if you read to the end of the article, he pretty much cme to the conclusion you just noted: no more games that take more than 10-12 hours.

      Someone else already hit on the other thing you missed: it doesn't sound like he's upset about character levels, per se. He was aggravated about having to do piddly little bullshit for hours on end so he could move on to the bits of the game that mattered. It took this guy 47 hours to get through FFXII. Hell, it took me 120+ and I didn't do every quest or collect every Esper--or very many of either, actually. (I generally liked FFXII, but mostly because the grinding was less tedious than it had been for some time.)

      I guess the question he's trying to get at is this: why isn't the game made such that you gain whatever levels you need by the time you get to where you need them?

      --
      Canthros
    3. Re:What is he talking about by cowscows · · Score: 1

      I think what he's getting on about is that an RPG might have a very long and detailed story, but seriously...how many stories take 40+ hours to tell?

      If the story can be told with 12 hours of gameplay, then just take 12 hours. You can stretch it out to 40 hours by making the player do everything twice, or three times, or maybe ten times, but that's not really all that fun. If you're playing an RPG for the detailed story, then anything that keeps the story from progressing is a waste of time. Maybe a more interesting way to look at it is that the game designer has given you a series of jobs to do, and each time you finish enough of that work, the game rewards you with a little more of the story. I want to play the story, not earn it. A book doesn't make me read the last page of a chapter nine times before I can go on to the next chapter.

      I guess if you've got nothing better to do with your time than sit in front of a screen and repeatedly do the same thing, then you'll like most RPG's. I play final fantasy tactics advance on my GBA whenever I'm sitting on the toilet taking a dump. I don't mind doing the same mindless task repeatedly then, because I'm just killing time while my digestive system figures things out. But beyond that, if I want to do the same thing over and over again, I'll go to work because there I at least get paid to suffer through the monotony.

      --

      One time I threw a brick at a duck.

    4. Re:What is he talking about by poot_rootbeer · · Score: 1

      He says he wants an RPG that can be finished in 10-12 hours instead of the 40+ most of them are.. Dude, that's what makes an RPG an RPG. It's long very detailed story!

      I doubt a 40-hour RPG has more than about 10-12 hours of actual story. The rest of the playing time is spent walking from place to place, talking to people who stand in the same place in the village all day every day, and slaughtering blue slimes over and over again because you need the experience points or coins or just because they're in the way.

      If an RPG were a movie, a good editor would leave half of the film on the cutting room floor. It's filler.

    5. Re:What is he talking about by Anonymous Coward · · Score: 0

      I play final fantasy tactics advance on my GBA whenever I'm sitting on the toilet taking a dump. Remind me never to borrow your GBA...
    6. Re:What is he talking about by Yuan-Lung · · Score: 1

      I guess the question he's trying to get at is this: why isn't the game made such that you gain whatever levels you need by the time you get to where you need them?


      Because, some people, like myself, may like the fact that there are old school level grind in RPGs? that we think they are an intergral part of RPGs? and that we actually have tons of fun doing it?


      I just picked up yet another version of FFV yesterday on GBA. I am about to yet again about to dump some 60 hours to grind my way to max level with all job capped and all that. Why? because I actually enjoy doing it.
      I mean, if the games you don't like are selling, maybe some people other than you actually like them?


      Having said that, I've noticed that some games are also catering to people who demand instant gratification. FFXI:ToUA missions are basically 'walk here, watch this movie, then head over there, and watch more movie', likely after people went emo over the last expansion, FFXI:CoP, where a huge amount of time and effort is needed to every little bit of progress.

      I've learned to enjoy either, but maybe people who only find fun in one or the other should just stick with what they like, and not complain how not every game is made exactly to their personal taste?
      Maybe instead of writing "why I hate fantasy RPGs" after forcing yourself play these games you don't really like, just pick up something you do enjoy and have some fun?

    7. Re:What is he talking about by Anguirel · · Score: 1

      You weren't given a specific quest. You were told to go get the item of whatsis from the forest of evil, and had to kill 500 wolves in random encounters on the way there and the way back. "Leveling without noticing" as you put it. It is, in fact, something you go and "do". It's no longer to the degree of the original Final Fantasy or Dragon Warrior where you literally went out and killed random monsters long enough to gain a level, but it amounts to the same thing even when there's a quest objective at the end.

      The point is, there's a lot of "trash", often nonsensical extras that literally are the "random" part of a random encounter, that simply doesn't need to be there. Extra battles that serve no purpose other than to give you money/experience/items so you can go and accomplish the next real objective. Those could be removed, forcing the game dev to actually create 40 meaningful hours of game play, and that would be a lot more enjoyable.

      --
      ~Anguirel (lit. Living Star-Iron)
      QA: The art of telling someone that their baby is ugly without getting punched.
    8. Re:What is he talking about by gilroy · · Score: 1
      Blockquoth the poster:

      It's long very detailed story!

      I think you missed his point. A long, detailed story would be fine. But many RPGs are not both long and detailed. They're just long. The following is not a "detailed listing of my life":
      • Feb 1: I went to work. I came home. I read slashdot. I watched TV.
      • Feb 2: I went to work. I came home. I read slashdot. I watched TV.
      • Feb 3: I went to work. I came home. I read slashdot. I watched TV.
      • Feb 4: I went to work. I came home. I read slashdot. I watched TV.
      • Feb 5: I went to work. I came home. I read slashdot. I watched TV.
      • Feb 6: I went to work. I came home. I read slashdot. I read a novel.
      • Feb 7: I went to work. I came home. I read slashdot. I watched TV.


      Having a lot to do is not the same as having something worthwhile to do. I haven't played RPGs for a while but I certainly recognize his complaints in the roots of the genre. I never finished Bard's Tale because the penultimate level of the final tower was simply 99 of every enemy in every square. Could I have slogged my way through that? Probably. But I sure as hell wasn't going to waste my time actually doing it.

      If the writers of RPGs would cut out the redundant, repetitive, and arbitrary grind -- if they would focus on, you know, the story -- the genre would be vastly improved.
    9. Re:What is he talking about by 7Prime · · Score: 2, Insightful

      I'll agree with you on one thing, I understand your frustration of a 12 hour story being told in 40, with tedious crap thrown in the mix. Now, personally, I love watching ongoing TV series, or lots of anime series that may take 20 hours to go through (I won't watch them one a week though... which is why I download 10 episodes of LOST or whatever anime strikes my fancy), because I really like the epic structure of an ongoing plot that subtlely changes and progresses over time. But what I want is some variety in my experience. I usually detest short games because they don't have the time to develop any unique character of their own, so if I end up playing five 10-hour games, have I really had more variety than a 50 hour repetative RPG? No, most likely not. What I want is PROGRESSION, and I don't just mean, "congradulations Billy, now your level 34!" because one number displayed on a menu screen is not going to keep my interest.

      I'm a little weary of your "rewarding for work" example, because, essentially, even though I love the story part of the experience, I want more than just a story. The bottom line is that if the gameplay is simply an excuse to further the plot, then why have it at all? Xenogears and Xenosaga would have made a great animated series, but to be honest, they were terrible games because the gameplay was nothing more than an excuse to further the story. I'd like a game to be well-rounded, with an interesting and ever-changing story as well as interesting and ever-changing gameplay. I mean, isn't that WHY we play RPGs instead of simply watching TV shows or reading books? The more personally involved with the gameplay you become, the more immersed you become in the story as well... so RPGs have the potential to be an increadibly powerful form of storytelling.

      But this is precisely the reason that I DON'T like Tactical RPGs... the gameplay might be great, and the story might be great, but the manner of progression doesn't immerse me in the experience. While being "open ended", I have no interaction with the world except in the form of fight sequences. Give me the opportunity to actually explore the world on my own, talk with people, but give me a great story that I can follow as well. Many people see Tactical RPGs as incredibly "free", but I find them incredibly stifling and uncontrollable, because my options consist of clicking on a new battle site or town and going straight into orthodox gameplay.

      RPGs are about a balance of gameplay, story, and interactivity. The most effective games are able to marry the three, or at least switch back and forth between them seemlessly. I think Metroid Prime is quite possibly one of the best examples (even though some wouldn't consider it an RPG... it follows the same basic philosophy), in which the gameplay and story are perfectly married: you learn that the Metroids have been held captive by the Pirates in a sub-zero base because you go there yourself and are attacked by them. Halo/Marathon do this a bit too, so do Zelda. Turn based RPGs may not be able to perfectly marry gameplay and plot, but some do a great job at interspersing the two.

      The bottom line is, if I'm playing an RPG, then I've obviously not come simply for the gameplay or I'd play a puzzle game or FPS in which that was the ONLY thing that happened, and I haven't come just for the story, because if I wanted that, I'd watch a movie or read a book. I've come because I want to experience the interactive marriage of these two aspects.

      The larger issue, though, is that RPGs are still very unsophisticated and simplistic in their basic ideas. It is a relatively new art form, so I'll cut it some slack, but I think we could be getting more diversity than we have been. Video games, in general, are still in their infancy. 30 years from now, I can't wait to see what happens. The 1950s were amazing for film, so were the 70s. When we reach the stage of video game eras comperable to the film Noir or italian art film, we're going to have one hell of a powerful medium in which to view. And bet your life, it will happen.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    10. Re:What is he talking about by ldpercy · · Score: 1

      FWIW I've played a few of Jeff's games over the years and enjoyed them very much - they're very oldschool rpg's (think ultima/wasteland). Yeah RPGs can be long-winded at times but somewhere along the line that long-windedness became an endearing feature and the genre flourished. When i was younger i lapped it up but these days I mostly can't be bothered or simply don't have the time (apart from a furious spurt a year ago to finish Morrowind). Perhaps Jeff has just changed a bit as he's gotten older - he is allowed to y'know.

    11. Re:What is he talking about by cowscows · · Score: 1

      Yeah, it's certainly possible to get right. I was entirely captivated by Knights of the Old Republic, and was sad when I finished it cause I wanted more. I agree with most of what you're saying, and I think the point of the original article was that that balance is often substituted for with repetition, because it's easy.

      --

      One time I threw a brick at a duck.

    12. Re:What is he talking about by Canthros · · Score: 1

      Level grinding isn't an integral part of the RPG, though. Hell, levels aren't. Story is. Some sort of ruleset is, but it can be as complicated or as simple as the developer or audience wants.

      Anyway, you're talking past me, and probably past the guy from the article. I played through FFV ages ago (around 1998, actually). Maxed the jobs, probably skipped max levels by a few. It's a good thing I enjoy that (or did at the time), because I don't recall the story being worth the trouble. (Incidentally, I bought FFI&II, FFIII, FFIV, FFV, and FFVI for the GBA and DS. With the exception of FFIII, it's the second or third time that I've purchased each of those games, and, for most of them, the second console I have or will have played them on. Never mind the other console and PC RPGs I've got laying around. Please: STFU about the superfan e-penis contest. I am not a casual gamer, and you are missing the point.)

      The current model for many, many CRPGs involves rewarding tedium (level grinding, fetch quests, etc) with bits of story. (Hell, I beat most of the story portion of FFXII with the same gambit setup on every character.) IME, tedium is synonymous with boredom (I read multiple books and magazines while 'playing' most of Suikoden IV), and more or less antonymous with fun. The result is that the game doesn't reward hard work, but bloody-mindedness.

      Obviously, there are people who enjoy that. Still, maybe it could stand a re-think? Some games provide a lot of optional content, often to cater to the obsessive-compulsive or hardcore. Now, if you're the sort that's going to explore every nook and cranny to ferret out all that information anyway, why object to the idea that you shouldn't have to put up with thirty hours of filler to get to the ten hours of stuff that actually moves the story along? You'd still get to wave your ewang around on GameFAQs (or wherever, I really don't care), and normal people might actually get something out of the game.

      Maybe instead of writing "why I hate fantasy RPGs" after forcing yourself play these games you don't really like, just pick up something you do enjoy and have some fun?
      Maybe instead of writing "why I hate people who disagree with me" after forcing yourself read [sic] these threads you don't really like, just do something you do enjoy and have some fun?

      Responses like this do make me wonder: are the "hardcore" RPG fans devoted masochists, or are they stupid? Because you're rapidly convincing me that they're condescending.

      --
      Canthros
    13. Re:What is he talking about by rreyelts · · Score: 1

      I guess the question he's trying to get at is this: why isn't the game made such that you gain whatever levels you need by the time you get to where you need them?
      He's obviously never played Chrono Trigger or Chrono Cross. FFVI also required absolutely no grind. It's really an important part of what made those games great. Too bad that lesson isn't being applied to the latest crop of games.
    14. Re:What is he talking about by Anonymous Coward · · Score: 0

      My problem with the typical crpg is the amount of time spent fighting random critters inbetween the actual story. I don't want to have to spend an extra 10 hours killing monsters when it doen't add to the story, and infact the long time inbetween story elements actually takes away from the story.

      I don't mind starting off low level and working my way up, so long as that progression happens while doing things taht move the story along, not just going in a field and killing monmster after monster so I can gain enough levels to survive the next combat.

      Cmpleting the main combats and quest shoukd give you the xp needed to level and survive the game without needing to spend hours doing non-story driven combat.

    15. Re:What is he talking about by NeMon'ess · · Score: 1

      Replayability.

      I repeatedly played through the adventure game Grim Fandango because it's a 2-3 hour-long interactive movie with terrific characters, acting, and plot.

      Most long RPGs have tons of extraneous story and unimportant quests. Distill the game down to 20 hours and make it awesome without the lame quests and unnecessary plot lengthening and I'll replay it again and again because it's just so FUN.

    16. Re:What is he talking about by Overly+Critical+Guy · · Score: 1

      What he is complaining about sounds more like an MMO then an RPG. I don't recall being given quests to kill 500 wolves in an RPG.


      I guess you haven't played Oblivion where you get to do stupid shit like kill four mountain lions outside town or collect fish scales for a fisherman or deliver a battleaxe to some morons in a cave. FedEx quests galore.
      --
      "Sufferin' succotash."
    17. Re:What is he talking about by 7Prime · · Score: 1

      Gotchya, and I agree. Though, carefully planned repetition is incredible. I just love the feeling when, in a longer piece of music, an introductory melody comes back in after being taken through other material. Repetition is comfortable, and can be used for great effect, but many times it's just an excuse for laziness.

      You know what I want to see? A game in which the whole skill/magic/battle system changes every few hours, but where abilities, stats and things you've gained, somehow translate into the next system, if indirectly (aquiring more XP in one system might translate to more skills in the next). The whole point is that you're constantly having to figure out how to use each new system to your advantage.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    18. Re:What is he talking about by MonkeyOfRage · · Score: 1

      I think what he's getting on about is that an RPG might have a very long and detailed story, but seriously...how many stories take 40+ hours to tell?

      It's not precisely an RPG, but how about Deus Ex (the original, not the blasphemy)? The story drove the game, and I was disappointed to see it end after 50+ hours. That gave the game serious value to me, and is probably why it's still high on my all-time top 5. Making a good story 40+ hours long doesn't seem easy, and honestly I probably couldn't do it, but I'm glad some designers at least try.

      I can agree that a bad story 10-12 hours long can seem longer than 40 hours, though... I like to think I'm pretty persistent, but I'll give up on a game if I can't answer "Why am I doing this?"

      As regards the grind, it just needs to have purpose, or be otherwise engaging. Grind isn't automatically bad. IIRC, there were a couple people that actually liked Diablo.

    19. Re:What is he talking about by cowscows · · Score: 1

      Yeah, it's all about a balance of familiarity(repetition) with challenges. Somewhere in the mix of those two is where I think most people are happy. At work, I certainly like to have variety in my different projects because there's new stuff to figure out and learn, but at the same time, as I get more experience I become more comfortable with those challenges, because I have a familiar foundation of knowledge and experiences to bounce my thoughts off of. I'd prefer to design 50 different types of buildings than 50 elementary schools because I'd rather have the changing goals. But on the other hand, I strongly prefer not to show up at work tomorrow and find out I'm responsible for the design of a fighter jet, because as cool as fighter jets are I have no idea how to design one and figuring it out would be more than I could handle.

      The problem, of course, is that creating a game where a player is constantly having to learn and adapt means that the game must provide constantly changing conditions, and that means a lot of content, which means lots of development time/money. I guess that developers are going to have to come up with some tools to make that process more cost efficient. Now that they've gotten graphics looking pretty darn good, maybe they can focus in that direction for a while.

      --

      One time I threw a brick at a duck.

    20. Re:What is he talking about by 7Prime · · Score: 1

      Unfortunately, graphics are never "good enough", there's always a significant part of the market that simply rates a game by its quantitative eye candy. Fortunately, we've been hearing some new voices in the mix recently, exclaiming that maybe eye candy isn't everything... and surprisingly enough, one of the 3 console manufacturers are behind them on that.

      Also unfortunately, I think the market is being devided up, very simplisticly, into two camps: the eye candy players, and the casual gamers. Currently, there's a very strong "no more eye candy" voice in the casual gamer market... but it seems expected that once you get to a certain involvement of gaming, you automatically want super-snazzy graphics. I think that's BS. I think both sides are dominated by casual gamers, it's just that one demographic of casual gamer will turn on WarioWare for 15 minutes, while another will play 15 minutes of Halo at a party.

      As with all types of entertainment, afficianados are a minority, and there's not a whole lot of output catered to them. I see a significant cry among gamering afficianados to cut it with the eye candy... but eye candy is the easiest to market: in a 30 second commercial, you can't begin to depict the long-term enjoyment of a battle system or introspective dialog, you have 30 seconds to get people's attention, who would rather being watching the actual SHOW, and one of the easiest ways to do that is by playing loud music and showing fast, snazzy looking visuals. Fortunately, I don't think that TV isn't the biggest medium for game marketing... display cases are probably the #1 tool, which is a little better.

      BTW: I'm a TV advertisement producer... and if I sound jaded about it, it's because I am.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  11. spidweb? by Kemeno · · Score: 3, Informative

    Spiderweb Software is the name of Jeff's company (and links to his website), and I believe spidweb is his nickname on his forums. Did he submit his own article?

    1. Re:spidweb? by Taimat · · Score: 2, Informative

      It looks like he posted his own story. His name links to his website, and the article deff. points out that he is from spiderweb software. Did he just make an account here? http://slashdot.org/~spiderweb/ There isn't anything in his profile.

      Maybe I'll write an article about why I hate my IT job, and then, post it on slashdot.

      --
      The above comments are not guaranteed to make sense to anyone other than the author...
    2. Re:spidweb? by antialias02 · · Score: 1

      I was just looking at that myself; it seems so.

    3. Re:spidweb? by Anonymous Coward · · Score: 0

      someone please refund my bandwidth and time wasted reading this garbage

      btw spiderwebs games suck

    4. Re:spidweb? by antialias02 · · Score: 2, Informative

      Try http://slashdot.org/~spidweb/. Actually, it looks like he has submitted three of his own articles.

  12. Seems like a silly opinion by Red+Flayer · · Score: 3, Interesting

    I'm tired of starting a new game and being a loser.

    Well, first off, define "loser". Do you mean a character who is challenged by lesser encounters? Or do you mean a loser in the eyes of your peers (other players in an MMORPG)?

    Seems to me a question of what you're looking to get out of an RPG. If you want to have uber-equipment and incredible spells/skills/whatever, sure, there's a grind. It's kind of like life -- it's rare to be rewarded for doing nothing.

    For me, RPGs are all about the challenge. Since I don't have the time to play games for countless hours, what this leaves me with are games that are difficult in the early game (like Bard's Tale was). This still holds true for me -- once my character is powerful, I'll start a new character and handicap him. I'm one of those idiots who plays a vegetarian knight in Nethack, or an archer in Baldur's Gate (console) who refuses to use a bow.

    Fundamentally, it's about what you want out of an RPG -- and if you want all the gravy, you should be prepared to work for it. (Or pay for it -- there are plenty of services out there that will do so for you). What's the point of all the cool stuff if you never have to work for it?

    One other note -- if you define your character by how others perceive it, and identify with the character to the point that you're upset that others are more powerful, or have access to "cooler stuff", maybe you should be thinking about how much you have emotionally invested in a videogame.
    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  13. Scaling Rewards by Applekid · · Score: 2, Insightful

    The problem with MMORPGs is the reward for the effort. This isn't just a few players in a D&D campaign: you've got huge populations. In order to reward people who do well in the game you HAVE to provide cool and unique places to play with cool and unique opponents that drop cool and unique items.

    If you step back you notice all the novel and interesting things in these games happen at the top levels because, frankly, that's where they HAVE to be. If the game peaks midway through the level grind, why would anyone keep enduring it?

    In the meantime, the game's value gets diluted where it's only the end game that is important. Instead of treating time investment as something to be rewarded with something to ooh and ahh over, or something reserved for the selected few, it's treated as a requirement to get your fill of the game. You have people paying $X per month. You could be paying $X for dull repetitive content or really exciting unique content... it all depends on how much work you put into it.

    This simply doesn't happen with older RPG games. With few players at a time you can make sure everyone's having fun as a group. Together. The world bends to them. How many DM's out there have tweaked random encounters to fix challenge levels for their players? How many DM's roll their own quests specificly to have a good time? With the "MASSIVE" in MMORPGs, there cannot possibly be good attention paid to the up-and-coming players. You focus on the bottom so they get hooked and learn how to play the game, you focus on the top so nobody gets bored and leaves, and the middle? Well, screw them. Hurry up and get beefy.

    On the aside, I've liked just about everything that ever came out of Spiderweb Software. Although, perhaps they could take a lesson from Oblivion and scaling opponents with the player's progress. Reward scaling is great in their games with side quests and little things to discover if you have the patience to crawl around, but the games usually stop being fun when I become a living God in the games and can decimate just about every enemy area without a sweat.

    --
    More Twoson than Cupertino
  14. This is silly by Anonymous Coward · · Score: 0

    If this guy doesn't have fun starting from scratch in every RPG, then he needs to look into another style of game. Maybe one where you don't have to work hard to develop skills and gain useful items, which allow you to progress in the game. Oh, wait! That's exactly what an RPG is.

    Personally, I don't think they're a waste of time at all. I have fun start from the very beginning each time. If you aren't enjoying yourself, then it's time to look for another game. Don't tell me that I'm wasting my time just because you don't like the games that I play. What a jackass.

  15. Ultima Underworld by HBI · · Score: 1

    Fun from the start.

    That's the problem, poor gameplay value. It's not an instant gratification thing. It's that WoW is boring as hell to grind because it's all randomized BS with no value or significance that respawns regularly.

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    1. Re:Ultima Underworld by twistedsymphony · · Score: 4, Interesting

      I don't think it would be beyond the realm of possibility to have an RPG start your off with some complex task requiring some familiarity, if you succeed you can proceed from there, if you fail you get knocked into some scenario where you have to build yourself up from the dumb dumb status.

      Think of Oblivion... maybe you were half way through the ranks in the thieves guild when you start and you get a decent mission, if you fail (get caught) you're thrown in jail and the game starts with you killing rats (training). But if you succeed you keep playing from that point on... and the main quest would kick off in some other scenario. I'm sure you could apply the same thing to any number of other games.

    2. Re:Ultima Underworld by Bocconcini · · Score: 1

      This is my first "I wish I had mod points" post.

      I'll add Fallout 1&2, Planescape Torment, System Shock and even Ultima Underword 2 to that, although it has that dreadful snow level with snowball throwing Yeties, slippery ice fields and a button pushing maze. It's all about engrossing story. Imagine you had to read a fantasy book where the hero spends the first 100 pages killing rats.

    3. Re:Ultima Underworld by Anonymous Coward · · Score: 0

      I just beat Ultima Underworld the other day for the first time, and am now on my second run through on UW2, after which I will give System Shock another run through...thank goodness for DosBox...the best emulator created (especially CVS builds with added functionality, which actually allows me to play SS at the highest res at full speed).

      Having just beat UW and really starting to dig into UW2, which is a far superior game in my opinion, since you actually can use treasure you find to buy stuff, and it really feels more like you are in a living world...so, playing these games I couldn't fathom what the author was on about...I really don't feel the grind so much. UW2 you start of pretty much able to kill only rats and rotworms and the occasional spider, but you are exploring the depths of the Castle...as you do that you are gaining experience, which you use to upgrade skills when you return to the castle to provide status reports. It's a very organic experience...I would agree that a game has to compel you to do that...a lot of modern RPGs don't...I don't feel that FFXII does. CRPGs have the most potential it seems, and I would definitely have to agree with all the choices you thought to list with UW, Fallouts, Planescape, BGII...too few and too far between.

      Oblivion is a joke as far as CRPGs are concerned...they claim to be so expansive, but the details are weak and pitiful. Ultima 7 gave you some neat details, play mandolin and harp, bake bread, spin yarn...these can also help break up potentially dull tedium...too bad the only publishers left who own licenses to these great games couldn't care less about them except for their quick cash-in value.

    4. Re:Ultima Underworld by ShadowsHawk · · Score: 1

      Agreed. I still have all of my hand written notes on the lizard language, runes, quests, clues, etc. Great game. :)

    5. Re:Ultima Underworld by Anonymous Coward · · Score: 0

      Incidentally, as a psychologist who specializes in testing and assessment, this is exactly how computerized testing works (more or less):

      You are presented with some test item that represents average difficulty. The response to that item provides a crude estimate of your ability, which determines the next item presented. This process continues until the estimate of your ability reaches some level of statistical precision.

      What you're describing is a little different, in that involves the opportunity for advancement through task completion. It's an interesting thing to think about.

      I've often thought about how the priniciples of RPGs and CRPGs resemble the principles of psychological testing. It seems like you could use the latter to inform different approaches to the former.

    6. Re:Ultima Underworld by HBI · · Score: 1

      I think you'd find fertile ground for lots of research, but i'd first try out Bartle's book.

      "Designing Virtual Worlds"

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
  16. Point? by Anonymous Coward · · Score: 0

    You'd think that someone who spent 23 years of playing RPGs would understand the point is not to win the game, but to immerse yourself in the role and explore the game.

    That being said, Jeff needs to pick up Planescape: Torment. Not that he'll enjoy it for the story or anything, but at least he can start out as a god.

  17. Grand Theft Auto by RiotXIX · · Score: 1

    It had enjoyable missions from start to finish. I appreciate his point: I'm no gamer, but I remember when playing Zelda: Ocarina of Time for the N64, traipsing around huge landscapes was astounding - the first time. Several years on, I still don't want to play it again (although the completing a game like the does feel relieving).

    --
    "You know you don't act like a scientist, you're more like a game show host." Dana Barret
    1. Re:Grand Theft Auto by ^_^x · · Score: 1

      Though GTA:San Andreas starts you off as a crappy driver, bad bike rider, slow runner without much stamina, no respect, no sex appeal, etc etc... until you grind those skills up doing related tasks.

      It's kind of sad, because due to the horribly buggy worlds of GTA, I usually just used the game to fool around, but when I started GTA:SA, I found that I'd have to basically run around and excercise my various stat bars up to an adequate level before I could play the game. So basically, it falls into the same traps detailed in the article.

    2. Re:Grand Theft Auto by Anonymous Coward · · Score: 0

      Odd, I really didn't find this to be the case. I've played through San Andreas twice, and both times found myself following much the same path - grinding three times, two of those by choice:
      fitness - when the gym gets introduced early in the storyline, both times I ended up grinding on the weight machines etc for a few sessions, but I don't believe it was *required*.
      cash - both times I ended up having a big gambling session once I got to Las Venturas, this made loading up on weapons for the last few missions easier (in fact made some of them almost trivially easy, because I outgunned all of the opponents), but also wasn't required.

      Finally, the grind that I *was* required to do both times was for swimming skill to take on the missions where you have to swim out into the harbour. This was a bit of a flaw in the game, there should have been some earlier mission requiring you to swim which didn't have a minimum lung capacity requirement, but which would have bumped you up to the minimum level before you got to this point.

      As for the rest - driving skill, bike skill etc - I ended up with these at or near maximum by the time I finished my way through the main storyline without ever spending time driving around in circles solely to beef up stats.

    3. Re:Grand Theft Auto by ^_^x · · Score: 1

      Like I'd mentioned, I mostly use the GTA games for fooling around. I find the missions way to buggy and chancey to bother with. I go out, try to spraypaint, but it's jammed and won't work. I run right up to my car door to get back in, press the button to enter, and my character turns 180, runs across the street 20 feet and tries to get into the police car chasing me. I brake too quickly on a bike, wedging it permanently halfway into the road. I drive to a mission only to be blown up in a spontaneous chain reaction of explosions in traffic in front of me (Or have a plane crash straight into my car! WTF!) Or the old classic, I'll just be jogging around and fall through the ground of the level... So like a lot of people I just used GTA as a sandbox to play in, except San Andreas starts you with an inept character you have to grind so you can play with YOUR skills, not your skills -20% or whatever the number is.

      Glad to hear it worked out for you, but to me, it was just another "start as a wimp and grind up" game that the article complained about. Granted, SA didn't take nearly as long as most RPGs to do this in.

  18. Not MMO by lonechicken · · Score: 1

    The author is actually speaking about "single-player" RPGs, though the points of the article seem more evident in MMORPGs.

    Avernum and Geneforge. Eh? Wouldn't know those two games if Ray Muzyka and Richard Garriot smacked me over my head with those game boxes. Granted, sales numbers and popularity don't mean everything, but something tells me that the author is sick of RPGs because he's not getting the point of what makes some RPGs successful and good from start to finish. As if he's taking the character's tasks too literally. Immersion, smooth learning curve, is probably interpretted by him as busy-work prior to head bashing heroics. Sort of an ADD view on RPGs if you ask me (and you didn't).

  19. <shakes head> by wooden+pickle · · Score: 1

    I'm so glad we got rid of all these stupid casuals from my guild.

  20. hmmm by nomadic · · Score: 1

    In the Olden Days you used to be able to (usually) copy your characters over to RPG sequels. I don't think they do that that much anymore.

    But I have to say, while spending 60 hours on an RPG was great when I was younger, the older I get the more uncomfortable I am about spending too much time on a game.

    1. Re:hmmm by aussie_a · · Score: 1

      Will you play 6 10 hour games? If so, why not simply spend that time on 1 60 hour game? Don't you get the same thing from it?

  21. RPG=ROLE Playing Game by knarfling · · Score: 2, Insightful

    First, let me say I can partially understand where he is coming from. Usually I run into this when I want to replay an RPG over again. As you go through the game you find bigger and better items (weapons, armor, magic, etc.) and when you start over again, you think, "If I could just get the *Light Sword* found at the end of the game, I could kick butt in the beginning of the game and get to the end that much quicker." I know some people who like to hack the game just to give their characters the coveted items early in the game.

    Some games deal with this by having shortcuts that you find out after you already need them. The first time though, you go the long way building up experience and learning the shortcuts. If you go through again, you know the shortcuts so you don't spend a lot of time just building experience. The problem with that is that there is a trade off. Once one person knows the shortcut, EVERYBODY knows it. Why do the long way when someone else has found the shortcut for you?

    After having said all that, I firmly believe that Role Playing Games are there for you to play a role. What fun is the game if your role is Urak the Unkillable? Do you really want a role where you start out as all powerful and the goal is to lose all your powers and get rid off all your cool stuff? (Maybe I will start a game with that as the premise.) If you don't like the role any more, don't play the game.

    As for me, it is true that I don't play nearly as many RPG's as I used to. They do take a lot of time that I don't have any more. There are times that I don't like starting out so low and I want to start out with a bit more of a head start. But I still get a kick out of improving my character(s) and developing him/her/them the way I want. I tend to prefer games where I have lots of control how I build the character. Do I want a wizard or a warrior? A fighter that can do some magic, or a magic user that knows which end of a sword to hold? What are the benefits and drawbacks to a quest? I know that not everyone likes the same games I do, and not everyone likes the same character development. Furthermore, as time goes on, peoples tastes change. If you don't like spending that much time developing a character, perhaps it is time to either change game styles, or program one that better fits what you want.
    --
    Great civilizations have lived and died on false theories. Don't mess up mine with a few facts.
  22. It's the XP paradigm's fault by Anonymous Coward · · Score: 2, Insightful

    What RPGs often do wrong is make the main XP source from killing targets, so a char that goes out and kills 500 wolves is innately better than one which killed only 5. When the game system rewards tediousness, many players will get tired and angry.

    There are a few examples that I recall that alter the formula a bit. The Elder Scroll series do not derive leveling purely from killing, so your character can enjoy doing whatever he/she needs to. Chrono Cross levels all your characters when you beat the next boss; all the creatures in between is just practice. Deus Ex (the original) had an RPG-like system which rewarded the player skill points for completing objectives. All three basically having leveling objectives that don't include "killing X more creatures".

    As a side note, I don't feel having to run-around-and-level in RPGs is nearly as bad and distracting as having to collect resources and redo all research in every scenario of a RTS.

  23. I actually agree with him... by ShawnMcCool42 · · Score: 3, Insightful

    I'm a long time gamer and i've been known to get sucked into FF11 and then the far superior WoW.

    I had so much fun with WoW, but I ended up quitting and eventually feeling disdain towards the MMO genre as it currently exists.

    I honestly can't find a nugget of story or novelesque quality at all in either of the MMOs I've mentioned. On top of that, the entire game structure is set around rewarding you for spending your time playing. I find that beyond superficial familiarity of your abilities and being observant in-general there's no real skill to be had in these titles. I can't believe I worked so hard to get a stupid mount in WoW...

    In the time it took me to grow to level 45 with two seperate characters I could have beaten a number of games that had a MUCH higher engagement level than WoW. WoW is drawn out and slow, you have to play for an hour to complete a quest (you know what I'm talking about, don't nitpick me here). I've come to realize that I'd rather have a much more condensed gaming experience. I feel that for every 1 part of WoW i expended 3 parts time. Why bother when there's SO many great titles out with closer to 1:1 ratio?

    I don't really have anything at all against the people who play the games.. But, for me (at least personally) I find them to be an extremely inefficient use of time.

    1. Re:I actually agree with him... by Thirdsin · · Score: 1

      ummm bro, we are talking about games here.. They are all inefficient wastes of time :-)

      Side Note: I played WoW after getting sucked in by a buddy, this was when WoW was at like 200,000 peeps, yea old school. I enjoyed the novelty of having complete control over a character, running round an almost endless environment and every aspect from simply feeding my character to killing boars ;-) (it wore off after level 4!). But alas, leveling my characters up, getting uber gear etc... the time investment increased and increased and increased. When you "NEED" to devout as much time each week to a game as a fulltime job, you gotta step back and reevaluate your priorities. I quit and i'm not looking back. I think i'll start reading books, perhaps learn something in RL instead of the stats on an Epic drop :-P
      Cheers

      --
      No words of wisedom here.
    2. Re:I actually agree with him... by bigstrat2003 · · Score: 1

      I didn't like FF11, but I enjoy WoW quite a bit, and find myself wondering at some of your comments. "You have to play for an hour to complete a quest," is that meant to be taken literally? I do almost all quests in the game in 10 mins, 15 mins if it's particularly difficult.

      I also can't help but think that if you "can't find a nugget of story" in WoW, then you must not have paid a lot of attention. I mean, what about the story that's presented in Westfall (if you played Alliance)? There's a good example of story right there. The story in WoW may not be cohesive, but it's certainly there. You aren't going to march into the Twisting Nether and defeat Sargeras all by yourself, but this is simply an issue of not being able to make anyone that special in a game where so many play. Indeed, one of the primary reasons I play WoW is a deep appreciation for the game lore, and its story. I love seeing famous characters, visiting famous places (and making a difference there!), and doing great things in that setting (not many experience the chance to visit Naxxramas, but who doesn't want the chance to kill one of the most powerful necromancers in the world?). Contrary to what you said, WoW is chock full of story. YMMV, and I guess it did, but I will never be able to agree with the conclusion you drew.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    3. Re:I actually agree with him... by ShawnMcCool42 · · Score: 1

      Games may be wastes of time in some contexts, but efficiency is still a factor. =)

  24. Jagged Alliance Series by lonechicken · · Score: 1

    Not necessarily considered RPGs, but JA seems like the ticket for this idiot. You don't have to start out as a "loser." One or two characters on your team (party) can be pretty major badasses from the get go. It doesn't make the game any easier, and you still get to experience the entire storyline.

  25. Well, it is better then the alternative by SmallFurryCreature · · Score: 3, Insightful

    I am talking about the RPG effect were the end or even the mid-level game is just one long hack&slash. Offcourse you might have a different opinion, maybe the descende into one long slaughter session is what you call the exitiing bit and you are glad to have gotten that boring talkie stuff.

    Not even NWN2 succeeds here. Part of the problem is that the game gets too big. You go from a having a small party whose members are constantly in each others hair providing color, to a HUGE party who members you can barely get to know, whose interaction is extremely random because you have ZERO change of hitting the right combo of party members at the right moment/location.

    But an ever worse game was a RPG set in our own medeival times but were magic was real. It started out as a good RPG but soon became nothing more then one long dungeon crawl with zero Rpg elements.

    But back to bashing NWN2. If you have played it, you will have seen a loading screen message that tells you that you can interact with your party members enough to change them. What they don't say is that you can change ONE of them. The dwarf can become a monk. About half way through too and then that is it. Zero reaction from him.

    Whoopee. Then again, the entire game is not to fleshed out. Only one romance option per gender. No same sex romance. If only they hadn't gone for a every single class as a party member approach and concentraded on a smaller group they could have avoided all that.

    BUT I never really came across the need to 'grind' in a PC RPG. Yeah, in a way perhaps the whole bit in NWN2 were you got to do quest after quest to get access to the next area in your quest. Espcially since the "part of Neverwinter blocked of by the guards" bit is getting pretty old by now. Is that city ever not under lockdown?

    Yet that is part of the gameplay, sure it is not the best story telling to do all these quests when you feel you should be rushing to get inside but that is the way bad stories work. It is like that eternal sex scene in action movies were the leads suddenly get naked for no reason when they really should be trying to solve the case.

    As for ALWAYS playing a newbie. Well yeah, that can get old. Again NWN2 fails here a bit. Since you can create your own character you get the effect of being treated like a kid when your character is a 200 year old elf. Sure, they mature slower but still. Wel at least they were bright enough to make your forster father an elf as well.

    As for starting at level 1. Okay, just try to imagine a game where you start at level 20. Problem? Well, if it is D&D beyond that you start to come close to godhood. Monk's are near invulnerable. Fighters slice and dice through anything, magic users don't have a single spell available anymore that does NOT wipe out the entire party (by accident, I SWEAR!) and healers can pull people back from death before they were born.

    Sure a TRUE RPG could probably pull it off. In fact there is an other genre of games that already does. It is called an adventure. RPG without the combat. Because what does the combat mean if you are so fucking powerfull that nobody can stand against you. It would have to be an RPG with extreme story telling.

    I want one, but in todays world were not a single RPG designer can resist skipping corners by just adding a few extra levels of nothing but boring nasties you already defeated dozen of times, I am not holding my breath.

    Even the legendary Planescape Torment had them.

    But as for needing to grind up, he is playing the wrong games.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  26. "Wasting Time" is subjective by wuie · · Score: 3, Insightful

    The concept of 'wasted time' is completely dependent on the person who is doing the activity. For some people, it's a fun and rewarding experience to start a character in a different world/time/setting and build that character up through experiences and quests. However, for some people, this is akin to pulling teeth: an agonizing trial that they believe separates them from the action at the endgame. In the latter category, I'd place the author.

    I'm one of those people that likes the build a character from scratch and have them grow as I see fit. For this reasons, CRPGs are perfect for me, and don't feel like a waste of time at all. The fact that the author complains about 90 minutes of doing a quest when he could have used that time for something more 'exciting', like watching a movie, tells me one thing: he should definately get his entertainment elsewhere. He wants spontaneous action, he doesn't want to build the character but have it handed to him on a silver platter. There's nothing wrong about that, since there are plenty of games that do this, but CRPGs are not one of them.

    It's not a matter of the CRPGs being at fault, it's just the author looking in the wrong place for his entertainment.

    1. Re:"Wasting Time" is subjective by ^_^x · · Score: 1

      Personally, I like dungeon crawler type games like Diablo, Dungeon Siege, Untold Legends, etc... and they force you to start out weak, and ill-equipped, but the game's difficulty is laid out so that as you play each level and clear each dungeon, you're generally powerful enough by the time you're finished to take on the next one.

      Currently I'm playing WoW with some friends, and while it seems the same on the surface, there are so many missions where you talk to one NPC who sends you running west through a desert for 20-30 min only to search an entire randomly laid out town for another NPC, walk up to them, deliver a message, and run 20 min back the way you came to say "He got the message!" Or like the article mentioned, kill 100 of the same monster to get 10 items (heh... back when I played Ragnarok Online it was more like kill 10,000 for ONE item! ...or do without it!) These are shameless wastes of time. There is no real gameplay in pointing toward a city and holding down the "up" button until you get there. There are games that take it even further like Eve Online where to learn a skill, you simply choose the skill to learn (or buy it) then start it training in the background - then wait for its timer to finish. At the start it takes minutes, but higher level skills can take weeks or more to learn. This is a game you pay monthly for! You pay them to sit around and wait!

      I don't know if the problem is so much that he doesn't like any RPGs, but there is definitely a difference between good design and bad. You can start as a weakling and it'll be fine if the game is paced well. On the flipside, you can be a godly character already and have the fun sucked out of the game by doing pointless busywork and nonsensical errands (collect 600 wolf noses! Only 1 in 50 wolves HAVE a nose!)

    2. Re:"Wasting Time" is subjective by shalla · · Score: 1

      Exactly. I don't mind spending 90 minutes on a WoW quest, because in that time, I'm usually exploring, talking to people, working on some skills, and possibly working on another quest or two. I find that much more engaging than watching a movie, because after the movie, I've accomplished nothing. After the quest, I know that I stuck it out, probably snickered at something my brother said to me in tells, got money or rep or a reward, or somehow added to my feeling of accomplishment. I'm not going to say that there aren't quests out there that I felt were not worth the trouble, but a quest is only part of the total gaming experience.

      I also can't say I really understand the mentality of "zOMG! GO GO GO! I must have a 70 of DOOOOOOM by tomorrow!". To me, I enjoy making the character and deciding how I want it to go, not competing with others to be the uber player of the server. To that end, I enjoy building the character through level 70, and my goal at level 70 is not always to have the best, shiniest, coolest stuff or attempting to pwn other folks, but to do things that I consider fun--whether that's running endgame instances or taking silly screenshots or planning scavenger hunts or whatever. A game is what you make of it.

      So while I guess some people might consider me hosting a scavenger hunt to be wasting time, I consider it great social and family time, and I certainly know where to find a lot of bizarre stuff now without having to check Thottbot.

    3. Re:"Wasting Time" is subjective by GamblerZG · · Score: 3, Insightful

      The concept of 'wasted time' is completely dependent on the person who is doing the activity.


      This is a common relativist argument that can be (and frequently is) used to justify anything. You just make a claim that all concepts are subjective, and you're done. No logic necessary.

      I'm one of those people that likes the build a character from scratch and have them grow as I see fit.

      It's not about character development. The point is, games can be meaningful and thought-provoking, but they often are not. Instead, some game designers prefer to pad games with lots of repetitive and essentially meaningless actions. If you're killing endless enemies generated by the game system, that is a waste of your lifetime, regardless of whether you like it or not. It's a waste of time because you could skip all the killing, and nothing, absolutely nothing would change.
    4. Re:"Wasting Time" is subjective by evgen88 · · Score: 2, Informative

      Wow, first time I haven't found someone else with a close enough opinion to mine that I feel I need to post.
      I think too many people aren't reading the article, or are just skimming. I know exactly what he is talking about. It seems he likes playing through and advancing, it's the method he dislikes. The first few hours of most RPGs, online and multiplayer or otherwise start you off so weak, do such menial tasks. Does these phrases sound familiar? "You are not strong enough yet to use the big stick" "Bring me back the spleen from 50 sewer rats" "Your small blunt stick is broken"
      I personally love RPG, a long time player of various PnP versions. D&D is the pattern almost everyone follows, but it is the most archaic. In Shadowrun you start with either a lot of skill, a lot of tech, a lot of magic power, or a lot of raw talent, and you still advance from there.
      I play City of Heroes and City of Villains, and there is still a lot of repetitive "grinding" going on, but from the very start of the game you are doing something interesting, even the tutorial! Retrieving data on a psycho drug that has infected mobs of people in the area, it's up to YOU! Or escaping from your cell in the City of Heroes to restart your life of crime under the watch of a criminal overlord interested to see if YOU are the ONE future mega criminal.
      I have tried WoW and after CoH the first couple levels of most of the races are a chore. That kind of stuff should have been in a tutorial once. Undead actually are OK, I guess because the whole "Hunt animal X for food" thing doesn't work, so you actually fight other remotely imposing monsters who actually drop decent goodies right away.
      I could definitely do with out all of that, and I have heard many others who fell the same.

    5. Re:"Wasting Time" is subjective by feepness · · Score: 1

      It's not about character development. The point is, games can be meaningful and thought-provoking, but they often are not. Instead, some game designers prefer to pad games with lots of repetitive and essentially meaningless actions. If you're killing endless enemies generated by the game system, that is a waste of your lifetime, regardless of whether you like it or not. It's a waste of time because you could skip all the killing, and nothing, absolutely nothing would change.

      Yes, but entertainment is entirely subjective. I play Freecell for Christ's sake. I don't see anything more grinding than that!

      Some people want a mindless grind... that said I prefer more interesting combat.

  27. I dare you by Anonymous Coward · · Score: 0

    to take a look at my +5 sword of never getting laid and say thats a waste of time.

  28. Well... by SuperKendall · · Score: 1

    Some Japanese RPG's do have elements of leveling, in that to enter some new section you really do go back through some things a few times to level up enough to the point you can take on new sections.

    Here one game I am thinking of is Disgea.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  29. Jeff Vogel - competent? by Dr.Boje · · Score: 1
    I was actually enjoying this article until the author made mention of a quest in FFXII he considered to be time-consuming. From the article:

    I just played Final Fantasy XII, for the PlayStation 2 - an entirely worthy role-playing game. And, by turning the combat speed to maximum and skipping all optional quests, I managed to win it in only 47 hours. There was one quest in it that finally broke my spirit. You have to find this secret door into this castle. Fair enough. And you find out how from this guy in the sewers who sounds like Apu from the Simpsons, but a grumpy old man. He knows how to open the hidden door into the castle. But does he give you a key? Or just, Heaven forbid, open it for you? No. He says, "To get into the castle, you must first get a darkened sunstone. Then you need to fill it with sun energy. By wandering the lands to the south, and searching for the four shadestones. Then you fill the crystal with sun energy. Then you..." SHUT UP! I don't want to spend hours wandering and killing wolves and for the shadestones, whatever those are, to open a door. It doesn't make any sense! Just open the door for me, you creepy old Apu-sounding FREAK! Finding the shadestones and charging the sunstone took 90 minutes. Sorry, Vogel, but if it took you 90 minutes to finish this quest, which is near the beginning of the game, you might want to consider a catscan. This quest, honestly, is almost too easy. You don't even have to fight any monsters. I have to agree that RPGs do essentially waste a lot of players' time today (MMOs especially), but it's just absurd for someone to make this claim. That'd be like saying, "it took me 2 hours to finish the tutorial!" This article should've been named, "Why Lying Authors Waste Your Time".
  30. What's worse is... by Vacardo · · Score: 0

    It's worse in some cases where sequels are involved. Either you're playing a whole new character who has nothing to do with the previous story - or the writers find a way to magically strip you of all knowledge, weapons and phat lewt.

    1. Re:What's worse is... by Dolohov · · Score: 1

      I thought that the Quest for Glory series handled this pretty well. I can only really recall one sequel in that line where you were stripped of all your items.

  31. Oblivion and Final Fantasy XII by C4st13v4n14 · · Score: 0

    The last several Final Fantasy games, as well as Morrowind, entertained me for over 100 hours each. Now Oblivion is out and I feel drawn toward it. It's interesting this topic appeared on Slashdot today as I was just thinking about what a waste of time these games can be. Why do I play and waste so much time when the sense of accomplishment I experience isn't tangible? I have absolutely nothing to show for it, except a memory card or a save file on my hard drive, which could be obliterated at any time by a strong magnetic field. Why do I want to keep playing? Why do these games just get longer and more involved? I'm afraid to try World of Warcraft, I'm afraid to get sucked into it and end up strung out as so many others have. Still, if I had children, would I want them to be out on the street on drugs, or inside on the computer?

  32. No real different to life itself by Anonymous Coward · · Score: 0

    The endless quest to "upgrade".

    These games are arguably the most addictive because of how well they synthesize much of what it is to be human - to be social, to be constantly engaged in furtherment of our experience. Most of them are quite fulfilling. Its only when we reach the limits of the game or see them being experienced by others that we start to question our participation.

    My only complaint about games like WoW is they don't capture cut throat nature of real life. Thats what stopped me from playing it. Kind of like that bit in the (only decent and necessary) matrix where agent smith is discussing how the utopian matrix was rejected by humankind. Quite insightful that moment.

    1. Re:No real different to life itself by Zero1za · · Score: 1

      Play Eve...

      Plenty cut throat nature in there, and you don't really have to grind.

    2. Re:No real different to life itself by John+Nowak · · Score: 1

      You don't? I tried Eve and found myself doing tons of agent missions to gain "standing point" or mining for hours on end. I didn't continue after my 14 day trial, despite having incredible enthusiasm for the concept. Travel was also rather tedious... perhaps worse than grinding. What am I missing? I'm sure there's something.

    3. Re:No real different to life itself by maotx · · Score: 1

      Agents and standing is all fine and dandy if you want to play the game without other players, but to really have fun you need to join a corporation who has a presence in 0.0(outside of empire and CONCORD control.) There players make the law and its not uncommon to see large fleets of ships made out of 1 month old players flying tech 1 frigs taking out battleships. Outside of empire is where the fun is at.

      --
      I'm a virgo and on Slashdot. Coincidence? Yes.
  33. Exactly why I stopped playing RPGs by SpecialAgentXXX · · Score: 1

    I've never played a MMORPG and hadn't bought an RPG since the Ultima Underworld series except for ES4:O. I enjoyed Ultima IV, V, VI, etc. and Underworld, maybe because I was a kid and the fantasy stuff was fun. I don't seem to recall, however, having to "grind" or "level-up". I do remember that if you killed someone who had better equipment, you could take it and get more powerful. However, I tried the RPGs again with ES4:O and it was fun for several quests, but then got repetitive - go into this dungeon and find this, go into that dungeon and find that, etc. Even Grand Theft Auto gets boring after awhile, especially after trying to increase my skill levels.

    When I get home from work, I have very little actual "free time." I get really annoyed if all I can do in my "free time" is kill the same minor creature over and over again (or in the case of GTA:SA, swim/dive stationary into a wall to up my skills so I can complete a mission where I need to hold my breath) and never progress on with the game. Talk about sheer boredom. That's why I used trainers to automatically up my skills - I don't want to waste my precious free-time.

    Now, I only play FPS and RTS games with a little TBS (Civ series). For FPS, I can immediately get into the game and make a difference, do something cool to advance the storyline, etc. I don't need to go do all these little tasks to build up skill points. That's why games like Far Cry & HL2 were so fun - there was an interesting storyline and you could "power-up" by getting better weapons. For RTS / TBS, it's about planning. The best one I played were the built-in campaigns in Age of Mythology.

  34. Levelling is too important? by TriezGamer · · Score: 2, Insightful

    Perhaps a majority of the problem is the ridiculously unrealistic gap between an experienced warrior and one with relatively less experience.

    I think the entire problem would resolve itself if the difference between a level 1 character's fighting ability and a level 90 character's fighting ability was significantly less.

    In an MMORPG environment, if 3 level 1 characters could gang up and take down someone who has reached the highest point you can reach, then I think the entire concept of the grind would take a back seat to interesting gameplay.

    PlanetSide is an MMOFPS that takes this concept and deals with it quite well. You can spend your points each level to gain the ability to use new weapons or vehicles, with some abilities having pre-requisite abilities. If you want, you can trade the abilities back for the points you used to earn them, but you can only 'sell' one ability every 6 hours. Once you're level 8 or so, you have access to pretty much everything the game has to offer, and further levels only serve to expand the number of things you can do at once -- essentially expanding your flexibility. But by no means is a level 20 character STRONGER than a level 8 character, they simply have more venues of attack.

  35. Not Oblivion, I think... by rocket+rancher · · Score: 2, Interesting

    I think Oblivion handled this well, scaling the world as you went and giving you really interesting things to do from the get-go. What other games dodge this bullet? Do you see this timesink as an inevitable part of the RPG genre?

    Granted, Oblivion is a game where instant immersion is truly possible, where you can literally choose how you want to explore the world. The quests in the game provide some structure, but you really can just pick a direction and start walking when you begin the game.

    But the world scaling backfired, I think. Leveling your character a dozen times and then going back and pummelling that boss is a major part of the fun in an RPG. Getting trounced by the same adversary whether you are level 1 or level 12 is not very fun at all. But that is only part of the reason why I think Oblivion does not address the grind issue very well.

    Ironically, the main reason that Oblivion doesn't address the grind is because the developers did too good of a job implementing magic in this world. Without putting out too many spoilers for people who haven't already figured it out, even level 1 characters can create spells that completely unbalance the game, no cheats, no console commands, no mods required. (If you are curious about these spells, checkout http://www.uesp.net/wiki/Oblivion:Useful_Spells) And I don't mean for just spellcasting classes -- magic in Oblivion is so open and customizable that it takes only a little bit of thought to create unstoppable characters of any class. Grinding your way battle after battle through adversaries to level up is boring, but so is blowing right through them.

    1. Re:Not Oblivion, I think... by Anonymous Coward · · Score: 0

      Without putting out too many spoilers for people who haven't already figured it out, even level 1 characters can create spells that completely unbalance the game, no cheats, no console commands, no mods required. (If you are curious about these spells, checkout http://www.uesp.net/wiki/Oblivion:Useful_Spells) .... Grinding your way battle after battle through adversaries to level up is boring, but so is blowing right through them. O.o .... Then don't do that! Geez. The premise of the Elder Scrolls games has always been to let the player do whatever he wanted. If you really want to unbalance the crap out of your game, they've always made it possible. Some people get a kick out of doing it, too. If you're not one of them, then just don't do that.

        Hell, in Morrowind, you could enchant a set of clothing to give a total 100% sanctuary and never be hit by anything, ever again. Try 100% chameleon (kickstarted with a unique amulet available from a pair of bandits) and you can waltz through dungeons without bein seen. If you didn't want to do that, just don't use those enchant effect so much. (Or any of the other ways to break the game, there were lots.)

        As for the level scaling, I usually put in a word for the "No Obsolete Loot and Enemies" plugin, which removes the lower limit for monster and item spawns. This gives you a mix of both enemies that are a match for you and lesser enemies that you outclass, and gets rid of the bandits-in-full-daedric problem without the massive, wide-reaching changes of Oscuro's Oblivion Overhaul.

        Oh, and count me in for the grind-haters club. I've even got a character in Morrowind using the No-Level-Up Challenge plugin, so he'll never be over level 1. Makes things much more interesting when you can't just level up and clobber everything. It's like a whole different game. :)

        - mantar
  36. Wait, that's not right... by alisson · · Score: 4, Insightful

    That isn't why RPGS/MMOs waste our time. That's simply how they do it. So why do they?

    Because you love them, darnit >:(

  37. What about the expansions? by serodores · · Score: 1

    The expansions for Baldur's Gate and NWN start you off at higher than the 'looser' level. Granted, you can import your character from previous versions, but you can just buy the Diamond/Ultra edition of BG/NWN, and start off with the expansion, and skip the 'intro' part if you want.

  38. RPG's Purpose IS to waste your time and money. by Anonymous Coward · · Score: 0

    The whole purpose of RPG's is to waste your time and money.
    Thousands of hours, hundreds of dollars - disrupting your productivity from pro-social activities
    (such as helping your community, volunteering, earning additional income, building up your family and personal wealth, etc).

    The Purpose of RPG's is to bring you closer to poverty and death, nothing less.
    If it wastes your time and you don't date and die childless - all the better, the game wins!
    It it hurts your company and your social life - great, undermining society is the very goal of Fantasy worlds.

    Are RPGs any worse than Alcoholism, Crack, promiscuity, gambling addiction, etc? Who knows?

    But he just doesn't get it. If he wants value to his life, he should volunteer to help Habitat for Humanity,
    the local animal shelter, his church or public library, or just help some relatives clean the yard or share a vacation.

    While you waste away, behind a keyboard - other people enjoy profiting from you're folly - go buy speed boats and enjoy living at their 3rd vacation home near the beach.

    RPG's waste your life time, when you die - for real - put on your tombstone - 'IF I COULD HAVE ONLY LEVELED UP!'

  39. Oblivion's trademark innovative AI dialogue here! by Anonymous Coward · · Score: 0

    HOW ABOUT THAT.
          HOW ABOUT THAT.
      HOW ABOUT THAT.
    HOW ABOUT THAT.

    Pathetic excuse for a game. I can't believe I wasted so much time on it. And yes, I say wasted; that game starts great but unfortunately falls very very short. Most unfortunate is that the shortcomings are very well hidden under a thick coat of eye cand, disguised as a very nourishing substance which in the end is like that inflated rice diet thing.

    But I suppose people need to get their sense of achievement from somewhere. If they can't get it from the real world, grinding at a RPG is the natural substitute. And offers quasi-immediate rewards. Powerful addictive combination.

  40. Quest for life by scolen2 · · Score: 1

    I totally agree... I hate having to quest to get up, then quest to take a shower just to quest to drive to work and do more meaningless tasks so that I can just quest to pay my rent and eat food. I guess in the end i'm rewarded with sex, but then that just starts all the quests over again and I look like a ass hole agian!

  41. Cross-marketing? by Doc+Hoss · · Score: 1, Insightful
    I think the big problem confronting developers these days is the financial benefits to cross-marketing a video game. Since development budgets have gotten larger, the demand by "the brass" to make more money off one particular game has increased as well. Same way that Hollywood works: if you drop a lot of money on a project, you want a strong return. The problem with this in the video game industry is that people expect a game to be a great performer in more than one category. People don't really want a roleplaying game anymore...they want a roleplaying/action/adventure game that has great puzzles and an amazing fighting system.

    In short, the problem is one of expectations, not of production. One poster here brings up Fallout, one of my favorite games of all time, and a perfect illustration of my point. The game is a straight-up roleplaying game. There is fighting, but the fighting system is a bit cumbersome. However, the system still gets the job done within the confines of the environment of this game. If someone plays this game expecting a fighting system that's fast-paced, exciting, and streamlined, they're in big trouble. By the same token, if I go to the next Jerry Bruckheimer movie expecting the next "American History X" or "Man on Fire" (2 of my favorites that happen to make commentaries on important social issues), I'm going to be sorely disappointed. Not neccessarily because it's a bad movie, but because my expectations were not met. I think it's the same with video games.

  42. City of Heroes/Villains by Tiger+Smile · · Score: 3, Interesting

    I don't normally play computer games. Before I tried COH/COV the last game I played was on the Apple ][. So, you see, this was a bit of a leap. I love RPG games, running mainly. I specific like superhero games, like Champions. I spent some 20 years playing with a large group of people and other gatherings like Dundracon. I also very much enjoyed the game V&V for it's simple system that allow people to get into the game quickly. With pen and paper RPGs it was important to make sure people had a good time. Most game system got-it. Some did not. And, before you go pointing out the problem with these systems, I and everyone else knows there is not perfect system. They all have flaws, but most are fun.

    When I started COH/COV is was interesting for it's newness, to me. But after playing a while I found it's shortcomings quickly. You start as a complete idiot. You are basically a normal person who can't drive a car, motorcycle, or ride a buss. Your "powers" can only be described as a few lousy tricks, at the start. You only get real powers at around level 38. It's only then that you even start to have power that you might start with in the pen and paper system. So if you want to imagine yourself as a homeless person, unable to use normal human transportation, who can preform little tricks, then you gotta love this game.

    There is little imagination to it also. All characters complete the exact same "missions" and they are never in public. The mission take place in an isolated bubble. The missions always come down to these simple goals or a combination.

    1) Defeat everyone
    2) Defeat so-and-so
    3) Kidnap somebody
    4) Click on glowing or translucent things
    5) Beat up an object(s) and escape(like bank vault)

    The only goal is to "level-up" and beyond that there is little going on. The only place where user content utilized, besides characters, is in base construction.

    One day someone will tap into the imagination of the people who love these games, and create a system where people can contribute. This generic system will play host to a number of different genre. People will be able to create their own "mission" and "missions" for others.

    Maybe I don't get it. But on COV I have a "mastermind" character. As a Mastermind I only end up taking orders from others.

    Never mind. I've just thought of my next project.

    --
    -- Prepared at the direction of, or to be sent to Legal Counsel, in anticipation of litigation. Attorney Client Pri
  43. Shock finding by john-da-luthrun · · Score: 1

    Playing computer RPG's wastes your time? Who knew?

  44. Dunno...how about because they are GAMES? by xxxJonBoyxxx · · Score: 1

    What's a game if not a "waste of time".

  45. Don't change RPGs. by MaWeiTao · · Score: 1

    I think the whole draw of an RPG, at least for me, is that I'm building a character. I like that sense of progress. I want to see my character's strength grow enabling him to slaughter foes who he initially had no hope of defeating. I like being able to explore, not have everything open to me within the first 30 minutes of gameplay but rather having a new region to explore made safer because of that character's progress.

    Essentially, if I didn't want that sort of experience I wouldn't be playing an RPG. I'd be playing any one of a number of other games where my character remains unchanged from start to finish. I see an RPG, at it's essence to be a facsimile of real life. Obviously, it's not a literal depiction; it's not a simulation. However, such games are designed around character growth and evolution. An individual in real life doesn't reach a given and and find him or herself suddenly endowed with everything they will ever need to know. They aren't going to land the perfect job immediately out of college, earning untold fortunes. It may happen for someone, but that's the exception to the rule. Life is about growth, change and improvement, the basic elements found in most RPGs.

    Perhaps too often these games devolve into a treadmill. But then developers are limited by how much variety they can put into a game. And regardless, life is essentially a treadmill: go to work, earn money, buy some stuff, earn experience, get a better job, buy better stuff. One could argue that they play games to escape from reality, but then that's a completely different debate.

    MMOs are another story. In that case the developer has chosen to make the treadmill more tedious for a simple reason: to earn as much money as possible. That's the thing about subscription-based games. The trick there is to keep the carrot dangled just out of reach; keep the player interested enough that they keep playing. The thing is that people want a goal to reach for. Everyone is focused on the destination even though the journey is probably even more important. The thing is, without the end goal the journey becomes pointless. That's the problem with MMOs. It's an exercise in frustration because the game is based around making a player feel inadequate regardless of what level they are. There's no point at which a player can say they've made it. So the treadmill becomes painfully obvious.

    I don't think Oblivion's system helps in any way. I don't like the idea that my enemies scale with me. I expect that as my character grows lower level enemies become insignificant. High level enemies pose a challenge because they are so powerful. The idea should be that the stakes are higher and greater forces are at play; battles become increasingly epic. If I get defeated at level 50 it's because I faced something truly powerful, not because of some unnatural mechanism. I don't want my level 2 foe to continue to be a challenge in the end game.

    Reading the article I'm left with the impression the guy shouldn't be playing or developing RPGs.

  46. Untroll parent by EmbeddedJanitor · · Score: 0, Troll
    RPGs leave me completely soft too. There is so much scope for real learning/creativity on and off the computer.

    Buy a Lego Mindstorms system and explore robotics. Contribute to an OSS project. Learn to flyfish, knit, frisbee,...

    --
    Engineering is the art of compromise.
  47. Japan does this very very well by hellfire · · Score: 1

    I've noticed those Japanese style RPGs there's not much of a level grind. Zelda is one that comes to mind, and the original Final Fantasy.

    Zelda does this by combining the elements of a puzzle game with a little bit of FPS thrown in. There are no levels, you just get dramatically better because you get powerups and better equipment. However, how well you do is primarily based on your skill with the moves and the controller.

    Final fantasy did this by basically pacing you through the areas of the game so that if you ran through each area straight through without stopping to "level grind" the game would in general level you to sufficient power. No "you must be this level to take this guy on." The natural course of the game gave you the power you needed.

    In Spiderweb's games, there's very little need, or even ability, to grind. However, the one thing that both it's strength and weakness is that you need to switch tracks every now and then. It's nice to be able to feel like you can control where you go and organize how you tackle multiple quests, but sometimes I've run into situations where I'm simply not strong enough to tackle a question and I have to go do something else, which is mildly annoying.

    The RPG grind back in the 80s wasn't that bad. The real problem with the grind is when you compare it to other people in MMORPGs. In the 80s, I played wizardry and bards tale. The grind was part of the game, but I loved it because I could track my progress, level, and move on. It was on my own terms and I felt good because it was the game challenging me and I pushed myself to do my best.

    In MMORPGs, I can push to do my best, and then some asshole comes up to me and says "You aren't level 99 yet? You don't have a sword of +50 pwnz j00r azz yet? Where's your orb of ultimate sexiness? You suXX0rs d00d." MMORPGs are in general scaled to try to satisfy the most people in order to make the most money, and make you make an investment of time to get anywhere. And that's the problem. Jeff's right that MMORPGs are about time invested, and the reward is a measurable level of power or amount of gold or equipment. MMORPGs have become places where your penis size is measured by the number of levels you have, and can bring out the worst in people.

    --

    "All great wisdom is contained in .signature files"

  48. so you're tired of just aboutevery game genre then by foobat · · Score: 1

    in a FPS you start off with a knife or a pistol, then about 40 million levels later you have the super mega ultra special cannon in a driving game, you start off of 3 crappy cars, and you have to get the better ones, infact in some of these driving ones you have to earn your driving license?! I think that's pointless but someone likes it. Then after driving 800 tracks a million times you can get flames on your car or whatever in a RTS you start off with "moron who throws stones" later you get ultra tank shooting lightning

  49. Certainty is the Worst Form of Unreality by Locus+Mote · · Score: 1

    "Was it Laurie Anderson who said that VR would never look real until they learned how to put some dirt in it? Singapore's airport, the Changi Airtropolis, seemed to possess no more resolution than some early VPL world. There was no dirt whatsoever; no muss, no furred fractal edge to things. Outside, the organic, florid as ever in the tropics, had been gardened into brilliant green, and all-too-perfect examples of itself. Only the clouds were feathered with chaos - weird columnar structures towering above the Strait of China." -William Gibson

    One of the strongest qualities of the original Star Wars universe (Episodes IV-VI) was the dirt around the edges. Spielberg's banged-up, worn out world breathed life into an otherwise unbelivable story. It's pretty obvious that 1st-person shooters are a literal testbed for the neat-and-tidy=fake hypothesis. Virtual worlds would look a heck of a lot better with a little grunge. But what about other dirt; grit in an RPG's algorithmic cogs?

    The algorithms that govern character growth and power-potential in an RPG universe could use a little virtual "dirt". These algorithms are very often linear and dull dull dull! There's no real uncertainty in the system--uncertainty that would allow a very low level character to find a disproportionately powerful weapon (for example) very early on in the game. There is also no potential to be a very unlucky player who's character takes a very long time before going anywhere. These are two qualities that make life interesting. The potential for failure lends an exhilarating edge to success while certainty makes success dull.

    Game designers are so terrified of alienating players that they design games which no one with an IQ over 90 could possibly lose.

    1. Re:Certainty is the Worst Form of Unreality by nuzak · · Score: 1

      > Spielberg's banged-up, worn out world breathed life into an otherwise unbelivable story.

      Spielberg had virtually nothing to do with Star Wars, other than picking Jon Williams for the score. Lucas does some pretty good work with sets. He should have been a set designer. God only knows why people think he can direct.

      Raiders of the Lost Ark (and its sequels) was their big collaboration.

      --
      Done with slashdot, done with nerds, getting a life.
    2. Re:Certainty is the Worst Form of Unreality by Anonymous Coward · · Score: 0

      I wonder if sometime in the future, once graphics technology has advanced considerably to completely eliminate jagged lines completely, whether they will make games that looks like it badly needs anti-aliasing just to capture the nostalgia of 3D games of this decade.

      People can then say "Hey that's some pretty old school game dirt you implemented right there, I gotta play me that bad boy!"

  50. "Only you can save us. Here is a wooden..." by Anonymous Coward · · Score: 0

    The thing I hate the most is when this happens. You are starting a game, being sent as part of an elite strike force or something. And then the king gives you enough gold for a couple potions and a wooden or copper sword. Then, 3/4 of the way through the game you come across the same king, and he gives you a totally badass sword. It's like "Dude, if my success was so important why didn't you start me out with that badass sword?" This killed some of the dragon warrior and final fantasy games by completely breaking immersion.

  51. My pet peeve by Megane · · Score: 3, Insightful

    It isn't the grind. Sure, the grinding wastes time to turn five hours of content (much of which these days is cut-scenes) into 50 hours of game. My pet peeve is the forced grind caused by random encounters that come out of nowhere. Walk 30 seconds, fight five minutes, repeat. That gets really annoying when you're just wandering around trying to figure out where the hell you are.

    Now I admit that back in the old days ('80s) it was simply easier to write the code to work that way. Having random monsters show on the map might not even be feasible depending on the sprite limitations of the video hardware.

    But that was two decades ago, and you'd think that by now that the "walk 30 seconds, fight five minutes, repeat" paradigm would be as dead as a hobgoblin killed by a 60th level GrindMaster.

    And even some of the new metaphors aren't all that great. A friend of mine figured how to set up FFXII to quite literally play itself. He rigged up the auto-combat so that a particular battle would esentially last forever (with a monster that kept spawning minions), started the battle, then walked away. When he got back, he just had to interrupt the auto-combat and kill the main monster manually.

    --
    #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
  52. Wasting time by BIGmog · · Score: 2, Insightful

    The time you enjoy wasting is not wasted time. Bertrand Russell (1872 - 1970)

    --
    V O T E F O R M O G
  53. Bad tuning by atomicstrawberry · · Score: 1

    If you're playing an RPG which feels like you have to do heaps of grinding in order to be able to progress, then it's not a sign of some deep malaise affecting the whole genre, it's a sign that you're playing a game which has not been tuned correctly. Fighting enemies in an area while completing your current task list should level you up to the point that you're powerful enough to complete all the plot points in that area. In other words, there shouldn't be any extra work to follow the core storyline. You should find it challenging, but not incredibly difficult. If you want to do sidequests, then those should require some extra preparation.

    Vogel is bitching about FF12 here, which is a good example of bad tuning. You literally have to go out and grind for hours at the beginning of the game if you don't want to be stomped repeatedly a few hours into it. Compare it against, for example, Namco's Tales of... games (avoiding the tired comparison against Oblivion, you can't fairly compare a linear JRPG against a sandbox RPG like Oblivion) which are perfectly tuned such that if you fight the bulk of the enemies you encounter in an area while you're collecting the various bits of loot scattered about, by the time you reach the area's boss you will generally find your characters are at just the right level to make it a challenge without being a frustration. You also will have just the right amount of gold that the next time you're in a new town, you can afford to upgrade everyone's gear.

  54. You worthless nerds by Anonymous Coward · · Score: 0

    There are hundreds of open source projects that are starved for people to contribute,
    and you squander your time bickering over which form of entertainment is best.

    You will never amount to anything.

  55. wasting time by jedijoe9 · · Score: 1

    I play Fallen Sword merely to waste time...

    It's about the most fun I have had with a browser based MMORPG...

    FallenSword

  56. Diablo Series by xMonkey · · Score: 1

    I always thought the Diablo Series did a good job of this. I guess the only problem is Diablo lacks alot of RPG elements. But you don't start off as a loser.

  57. Shameless Plug - Myst Online: Uru Live by Stevecrox · · Score: 3, Interesting

    Myst Online : Uru Live

    Its a role playing game that is unlike any other I have played. There is no levelling, the bad guys are archaeologists and there's a fantastic community behind it. The premise of the game is simple, you felt called to a underground cavern where a group of archaeologists are working to restore a ancient civilisation they've discovered, you take the time to explore really quite beautiful ages, you get rewards for completing ages (but can choose to ignore them if you wish), there are puzzles aplenty (which if you get stuck on come and ask someone in the community) and we can actually effect the storyline. I like it, everyone starts out the same (Uru stands for You Are You) the only difference is if you have completed one age or anouther and what side you have allied yourself with. Its not a grinding style of game, I've completed all the ages and gained all the current Relto pages but I only have 7 on because they are the seven which make my starting point look best to me. If your tired of leveling then give it a go it launched today and the first month is only 99 cents.

    I only mention it because there are alternative to level grinding RPG and this is one of them

  58. a more fun RPG ... in my humble opinion by asleep79 · · Score: 1

    I'll keep this brief. My least favorite thing about the RPG genre is the waste of time that is leveling. 'Endgame' is my most favorite part. Not because I'm big and powerful and can 'pwn' everyone, but because there's no dungeon I can't go to and no player I can't pick a fight with in pvp ... winning or losing aside.

    I don't like being a 'lowbie' and having to prove myself through hours of mindless, useless, tedious, repetative quests. Grinding out level after level until finally I'm worthy to do the same thing without an xp bar to fill.

    I play WoW and so that's my point of reference. If I could just create a character and do dungeons, play in pvp earn gear and have a good time in groups I'd be a happy camper. Leveling really holds no joy for me.

    I realize eventually I'll get to max level and can do what I want but it really puts a damper on me experimenting with other classes, races, factions etc. because there's always the dreaded task of leveling looming over any new character I create.

    I want a game that looks great and is balanced like I feel WoW is, allows me to have fun in groups in dungeons and in pvp and earn equipment, items etc. Leveling != fun

    --
    -asleep
  59. About the author .. by LionsFate · · Score: 2, Informative

    A lot of people seem to think the guy who wrote the article is an idiot.

    He makes his living off of writing RPG games.

    I won't argue on the look of his games. They have very obviously dated graphics.
    But his games are not about graphics.

    I've personally purchased 9 of his games over the years.
    They have good story lines, long play times, multiple endings and have a bit of replay value.

    He does make good games for those looking for a game with depth and story to them.

    Hes also very sarcastic.
    Take a look at what he wrote about his daughter.

    As is site is aptly named - Irony Central - The irony is hes an RPG writer who happens to make a decent living off RPGs, and can write off every game he plays as research.

    Seeing what he wrote though, I'm more curious what his next game is going to look like.

    As he wrote about starting you off as a loser, thats exactly how his games start you as well.

  60. Grinds aren't bad... by poena.dare · · Score: 1

    Grinds in RPGs aren't bad when the story distracts you. Grinds in MMOs aren't bad when player-to-player interaction is easy to come by and pleasant. Grinds in both aren't bad in either when you have interesting side quests, things to customize your character, and a clear path to where you want to go.

    So to sum up: the more work a developer puts into a game to enrich the experience, the less you notice the work you have to do.

    Now that I think of it, I have an improtant message for EverQuest: Go to Hell and die. Go straight to hell. Go. Now.

  61. It's vendor lock-in, simply put by sheldon · · Score: 2, Insightful

    I play shooters, and have for a long time. netrek was my first online multiplayer internet game. I never got into the whole MUD thing, for the same reason I don't like RPGs today. The game isn't about skill, but rather how much shit you collect.

    I've played Doom, RTCW, Call of Duty, BF2, etc. The reason I like the shooter games is because you get better not because of the shit you've collected, but because of your skill moving the mouse and whacknig the keyboard, learning the map. Along with your ability to work together as a team, to predict what might happen and counter it, etc.

    So I can understand that point. When i switch from one shooter to another, it doesn't take me months to get good. I need to learn the interface, and maybe some new rules. But I already know how to work as a team, to communicate, and all that stuff. So I have a chance, to be competitive against the guy who has been playing for months in just a matter of weeks... I don't have to run around collecting shit to become a 49th level super ninja with dynamite punch.

    What is disappointing is that this difference has become lost on many of the shooter game makers. BF2 tried to make it so as you played you got access to more weapons. War Rock appears to be something similar. And so on. I guess they do this to try to drag you and keep you playing the game longer. But what it does is make the game more frustrating up front, and as such one is less likely to switch to playing the new game from something old.

    But because of this changing the game to a form of collecting shit... while you can take the skills to another game, you can't take the shit.

    It's essentially a form of vendor lock-in.

    And that's why they do it.

    1. Re:It's vendor lock-in, simply put by Anonymous Coward · · Score: 0

      A fantastic candidate for sterilization.

  62. Some notes from the author. by spidweb · · Score: 5, Interesting

    I read peoples' comments on my article with great interest. Though they didn't, by and large, seem very useful.

    My main point is that most RPGs are unnecessarily long. They pad out their length with busywork. They start you as a nobody instead of a hero, and force you to earn the right to do interesting things with menial and repetetive tasks. And you know something? It's still a valid point.

    I'm not being a whiner. Sheesh. If computer games are worth playing, they're worth examining, breaking down, criticizing (if necessary), and improving.

    People repeatedly told me to play other types of games. Guess what? I do. But I think it's worthwhile to say why.

    There have been a few RPGs that trimmed the fat and the busywork and gave experiences with constant variety and excitement. KOTOR I-II. Baldur's Gate I-II. Planescape: Torment. Fallout 1-2. (So, what? Ten in 10 years?) These should be held up and applauded. But there are a lot of games beyond the top tier that padded out their length with filler and the constant chopping up of trash monsters. Heck, practically all MMORPGs are nothing but this.

    Elder Scrolls IV: Oblivion is an interesting case. It's very popular and a lot of people like it. But I spent most of my time wandering down interchangable corridors killing interchangable monsters. I don't think this game refutes my point.

    When I look for a game now, I look for a game that wows me with 10-15 hours of kick ass A-list material and then lets me go. (God of War and Shadows of the COlossus are great examples). But the RPG genre seems to have grinding and filler in its DNA, so I'm staying away. Seems reasonable.

    --
    - Jeff Vogel
    Spiderweb Software
    Fantasy RPGs for Mac and Windows.
    http://www.spiderwebsoftware.com
    1. Re:Some notes from the author. by h3llfish · · Score: 1

      The point that you seem to miss is that it's all relative.

      What defines this "busywork" that so infuriates you? How is a "trash" monster different from a worthwhile monster? Simple - it's worthwhile if you, the gamer and consumer who plunked down the change to pay for the experience, felt it was worthwhile. And you're so burned out on RPGs at this point that you seem to feel that almost none of them are.

      If you ask 99% of the females on the planet, the whole concept of computer games is a vast waste of time. It's not "real", they'd say. You gain nothing real by playing them. It's all a black hole into which you dump your time and money. Go study - now that's a grind that's worth your time

      But since most folks can't study every waking moment without going insane, some wonderful person invented games. Back in the day, we played them with pencils and paper, but the concept was much the same. You started at level 1, and worked your way up. There was always some kid who wanted to just start out at level 25. But he missed the entire point - we had a whole summer to kill, and needed to pace ourselves. Besides, the feeling of satisfaction gained from achieving each milestone was half the fun. If you start out "uber", you don't get that.

      The fact is, games in general are pastimes. That means they pass the time. And for most RPG gamers, the escalating sense of power gained from these games is worthwhile. Because they judge it to be so, and for no other reason.

      My advice to you (and no, you didn't explicitly ask for it, but your irate article can only be viewed as a cry for help) is to stop playing RPGs for a while. Perhaps a little sunshine is in order? Spring will be upon us in no time. I recommend that you find a young lady, and attempt to woo her. If you're married, then you can still woo. Trust me, she'll love it. If you like dudes, then go woo a dude. The rewards are similar.

      What's that you say? You don't want to be a 'n00b' at wooing? You'd rather start off at the top, wooing super-models? That just isn't how life works, but that's actually a feature, not a bug! Any success you achieve will be all the more sweet, because you started as a n00b!

    2. Re:Some notes from the author. by Koiu+Lpoi · · Score: 1

      So, Jeff, do you feel that your own games have these problems, or no?

    3. Re:Some notes from the author. by Koiu+Lpoi · · Score: 1

      I have a feeling you'd have posted something different if you knew that this man was both married and dropped out of Grad school to make CRPGs.

    4. Re:Some notes from the author. by h3llfish · · Score: 1

      Nope. That doesn't change anything. Why would it?

    5. Re:Some notes from the author. by Smauler · · Score: 1

      A lot of people actually enjoy the "work". I definately do - in some circumstances. You refered to the FF series - it has changed, it will never be the same again. Menial and repetetive tasks are what some people look for, if they are useful enough. Look at all the pickups in GTA:SA.

      If you are looking for a true, hard work RPG, look no furthern than Elite. That was work through and through, and an rpg.

      People worry about the instant gratification that gamers have - it is all to sell product. It's not graphics, it's just instant push. People always worry - great games still come along. If anything the grind has got a lot less with single player games IMO.

      X2 was one game that had real depth for me - I hadn't played the original, and loved every minute of playing it. The storyline was not important... the storyline was crap, to be honest, the gameplay was great.

    6. Re:Some notes from the author. by ldpercy · · Score: 1

      Few points, none terribly important.
      First off thanks Jeff - i've played and enjoyed a few of your games over the years, mostly when i was student and had time on my hands - I even payed :-)
      Second, lately i don't have much spare time to play games so I agree with your point about "10-15 hours of kick ass A-list material" - these days if I was going to play an RPG i would want it to feel like everything was quite purposeful, almost like a novel.
      Third, while i'm at it, i reckon Wasteland was an awesome a-list material game, but I'm showing my age...

    7. Re:Some notes from the author. by MtHuurne · · Score: 1

      I don't really see starting at the bottom as a problem: as others have remarked, it gives you a sense of accomplishment when your character grows stronger. Having to spend a lot of time on stuff that does not progress the storyline does bother me though.

      Making a game that lasts 50 hours without filler material is going to be too expensive, as it would require massive amounts of hand-made content. But maybe there is a market for RPGs that take 25 hours to finish. There are many 30+ gamers now who don't have as much time for gaming as they used to, but still like to play a game once in a while.

      I wonder how such a game will do in the reviews though: will it be applauded for not delaying the player with useless quests or will it be slammed for being too short?

    8. Re:Some notes from the author. by shutdown+-p+now · · Score: 1

      When I look for a game now, I look for a game that wows me with 10-15 hours of kick ass A-list material and then lets me go. (God of War and Shadows of the COlossus are great examples). But the RPG genre seems to have grinding and filler in its DNA, so I'm staying away. Seems reasonable.
      As you might have noted from all the comments, quite a lot of people do like "grinding", and play RPGs precisely for that reason. From your description, you do not want an RPG (not what is traditionally called "RPG" in the realm of video games, anyway) - you want an action-adventure.
    9. Re:Some notes from the author. by LarsWestergren · · Score: 3, Interesting

      There have been a few RPGs that trimmed the fat and the busywork and gave experiences with constant variety and excitement. KOTOR I-II. Baldur's Gate I-II. Planescape: Torment. Fallout 1-2. (So, what? Ten in 10 years?)

      We seem to like the same type of games. For all those who liked those, I'd ask them to check out Deus Ex (the first one), System Shock 2, Vampire: Bloodlines, and Psychonauts. All of them share a really good story, levelling up and gaining new powers, and an interesting world and characters to explore. That is the important parts of an RPG to me.

      We also have the upcoming Jade Empire special edition for the PC, Neverwinter Nights 2 with modules, and the KOTOR 2 restoration project. Ohh, and Bioshock. Am I ever looking forward to that one. =)

      --

      Being bitter is drinking poison and hoping someone else will die

    10. Re:Some notes from the author. by Anonymous Coward · · Score: 0

      Repetitive killing of low-level creatures and general "grinding" your hero from his weakling status to a high level warrior is frustrating, and is one of the primary reasons I am keeping away from RPG games (for now) ... but an equally important factor here is the learning curve associated with the game.

      RPG's (new ones like WoW for example) require a slight learning curve so you master the damage system, the armor factor etc. I wish it were faster tho, and I hope expansion packs in the future included more terrain to explore and obtainable goodies than another tedious killing session to level up to a higher experience cap.

    11. Re:Some notes from the author. by Anonymous Coward · · Score: 0

      Have you tried the Hero's quest Sierra games?

    12. Re:Some notes from the author. by Prien715 · · Score: 1

      What about TRPGs? In FFT, battles is balanced and it's possible to finish the game without "hacking" (since the plot is mainly advanced via battles, they don't seem a "pointless treadmill" either). While you end up advancing, I think it's a question of specialization, rather than having your stats raised.

      --
      -- Political fascism requires a Fuhrer.
    13. Re:Some notes from the author. by pNutz · · Score: 2, Interesting

      You're leaving out a quite a few titles. There are some great mods in the works as well.

      The Black Hound - Originally was in production at Black Isle as Baldur's Gate 3 (though it has nothing to do with BG1 or BG2) but was canned when it was nearly complete. Josh Sawyer, the original game's Lead Designer who's now working at Obsidian, is recreating the game as a mod for NWN2.

      The Planescape Trilogy - Three large campaigns for NWN2 in the Planescape setting that look promising, despite the obvious titles (from the Divine Comedy, CLEVER!). The first part, Purgatorio, is almost done.

      Dragon Age - Bioware's mystary PC RPG base on original IP is, well, a mystery. All previous work and screenshots have been scrapped and the project started anew, but some hints by Dave Gaider lend some hope to this possibly turning out decent. Unlike Mass Effect.

      The Broken Hourglass - An infinity engine RPG by the best infinity engine modders out there. Whether that means that they will be making a great RPG with the engine remains to be seen. Based on original, non-DnD setting and rules.

      Age of Decadence - An "isometric, turn-based, single-player 3D role-playing game set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire." Currently under development by an asshole. He's also a purist, though, so it may turn out respectably, if it ever turns out.

      And of course...

      Fallout 3 - Bethesda has it. They say it won't be "Oblivion with guns", but they lie frequently. I still have a sliver of hope, though. We'll see if it's still there when they release some concrete info/screenshots.

      Lastly, The Witcher looks interesting as well. A lot of actual "Role Playing" for an Action RPG, which can only help.

      --
      Death and danger are my various breads and various butters.
    14. Re:Some notes from the author. by Bigboote66 · · Score: 1

      You're one of the few to mention paper RPG's, so I feel compelled to reply:

      The experience between playing paper RPGs & CRPGs is about as different as two experiences can be; I'm amazed to this day that people consider the CRPG to be an "evolution" of the paper RPG. The fact that "level grind" exists is probably the best illustration of this.

      In paper RPGs, the level grind simply doesn't exist. Why? Consider the hours you spend playing a typical paper RPG, compared to the hours in a computer RPG. How many combat encounters could you fit into a typical 4 or 5 hour session? With paper ones, 10 would probably be the max, and it wouldn't be surprising to have only 1 per hour typically. With CRPGs, it's more like one every 5 minutes (in a Baldur's Gate type game) or one every 10 seconds (for Diablo).

      Yet the number of hours you spend playing both games might be the same (you could make a case that the paper game might take 2 or 3 times longer to go from zero to hero, but maybe not if you're talking about a one hundred hour game like Oblivion).

      This difference is the foundation of the level grind. In the paper world, most monsters you'll probably only fight once, with a few "filler species" (like orcs, etc.) that you may have a dozen encounters with. It's not really possible for it to become boring. In a CRPG, you're going to face the same foe many, many times, with each encounter pretty much being a dupe of the last one. To add insult to injury, going up in levels usually means that the monster just gets tougher as you do, with no real tactical differences to the fight (but possible new graphics for the same damage spells).

      I think the big reason why paper RPGs are more fun when you're a noob is the fact that you have more freedom of options in them. In a CRPG, you're pretty much stuck with "attack with weapon" "attack with spell" "heal with spell or potion" mechanic. Want to light the roof on fire to drive the orcs out of the farmhouse? Maybe you'll set up an ambush with deadfall in order to accomodate for the inherent weakness of your characters relative to the ogre. These are all non-starters in the CRPG world, and because this, low level combat (and ultimately all combat) becomes either boring, or a Sudoku-like exercise of managing stats & power-ups (like you find in the tactical RPGs).

      It's ultimately a question of fun. Is it fun to do the same thing over & over? For some it is. Maybe in the paper RPGs you played, this was also the case, and you view the CRPGs as an improvement because they eliminated all the boring "bookkeeping." For me, the CRPGs are invariably a disappointment, because I'm always feeling like "why can't I solve this problem a different way," which was always the fun part of the paper games. Sure, you level up & get more damaging spells, etc., but you also get more options: maybe I can use a watchdog spell, or a rope trick, or create a clever illusion to trick the monsters. Maybe I can hide in shadows & silently follow the guard back to guardhouse & steal his keys, or learn of an alternate entrance. Maybe I can cure a disease that is plaguing a village and enlist their aid in a plan that requires many folks ("Sew old woman, sew like the wind!").

      But CRPGs try to superficially copy the "level up" mechanic, without giving you these options, and the result is just a mechanical tedium. It's like Eric Wolpaw said in his brilliant defense of Majesty: "If you don't get a thrill from watching stat bars rise, then it might be time to start considering a new hobby altogether."

      -BbT

    15. Re:Some notes from the author. by h3llfish · · Score: 1

      My post was meant to defend the CRPG in general, but not to say that they are better or as good as the paper games. While CRPGs are the "children" of the old TSR games, the apple has fallen rather far from the tree, in many ways. And you pointed most of them out, in very eloquent fashion.

      In many ways, the computer games are a less rich experience, simply because the computer can't do anything but present a very rigid system, with a finite number of outcomes. The beauty of the paper system is the the Dungeon Master is a human being, who can adjust to his players on the fly. If you can come up with a novel solution to a problem (setting the roof on fire), then a good DM can accommodate your creativity into the experience.

      The problem is, however, that finding a great Dungeon Master is sorta like finding a great drummer for your rock band - it's damn hard. If you're lucky enough to have a good one, well woohoo, rock on. If you're stuck with a mediocre one, then the experience of all of the players suffers. And if all you have is a crappy one, well, it's maybe better to just go play a PC game.

      There are other reasons why a traditional RPG may not be feasible. It's hard to get a group of people together in the same room. What do you do when you're in the middle of a campaign, and Erc the dwarf can't show up because his wife is sick? Do you have someone else play the dwarf?

      And where do you have this game? It takes up a decent amount of space, and it can get pretty animated, as you know, and sometimes parents, spouses, and roommates get pissed off. There's usually a mess to clean up after, as well.

      So while I think that there will always be a place for the old style of play, I think it's understandable why people enjoy the computer variety.

    16. Re:Some notes from the author. by ChainedFei · · Score: 1

      As I mentioned elsewhere in this thread... I feel it is worth noting the Quest series of games (Particularly Hero's Quest, Later referred to as Quest for Glory). Dynamix also made EXCELLENT games before they were purchased by Sierra and subsequently sat on. Part of the problem with game content is because the major distributors are asshats who can't deal with anyone being more successful at their game than they are. Betrayal at Krondor is, to this day, a favorite of mine due primarily to gameplay and the very environmental experience which it provided. Electronic arts killed Origin. Sierra killed Yosemite and Dynamix. Most of the games these companies made defined me as a gamer... why is it we don't see anyone paying homage to these previous titans of industry? When did Roberta Williams and Lori and Cori Cole stop being household names and become relegated to the dustbin of history? I feel that the problem being addressed is the homogenization of video games... wherein all games become some cardboard cutout of what will earn the most money. There used to be people who loved making games, and money was secondary to that. Still a priority, but making great games was important to them. Nowadays, that's very hard to find.

    17. Re:Some notes from the author. by clericsdaughter · · Score: 1

      I understand that many RPGs focus too much on errands and hack and slash. You are right to complain about it. But since you're a developer, I don't see why you're abandoning the genre instead of attempting to *change* it. The Fallouts and Baldur's Gates of the world may be relatively rare, but they're there and they're some of the best games I've ever played. A lot of people look to RPGs for plot and character development, because they know other game genres don't support these as well. I think that the main appeal of an RPG is the satisfaction of building up an awesome character from scratch, but the abovementioned games demonstrate that this process is only boring if it is limited by the creativity of its creator. If you think that the RPG genre has few gems, than make more. You of all people have the capacity to do it. It's the responsibility of game designers to make games better, and to expand on strong points and eliminate weak points of the genre they're working with. If you don't like doing boring quests when you're level 1, then make the level 1 quests interesting. Don't just give up and blame the faults of a game on the genre. Once it's been proven that it *can* work, such as in Fallout or BG, than there's no excuse to churn out the same grind. Make it different.

  63. Wizardry 8 by thedoe · · Score: 5, Informative

    Try giving Wizardry 8 a shot. Excellent phased combat system. I, like you, truly enjoy the phased aspect of an RPG. It allows for much more strategy and a lot less "I luckily clicked my hot button just before you did" style play.

    Wizardry 8 also uses a party system, so your 4+ character requirement is happily satisfied. Characters start off fairly weak, allowing you to build them up. Another nice element is the ability to change professions, similar to FF Tactics. While you won't be superb at your new class immediately, you still have much improved base statistics to build off of. Obviously, this allows you to change a party member's class without requiring you to go back to the beginning area simply to have them live.

    Wizardry has been an excellent RPG series, and 8 built upon that to create the modernized old-school RPG you are searching for. Here is a link to an overall review and summary for the game.

    One thing to note though is that this is a 1-player game. I don't think you can really expect phased combat to ever enter the MMORPG arena. Most people don't have the patience to wait for others to setup turns continuously. This is the same problem Civilization has had with multiplayer.

    1. Re:Wizardry 8 by Hoi+Polloi · · Score: 1

      Sounds good. I like the strategy aspect of games and being able to layout plans of attack instead of just running into a room swinging wildly.

      One fundemental change I'd like to see in an RPG is the experience system. Right now it is a reward system and has nothing to do with experience in real life. You get points for finishing a mission or killing something. If the monster was a badass but the kill was easy you get the same xp as if it was an epic struggle or if you handled the fight like a noob. I'd rather see experience points given based on how often you use a skill and when the last time you used it was. Want to be a thief/mage/fighter? Fine, as long as you are regularly unlocking things, casting spells, and fighting. Don't cast many spells? Then you never become a good mage. Haven't cast one for a while? You'll start to regress and get rusty. In most games if you are thief you could become a high level one even if you've never disarmed a trap or a hard lock. I say if you want to advance you have to try the new spell, harder locks, or fight different enemies. You'd perform poorly at the new skill until you master it by using it. The more over your head the new skill is the worse you'll be at it but you could eventually master it. You could try to progress step by step with competence or focus on rushing towards some high-level skill with extreme difficulty. You'd get xp based on your actions, not your results.

      I wouldn't be surprised if someone has already tried this. I just haven't heard about any computer game trying it.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    2. Re:Wizardry 8 by Overly+Critical+Guy · · Score: 1

      The Elder Scrolls series has done this since 1994. Try Morrowind.

      --
      "Sufferin' succotash."
    3. Re:Wizardry 8 by T.E.D. · · Score: 1

      One thing to note though is that this is a 1-player game. I don't think you can really expect phased combat to ever enter the MMORPG arena.


      I've done that in WoW. I ran an elite quest with my wife and 2 others one Sunday evening on a full server that was on its last legs. It got so slow, that we were essentially running phased combat, with about a 2 second window for you to enter your command for the next phase. It was actually quite fun. However, it changed the game quite a bit. For one thing, just about every combat ability could be used every phase (as the cool-downs timers were still the same, as was the mana regen rate). Spells with warm-ups essentially took 2 phases (1 to start the warm-up, and the next to complete it). However, this went for the mobs too, so it was kinda even. If you needed to take a health potion to stay up, there were some nerve-wracking moments while you waited to see if the command took before the mob got in his next attack phase.
    4. Re:Wizardry 8 by thedoe · · Score: 1

      Actually, what you explain is exactly how Wizardry does it. As you actually utilize skills, you will see the stats increase for it. At the end of each battle you see who has gained what extra stat points. Unlocking a box will sometimes increase your skill as well.

      As you level up you do get an extra bonus to add to different stats. This has certainly helped in situations where you aren't able to use an ability often, but still want to be able to use it well when you do need it.

      Again, take a look at the review here. They go over the basics of the skills leveling system. The video might even show a better example.

    5. Re:Wizardry 8 by Firefly1 · · Score: 1

      I'd rather see experience points given based on how often you use a skill and when the last time you used it was...
      This reminds me of the 'RPG lite' elements which are included in GTA: San Andreas, Advent Rising, and Crackdown. None of these three, though, really address the idea of skills 'rusting' through disuse (unless you count the 'muscle' stat in San Andreas). Which brings us back to the question you are apparently asking: why aren't we seeing more of this in actual RPGs?
      --
      - White Knight of the Order of Mihoshi Enthusiasts
  64. KoL by datavortex · · Score: 1

    I found the Kingdom of Loathing to be engrossing from the very beginning. When the content for low-level characters is both fun and interesting, start-up and achieving comfort in the new interface is far less of a grind. KoL accomplishes this by being funny and clever throughout the gameplay.

    --

    He either comes off as a real interesting guy with encyclopedic knowledge,or a pathological liar with an ax to grind
  65. At least some variation! by SanityInAnarchy · · Score: 2, Insightful

    Alright, they aren't really traditional RPGs, but I think I'll mention a few here. SPOILER WARNING if you care.

    First, Zelda: Ocarina of Time. This is actually the weakest example: You start out as a weakling, learn the controls, and gain skills and heart pieces and such. However, when you first draw the Master Sword, you're completely thrown off guard. Alright, Link is bigger and stronger, but he also has lost a few abilities. No more slingshot, no more boomerang, and no more hiding under the Hylian Shield like a turtle going into his shell.

    Not to mention, the new dungeons and new creatures are a LOT harder.

    So, there's progression, but about halfway through the game, you get thrown completely off balance. You're no longer the leveled-up badass, you're now probably the weakest you've been through the entire game. Eventually, you gain all those abilities back (and more), but for that period of time, you're stuck with an entirely different set of abilities than you're used to. So it's not even a set-back, it's like you're playing a different game.

    This isn't the only time they do something like this, by the way. Fight against the final boss, and he knocks away your Master Sword -- which is probably your default sword, and which easily deals the most damage to him. You have to fight an entire stage of him without that weapon.

    Next exhibit: Half-Life. Definitely NOT an RPG, but definitely has some things which could be emulated. Moving through the original game, you tend to amass an arsenal -- basically, if you're not conscious of your ammo usage, you end up with nothing, but if you give it even the slightest thought, you'll always be collecting more guns.

    However, at a certain point -- immediately after your first brush with the ninjas (which are probably the most difficult enemies you've had to deal with so far) -- you are captured. No way to avoid it, and this is the closest thing the game has to a cinematic, after which you are dumped unceremoniously into a trash compactor, without even your crowbar. And Gordon Freeman does not know kung-fu.

    Toward the end of the game, it changes again, with Xen. Either you love it or you hate it, but it's definitely different. The most obvious thing is the gravity -- most places in Xen have extremely low gravity, and you have a long jump, both of which have never happened before in the game. Technically, it makes you more powerful, but it's tricky as hell.

    And in Half-Life 2, the same kind of thing happens -- at the end of the game, you lose all weapons, but get a supercharged gravity gun. Progression, but variety.

    Final Fantasy X: Via Purifico, and others. More than once, your team is split up, and you have to play as only one or two of your characters, looking for the rest. You may have leveled that character into an uber-badass -- or maybe not. Often, certain abilities are completely removed -- for instance, at least two bosses (one of them recurring) can one-hit your Aeons (summons), rendering them mostly useless.

    (Of course, Final Fantasy X can also be seen as the antithesis of this -- depending on how you level up, the final bosses might be tough, but often, Omega Weapon is just too easy. My roommate one-hit him by accident, because before then, he'd "killed the same wolf 50 times to get stronger".)

    The list could go on and on, but I think there's one more of these that is really worth mentioning: Halo.

    The original. Halo 2 was cool, but really, you are an absolute badass in Halo already -- and this is one of the very rare games that actually bothers to have a backstory to support why you kick so much more ass than the marines backing you up. Halo 2 had bosses, but Halo really didn't.

    No, what Halo had was mostly the same damned enemies, but new situations. There is no final boss, and you're fighting the same creatures, nothing really new, gameplay-wise, but there IS a final scenario that is as challenging as any boss fight, and much more realistic when you think ab

    --
    Don't thank God, thank a doctor!
    1. Re:At least some variation! by nuzak · · Score: 1

      A lot of that list can be summed up as "rhythm", it's a progression you can chart as a line, where a higher line means a greater challenge.

      * As your character progresses in abilities, enemies rise to match, and typically outpace you. This is however a "hilly" graph, because your abilities should at least for a time overpower the weaker opponents that were giving you trouble.

      * Occasionally throw some of the older opponents from long previous at you so you can mow them down with laughable ease

      * Occasionally create a big dip in your strength by taking away all your toys and powers temporarily.

      * End with a sharp crescendo of a challenge.

      This sort of upward spiraling tension/resolution should be familiar to any dramatic writer, because it's basically the same thing. A good game is not fundamentally different of a writing challenge than good literature.

      --
      Done with slashdot, done with nerds, getting a life.
    2. Re:At least some variation! by SanityInAnarchy · · Score: 1

      A good game is not fundamentally different of a writing challenge than good literature.

      Correction: A good linear game is not fundamentally different of a writing challenge than good literature, or a good movie, or really most good writing efforts.

      However, there are good games for which linear writing and concepts don't work so well. An MMO should make this especially tricky, yet many of them are still being written as if they were stories or movies.

      Also, the climax of a story really should not be the very end. How would you feel if the third Lord of the Rings movie ended with Sauron's tower falling? Or the ring itself being destroyed? Or any number of ways it could've ended.

      But it wouldn't be complete without the elves leaving across the sea, and the hobbits returning to the Shire, and so on.

      I mean, there are rare exceptions that left me satisfied. The most recent Zatoichi movie, for instance -- taking out the final bosses (yes, it's a movie, they're mob bosses or something) was actually pretty anticlimactic, but then it ended with a very loud and energetic tap-dancing number, something you could head-bang to.

      But other than that, I can't really think of many movies or books that I thought successfully ended on a bang.

      In any case, that rhythm is pretty rarely found in games -- and, for that matter, it doesn't even approximate progress in the better cases, I think. For instance, it's true that in Half-Life, after being mugged and having all your toys taken away, you go on to get a few new weapons that you didn't have then...

      But I do find it much better when they can have the difficulty of the game increase steadily (or slightly hilly but approximating steadily), with the characters' apparent skills ultimately staying close to constant. Otherwise, it just becomes hard to suspend disbelief. Consider Final Fantasy X (spoilers again) -- Auron has been on a Pilgrimage once already, and ten years shouldn't have had him drop that dramatically in skill; at the beginning of the game, Auron deals 50-100 points of damage, and at the point where his last Pilgrimage ended, I seem to remember being able to deal several thousand points of damage, at least.

      Ok, fine, death may have weakened him, but that still doesn't explain the relative changes in Seymour's skills, or for that matter, why Lulu can't just set fire to a whole damned forest by the end of the game. Auron can chop his way through crystal, but he should easily be able to cut through any steel wall -- after all, he can one-hit the robots.

      Compare this to, say, adventure games, where skill remains pretty much constant. Take Beyond Good & Evil: Jade's fight with the Domz, at the very beginning of the game, is identical to her fight with the final boss, in terms of Jade's own abilities with her Dai-Jo staff. I mean, she does gain abilities -- I suppose she could theoretically snap a photograph of the boss, or shoot disks at it -- but ultimately, the progression in that game feels much more natural and human, and it doesn't feel at all contrived when your toys are taken away -- after all, the Beluga is too big to fit into most combat areas, and the hovercraft is too water-bound.

      Or take any of the Jak & Daxter games (Jak & Daxter, Jak II, Jak 3). Abilities can often be unlocked out of order, but really, most of Jak's new abilities don't make life much easier. Three or four hits from just about anything in the game is still going to kill Jak, and precision shots with his normal blaster (the yellow beam weapon) are usually much more useful than any of his other weapons. It makes it much more believable, and also much more replayable, because when you start over, you're still the same Jak, and you still kick ass -- not because of your toys, but because of your actual playing skill. If you can beat the final boss, you can beat anything else in the game. Walk out into the city in Jak II, anywhere; no matter what transportation you legitimately have,

      --
      Don't thank God, thank a doctor!
    3. Re:At least some variation! by nuzak · · Score: 1

      But it wouldn't be complete without the elves leaving across the sea, and the hobbits returning to the Shire, and so on.

      Denouement is important to any dramatic climax -- but in a game, it should be a cutscene. And at the risk of offending those who venerate a certain author beyond any idea of fault, I felt that the Scouring of the Shire was a clumsy ill-fitting appendix that never should have survived the editor's pen.

      Despite Jak II and III having a "sandbox" feel to them, they're still largely action games. BG&E got its rhythm in a more narrative way as well as alternating the types of missions -- fighting, sneaking, racing. I'm not saying all games have the same rhythm, but games based on progression of your main character's abilities certainly do.

      That said, I'd love to see more games made like BG&E, even if they don't all sport anthropomorphic barnyard animals. Leveling is a really worn-out device, as you illustrated with your examples (though Square-Enix does do a pretty good job at coming up with new and weird ways to level)

      --
      Done with slashdot, done with nerds, getting a life.
    4. Re:At least some variation! by Fred_A · · Score: 2, Informative

      Next exhibit: Half-Life.
      Deux Ex was much more of an RPG than Half Life was. Not as pretty but at least as fun.
      --

      May contain traces of nut.
      Made from the freshest electrons.
    5. Re:At least some variation! by JayBlalock · · Score: 1

      Ok, how can you mention Final Fantasy X and *not* mention FF VI? As far as I'm concerned, it has possibly the greatest plot of any video game ever. (allowing for limitations of the script due to cartridge size) The characters and human and flawed. The bad guy is Evil Personified. The plot is huge and epic. And, of course, the big plot twist halfway through. For the one person out there who hasn't played it yet (GO BUY THE GBA VERSION!) I won't spoil it, but you want to talk about throwing the player for a loop? I think I played with my jaw hanging open for about an hour straight. To this day, I can't believe the audacity of what they did.

      --
      Bush: He's Liberal in all the wrong ways.
    6. Re:At least some variation! by SanityInAnarchy · · Score: 1

      I felt that the Scouring of the Shire was a clumsy ill-fitting appendix that never should have survived the editor's pen.

      Fair enough.

      But I was talking about the movie. Revisionist bastards, but some of the revisions they made were good ones.

      That said, I'd love to see more games made like BG&E, even if they don't all sport anthropomorphic barnyard animals.

      I would also love more of them, even if they all had barnyard animals all over the place. The characters, plot, and setting was very well done, and while I could've done without the animals, they also never really bothered me. It's funny what you remember from such a strange game, also. For me, it was the bar music. Propaganda!

      And also the hover table. Tiny little minigame, but I want that game. I want it on my computer, and networked...

      --
      Don't thank God, thank a doctor!
    7. Re:At least some variation! by SanityInAnarchy · · Score: 1

      Sadly, I am that one person. FFX is what I usually mention because it's the only FF game I've actually managed to play through all the way. FF7 I've barely started. FF8 I've made it to the fourth disk on two separate occasions, but never really got past busting into the Lunatic Pandora -- not because I lost interest, but because I lost a savegame, or had to give the PS2 back, or my brother couldn't find the fourth disc.

      For audacity of messing with the player, I think on a large scale, the best I've seen is FFX, toward the beginning. You're a star, a sports hero; I'm a badass Ronin wearing shades; weird creatures (like nothing you've seen yet) are swarming in out of nowhere with no explanation. Oh, and here's your daddy's sword. Go!

      Then, sometime over the next half hour, you watch your city destroyed as you're thrown into some completely other world. I know Final Fantasy can do better than that, and I imagine most people saw elements of FFX as poor imitations of earlier games, but I still think that first half hour of gameplay is absolutely brilliant. If you're not hooked after that, something's wrong with you.

      On a small scale, though, I think there have been a few genius moves, like... Oh, the beginning of Half-Life 2: Episode 1. Without spoiling anything, I will say that I've never seen that even tried in first person before.

      --
      Don't thank God, thank a doctor!
  66. No wait they made a mistake with the headline. by Greg.Rodden · · Score: 1

    It should have just said 'RPGs - Complete and utter waste of time'. end of story, no comment section just a big flashing GIF for the headline. I loathe RPG's. I'd rather have a heroin addiction.

    --
    I have ridden the mighty moon worm!
  67. Oblivion is not the olden teat by Shadukar · · Score: 1

    Oblivion was not a good game from an RPG point of view:

    It did not reward effort put in. And by effort I do not mean doing chores like the OP (Jeff Vogel) suggests. By effort i mean playing intelligently/well. For example:

    You are level 1. You start your character so that you are a really good thief (khajit thief). You get your lock picking up a fair bit, and you find a really wealthy looking house in the capital city. You case it, you find when/where the occupants of the house go. You go in during the day to see if they have guards inside and stuff like that. You role-play a perfect thief.

    At night, you make your move, you pick an extremely difficult lock, possibly with the help of a potion that increases your thieving skills. You make a really difficult stealth journey through the house, hurrying because the owner is due to come back any second and the other occupant is still asleep.

    You find their main bedroom and approach the locked chest! You gulp down another potion to help you with this extraordinarily difficult task and because the gods are smiling on you, you pick the lock and greedily reach for you loot...

    RUSTY FSCKIGN DAGGER and 1 gold.

    gg.

    No seriously, what pretty much describes the much-touted (primarily by marketdroids) scaling in Oblivion.

    Mind you, if you grinded some levels, and you were level 20, and you performed the above inside the same chest you'd have found 2 daedric sets of armour and a grand soul gem.

    There are many examples of how the scaling in oblivion doesn't work. Just go give one more example: lowly peasants at level 1 are carrying rusty iron swords but at level 15 or so, you attack one and he pulls out a glass long sword. Then he has the gall to tell you he can only spare 100gold for your reward cause he's poor.

    One of the more popular oblivion mods was Curios Oblivion Overhaul i think (at work so can't get exact name+link). It drastically reduced the scaling and increased the loot in difficult areas. Also increased the difficult+rewards of mob s as you go deeper in a dungeon. Made the gamer harder, but more fun.

    Many people play RPGs for the progression - you start as a lowly son of a peasant at level 1 but eventually, through trails and adventures, you grow to be the supreme slayer of dragons everywhere. If you see that as a chore and CBF, go back to playing Counterstrike: you start as a leet d00d and you finish as a leet d00d.

    1. Re:Oblivion is not the olden teat by Anonymous Coward · · Score: 0

      I agree, yet not. The brilliance of Oblivion was in wrapping the RPG engine in a modifiable shell whereby endless new games can be (and have been) created by modders. Don't like the default leveling, then load a mod. Want a companion healer, try Rhianna at tessource.com. Want to be a ninja with the opposite goal of the original game (and a brand new game arc) then there's a mod for that.

      There's game making, and there's game writing. The Oblivion engine (or collection of engines, actually) is brilliant. The Oblivion game writing is good, but a bit predictable with some odd choices (like you cited.) So try out some of the hundreds of excellent mods that you can already download for free. Or write your own! The tools are there.

  68. but... I LIKE killing rats by AdonaiElohim · · Score: 1

    Some of my favorite RPG-playing memories are of when you first start out and are nearly powerless.

    There's something really cool about knowing that there is a whole pretend world of weapons, powers and monsters out there that my guy is only seeing like 1% of. You imagine all the neat things you'll be able to see and explore once you finally get out of the sewers under the tavern or whatever. Then when you actually get powerful, a lot of times it's like eh, is that all there is?

    My personal favorite: clearing out the slums next to New Phlan in the old Pool of Radiance. Compared to the sheer anxiety of trying to survive with a party that could get wiped out by 4 kobolds, the next few games when your characters are high-level were boring.

    1. Re:but... I LIKE killing rats by pNutz · · Score: 1

      I loved the feeling of helplessness at the beginning of Fallout 2. There were people with rocket launchers and lasers. There were creatures with claws 2 feet long that could kill you in 1 hit, and hit 4 time per round... and cannibals, raiders, rats the size of VW bugs, and mutated insects.

      You? You started with a pointy stick and a water bottle. "Good luck, Chosen One!"

      At least Fallout 1 gave you a wimpy pistol when you left the vault.

      --
      Death and danger are my various breads and various butters.
  69. Fantasy and escapism. by CyberGenesis · · Score: 1

    I'm into escapism. Since a young child I've always enjoyed projecting my imagination into situations. I was one of those kids with an imaginary friend. RPG's to me are escapist. If I like the basic elements of an RPG enough, I will project my own imagination into the situation. Perhaps for me this helps reduce the impact of repetition. I can take such games quite seriously. I find most FPS games quite boring. I just don't get off on being some "elite special forces op" dude going around fragging bad guys. While I do have occasional ventures with such games as Half Life 2- ultimately I find them boring. In Half Life 2 I was more interested about the story (and perhaps environments) than I was about fragging bad guys. So of course I was very disappointed with the ending of Half Life 2- it had no proper conclusion. Obviously its all a matter of personality and preferences. RPG's are for me, FPS's are for others, some people like both. I thought oblivion was outstanding. But yes I was disappointed with automatic scaling of enemy difficulty. I like to feel some enemies are really "tough" and "powerful". I like to walk into places and feel certain of my doom. I like go back later and feel elite and powerful as my character slays previously unbeatable monsters. Most of all I like the escapist fantasy element. Its the closest I am ever going to get to being Thomas Covenant and being whisked off to an alternate world. Some of my most happy times have been spent playing RPG's and reading fantasy novels. In a way I wonder if my reading of slashdot is to a degree escapist. I know I should be paying attention to other issues at the moment, so I think I will.

  70. Here's a novel idea! by Sibko · · Score: 1

    Get rid of leveling altogether.

    Imagine for a second that in this Role Playing Game, you define your character through your choices and consequences. The character grows not by getting +2 strength at fifth level, or by attaining +3 Vorpal Telekinesis of the Ethers at seventh, but by making choices that effect him and other characters in the world.

    The focus is taken away from making some kind of uber character that can defeat bosses, to a character who does what he does because of the choices he has made. This is, what I feel, almost every RPG on the PC or Console has completely missed.

    At the gaming table, when you're surrounded by friends, it's easy to tell a story. The DM can come up with quick rational, and random things to the choices a player has made. Player A is trying to get it on with the barmaid? "Okay, you succeed, the barmaid is all yours. You two get it on. Now please make a fortitude save against disease."

    This is where cRPG's tend to fail - The vast majority don't convey any sort of story or consequence for your actions, they just serve up monsters for you to kill, so you can level up and kill more different monsters. Their concept of "Choices and Consequences" can pretty much be summed up as "Do this quest or do not do this quest - the choice is yours!"

    Generally the cRPG market looks pretty bleak on this. There's a ray of hope with the indies though: Age of Decadence by Iron Tower Studio, http://www.irontowerstudio.com/ sounds like it might be what I, and others, have been wishing for.

  71. My 2 cents by Godji · · Score: 1

    First, I was replaying NWN recently, trying to go trough the whole story and build an uber-character, as intended. The problem with that was, when I had to make decisions such as how to level up from 4 to 5 or so, I couldn't know which ones were right... and I could discover I wasted those skill points or whatever only 25 hours of gameplay later. Oops, no way to go back! Even if I did keep periodic savegames, I don't want to get through the same 25 hours again. So I would really like an RPG that either 1) allowed you to be come an uber-character quickly enough as to not regret it if your character is not that cool the first time, OR 2) even better, allowed you to reconsider all those choices each time you level up... so you can go back and reassign points for previous levels as well. Does such a game exist?

    Second, and this is more of a question: Since I've got behind on the gaming scene (old hardware), can anyone recommend a good cross between an RPG and an FPS? FPS with levelling, if you will. I tried a couple, but they were obscure and technically very buggy. Is there a good and popular one? Bonus points if it runs on Linux.

    1. Re:My 2 cents by rossz · · Score: 1

      It's bad enough when you make the mistake yourself because you didn't know any better. It's unforgivable when you spend time researching the available skills and making sure you make exactly the right choices needed to create the character you have in mind, then having the damn company patch the game and nerfing the skills into uselessness. Thank you Blizzard.

      The ability to re-allocate all skills and stats at each leveling is something I have wished for in the past and should have been a given when Blizzard patched the game and changed everything.

      --
      -- Will program for bandwidth
    2. Re:My 2 cents by Anonymous Coward · · Score: 0

      Deus Ex. If you haven't played it yet, play it now.

  72. time became a selling point by Zork+the+Almighty · · Score: 2, Insightful

    I think the problem started when time became a selling point. RPGs started advertising "50+ hours of gameplay", and short games were criticized for being a bad value. Total nonsense. The first Final Fantasy can be thoroughly beaten in less than 20 hours. That's a good amount of time. The Lunar games, which are arguably worth the extended time, take 30-40 hours. Grandia, which is a beast, basically takes 50 hours, however a lot of that extra time is spent in dungeons, specifically one massive optional dungeon.

    Not every game is good enough to justify 50 hours of my time. In fact, very few are, and I would prefer to choose whether to spend that time or not (for example, by getting Medusa swords and pink tails) for a game I happen to like. Long games have less replay value, not more.

    I regretfully stopped playing Final Fantasy games after FF8, which I couldn't be bothered to finish. The optional side quests in FF7-9 were mostly absurd and stupid affairs. I do not want to breed chocobos for a few hours just to get to some damn island and get a summon. Nor do I want to jump rope, or master some other idiotic game in every town just to get a unique item. It makes me think there should be an option to massacre those idiot NPCs and take their items, which is one of the features I like in Bethesda's games.

    The optional feature that seems to be most lacking is opportunities for simple exploration. In most games there were times where you could veer off and find neat things, or get to a later town and talk to people before events happen and maybe buy a more powerful weapon or piece of armor. Simple things that are interesting and take 5-20 minutes to do, and have a simple reward or even no reward that you won't miss if you forget or if you decide not to do it. Later games seemed to forget this mechanic, and for every optional thing there had to be some sort of unique item or benefit just to justify doing it. This made the games feel tedious, especially when you did not have the option to go back and get the items later.

    Finally, I think the jump to 3D hurt the genre. Hey you kids - get off my lawn! It took me a long time to realize why I prefer 2D games (except for FPS games, obviously). Two dimensional representations are inherently artistic. You have to draw something, and that takes skill. Having a computer animate a 3 dimensional model lowers the bar dramatically. It becomes harder to appreciate artistic skill, and making a more detailed model and adding lighting effects obscure the artwork, for better or for worse. I want to see art, not technical effects. It is interesting that the opposite happens with 2D graphics, higher resolution makes bad artwork all the more apparent.

    --

    In Soviet America the banks rob you!
    1. Re:time became a selling point by Astarica · · Score: 1

      The 3D era happened to coincide with the era of the strategy guides where companies realize that you can make a lot of money selling those. But who needs a strategy guide if the game isn't specifically built around it? The stupid minigames and whatnot of the more recent FFs is not a function of the technology itself. If FF4 required you to get 5 pink tails before you can fight Zeromus it'd be just as dumb and boring. For what it's worth, you can probably beat FF10 in under 30 hours if you don't bother with the especially time consuming minigames. I don't think the overall time it takes to finish a FF has changed signifciantly but there is certainly a lot more distraction along the way.

    2. Re:time became a selling point by Smauler · · Score: 1
      I do not want to breed chocobos for a few hours just to get to some damn island and get a summon. Nor do I want to jump rope, or master some other idiotic game in every town just to get a unique item.

      Don't do it then... The side quests are just that. Complain about the game all you like, but don't complain about the optional side quests of the game.

    3. Re:time became a selling point by Torvaun · · Score: 1

      I have the opposite feelings regarding the time issue. I like to choose how to spend my time in games. I was a big fan of Baldur's Gate. I could wander around doing all the piddly little sidequests if I wanted, or I could just go visit Gorion and get out of Candlekeep. Once out of Candlekeep, I could start by heading South to Nashkel, but I usually went North to the Friendly Arm Inn first. I didn't have to, though. I played BG2 also, but despite the power difference at the beginnings of those two games, I generally started fewer games on BG2. I hated Irenicus's dungeon, there were a bunch of things that could be important, and could never be revisited. Once I got into Athkatala, things were better.

      Of course, there is such a thing as 'too much of a good thing'. I played Planescape: Torment, and got frustrated with the abundance of options, and the difficulties involved in actually figuring out what was important as I played. I guess the first Baldur's Gate hit my happy medium spot on.

      --
      I see your informative link, and raise you a pithy comment.
    4. Re:time became a selling point by Anonymous Coward · · Score: 0

      I played BG2 also, but despite the power difference at the beginnings of those two games, I generally started fewer games on BG2. I hated Irenicus's dungeon, there were a bunch of things that could be important, and could never be revisited. Once I got into Athkatala, things were better.

      One of the most popular mods for BG2 is Dungeon-be-Gone, which teleports you to the end of the Irenicus dungeon and then gives you all of the loot and experience you would have gotten. It's an easy way to get past the first part of the game that is pretty tedious after you've done it once or twice.

      At the same time, it can be fairly quick and interesting if you solo your way through the dungeon, or you can try Improved Illyich if you want to turn the dungeon from gentle introduction to unfair deathtrap and experiment with different tactics.

      The modding community that has grown up around BG1 and BG2 has kept those two games going more than half a decade after their release.

  73. Ultima VII - Black Gate by deeceent · · Score: 1

    U7:Black Gate had it's definite limitations, but it was one of the first RPGs I played where leveling up and progressing was completely fluid and non-burdensome. Once you got out of the first town, you could go where you wanted and you really had to search hard to find enemies that would kill you right away. For the most part, you would naturally level up as you killed roving monsters...and levelling up wasn't as important as assembling an 8-person party, which you could do by just following the storyline. Of course, leveling up and saving up cash was made irrelevant once you figured out how to sack the Mint and rob the castle.

  74. Article summary: Risk / Reward ratio out of whack by UnknownSoldier · · Score: 1

    I would agree with the article, most RPGs have a completely screwed up Risk / Reward ratio. You spend so much time for so little reward -- usually the only motivation is to advance the story, so the better "PHAT" loot can drop.

    You know, What my wife and I find really fun is leveling up a new toon to level 10 (WoW, EQ2, D2) -- after that, these games become a grind fest. Anything past that, takes something really fun, and STRETCHES it out to a point where it is almost pointless.

    Why is destruction (killing mobs) usually the only way to "level" up your character?
    Why not creation (crafting)?
    Even better, make them orthogonal! i.e. Level 50 Weaponsmith, Lev 20 Figher.

    Its time for RPGs games to grow up. Get rid of the exponential XP for crying out loud. A DYNAMIC environment, would be a great start, but I'm not holding my breath for that. And lastly, How many cleavage shots do we need to put up with?? The juvenile humor shows that you don't care about making a good game.

    --
    Why do I need to WAIT 20 mins for in game travel time, when I'm PAYING for the game??!!

  75. You know what an end-game really -is-? by *weasel · · Score: 1

    The very existance of an 'end-game' is an admission that 99% of the preceding gameplay experience was tedious crap designed to waste your time. The end-game is the game that you would've gotten, if it wasn't acceptable to force tedium upon the user.

    As you said: you're supposed to win.
    You're going to get to level eight-million and face down the Big Bad(tm).

    So what's with all the damn rats?
    What the hell is that doing aside from wasting time?

    We don't need to see a bunch of numbers increment to move a story along.
    We don't need to gain 'levels' to get a cool new sword or cool new spell.
    We don't need to kill rats then goblins then orcs then ogres, ad nauseum, to feel like we're getting closer to the Big Bad(tm).

    It's OK to start off doing heroic crap.
    We're going to get there anyway.

    So let's just skip to the part where we can't get more levels to make the next challenge easier, and focus on the fun stuff.

    --
    // "Can't clowns and pirates just -try- to get along?"
  76. Nothing has changed by Martigan80 · · Score: 1

    I agree with some people that the whole basics of RPG's have not changed. Most Online games no mater if it's Guild war, EQ, or D&D online-you still have to do some quests. They can be fetching something or killing something but you still have to do quests. And after a little while that get boring-you can sugar coat it with different graphics and sounds but it is still the same pattern. There are some games that are open ended like EVE-online and Entropia Universe but they have a big flaw too. That being the older player will forever have an advantage over the new player. Since their leveling is more effected by time those whole start early will have an advantage. In the end even those games have the same faults or should I say the same routines kill this, mine that, repeat.

    --
    This SIG pulled due to lack of funding. (This damn war is costing too much!)
  77. Electronic pets by Anonymous Coward · · Score: 0

    I think my disinterest in RPGs stems from the day my Tamagotchi died, I invested so much time keeping that little shit alive and he still crapped out on me.

  78. other extreme: Dungeon Keeper by SEAL · · Score: 1

    Dungeon Keeper was an interesting take on this problem. I had a lot of fun finally being able to play a game where my job was to squash the pesky adventurers.

    Granted, it was more of an RTS than RPG. But even in that regard it was a lot different than other RTS games currently on the market, because you were creating the maze as the game progressed.

    Too bad the game was somewhat buggy.

  79. The journey versus the destination by Baavgai · · Score: 1

    He's lost his sense of play. That is, the minute you look at an RPG as something you need to finish, you've lost. Ironically, such players are those often trying to "win" a game that has no pretty finishing sequence of screens for them.

    If, instead, you play a game for the purpose of experiencing it, and let the flow of gaining power in the environment come as it will, you'll have fun as you go, regardless of what milestone you've reached.

  80. why computer rpgs waste your time by Flunitrazepam · · Score: 1

    because you are a loser.

    --
    1) Your analysis is based on bad assumptions so your result is way off. 2) You're a sick bastard for fucking a horse.
  81. Exactly! RPG's Like WoW feed OCD people. by plasmacutter · · Score: 1

    This was the reason i dropped wow after only 3.5 weeks of play.

    the grinding is so mind numbing i lost track of day and night, not because i was absorbed in the game, but because i was "present but not in the room" so to speak.. a meat robot pushing buttons.

    One of the worst offenses on that grinding aspect is the mounts.. you have to spend all your time grinding to get a high enough level to get a mount.. then they make gold so scarce that even if you save all of it through those 40 levels AND play the markets you still wont have enough.

    The entire concept of grinding is PERFECT though for feeding people's OCD.. obsesssive compulsives like one of my friends can sit there for hours grinding and grinding and never reach the big rewards.. .. but the promise is still there so they abandon their friends, their work, etc for the epics they so obsess over.

    things should progress more naturally than that, should require a brain without being overly complex, and should dedicate MUCH more to the story than at least WoW does.

    --
    VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
    1. Re:Exactly! RPG's Like WoW feed OCD people. by UnknownSoldier · · Score: 1

      > then they make gold so scarce that even if you save all of it through those 40 levels AND play the markets you still wont have enough.

      At first, I thought so yes. Because you buy ever talent point whether you need it or not -- because you simply don't know how useful it is, so you end up buying everything. But after you've played for a while, you know which skills to spend money on, and it's much easier to save up money. Skinning and Mining is a good way to make some money too, since its easier/faster for a high level char to pay for the item then waste his time farming for it. Sad isn't it.

      It also depends on which class you play. Rogues with pickpocket can literally earn twice as much money. Hunters can make good money, since their pet does > 50% of the damage.

      Gear is another factor -- the casters actually have an advantage in this, since they don't need to constantly be repairing or buying new gear, only spending their mana.

      The only serious way to make money is to play the Auction House and sell that "uber" rare epic. Another way was disenchanting and selling the shards, since shards didn't have a cost to be listed in the AH (!!), so if they never sold, you didn't lose any money. Not sure if this is a bug or a feature!

      Gold used to be tight, but with the expansion, its MUCH easier to acquire. Getting a group of buddies and doing instances is a nice way to raise some cash.

      I have OCD and can't stand grinding -- but maybe I'm one of the exceptions. (I've noticed that since switching over to playing a rogue I'm actually finding grinding / farming to be relaxing -- but maybe that's because Palis are so damn boring to play. :-)

      I definitely hear you about "zoning out" while playing the game !! There's gotta be more to gaming then being just a meat robot. I'm half tempted to write a bot because of this. :)

    2. Re:Exactly! RPG's Like WoW feed OCD people. by csscmaster3 · · Score: 0

      I play WoW, i started saving up for a mount at level 33. When i was 40 I had more then enough gold for it. You either did not make it to 40, or you where wasting money, because it is not very difficult to have enough money for a mount if you are saving up for it.

    3. Re:Exactly! RPG's Like WoW feed OCD people. by plasmacutter · · Score: 1

      you are speaking as someone with a high lvl alt.. that is a very biased position.

      also.. "with the expansion".. so now you buy the game twice to get a supposedly "better" experience, yet TBC didnt get rid of the fundamental grinding problem, and it didnt help my friend (who bought the expansion) make any more money.

      --
      VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
    4. Re:Exactly! RPG's Like WoW feed OCD people. by UnknownSoldier · · Score: 1

      My alt rogue is lev 39. He already has 42g saved up. 50% of his money comes from selling the Expert Cookbook in the AH, the other half from pickpocketing while leveling / grinding. Making money in WoW is not that difficult, once one knows where to play.
      i.e.
        Fight humanoid creatures since they drop cloth/wool/silk etc.
        Fight mages since they have less health.
        Fight one mob at a time, so you don't have to worry about 'adds.

    5. Re:Exactly! RPG's Like WoW feed OCD people. by plasmacutter · · Score: 1

      that's only half the mount training.. let alone the mount.. and that's only if you have exalted with the desired faction you want to purchase from. have fun farming.

      --
      VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
    6. Re:Exactly! RPG's Like WoW feed OCD people. by UnknownSoldier · · Score: 1

      The point is, it's not THAT difficult to make money in WoW, like the original poster claimed.

      Getting rep with faction is easy, if you do quests. As a bonus, you a) level up, b) make money.

      Now if you want to discuss if the mount is over-priced, then I'd probably agree with you. :) Especially for the casual gamer.

  82. this is news? by amiak · · Score: 1

    RPG's have been timesinks for a long time... i'm thinking at least twenty years.

    --
    accurately define good according to a criteria and seek it out.
  83. In other news ... by daevux · · Score: 1

    ... Why Slashdot wastes your time. This and more at 6.

  84. You dont understand by Anonymous Coward · · Score: 0

    His point is not that the progression is what makes the RPG so annoying, it's the grind. Im with him, I hate the grind. I hate having to kill the exact same thing over and over and over again.
    Oblivion, did do it right. I could go up in levels by practicing, or using my skills outside of combat.
    And learning new abilities wasn't based on level, it was based on learning. Could I find a book with the spell, or pay to have someone teach it to me? That makes for much more enthralling gameplay than learning a new spell by killing x amount of wolves.

  85. Re:Article summary: Risk / Reward ratio out of wha by geekoid · · Score: 1

    This is a huge flaw(IMO) with WoW.
    Crafting skill should never depend on my actual level.

    Many people like to just do crafting. Granted, they would need to buy goods that come from high level areas, but that's part of crafting.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  86. time sinks by GoneSouth · · Score: 1

    Two comments: - I thought this was going to be about how people are playing mmo's for 40+ hours a week. (and I'm an ex- EQ raider, so I know). If you're playing a computer game for 40 hours a week, in the grand scheme of things, does it really matter whether you're farming hides or killing boss mobs? - "I'm tired of doing the same repetitive tasks for hours on end ... ". And this is different from most people's real life jobs how ?

  87. It's been downhill since Ultima 7 by Rui+del-Negro · · Score: 1

    Remember Ultima 7? You started off as a hero, with several companions, and the game was about exploring the world and discovering the story by interacting with characters, not about "powering up". Sure, you could find better items (several of them unique, which is a lot more interesting than going from a "+5 sword" to a "+6 sword"), but most of the progress came from discovering new areas, talking to characters, carving your place in the game world (in other words, role-playing), etc., not "powering up".

    It's been downhill ever since (ok, the Underworld games were also good, but less ambitious), and I feel kind of sad for people who think that games like Baldur's Gate, Oblivion or Diablo are good representatives of the RPG genre.

    The problem with Baldur's Gate (and its descendants) is that it relies on simplified rules, designed for pen and paper RPGs. But pen and paper RPGs work due to the imagination of their players, and how they build a complex world around those simple rules. In a computer, it simply doesn't make sense. The games feel static (characters always standing in the same place, etc.), and the interface ends up getting in the way of the story (which is still a lot about "powering up"). The games have some good bits, and plenty of humour, but they just don't feel "alive", like Ultima 7 did).

    Diablo I won't even comment on. It's a hack'n'slash game with power-ups. Calling that a RPG is like calling Space Invaders a "space simulator".

    Oblivion held a lot of promise. Its authors specifically mentioned Ultima 7's "living word" atmosphere and promised "amazing AI". But in the end it feels deader than Morrowind (despite the great graphics and improved interface). The characters feel like automata, and the world is completely unrealistic. The "automatic level scaling" is an action game feature, completely out of place in an RPG. What sense does it make for the exact same dungeon to have different monsters based on your character's "level"? There should be easy areas (near cities and roads) and hard areas (wilderness, caves, etc.), and it should be up to the player to decide which areas he or she wants to explore. The result of Oblivion's "automatic level scaling" is that every fight feels the same. The enemies are always hard enough to take some of your time, but always easy enough to be beatable. And then there are the endless scripting and "world consistency" bugs, that just make the game feel fake. It's as if they spent 4 years developing the game engine and models, 6 months working on the story, and 2 hours testing it.

    The result is basically Diablo in 3D with some poorly "tacked-on" story elements that really just get in the way of the (moderately fun) fighting.

    A long time ago I read an interview with Gabe Newell (of Valve Software) where he said their first project (before Half-Life) had been an "open ended RPG, a sort of world simulator", but they realised the technology of the time didn't allow them to do what they wanted. I hope that now, with faster processors and the Source engine, they decide to revisit that idea (preferably with help from some members of the Ultima 7 team, and maybe Warren Spector). Valve is one of the few companies that understands the importance of playtesting a game from the start (that, more than anything, is the reason why Half-Life was so far above the competition).

    With Oblivion and Neverwinter Nights, I've pretty much lost all faith in Bethesda and Bioware. They're decent games, but they're not real RPGs.

  88. You've to start low to fill the time quota by Astarica · · Score: 1

    You need gameplay to fill the "X hours of gameplay" quota that seems to be imposed on all RPGs now. However you can't spend 50 hours or whatever X is doing cool stuff because if you do cool stuff for 50 hours at some point it becomes not-so-cool.

    As long as people have the mentality that a 10 hour game somehow isn't 'worth it' even if it does everything to perfection, you'll always need some stuff to fill in the obligatory gameplay quota. Whether this is done by starting out as a loser, mazes, fetch quests, mini games, or all of the above is a matter of game design.

    Why would a RPG that works like say, the intro part of Lufia 1 where you start out at level 90 with all the best equipment in the game ready to own the last boss be bad? When I played Lufia 2 which is supposed to explain how those awesome ultra-powerful guys came from via the standard X hours of gameplay, I didn't feel any more attached to my party of 4 than just playing the intro. In fact I think it actually managed to dispel the mystique that first you thought you had these great guys that have stats that actually fit the description of a hero, and then you find out in Lufia 2 that they're just your average RPG losers who managed to got to level 90 after going in a circle leveling up for 50 hours.

    Why would it be bad if you play a RPG that has a format like say, Street Fighter 2? You would start as Ryu, level 90 martial artist ready to join the tournament, fight the 7 particpants in a RPG system, and then the last 4 bosses? It didn't add anything to Street Fighter 2 if you knew Ryu was hitting a punchbag for 20 hours before he learned how to use the Shoryuken, so why is it a necessity in a RPG?

  89. why rpg's then? by matt328 · · Score: 1

    So now, thinking about playing an RPG just makes me tired. I'm tired of starting a new game and being a loser. I'm tired of running the same errands to prove myself.

    Perhaps its time you considered another genre then. That's the point of RPGs, starting your character out as a loser and building and developing them as you would yourself in your character's situation. Granted, some games provide a better experience than others and today's RPG's time to complete are in the magnitude of a few weeks as opposed to afternoon, but like I said, if all of your statements above are true, it doesn't really sound like you're looking for an RPG at all.

    --
    Check out the cave on the east side of lake Hylia. Strange and wonderful things live in it.
  90. It's the levelling by LainTouko · · Score: 1

    Avoiding anything like this in RPGs is pretty simple; don't use a levelling system. There's no reason for roleplaying to demand characters who constantly increase in combat ability and power. Indeed there's no reason for roleplaying to demand combat at all. It's just traditional, because that's what D&D did.

  91. Sounds like... by Frumply · · Score: 1

    This guy would be a prime candidate for some power-leveling services.

  92. Huh? by anduz · · Score: 1

    I still remember when I first got a hold on the first fallout game and went to play it at a friends house. You start out a total weakling with no clue about the world, and there are no second lives either, if you die without having saved for a while, well then you die without having saved for a while - though luck. Not only that, you have to struggle on your way through the world, and if you take a stroll down the wrong alley or mess with the wrong people before you've progressed enough to handle it, then you get murdered. And I remember how much I loved exploring that game from the moment I stepped out of the door in vault 13. Fallout is just one example, but I don't excatly mind having been weak in the whole bioware/blackisle line of games - and kotor even featured some of the best storytelling I've seen in an rpg despite you having to work your way through the first part of the game as another clueless weakling. The key is storytelling of course, fallout wasn't as strick as kotor, but it still had alot of interesting stories to tell as you went freely around on your own personal bombed out playground. This is where this guy Jeff Vogel goes wrong in my opinion, because being weak from the beginning is only a problem if your journey sucks. I can see why the journey from weakling to hero would suck in Doom, which is likely why we didn't see such journeys in FPS games untill much later, for example in deus ex that again had a great storyline. If the story is weak in a rpg, then it's because the developer failed, and I think that is something Jeff Vogel should be alot more concerned about than finding ways to skip character development entirely. And that is what he is suggesting, unless he wants to make games insanely easy, because if you start out as a hero with a big gun, but then get better at murdering with an even bigger gun along the line, well then you've changed absolutely nothing. I have to say that it's no surprise to me that I havn't heard about Spiderweb Software before reading this article, and now I kind of wish I had never heard of Spiderweb Software to begin with - because this guy Jeff Vogel has certainly wated my time. :P

  93. The Grind and Expectations by QuestionMark+Greater · · Score: 1

    I think that's a great point. I remember playing the old "Wizardry" games where the objective was exclusively just that.

    1) Create a bunch of characters. (And only keeping the ones with freakish initial attribute values).
    2) Get your party together to go down into the dungeon and whoop some ass.
    3) Get out of the dungeon bloodied and battered, but with some XP and, with any luck, some unique magical booty.
    4) Level up and heal.
    5) Rinse and repeat going into deeper and more dangerous depths every time.

    But I tell you what. I played the hell out of that game and loved it. It was only just a level up grind, but I appreciated leveling up, gaining spells and new equipment and then testing out the new and improved me against the next set of baddies.

    It was a sad day when I finally defeated Werdna and really had nothing left to do, but wait for the next installment.

    What was interesting about Wizardry is that the goal of the game was purely the grind and the feeling of accomplishment. I think the satisfaction that I felt was because my expectations were totally aligned with the objective of the game.

    Now, if the game makes you feel like you are trying to solve a puzzle (e.g. How do I open the door to this damn castle?), and you end up feeling like you are forced to endure a grind in order to accomplish that, then I can definitely see that being a pain.

    Maybe the problem with some RPG's is that they are setting one set of expectations and delivering something different. The old, Satisfaction = Expectations - Reality equation.

    Any thoughts?

    1. Re:The Grind and Expectations by MemoryDragon · · Score: 1

      No the problem is more along the lines of wizardry was the first of its kind. Problem is we have passed around 25 years since then, and many games still have this game mechanic which is not very suitable towards modern tastes. Pure level grinding works well for a few times but not for 25 years. One of the reasons why I hate final fantasy and all its jrpg offsprings, they basically game mechanicwise still are at the level of wizardry one and ultima 1. Western rpgs have passed that stage a long time ago, and that a different approach to roleplay works better show games like planetscape torment or fallout or the late ultimas. I was rather sad to see that western rpg makers have rowed back also again game mechanicwise, and try to paint over the lack of gameplay via good graphics. KOTOR instantly comes to my mind which feels more like a jprg than anything else.

    2. Re:The Grind and Expectations by MonkeyOfRage · · Score: 1

      Maybe the problem with some RPG's is that they are setting one set of expectations and delivering something different. The old, Satisfaction = Expectations - Reality equation.

      So if reality = expectations, then satisfaction is zero?

      Satisfaction = expectations - (reality * i)

      Sorry, but this is Slashdot. Pedantry is required.

    3. Re:The Grind and Expectations by QuestionMark+Greater · · Score: 1

      Good point :) How about this: Satisfaction = Reality / Expectations where anything >= 1 is good :)

  94. Quit your whining by trianglman · · Score: 1

    The point, IMHO, of RPGs and any game in which you are supposed to progress and grow your character will require starting at some point and progressively going through more difficult tasks and quests. If you don't like that premise then you are playing the wrong type of game and should play something else. What I hear when people complain like this are just munchkins. If you have top of the line powers from the beginning of the game, what is the point of playing the game? Now, some games handle this progression better than others (MMORPGS are notoriously bad at this), but complaining about the objective of the game as being too difficult, or taking too long, is no more than a childish complaint.

    --
    Clones are people two.
  95. Ys? by MasaMuneCyrus · · Score: 1

    The Japanese Ys series is one of the best series of RPGs ever, in my opinion. It's hardly time-wasting nonsense.

  96. To each their pwn? by bumptehjambox · · Score: 1
    I wholly agree with the article, I think the grind to level up is ridiculous and quite a waste of time; offering minimal reward for such an outrageous sacrifice of player time. Take EVE online for example, I can't wrap my mind around people playing that game as miners, basically digging for rocks and selling them so they can get better ships and equipment for more mining, that's like someone who is playing starcraft and wishes they could be an SCV. To me, every RPG I have encountered is similarly flawed with a few exceptions, albeit they're old ones; mainly the Fallout series, and I do also admit I dug the Darksun games way back when.

    But anyways...slashing hordes of monsters to get skill points and levels is an absurd concept to me, but if that's what people want to do who am I to judge? I bet they'd tear me apart for being an FPS Battlefiend. I do really enjoy that Battlefield 2142 stuff, though, and the unlocks/ranks system is enough Role Playing for me :D

    1. Re:To each their pwn? by neminem · · Score: 1

      Hey - gorging in Natural Selection is a lot of fun.

    2. Re:To each their pwn? by Plekto · · Score: 1

      I know of only one or two RPGs that offered a perfect balance of progression and I'm not a newbie. 1:X-Com. The premise wasn't that you were a newbie so much as you had to do a lot of intel and missions to research and then develop new technologies. But there wasn't anytihng to say, keep you from getting ahold of an enemy grenade in the first few levels and shooting it to cause a massive chain-reaction. ie - you could in effect, still blowit up/pull the trigger. It also was one of the first games to have a fog of war element - and when it was dark, hearing things moving around... 2:Elite/Escape Velocity(2-d near-clone) Only your money kept you from getting the bigger guns. Everythng else was up to you. No levels or skills to train. Levelling was done via factions and standing and how wanted you were/bounty. (ie - can't get into pirate strongholds when you're best friends with the police) 3: Ratchet and Clank - again, I'm poor but my skills are the same. Got enough money? Grab a big weapon and enjoy. The game gets harder as you go on, which makes you WANT the bigger guns, but you don't need it - not really. There are others, but the "levels" are handled through money and research/development. If you get ahold of a big weapon, it's yours. You might use it poorly until you train or get stronger, but it doesn't feel like you are nerfed at the beginning, either(or they hide it so well you don't notice). They also tend to use lack of intel and/or money as the limiters, which is better all around as well.

  97. Autonomy in RPG by barutanseijin · · Score: 1
    It's always bugged me that computer games by and large don't allow players to be truly autonomous. The player follows the parameters the game sets up. In real life, it is possible to change the values one assigns to objects and relationships, or even to change the rules. Needless to say, we are not completely free to do so on our own. A dollar is a dollar no matter what i think its "true" value to be. But i can nevertheless change the value of that dollar within my own value set. And in our dealings with other humans, we aren't bound to any particular modes of interaction. Through negotiation, we can do things differently.

    So yeah, I agree. Compared to the richness of real social life, RPG are frighteningly one-dimensional.

  98. *cough* Exile *cough* Avernum *cough* Geneforge by CharonX · · Score: 3, Informative

    Well, most people seem assume that Jeff Vogel is just another "I'm president of a software company, so I know what I'm talking about" guy. Wrong. This guy is also the main programmer of the Spiderwebsoftware. The company only has four people or so (do pet-taranulas count?). In any case, Jeff writes some excellent games - the Exile series (and the facelifted re-write the Avernum series) and the Geneforge series (to some extent) is pure crack for any old-school RPG addict.
    If you have anything important to do, don't go download their trial versions - even the 1/3 of the game you can play before you have to register for the full version will cost you many, many, many, many hours. Personally, if you are not picky in the graphics sector, I'd reccommend you go for the Exile series first.

    --
    +++ MELON MELON MELON +++ Out of Cheese Error +++ redo from start +++
    1. Re:*cough* Exile *cough* Avernum *cough* Geneforge by Hoi+Polloi · · Score: 1

      I played his Exile series many years ago when it first came out. It was great and I replayed them plenty of times. Old-school graphics are fine if you stick to that spirit of them. If you are going for realism you have to go 100% and they usually don't look that great anyway. Cartoon style graphics are just as good, just don't try to be realistic with them. Stick to the abstract feel. The games were so good I never noticed the graphics weren't bleeding edge anyway.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
  99. Oblivion didn't handle it wll at all. by Khanstant · · Score: 1

    "I think Oblivion handled this well, scaling the world as you went and giving you really interesting things to do from the get-go. What other games dodge this bullet? Do you see this timesink as an inevitable part of the RPG genre?" Oblivion kept the world the same no matter how far you went. If you didn't keep your combat skills up it got to difficult, if you did or if you were a mage, it was too easy. It's always the same. There's never anything interesting BECAUSE everything is scaled to you. You know what to expect in any given area. You will always find equipment for your "level" because the enemies are scaled to have that armour. Caves in Oblivion seem crafted quite well yet they are filled with nothing particularly useful. You will always find the same stuff in the caves until you level up a few times. One of the best parts about an RPG is exploring and finding areas that are too hard for you but might hold a great reward. Or even finding an area with some easy enemies you can thrash to take a break fro mthe real action. Oblivion totally devastates that with it's scaling system.

    1. Re:Oblivion didn't handle it wll at all. by kraigory · · Score: 1

      I agree- I loved oblivion's quest lines, but I HATED the scaling. There was something wrong with the fact that I finished the main quest at level 4. I mean, level 10 or 20 would've been fine with me, but not 4. I thought oblivion focused MUCH less on sweet loot and exploration than Morrowind, but Oblivion had extremely well designed quest lines.

    2. Re:Oblivion didn't handle it wll at all. by Anonymous Coward · · Score: 0

      The beauty of Oblivion is in the mods. Bethesda released a full game editor and the fans have created endless ehancements and varations, even to the extent of completely revamping the leveling system of your character and all the npc's and quests.

      Oblivion is at least 20 games right now... with endless varations. Visit tessource.com to start, and there are a lot more mod sights.

  100. I think they forgot to add the fun... by doctorzizmore · · Score: 1

    I totally agree with this guy and have had a similar recent epiphany. I am (was?) a huge Final Fantasy fan and I've played and beaten all of them since FFIII. I put 25 hours into FFXII before it dawned on me. The story is really cool, and it's nice to look at, but they forgot to make the game fun. I ended up wishing the game was a movie so I could just find out what happened to the characters and then move on with my life. I got really tired of having to level for 3 hours just to get to the next boss. I stopped playing FFXII because I bought a wii and of course I had to play Zelda. Zelda, on the other hand, is ridiculously fun to play and not tedious at all (even though both games are superficially similar in terms of story and subject matter). Now that I'm done with Zelda i'm trying to get back into FFXII, but my heart isn't in it anymore. I think i might just read a walkthrough to find out what happens.

    --
    People in bamboo houses shouldn't throw pandas...Jesus said that! -Ninja
  101. How many DnD campaigns started at level 1? by scgops · · Score: 5, Insightful

    Seriously.

    I spent lots of time playing DnD in the 80's. Most of the time, we continued on with existing mid- or high-level characters. On the rare occurrence we wanted to start off new, we still started in the level 7 to 11 range. No one wanted to play a total noob and get killed when a weak enemy made one good roll.

    Besides, whoever was being Dungeon Master knew they couldn't get away with killing off a bunch of player characters quickly, no matter what the dice said, or they would quickly find themselves very much alone.

    DnD isn't responsible for gaming systems that require people to start from scratch and grind through low levels. Unimaginative people who never had friends to play with are the ones to blame for such things.

    1. Re:How many DnD campaigns started at level 1? by feepness · · Score: 5, Funny

      Besides, whoever was being Dungeon Master knew they couldn't get away with killing off a bunch of player characters quickly, no matter what the dice said, or they would quickly find themselves very much alone.

      One of my favorite campaigns I ever made up had me killing all the players one by one so they could be recruited by a demon in hell -- and of course "earn" their lives back with an appropriate task. I didn't even have anything written out for it. I just nailed them all for no good reason within the first fifteen minutes. ;)

      God that was fun.

    2. Re:How many DnD campaigns started at level 1? by scgops · · Score: 1

      Damn. Talk about an evil DM...

    3. Re:How many DnD campaigns started at level 1? by ggy · · Score: 1

      Oh!
      Thank you, thank you, thank you!

      Seriously, this is one of the most interesting starts of a campaign I've heard of in a while!
      (And the good thing is that I'm starting a PnP campaign soon, and is quite known in my group for NEVER killing characters (Except when they've done something exceptionally stupid, or in Paranoia). So this will be an interesting concept to try! :)

    4. Re:How many DnD campaigns started at level 1? by Machtyn · · Score: 3, Funny
      I quote I see on occasion in some poster's sig line (on another board):

      Congratulations, young mage. You have been killed by a rat wielding a stick of butter.
    5. Re:How many DnD campaigns started at level 1? by Fred_A · · Score: 4, Insightful

      Besides, whoever was being Dungeon Master knew they couldn't get away with killing off a bunch of player characters quickly, no matter what the dice said, or they would quickly find themselves very much alone.
      Every DM knows that the dice are only there to make noises. You pick numbers that make the game interesting, not numbers that are random. That's why there's a DM. Otherwise you might as well pick one of those multiple choice books.
      --

      May contain traces of nut.
      Made from the freshest electrons.
    6. Re:How many DnD campaigns started at level 1? by pugugly · · Score: 1

      Oh dear lord that's good - I salute you sir.

      Pug

      --
      An Invisible Entity of Vast Power whose existence must be taken on faith alone: Liberal Media
    7. Re:How many DnD campaigns started at level 1? by Anonymous Coward · · Score: 0

      I take it you never played Paranoia?

    8. Re:How many DnD campaigns started at level 1? by orielbean · · Score: 1

      That was also part of the reason why the DM has his little screen - so if you kept rolling natural 0's or something awful, they were able to keep the plot moving along.

    9. Re:How many DnD campaigns started at level 1? by tbannist · · Score: 1

      Every good DM knows that's not the case. If your story telling abilities are no better than a multiple choice book and your friends only have as much personality as paper, then you've got other problems than picking exciting numbers. You control the entire world, allowing the dice to fall where they may (most of the time, anyway) is usually a good idea. Otherwise your players will figure out that the game is rigged one way or the other.

      --
      Fanatically anti-fanatical
    10. Re:How many DnD campaigns started at level 1? by DarthVain · · Score: 1

      Thats frickin' awsome! I wish I had though of that when I was DMing back in the day... Just the look on their faces when I kill off their beloved char. Of course I think they might guess something was up after more and more of them die. But oh that would have been fun for all the shit they put me through as DM.

    11. Re:How many DnD campaigns started at level 1? by PFI_Optix · · Score: 2, Interesting

      For most DND players...their first one.

      My whole point is that with DnD, your character goes through multiple campaigns. You might finish your first at lvl 10, your second at 16, your third at 25, and so on. There's no pressure to push the player through the entire range of character growth in a single campaign, which is what they do with current RPGs.

      Titan Quest is somewhere in the middle; you have to finish the same campaign three times, each time increasingly difficult to max out your character's stats. It wouldn't be a big leap from that to change it to three unique campaigns.

      I think the recent explosion in episodic content may change this. If you could take a character through a variety of campaigns in no particular order with no (or few) prerequisites, I think you'd have a killer RPG. There could be massive campaigns that take hundreds of hours for single play and short campaigns that will finish in six hours for LAN parties. They've successfully marketed such a system with DnD for years, it's just a matter of translating it to the computer.

      --
      120 characters for a sig? That's bloody useless.
    12. Re:How many DnD campaigns started at level 1? by Lemmeoutada+Collecti · · Score: 1

      I started one campaign off by throwing the PCs (level 1) against an army of orcs and high level casters. Of course, they all died within the first session, but much like your intro, that was just a means to excite them before they met the real motivator and have them already wondering what was coming next.

      Sometimes, playing the safe intro is not the best way to get someone's attention. Some groups need the newbie guide. A good GM can tell the difference, even when the players think they are elite. A good computer, on the other hand, still can't tell a B from an 8.

      --

      You can have it fast, accurate, or pretty. Pick any 2.
    13. Re:How many DnD campaigns started at level 1? by Miseph · · Score: 1

      Then you missed out on a great deal of fun. The best DnD campaigns I've ever played, all the PCs started out as level 2-3, and that only because it's almost impossible to get any experience at all and not hit level two by the second session, and the DM felt it would be better to just get it over with earlier so we could better get into the swing of things without the distraction of leveling.

      Personally, I always hate when GMs let the PCs be too powerful. Epic gaming just isn't that fun: I'll take five level three characters struggling through a cave full of kobolds over a level 23 Sorcerer/Monk/Ranger singlehandedly defeating a Dark God with his Vorpal Spatula of Glimmering Destruction +7 any day of the week.

      --
      Try not to take me more seriously than I take myself.
    14. Re:How many DnD campaigns started at level 1? by blake3737 · · Score: 1

      I just nailed them all for no good reason within the first fifteen minutes

      I hope your Players were all good looking, certainly they must be if you're all shagging before the game really even begins.

    15. Re:How many DnD campaigns started at level 1? by Sqweegee · · Score: 0

      I did the same sort of thing on a campaign, all the characters were re-animated as zombies by a necromancer and had to find a way to become normal again.

    16. Re:How many DnD campaigns started at level 1? by Fred_A · · Score: 1

      Obviously you weren't a very good DM ;)

      Of course every now and then you let a die or two slip out of the screening so that the players know they're really at the mercy of fate...

      And it goes without saying that the story is paramount. And that preparing the story is the most important bit (at least getting your players to believe that you did). After a while (a fairly long while usually, but eventually you get there), you realise that drawing maps in excruciating detail never amounts to anything since those stupid cretins (well, not really, except for that player you never saw before who spends ages explaining how he found that herb that gives him a -5 AC -and he can still bend his arms- he dies early though because of a freak accident involving a rain of frogs and a were-porcupine) never go where you want anyway. The point of the story is to go where the *players* want to go. That's when they have fun. Remember all those computer games where you felt constrained to a storyline ? Tabletop RPGs are the same except that since there's a real DM he can (if he's any good) make a difference.

      I can't count the number of adventures that started like the standard "start in the tavern, go to the dungeon" story, only to turn out "start in the tavern, piss some bigwig off, run all over the town escaping the thief catchers, then the angry populace, try to climb the city walls unseen getting out, never even see the entrance of the dungeon". I was so glad I never even started mapping...

      In the end I went to games just with my bag of dice and my tables. I was even invited as a guest DM to clubs I'd never heard of. If any of you play as experienced DMs, try it. You'll be surprised.It works surprisingly well. Just remember that whatever you do it has to make sense, so keep notes as you go along. In the same way as I didn't mind using a very large and very ancient dragon on 3rd level players (to force them to go on a quest : "ah so you wanted to steal my treasure, well you're going to go get a trinket for me" "yes sir !"). Rules are only there so you can bend them creatively ;)

      --

      May contain traces of nut.
      Made from the freshest electrons.
    17. Re:How many DnD campaigns started at level 1? by muridae · · Score: 1
      "start in the tavern, piss some bigwig off, run all over the town escaping the thief catchers, then the angry populace, try to climb the city walls unseen getting out, never even see the entrance of the dungeon". I was so glad I never even started mapping...
      One of my favorite DM experiences was when this happened in the middle of a game. Experienced player, we had picked up a new game to try. After a few levels worth of learning the rules, I had an idea for a story and they had moderately skilled characters. For some reason, the character with no acting or espionage skills took the job of offing a bigwig in his own house. The thief and others prepared a funeral for their weapon expert friend after he was caught at the front door by guards.

      Then the player stood up, took an accent that resembled his muscle bound character, and ad-libbed his part of the conversation faster then I could either roll dice or even keep up. A minute or so later, I was confused and I couldn't think of why the guards or bigwig wouldn't be either. The dice landed in plain view with the worst roll, so I declared an acting bonus for staying in character and confusing the hell out of me, and wished him luck in getting his friends to switch sides like he just did.

      I believe the negotiation of payment ended when, minutes later, he shot the bigwig while the guard was getting them drinks.

    18. Re:How many DnD campaigns started at level 1? by anomalous+cohort · · Score: 1

      Most of the time, we continued on with existing mid- or high-level characters. DnD isn't responsible for gaming systems that require people to start from scratch and grind through low levels.

      What we need is a character definition format file standard and commitment from all the RPG companies to honor the importing and exporting of a character in that format. Imagine if you could import your Baldur's Gate or Diablo II character right into NWN, Morrowind, Oblivion, etc. The character would get adjusted to work with the new world so there wouldn't be a compromise in game play. People new to RPGs would still start out the same way they do today. It's most probably not feasible to retrofit those games but new games would and that would make the future of RPG more exciting and lower the commitment barrier for RPG players to purchase new games. How hard would it be to come up with some XSD or RELAX NG of the d20 system? Pretty easy, I'd say.

  102. mmorppg + fighter = oplz oplz oplz (no dice!) by evilmousse · · Score: 1

    i concur 100% with what i read in tfa. i basically don't play much anymore where my opponent isn't face to face. beyond what it said, i'll add i have an aversion to the statistical-based dnd-dice system that's the foundation of them all. i prefer skill over statistics. i'm waiting for the technology to support a combat system something akin to an arcade fighter like street fighter or mortal kombat. they've already approached it with simpler button-patterns, but not the intricacies, balance, and thematic move-schemes of a fighter.

    i could envision one set in feudal china with competing schools of kungfu, where one must choose and train moves from a vast selection.. perhaps the number of assignable moves could be a levelable benefit.. but a skilled player on a new character should still be able to chop down a n00b on a souped up character. it'd be a sweet accomplishment no doubt; most 3d fighters are still largely planar with minimal exceptions. soul calibur's move-scheme-duality of horiz and vertical attacks would translate well, but truly multiplayer 3dimensional combat on a balanced combat system is still a daunting prospect. good hit detection + bandwidth + distributed coordination = not there yet. /anyone remember dragon force? that was the last rpgish game i remember liking... damn cliffhangers keep you playing on

  103. Even Deus Ex had that problem by GFree · · Score: 1

    Take the original Deus Ex. You were suppose to play a bad ass nanotech-enhanced agent with superior skills and superhuman capabilities, and yet from the moment you start your skills with firearms is barely above that of a drunken sailor. Doing various actions and solving objectives would give you the XP points to increase those skills, but it didn't fit common sense. Plus, despite being attached to a supposedly well-funded organization such as UNATCO, you were still dolled out minuscule amounts of ammo or weapons, with the occasional augmentation canister. Now don't get me wrong, I loved Deus Ex, I think it's one of the finest games ever made, but it's true that you did start off as a bit of a loser agent despite the years of training you're supposed to have had.

    The sequel DID try to get around this somewhat. You did have improved firearms and combat skills and even with the "realistic" difficult you could absorb a lot more damage. You were strong initially, even before you got any bio-canisters to provide new functionality. The problem with this is it made the game boring, and it made the evolution of your character boring too. It'd certainly be a design challenge to make a game where your character was tough to begin with, and yet still be challenging and interesting.

  104. Oh, but you are. by dswensen · · Score: 1
    "The next time I enter my fantasy world, I want it to not assume that I'm a jackass.'"

    Sorry, but I've played WoW -- this is a very safe assumption to make on the game's part.

  105. Why Reading Slashdot Wastes Your Time... by Anonymous Coward · · Score: 0

    Time wasted has value in the fact that it is not time well spent.

  106. Lame by Psx29 · · Score: 1

    if this guy really just cares about the story I have a simple solution to his problem: Buy a gameshark! Then you can set yourself to start at whatever stats you want, sure it's cheating but if it makes you enjoy it to blast through the game cheating with a jacked up character, more power to you.

  107. Forget RPGs. Driving games are the criminal here. by Anonymous Coward · · Score: 0

    Many RPGs have different spells, items, and game mechanics to learn. Starting off powerful would make a game less approachable to the user.

    This does not ring true for driving games. I am sick of driving games that require me to earn licenses. Gran Turismo started this tradition and others have followed it. Most driving games have a certain feel, but usually it's easy to figure out--get to the finish line before everyone else.

    I earned my license in Gran Turismo 1. I earned it in GT2. And GT3. I didn't play GT4, but I hear they fixed this problem by letting you use your GT3 game save. Still, for those who may have erased it or people who didn't play GT3, this stuff should be entirely optional.

  108. Here's an idea. (posting anon from work) by Anonymous Coward · · Score: 1, Interesting

    One of the main problems I have with level grind is that it focuses the game very heavily on fighting - stealth characters like theives, for example, still end up spending a lot of time fighting monsters they ought to be able to sneak past because they need the XP. Etc etc. In short, everybody is just a different type of warrior, regardless of which character class they chose. NWN is a good example of this, despite being a good game.

    Another big problem is that you can't transfer XP. Suppose you've played for hours and built up a cool character. You decide you'd like to try a new character class, but you just can't be bothered to re-play the game from scratch to level up your new character. Or perhaps a friend joins the game, but is a lower level than yourself - it can be difficult to play together, because any creature that won't instantly kill him is no threat to you, so you both get bored quickly. Sometimes you can "drag him up a few levels", but many games distribute XP points within a party in such a way as to prevent this (eg. if you do most of the hits you get most of the XP, or the XP you get is relative to your current level, or whatever). NWN and Diablo are both bad for this. You can be play with friends, but if your character misses just one session, or one of your friends plays by himself for an hour or two, then your characters quickly get "out of sync" and one or more are far enough behind / ahead that it's no fun to play together.

    So, here we go - my solution to both:

    Abolish XP. Tie the strength of a character purely to the items he/she has. Think about it for a minute...

    If a new character joins, you have simply to give them a few of your spare items and they're strong enough to fight alongside you right away. Hands up all those who carry around more than one decent weapon? Thought so :) Just give your spare one to your friend and you're ready to rock. Or if you really can't spare any, you can venture into a difficult area appropriate for your level, find a few items, and then return and give them to your friend.

    And think now about other character classes. Our theif, for instance. He could be a real Bilbo Baggins, wouldn't have to fight at all. He'd be a good theif due to owning good theiving items - think cloaks, rings, etc. He could then sneak past that really huge monster that his warrior friend just can't kill in order to steal items from the treasure room somewhere behind said monster. Because it's items that are important, not XP, he gets just as much benefit from that as his warrior friend would have from killing the monster in order to get there. You see?

    Certain areas/dungeons/caves/etc could be well known for having items lying around that are particularly useful to certain classes. An area with impossibly strong monsters but lots of nice hiding places might have lots of cool theif items lying around. An area with tough-but-killable monsters, but bright lighting and almost no good hiding places, might have lots of handy warrior items to be discovered.

    Starting a new character / changing your class could even be as simple as changing your items (you'd have to change all of them of course - have some rule about items conflicting / working in combination with each other - no mix 'n' matching). When you play the game as a new character you'll be interested in exploring different areas (which will all have their own play style - use your imagination), so you won't be re-playing the same game again.

    And if you have a really strong character of one class, you'd be strong/skilled enough to get at least some distance inside the areas suited to the other classes (a really strong warrior might fight his way into the first few levels of the theif area, a really good theif might manage to sneak his way through the first few levels of the brightly lit warrior area, etc)... that's where some creativity comes in. By using your skills in ways / areas not originally intended you can give yourself a leg-up in a new area. If your theif can

  109. Eternal Lands by Anonymous Coward · · Score: 0

    Want to really waste some time.... Augh. It's almost like the game creator/developer really hates the users. 90% of the game is "harvesting". Watching your character sit there doing absolutely nothing while a little number scrolls up and mother nature/bees/teleport annoy you.

    Shame, free, large world, and a lot of nice people.

  110. MMORPG by dreag · · Score: 1

    I agree that most RPGs start out making you preform idiotic and repetitive tasks, unfortunately this has been passed on to their cousin, the MMORPG. Thankfully, from what I have seen and read of Warhammer Online, we're finally headed in a different direction. Let's hope this catches on in RPG and MMORPG games.

  111. If shameless self-promotion is all you got... by scgops · · Score: 1

    ...why not? He really doesn't have anything to lose.

    I enjoyed Geneforge 1 and 2, written by Jeff and published by Spiderweb Software.

    Still, as Jeff said in the article, even his games make you grind. Why? Because the games wouldn't sell as well if they didn't.

    I gather his games don't sell as well as he wishes they did. If writing articles and submitting them to sites like Slashdot helps him make more games of the sort I like, so be it. I wish him well.

  112. "Unnecessarily" long? by achurch · · Score: 1

    Not to be blunt, but the "whiner" argument still stands. As others have pointed out, there are many people (myself among them) who enjoy that length, the drawing-out of the story. Everyone has their own limits; for example, I like exploring the game environment, and I don't mind occasionally fighting "interchangeable monsters" as I'm doing so, while I don't like being forced to fight such monsters for the sole purpose of strengthening my characters. But the corollary to that is, not all games appeal to everyone--and while you're perfectly entitled to dislike RPGs because they take too much of your time, claiming that that makes RPGs "bad" in some objective sense is going too far.

    Out of curiosity, would you also think that the Lord of the Rings trilogy should have been a single short novel, eliminating the "unnecessary" detours through which Tolkien described the world of Middle-Earth?

  113. Obligatory by Daetrin · · Score: 2, Funny
    --
    This Space Intentionally Left Blank
  114. Level 1 = world is alive? WTF? by xant · · Score: 1

    Being a worthless newbie makes it feel like the world is alive?

    No, being a worthless newbie makes it feel like you're an infant, and the world is ridiculous. Look, here's the real world. A level 1 marine can take down Saddam in his hidey hole, as long as he looks in the right place. He doesn't have to level up first so Saddam doesn't take him out with one hit. Unpredictability is a feature of living worlds, and steady 1-70 level advancement takes away that unpredictability--that ability for just freakin ANYONE to do something important, given the right opportunity.

    RPGs have been like this for so long that we've completely forgotten that there's any other basis for gameplay--but there is. Taking down the enemy leader is still fun! If you got to be there, what difference does it make whether you were level 2 or 70? It's still *hard*, which is why you get a sense of accomplishment.

    The basis for gameplay is achieving a goal through luck or skill: your own skill, not your character's.

    --
    It's rare that you're presented with a knob whose only two positions are Make History and Flee Your Glorious Destiny.
    1. Re:Level 1 = world is alive? WTF? by ShadowsHawk · · Score: 1

      You missed the point. In Baldur's Gate, you actually meet the antagonist early on and he basically laughs at you. Personally, you'd shit your pants if you were in your characters situation. You eventually grow stronger through your travels and come to face the enemy. The difference is that you've grown. You're no longer an ant. What would be the point of the game if you could kill the antagonist in the first 10 minutes? People need a sense of progression to keep them interested.

    2. Re:Level 1 = world is alive? WTF? by Overly+Critical+Guy · · Score: 1

      Look, here's the real world. A level 1 marine can take down Saddam in his hidey hole, as long as he looks in the right place. He doesn't have to level up first so Saddam doesn't take him out with one hit. Unpredictability is a feature of living worlds, and steady 1-70 level advancement takes away that unpredictability--that ability for just freakin ANYONE to do something important, given the right opportunity.


      You don't seem to realize that you're arguing against leveled enemies here. Oscuro's mod adds the unpredictability you refer to by letting you fight badasses more powerful than you at level 1. In vanilla Oblivion, all enemies and loot are scaled to you so you never meet anybody more or less powerful than you, making it the same game no matter the level. Your level 1 marine would never be able to meet Saddam in vanilla Oblivion.
      --
      "Sufferin' succotash."
    3. Re:Level 1 = world is alive? WTF? by xant · · Score: 1

      I've never seen the mods, so maybe I misunderstood the gp's intention.

      --
      It's rare that you're presented with a knob whose only two positions are Make History and Flee Your Glorious Destiny.
  115. Re: Spielberg is the New Lucas (NOT!) by Locus+Mote · · Score: 1

    Doh! You're totally right. My brainfart. I meant Lucas. Durrr!

  116. WoW by thepacketmaster · · Score: 1

    I'll have to admit my computer RPG experience has been limited strictly to World of Warcraft lately, but here is my take on this. While I find some things can be a bit tedious and I try to steer clear of grinding whenever possible, boring or mundane tasks are things that happen often in life. Yes, a game is supposed to be fun, but RPGs aren't just ordinary games due to the roleplaying part. You're trying to get into the environment to help set the tone of the game. If you want to just jump into something that will test your game playing reflexes, a good game of Galaga will do. It also offers a spin on real life, since both RL and the RPG have mundane task...The unfortunate thing is in real life the really cool tasks sometimes don't come up and it's just the regular grind, while with the RPGs you know you'll have something cool to do eventually.

    --

    --

    Luck is just skill you didn't know you had.

  117. Zelda by DeadboltX · · Score: 2, Insightful

    Zelda is a good example about how an RPG should be, especially the most recent one "Twilight Princess"

    In Zelda you don't have any "experience" nor "levels" to gain.
    There are no strength, dexterity, or wisdom attributes for which you can boost with equipment.
    You don't have to loot corpses for marginal equipment upgrades and you don't have time-sink kill quests to kill the same monsters over and over and over again.
    You don't have 10 slots for armor and magical jewelery and it doesn't take 2 minutes to kill a group of monsters.

    You do start out weak in Zelda but it has the same kind of progression as a first person shooter, weapons. You get new weapons and as soon as you do, *gasp*, you can use them! In traditional RPGs you pick up a sword and then you have to "learn" how to use it, slowly raising your skill; or you find weapons that you can't even use for one reason or another.

    The "fun" of traditional RPGs is had by way of achievements. You look at how far you have come and how much gear and attribute points you have to show for it.

    The fun of Zelda is figuring out the puzzles.

    1. Re:Zelda by geminidomino · · Score: 1

      *twitch*

      Where do people get this? Zelda is not, and never has been, an RPG. An awesome series, absolutely (the Oracles pair notwithstanding) but no more an RPG than Super Metroid.

    2. Re:Zelda by thrustinj · · Score: 1

      I'm starting to enjoy the idea of games like Fable and Crackdown. You level up characters, but in ways you choose. If I just want a dark character, I do bad things. If I just want a character that throws people 200 yards and can't run fast or shoot well, then I just beat up people and never fire a gun. I think it should be more about personalizing the experience than just progressing through the game and making it "open" up.

    3. Re:Zelda by meringuoid · · Score: 1
      In Zelda you don't have any "experience" nor "levels" to gain.

      Some of us started out playing Zelda 2 on the NES, thankyouverymuch. They wisely dropped the experience points thing for all subsequent games. I still love that game, but it's very much an odd one out.

      There are no strength, dexterity, or wisdom attributes for which you can boost with equipment.

      None visible, anyway. Power Bracelet (or later, Gauntlets) for moving rocks? Great Fairy's Tears to boost damage? Blue or Red Ring to boost armour class?

      You don't have to loot corpses for marginal equipment upgrades and you don't have time-sink kill quests to kill the same monsters over and over and over again.

      The first item you find in the first Zelda game is the Boomerang, and you get it by killing off a bunch of Goriya in the first dungeon. A lot of dungeon doors throughout the whole saga won't open until you've exterminated all monsters in the previous room. Oh, and three words of pure hack-n-slash horror: Cave Of Ordeals.

      You don't have 10 slots for armor and magical jewelery and it doesn't take 2 minutes to kill a group of monsters.

      That at least depends on which monsters :-) As for equipment slots, recent games have had some of that element in them: the Master Sword, or the Biggoron's Sword? Regular outfit, Zora tunic, or magical rupee-draining armour?

      All that said, what upset me the most about Twilight Princess is that now I have to find five Pieces of Heart for each new Heart Container. Five. That's just not fair at all...

      --
      Real Daleks don't climb stairs - they level the building.
  118. all roight! by geckosan · · Score: 1

    Games like Battle Mines, that are personally maintained by geniuses and force you to slow down and play at a certain rate kick ass for intelligent players with a sense of community!

    --
    Hi
  119. Am I the only one... by LeChe · · Score: 0, Flamebait

    ... who notices this:

    [snip]
    "Finding the shadestones and charging the sunstone took 90 minutes. I could have watched a good movie in that time. It was a completely nonsensical activity[.]"
    [snip]

    How much more sense does it make to watch a movie in these 90 minutes? It is basically like watching a movie anyways, but with interaction!

    <rant>
    How about getting some friends or - who knows - maybe even a girlfriend? Spend some time with them! Or do sports (you now, that's when you actually spend some time doing nonsensical activities that are good for your body and your mind).

    I think Jeff is pretty pathetic. If you don't like games - don't play them! And don't tell me that you have to because it is your job. Get a different job then.
    Get a life.
    </rant>

    1. Re:Am I the only one... by Zelos · · Score: 1

      How much more sense does it make to watch a movie in these 90 minutes? It is basically like watching a movie anyways, but with interaction! If you seriously think randomly wandering around completing fetch/kill X monster quests is as engaging as a good movie, there is something very wrong with you.

    2. Re:Am I the only one... by Anonymous Coward · · Score: 0

      Well, it's hard to find a good movie.

  120. Pen & Paper by Yvanhoe · · Score: 1

    Pen and Paper RPGs are the only way to go. Tell the GM you want to power game or just grab a copy of Amber :-)

    --
    The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
  121. Culture of today or totally missing the point by mist · · Score: 1

    To me this article smacks of two things -

    The first, is a symptom of today's "I want it NOW" culture. The author just sounds like he's not willing to put in any work into his gaming, he just wants the Grand Sword of Doom +6000 vs all right from the start, and to leap right in to killing ubervillans. That's where he thinks he should be, so that's what he wants, right now.

    The second thing, is that it sounds from a few comments as though the author completely misses a lot of the point of RP. Talking about how quickly he was able to complete a game shows this. Of course, if you power-play your way through a game, you can finish it quickly. But where's the point in that? The idea of RPG is to immerse yourself in the story and the world. The point is to take time, not to zoom as quickly as possible through to the end of the game.

  122. Call it "strategy with a plot" then by Moraelin · · Score: 1

    I'm playing strategy games too, so I see your point. Yes, there is a certain similarity in play styles that I like.

    But what I want in an RPG, primarily, is, well, to be told a good story. And preferrably not just a quick update while the next combat map loads. Call it an interactive novel, if you will. So switching to strategy games is not exactly an apples-to-apples substitute there. Having solid strategy/tactical mechanics in combat is very much appreciated and important to me, don't get me wrong, but in an RPG they're the means not the end.

    To go on a tangent of an example: It's sorta like having nice weapons in a FPS, if you will: those weapons are tools to an end, not the end itself. It's nice (maybe even expected and essential nowadays) to have good, well balanced ones, but it's not the whole purpose of the game. But when I play a FPS, I expect FPS gameplay, not just a list of guns. Similarly when I play RPG, I primarily expect an RPG, not just the tactics part.

    And therein lies a double disappointment for me these days:

    1. A lot of "RPGs" _are_ dumbed down to having even less story than a strategy game. Sure, that's not the case with some top titles like Oblivion or NWN2, but there's a whole army of hack-and-slash and Diablo clones which only have at most a few one-liners between battle maps as the whole story. Not only they're mindless click-fests _in_ combat, they're made for the masses of illiterates who are proud that they don't read any more. (You know, the "if I wanted to read a story I'd read a book" kind, except he's never actually read a book since the school either.) There's very little story to be found in them, beyond the most minimalistic half-baked excuse to go shoot up (or slice up) the next map too.

    2. It doesn't help that Turn-Based Strategy is an endangered species either. Even if I wanted to give up on RPG and go full-time strategy, how much choice do I have there? Sure, there's DIsgaea and a few others, but the keyword is: "few".

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Call it "strategy with a plot" then by Hoi+Polloi · · Score: 1

      My problem with the story lines of many RPGs is that they revolve around the cliched epic "save the world" storyline. I'd like to see some variety. Maybe stories involving a civil war, trying to start a new settlement, sea exploration, etc. The "The great ancient Poobah has returned to take over the world" or "You have untapped powers" storylines get tired quickly.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    2. Re:Call it "strategy with a plot" then by amuro98 · · Score: 1

      If you want a little game with your story, check out the Xenosaga games. Be warned, they have cutscenes that will run 20, even 40 minutes.

      For TBS, the PC is still the king with its tradition of 4x type titles. I've heard good things about Dominion3 as a sort of Master of Magic clone. The game is supposed to have a huge learning curve and comes with a pretty extensive (printed!) manual - something that's all too rare for games nowadays.

      Although I don't know of any TBS games with a strong story, other than the so-called "Strategy RPGs" on the consoles which are mostly subjected to the same story cliches most other console RPGs suffer from.

  123. I'm not sure he's been playing the right RPG's by pugugly · · Score: 1

    I don't recall playing anything in Baldurs Gate or Morrowind that felt quite that annoying.

    Maybe the trauma blocked them out of my mind, but both PnP Rpgs and well written PC RPG's seem, to me, to be better than what he plays.

    Pug

    --
    An Invisible Entity of Vast Power whose existence must be taken on faith alone: Liberal Media
  124. Nah, blame the monomyth by Moraelin · · Score: 5, Insightful

    Nah, D&D isn't the culprit. Look, it's not about starting with a nuke spell and a vorpal sword, it's about starting doing boring, stupid, mundane, unimporting things like catching flies for your sister's collection or returning books to the library. There's nothing in D&D to enforce that. You could start a level 1 with a kitchen knife in D&D and still be right in the middle of something extremely important, if your GM had imagination.

    The real culprit is the thrice-accursed Monomyth a.k.a. The Hero's Journey script that we got in video games via Hollywood. (Yes, if you thought 90% of what Hollywood produces is the exact same script with different props and details, you'd be right: it _is_ the same rehashed script.)

    That script requires certain steps. You must start with an everyman character (Joe Average, basically) doing mundane things, that the viewer can empathise with. You don't even give him his goal until the middle of the story. Etc.

    Now that by itself gets boring when I have seen the exact same script 100 times before in a movie, or in a game. But in a game the problems are just starting:

    1. Who's doing it? In a movie I'm leaning back and just watching the hero do those mundane things for a while, and that's ok. In a game I'm required to actually do them. It's a bigger turn off. Sorry, that's not what I bought a game for. If I wanted to experience my barbarian's life as a peasant before the big life-changing events, I'd go back to playing Harvest Moon.

    Now I'm not saying there should be only combat, far from it, but spare me the meaningless "see, as you start as an average joe" chores. Make it important. If it's just the "you started as a peasant" intro, then make it the FMV intro to the game and let me at the controls when I have something finally important to achieve. I'm not saying it should be the final goal from the start either. Just _something_ important.

    FF7 for example got this right: you start as a mercenary in the middle of a mission to blow up a power plant. It's not the final goal, so it doesnt spoil story progression. But it's not boring, mundane and uninteresting either. You're someone, you're (supposedly) the trained professional these guys hired, and you're doing something fitting your (supposed) qualification and worth your fee. That's the kind of thing I'm talking about.

    2. Time involved? In a 90 minute movie, the mundane intro parts are maybe 15 minutes. In an 18 hour game that would proportionally be 3 hours. Thankfully nowadays most game designers do drastically shorten it too, but there _are_ clueless attempts at applying the monomyth to the letter. Even if it means 3 hours worth of running around returning library books and lost puppies. Frankly, if 15 minutes are enough to introduce the characters in a movie, they're enough in a game too. There's no need to scale everything equally.

    3. Does it even serve the same purpose? A movie is watched mostly in one go. A game isn't. Even _if_ that intro part served some purpose in a movie, for the transition between mundane and the movie world, that is lost in a game as soon as I save now and reload the next day. The next day I start directly in the middle of it without any such transition.

    And frankly, by now we have plenty of evidence that it actually works perfectly without such transitions. There is no massive problem suspending disbelief when you reload directly in the middle of the plot. So why do we need it in the beginning anyway?

    4. Scaling and time again. The monomyth taken literally is ok for a 3 hour story, but not for a 30 hour game. Building up linearly to the climax in 20 hours and coming down in 10 is boring. Even novels use multiple interwoven plots to keep it interesting over long periods of time.

    There was this unsavoury comparing a good video game plot to multiple female orgasms, with plateaus and peaks all over the plac

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Nah, blame the monomyth by mgiuca · · Score: 1

      I like the monomyth - in terms of a movie/book at the moment - it's the same story every time because it works.

      In terms of a CRPG, I think it works too, but as you say it can't be 15% of the game (as it is with a film). But as with any game, it sucks to start off right in the middle of the action. Games like that are confusing.

      Which is why CRPGs typically start the player off in the town, talking to friendly people, doing some optional mundane quests. This should not last long, and I think more importantly, the player should at his choosing immediately be able to pick up swords and run out into the actual game (which is how Baldur's Gate worked, along with many others).

      The inverse of this Baldur's Gate II - started the player off immediately in a GOD AWFUL 3-LEVEL DUNGEON WHICH ANNOYED THE HELL OUT OF ME... in fact by the time I got out I was so sick of the game I never really went back (I know... I'm missing a great game).

      But it's good to compare BG1 and 2 actually, because BG1 is the monomyth, the start-out-killing-rats-in-the-barn quest, while BG2 has an already-pretty-powerful adventurer. And I really do prefer the BG1 start - I prefer to start from nothing and work my way up. As long as the game system is designed so that level 1 characters can still kick butt and have fun. I think it worked well in BG1.

      Also I hate WoW for stretching out the game experience so much that you need to devote your entire life if you want to actually get to some high-end content. So much for the days when anyone could finish a game if they had a few hours a week. WoW didn't waste my time - just my money.

    2. Re:Nah, blame the monomyth by Lemmy+Caution · · Score: 1

      The monomyth is tiresome and trivial. It has lead to unimaginable formulaic thinking. There really are alternatives. Was "Seven Samurai" really the monomyth?

      The reason why it has become so popular is that it appeals to a simplifying drive for a "universal theory," reduced to discreet steps. It's easy to see why that would appeal to geeks. To say the story "works" is like saying macaroni and cheese "works" - after having had it for dinner every day for a year. For a lot of us, it doesn't work.

    3. Re:Nah, blame the monomyth by ClamIAm · · Score: 1

      There was this unsavoury comparing a good video game plot to multiple female orgasms, with plateaus and peaks all over the place, linked to on Slashdot some time ago. Not exactly the most academic illustration, but it has a point.

      I read an article on a similar idea, where the writer tried to develop a system of gameplay notation. I think the idea is worthwhile: when designers find out that the first third of their game is boring as hell, we'll see a lot less grind.

  125. Yes, blame D&D. Use another system by Weezul · · Score: 1

    In most paper RPGs, you start off moderately powerful and gain additional power only very slowely.. and often mostly through money and items.. its more fun. And obviously you won't have boring games if your advancment is mostly coming from finding items since you won't need two of most items.

    --
    The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
  126. WoW would disprove your point right there by Moraelin · · Score: 3, Insightful

    Well, see, the funny thing is that _the_ most successful MMORPG (it has RPG in the name at least) is exactly what you describe as "non-fun". And funnily it has over 90% of the MMO market. So most people actually find that fun, eh?

    The thing is, in WoW, you may be level 1, but you start massively "uber" compared to similar level enemies. The wolves and kobolds in Northshire do 1 hp per attack, ffs. Not 1d6 or anything. Just 1 to 1. You have massive hp for your level, you hit several _times_ harder than any enemy, your hp regens right back in no time (which is why so few people appreciate a Paladin or Priest early), travel times are short, your equipment is perfectly adequate without any grinding or farming, etc. The only way to die even if you wanted to is to herd a small army of enemies or jump off Teldrassil if you're an elf. _Totally_ uber.

    You'll even get your first non-soloable boss at all at level 10 or so. (Hogger, if you're a human, different ones for the others.) Until then, you're _the_ uber-soldier that can mow down NPCs left and right with impunity.

    You're in some ways more uber than you'll be at level 70. You'll need damn good equipment to be uber at level 70, while at level 1 you're uber even naked. In some ways your whole progression through WoW is struggling to hold onto that level 1 god-like power as the enemies grow faster than your base stats do. You even end up letting go of some of that power in some domains, to better hang on to it in other domains. (The choice of talent trees, for example.)

    Guess what? It's fun if done right.

    Look, level and equipment progressions are good and motivating, but there's no reason to be dumb about it. Which is what a lot of game designers are.

    Yes, you grow up in levels/spells/equipment, but so do the enemies. _That_ is the motivator in gaining levels. But against equal level enemies you can do well from day 1 and it _will_ be fun. Starting level 1 does _not_ mean you have to start an unsurvivable peasant against level 1 enemies. It just means you won't kill any level 20s for now, but against level 1 enemies you can still be as powerful as you want to.

    I'm not saying I should start level 100 with a nuke. But my level 1 mage should still be perfectly able to kill a level 1 rat or kobold or whatever your game is all about. My level 1 modern soldier should be able to draw that pistol or M-16 he's been trained to use, and actually shoot a level 1 enemy. My level 1 padawan in a SW setting should be perfectly able to kill a level 1 Greedo, if he picks on me instead of Han. Etc. There is simply no bloody reason why, at _any_ point in the game, I shouldn't be able to put up a good fight against an _equal_ level enemy.

    It also doesn't mean you have to start doing boring mundane stuff like rescuing kittens from trees and picking apples in the garden.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:WoW would disprove your point right there by Fatal+Darkness · · Score: 2, Insightful

      The thing is, in WoW, you may be level 1, but you start massively "uber" compared to similar level enemies. The wolves and kobolds in Northshire do 1 hp per attack, ffs. Not 1d6 or anything. Just 1 to 1. You have massive hp for your level, you hit several _times_ harder than any enemy, your hp regens right back in no time (which is why so few people appreciate a Paladin or Priest early), travel times are short, your equipment is perfectly adequate without any grinding or farming, etc. The only way to die even if you wanted to is to herd a small army of enemies or jump off Teldrassil if you're an elf. _Totally_ uber. Can we say WoW fanboy?

      All of this applies to only the first 20 levels of the game -- which just happens to be the level cap for trial accounts.

      After level 20 the game becomes a tedious grind to reach level cap. There is nothing worthwile to do prior to level cap because anything you work hard for is going to be obsoleted in a couple of levels. It's just a long boring grind of "go kill 8 orcs," "ok now go kill 10 tigers..." Rinse. Repeat.

      Once you reach level cap, there's nothing for the casual player to do. At this point you not only have to commit a tremendous amount of time to accomplish anything worthwhile, but you also have to find 20 - 40 friends to do it with you.

      If you are lucky enough to get into a raid it can take hours. God forbid you have to take a piss in the middle of it. When it's all said and done you're still going to walk out empty handed 90% of the time, as only a few good items ever drop and you may potentially be rolling against the entire raid for them. So you dedicate hours getting people together and hours in the dungeon just so you can play a lottery?

      As someone who has a full time career, takes night classes and has other responsibilities I had to give up playing at level 60 because I felt stuck. There was nothing I could do as I only had a few hours to play each week and you practically have to set aside half a day or longer, several nights a week, to accomplish anything. I can't speak for anyone but myself, but my time is valuable to me and I can think of better ways of spending it.
    2. Re:WoW would disprove your point right there by Allison+Geode · · Score: 1

      wow. just wow. i've been avoiding falling into the time and money dump that is WoW, but your description there is the most logical, most interesting one i've heard yet, and makes it actually sound like something that i might enjoy..... you may have just converted me over to *wanting* to play it. DAMN YOU STRAIGHT TO HELL! :-p

  127. It's about how you level up by mdarksbane · · Score: 1

    I was trying to think of the difference between a fps or rts progression (go to the next area, get a new weapon/unit) vs an rpg (level up). And I realized that the major difference is that in most FPS's, while you start out with a pistol, there is no such thing as a "pistol +2". Every progression makes your character more powerful by adding new abilities and options, not by just giving you the same thing but doing more damage because you killed 10 beasts. While RPG's give you new abilities occasionally, the majority of the difference in character power is just that a level 20 wizard-thief does 2x the damage or more of a level 10 wizard-thief.

    Zelda is kind of a good example of this progression in the realm of action/rpgs.

    Personally I think you get enough of the "total loser" sense at the start of a game just from being a noob at the game. You have limited abilities, you only have a vague grasp of combat strategies... I think in most games you grow enough as a player as you progress that having a character with 20x the base hp seems unnecessary.

    But the real problem with rpg's isn't that you have to level up... it's that you level up by killing billions of the same fodder over and over, without any AI, without any needed strategy. In DND you normally see only a couple combats a session, and get a lot of your XP from either bosses or quest experience. I would love to see an RPG that made more of the combat meaningful and challenging, and levelled me up for saving the princess, not for turning in 100 wolves hides.

  128. RPGs are like real life... by Anonymous Coward · · Score: 0

    The whole point of RPGs is to start out as a whimp and become a hero. And the point of the game is that journey not the end game. This is like real life. Have any of you (who claim that the problem is that RPGs are tedious) ever spent time to get good at something? I have. I play classical guitar and just becoming a competent guitarist can be quite tedious. Christopher Parkening claims that he won't consider a passage mastered until he can play it 7 times in a row at concert tempo. This is tedious and time consuming, my friends. In highschool I played basketball and I spent hours every day working on my jump shot. Shooting 200 shots a day can be tedious and very time consuming. But the rewards are big. Nailing a 3 pointer in some one's face to win a game is a wonderful reward. Being able to play Capricho Arabe on guitar flawlessly with passion and feeling is a wonderful thing. But I also enjoy the work that it takes to become good at things. I like RPGs because I feel like the tediousness of becoming a hero is realistic and rewarding (in Morrowind, anyway; not so much in Oblivion). If you don't like putting forth the effort to become good at something and want to start out as a hero then you'll probably never appreciate RPGs. And that's not surprising. But changing RPGs so that they aren't time consuming changes them into something that's not an RPG.

  129. You missed DDO(Dungeons and Dragons Online) by Targon · · Score: 2, Informative

    DDO is a very different game than the "EQ clones". Most of the things that force you to waste your time have been removed, and true adventures are available from the time you create your character. Now, it must be noted that DDO being a different sort of game means that many of the things that waste your time in other games are also "missing". There is no crafting system, and at the moment there are fairly few areas designed just for exploration, though this number is growing.

    As with just about any MMO out there, a free trial is available for you to try. The game also has updates just about every month that really have expanded the game and unlike many games, the new content tends to be even higher in quality than the adventures that were released when the game first launched.

    Since DDO launched, the level cap has been raised once(from 10 to 12), an in-game mail system added, the patron system was implemented(which is similar to a faction system but with rewards), over 40 new adventures, and more, all which came as a part of the regular subscription fee. No paid expansion was required for players to get these extras, and more is in the works.

    On Feb 28th, an overhaul of the enhancement system is set to launch, with module 4 planned for mid March(exact details on what will come with module 4 have not been released yet, but there have been hints).

    If you have played but quit due to a lack of content after only a few months, the game really has grown a LOT, so you may want to take a look at the changes.

    If you never checked out the game because you dislike the design of the other games out there, you should check it out, because it really IS different. The gameplay is not the sort where you just turn on an attack button and walk away from the keyboard until what you are fighting is dead, it's more involved than that. Sitting in one "camp" while mobs respawn is NOT a part of DDO, which really helps.

    1. Re:You missed DDO(Dungeons and Dragons Online) by Kaikopere · · Score: 1

      I did like the quests in the trial I tried out - the objectives actually felt like different tasks unlike the repetitive quests in the other MMOs like WoW and EQ. I just couldn't get past the complexity of the character development system. I get very attached to my little avatars and I hate feeling like I have to completely plan out my character before I start instead of letting them grow up as the game progresses. There were just too many choices and the differences among the choices weren't large enough to develop my character on the fly. I don't mind having to educate myself a little bit, but I would like to have the option to ignore some of the nuances in the beginning without feeling like I might be completely ruining my character.

  130. everyone forgotten.... by Anonymous Coward · · Score: 0

    How about Planescape: Torment? you started as the "uber-dude" there only you had amnesia. far as i remember it that was given game of the year for the year of its release.

  131. This is why I'm getting a Wii by Paulrothrock · · Score: 1

    I have a life. I'm married and I do contract work and I help friends move and participate in charities. I don't have time to sit around killing wolves on a screen or even working through the levels of most FPS games.

    This sort of monotony is the primary reason I don't play most games and I'm not interested in practicing to get good at one. I may have an hour or so a week to kill. This isn't enough time to really learn anything. All I want is some good gameplay that's not too hard to get.

    And that's why I'm getting a Wii. The gameplay is intuitive and compelling, and I don't have to learn how to do stuff or look up cheats online to keep having fun when I get to a certain point.

    --
    I'm in the hole of the broadband donut.
  132. Blame Frodo by 16Chapel · · Score: 1

    Yes, RPG's do take up a lot of your time... and you can trace it right back to Lord Of The Rings.

    When a game gets you to wander around a wasteland, grinding for hours, it's to give you that 'epic' feeling, the feeling that what you've achieved was actually difficult. Just like reading through those endless chapters where Frodo & Sam walk to the Crack Of Doom... Tolkien wanted to really make it seem like they had to work hard to get there, not just go for a little hike across the woods - so we have 300+ pages of walking walking crawling and you KNOW that it was hard. *

    Translate that to the RPG genre, and game developers don't want you to just think 'Yep, my character just spent 3 weeks searching the land for XXXXX', they want you to really experience it!

    * Although the film version of LOTR didn't spend ages following Frodo & Sam across middle earth, it compensated by playing most of the film in slow motion with a choir singing in the background...

  133. What a joke! by Anonymous Coward · · Score: 0

    This guy is a moron. Period. Award winning games? I could tell by reading the first paragraph that this is a joke.

    Take a look at the screenshots of some of his games. Looks like something straight out of the $1 bin.

    I've seen better games on the Commodore-64 (a lot better, actually).

  134. Ha ha ha by chrismgtis · · Score: 1

    You're the only one that thinks level scaling is a good thing. Not many Oblivion players like this change in the RPG system. I know I didn't. Any real RPG player that doesn't spend most of his time on a Wii playing Tennis or gets his kicks playing old style Pacman likes the way the traditional RPG system works. It's fun starting off as a loser, that is what makes it interesting.

    If you want to be a God from the start, turn on God-mode and STFU.

    K. Thanks.

  135. DoomRPG handles this really well... by elhaf · · Score: 1

    by only having about ten hours of gameplay. And it's all monster-killing and password- and secret-finding goodness.

    --
    Six score characters.
    Brevity being wit's soul
    I have enough space.
  136. Re:Baldur's Gate and NWN and MMO by 3chuck3 · · Score: 1

    yes, the poster and Jeff Vogel, have hit the nail on the head of the main weakness of MMO. Many people do not really enjoy being a weakling at the start.

    MMO use the beginning level as more recent single player games use a tutoral section, or a skippible tutoral section at the beginning of the game. I would really enjoy a one posters suggesting of the begining levels being skippable, for MMO's. Just let me start the start of the Mid Levels, with some minimal midlevel gear and an appropiate amount of money.

  137. No, the cat does not "got my tongue." by Impy+the+Impiuos+Imp · · Score: 1

    > I think Oblivion handled this well

    I don't. It may be highly polished, but it's just another in a long line of games where you scour the world looking for stuff. After failing to rescue Captain Picard, I wandered out into the world and thought, wth, now what? Indeed, it's non-linear gameplay seemed a drawback at that point. Now what? I don't have the time sink to scour the entire world looking in every last nook and cranny for that one little dodad to power up.

    I've been doing this going back to the original D&D gold box games and Might and Magic. I'm done with it. I prefer the technically open but much more linear games like KotoR or an RTS (not that there have been any good ones since Sacrifice five years ago...)

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  138. I play games... spearingly. by C_Kode · · Score: 1

    Playing games is a 95% waste of time. The 5% it's not is because he does have some good effects like sharping your thought processing skills. Especially, if you play a fast paced game. On the other hand, if you are spending several hours a week playing games; your are wasting your potential and your life. ...but some people prefer their life to only be virtually cool rather than actually cool.

    1. Re:I play games... spearingly. by C_Kode · · Score: 1

      Yeah, I know sparingly in the subject was a typo...

    2. Re:I play games... spearingly. by beat-ofen · · Score: 1

      Yes, you are right. In my early years, I played much games on the old C64 (and other computers)... and in the end..? In the real world, it does make a difference, but not a good one ;) Playing a RPG remembers me to the old game "Elite!" I played. cruising to a universe in 3d, buy and sell and maybe, you fight (seldom, if you only trade cheap stuff), you can buy yourself a 20% faster gun. yeah. this is my problem with RPGs. I love them but... I hate the long ways between an "order" -> "fulfilment"->"order2"... etc... especially these "connect 2 lovers by exchange their love-letters and get... 100 XP and a Gem" I tried several times to play Morrowind.... and it became boring, because i "wasted" most time searching People (looking nearly same) in Buildings or doors (looking the same)) and killing worms or crabs. Yes, with enough thiefery I sneaked around and stole shiny armors and weapons. Maybe, I think, I just need a good story (and Morrowind... I did not found it)

  139. Modding is more fun than playing by Anonymous Coward · · Score: 0

    As an Oblivion Modder (aka "Jumonji" on Tessource.com) I now have logged as many hours writing my companion mod as actually playing. (Oh, well over 200 hours of each, at least.) I have trialed at least 100 mods by others and kept about 20 that I currently use (with further customizations by me.)

    I've started the game over from scratch several times, and each time I find I "cheat" less, because I just enjoy the experience of living and exploring in Tamerial (with my new companion, of course.)

    However, my biggest thrill is finding new ways to "game the engine" and make my companion more alive with clever scripting using Bethesda's mod editor. I try to find the balance between a realistic charecter and a good helper in the game, and the more I play, the more I focus on the small stuff, like realistic pathing and dynamic, unpredictable tactical choices in my companion's AI.

    So - to the point - Oblivion, at least, starts you with a great story line that makes sense. You can kill rats if you like, but you don't have to. You can save the empire instead with a great story arc, or you can mix and match as you see fit. I can't see any problems with this RPG that a gamer doesn't foist on themself by how they play it.

    Best entertainment money I've ever spent - maybe 10 cents an hour? (Not counting the handbuilt pc, of course.)

  140. RPG fail to satisfy and D&D is still strong by rjschwarz · · Score: 1

    Because an AI cannot actually role-play at this point. As a DM/GM the AI can only spit out a few pre-planned phrases and clues. So the computer games take on the aspects that are doable and ignore the ones that make the game really fun. What I would like to see is a multiplayer capable game that looked like Warcraft, that was set up so a GM could create and populate the maps and control some or all of the NPCs. Basically the game would simply be the tools that brought out the role-playing and work with the strengths of both systems.

  141. He has a point by TheMidnight · · Score: 1

    This is coming from someone who really, really tried to like and play RPGs, and never could. Final Fantasy 7 was the only RPG I've ever found interesting and entertaining enough to finish through to completion (unless you count Zelda OoT). The article makes a good point about one of the many problems I have with RPGs. The beginning of them (including Elder Scrolls IV) is just so empty to me. I played for four or five hours and still only had a couple of rusty swords and nearly died every time a wolf attacked me. Other RPGs I've tried (Diablo II, World of Warcraft, etc) had the same problem. It took so long to get to any level that was worth playing, and even that wasn't all that fun to me.

    The other big thing that turned me off RPGs (especially single player ones) was the learning curve. Yes, it's fascinating to be able to customize your character down to the width of his nose and the parabolic equation that defines one of his eyebrows. But that takes almost an hour in and of itself unless you want the ugly default they supply you. Once you start playing, every two minutes after you kill something or look at something there's a new item that has no meaning to you yet (chipped ruby, bonemeal, etc) and you're not sure if it's worth keeping on you or if you should dump it so you have enough capacity to carry another potion. That and the statistics. Strength, will, dexterity, erectile ability, come on! I get basics, but some games have 30 or more statistics graphs along with experience, health, manna, and level.

    Don't get me wrong. RPGs usually have gorgeous graphics, enthralling story bases and immense replay value. It just makes me sick trying to play one through--the amount of time it consumes (from the mundane tasks the author rants about to learning the items, statistics, spells and all the other junk you have to figure out how works together that I whined about) and the headaches it gives and the number of times I die trying to slay the level one rat is just not worth it.

    "Haha you n00b! U just sux0rz at RPGs!"

    Yeah, I do. I suck at RPGs because I can't stand it long enough to play it and get good. I guess it's just personal taste. I like FPS and racing games a lot more.

  142. Oblivion is barely an RPG by Overly+Critical+Guy · · Score: 1

    No kidding. Oblivion is totally boring after a couple of hours. My jaw dropped when Zonk actually praised Oblivion's leveling, which gives mere bandits daedric armor and lets you be Arena champ at level 1. Oblivion was a terribly bland game with reduced skills and less factions that didn't even conflict with each other like in Morrowind. You could go be the head of the Mages Guild AND the Thieves Guild. Idiotic. The stupid press didn't care as long as "SpeedTree" looked pretty--and it did after the first 50 green hills you run across. After that, it's really old.

    Oblivion represents the shiney console-itis that is plaguing RPGs today, especially at Bethesda where lead designer Todd Howard actually likes first-person shooters more than RPGs, which explains a lot about Oblivion. PC games today are dumbed-down Xbox ports rather than full-fledged PC games that take advantage of the depth you can have in PC games. The last "true" RPGs I played were Wizardry 8 and Morrowind, and some people still debate Morrowind.

    --
    "Sufferin' succotash."
  143. So... by pissedoffamerican · · Score: 0

    We should just start off at max level and go through the same quests with no challenge?

  144. Not so much RPG by burntash · · Score: 1

    You have to pretty much prove yourself in any game really, nobody ever starts out on top. You have to work to get all the best loot and weapons and such. When you play a game like GTA you dont start off with a bazooka or sniper rifle and a tank and helictoper, no you start out with your fists and beat your way to the top. Sounds like this guy really is tired of just starting the game as well.....a jackass.

  145. Your role in the narrative by Leuf · · Score: 1

    Well yes, if you have levels you start at some level. But the level indicates to some extent your place in the world (Even though despite your being a level 99 badass that guard blocking the door still won't let you in until you talk to the king). If you start at level 1 you're a nobody. You have no power, and your job is likely going to be to play fetch for the ones who do have power. This is a good starting point for two reasons. You need to learn the story, rules and interface of the game. Throwing you into the deep end at the start is, at the very least, much harder to pull off successfully. And second, even in a non-linear game the story needs to be fairly constricted at the start. If your character has power, then a lot of the artificial roadblocks the game places in front of you are less believable.

    There are a lot of interesting characters you run into in these worlds. It'd be nice to get to experience the story from some other perspective than the outcast loser. It might be harder to do, but it would be worth it.

    1. Re:Your role in the narrative by krotkruton · · Score: 1

      But that's the thing, it doesn't matter where you start, because you are always a nobody compared to the people you will have to fight. Given any game, you can always come up with a way to start off weaker than you did. In the Suikoden series, you actually fought flies at low levels (and stronger flies later, but that's not really the point). Taking that as an example, nearly every other game starts you off as a bad ass compared to Suikoden. Furthermore, most RPGs don't start you off as an outcast loser, they start you off as an untrained individual who also happens to have the potential to save the world or is the only person on the planet with some special power.

      I understand the motivation that makes developers start you off at a low level, but that really isn't important to my argument because I'm taking a step away and trying to show that it isn't really possible to do it any other way. It's not so much that it isn't possible, but that doing it any other way is just a small transformation that is essentially the same thing. If any game can start you off at a lower or higher level (combine that with some of my other arguments that I don't want to repeat to be redundant), then the idea of starting off as the weakest character isn't valid. There are a few games where you can start and play a few different characters. Some of these characters are stronger, but they all start off in different areas, so they start off fighting different monsters. Since you don't meet up with the other characters until you play each character for a certain amount of time, which usually means more time for the weaker characters and less for the strong, they all tend to have the same level once they meet. This really cancels out the point that they started at different levels, since it is analogous to starting at level 1 for their respective areas, and then some levelling more quickly than others. I think that any other scenario that anyone can come up with is just a minor transformation on the "start at level one" theme, so wanting something different is just asking for the same thing... sort of.

    2. Re:Your role in the narrative by Leuf · · Score: 1

      But it is possible. You are starting from the assumption that the enemies must be on par with you at the beginning because if you were strong compared to them it would be boring and pointless. That is the assumption you have to give up to make something different. And really, even if you are on par with them it's still pretty boring and pointless.

      To use a story everyone is familiar with, take LOTR. In a typical RPG you would be Frodo. But you could also be Aragorn, who could easily defeat just about any foe he might encounter around the Shire, but that would be counter-productive for him. Or you could be Gandalf, who's problem is not generally being able to win a particular battle but rather being in the right place at the right time.

    3. Re:Your role in the narrative by krotkruton · · Score: 1

      My starting assumption is that any other system of levels is basically the same as a system where you start at level 1. The assumption that fighting enemies that are much weaker than you is pointless was given to support that claim by contradicting a counter claim. It isn't always the case, so I admit it's not the best counter, but I think you'll agree that it holds true in most cases.

      Again, I fail to see how your example provides any counter to my claim, especially since the LOTR example is close to my example with characters who start off at different strengths but in different areas. Let's say we use this LOTR example in which you can play the game as any of the characters you mentioned. Now let's say you split that game up into 3 games, one for each character. In each of those three games, you start off as the weakest character possible. We can combine the games together to make the original game, but you still start off as the weakest character for each path of the game. Any games can be combined in this fashion to create a game in which some characters are stronger, which fits you example. However, the characters are still weak in their respective paths so it isn't any different from starting at level 0.

      I'm not saying that it isn't possible to make something different from the norm, I'm saying that there is a certain formula and that every RPG is analogous to that (I think that if they weren't, they'd no longer be an RPG).

      Think of it like a straight line on a graph. We can move that line, but it's basically the same line except for where it meets the axes. We can move the origin wherever we want, but the slope of that line will never change. I think this is basically what I'm trying to say. It doesn't matter how strong you are at the start, the game progresses from the start so you must start as the (relatively) weakest character.

    4. Re:Your role in the narrative by Leuf · · Score: 1

      I don't think we're getting anywhere here, but... in my example Aragorn or Gandalf aren't starting in a different area, they are in the same area as Frodo. Aragorn might be a level 30 and stay at that level for many hours of gameplay because he's just not involved in the same sorts of tasks that Frodo would be.

      If you are starting off as Level 1 in a Level 1 world your primary concern is your immediate survival, secondary is leveling up so that you can actually do something, and somewhere below those two is the actual plot of the game. If you are a Level 30 in a Level 1 world survival just isn't an issue for you. So you have a very different experience at the start of the game.

    5. Re:Your role in the narrative by krotkruton · · Score: 1

      Yeah, we really aren't getting anywhere, but who cares. I won't be offended or think that I won the argument if you decide this is a waste of your time, but I'm enjoying it so I'm going to continue. The problem with that last theory is two fold. First, in most games, you really aren't worried about surviving at the start. You may be really weak in the beginning, but monsters are even weaker. You have to really work to die in the beginning, or just be a complete idiot. The other problem is that being a level 30 character in a level 1 world is just an arbitrary redefinition of levels. That is no different from starting at level 1 and fighting characters who are significantly weaker than you are. You are just starting at level 30 and fighting level 1 creatures, who are significantly weaker than you are. It's not exactly the same thing, but the essence of it is.

    6. Re:Your role in the narrative by Leuf · · Score: 1

      It's true that you generally have to be an idiot to die, but either the game is preventing you from wandering off or you are self-limiting. If you were to just strike out into a more difficult area you'd be dead. You start out with not much cash, and a limited number of healing potions. So you can't stray too far from a means to heal yourself. Contrast this with the end of the game where you are probably walking around with 99 of everything and can go wherever you want at will without really worrying about anything. Basically you're a god at the end of the game. I'm not saying you should start the game with that much power, but you don't have to start as an insignificant worm either.

      If you want to split hairs on whether there's any difference how you number it, okay, it's all arbitrary. But if Level 1 for you != Level 1 for everything else then it's pretty meaningless. Sure you could shift everything, but then you have you at Level 1 and them at Level -30, and negative levels is not really something that makes sense to me. So I agree with you to a point. I still feel like there's a psychological difference between starting at 1 and 30.

  146. Change EXP methods by beerdini · · Score: 1

    Why do we have to keep using the EXP methods we've been using for years now. Technically any action performed in a game has a process assigned to it and can be given a mathematical value to increase or decrease a stat or skill on the fly. For example, taking a warrior character out into the woods and have them attack trees (or chopping), this can increase their fighting skills and strength just as good as a battle, but on the same note it won't increase the skill as much as an actual battle. So hypothetically attacking a tree will increase appropriate abilities 0.0001% where fighting a small monster will be different because successful or failed attack, defend, dodge or parry will have a different rating depending on what you are attacking or defending. Blocking an Ogre's club successfully on a low level will have a greater impact than blocking a dragon's breath on a high level with a magical shield.

    As the attribute is not being used, it has a natural rate of decay. So while you're traveling between towns, standing around talking to other players, etc... your battle stats are slowly dwindling, which makes it possible that you can at one time be an expert archer, but not using your bow and arrows will result in loss of your ability. Nothing is absolute so there is no 100% or 0%, so even an expert archer will miss on occasion, but even an inexperienced lock pick might be able to open the box (but each failed attempt does increase that skill since you are using it).

    Do away with the MP system completely. Magical ability should be determined by the wisdom, intelligence, and some sort of spell familiarity stat. In most RPGs, when I get a spell I'm suddenly 100% proficient with it...real world would be HELL NO! Lets take fire for example. At first I'd probably barely be able to light a candle, give it a while I'd be able to start a campfire, and even later throw fireballs, ignite weapons, or other things. The familiarity with the spell increases so I'd be able to do new things with it. At first I might even be a little unstable, where I'd intend to start a fireplace and end up blowing up the wall of the house. Which leads me to the next stat they should add, a stress (for lack of a better term) stat. When in the midst of a battle, you're extremely outnumbered, near death, no hope...somehow you pull off the miracle shot that ends up destroying all your enemies and saving your friends. Or the opposite you spend all the time learning a spell, and it could be a random non-critical moment, or that one point of the game it absolutely has to be cast...it fails. Maybe even a tiredness stat so that even when I'm a "fire master" I can't cast the most powerful spell all day, they'll slowly get weaker as I use them because it takes more out of the character as they use it. Stronger spells take energy faster than weak ones, but proficiency with the spell also reduces the rate it tires the character.

    I'd also like to see spells evolve more rather than how in Final Fantasy series you get the Fire1, Fire2, Fire3 sudden proficiencies. The more you use a specific spell the stronger you get with it. The less you use a spell you lose proficiency with it, not forget just can't use them like you used to. So I'll use fire and lightning spells for an example. I'm using fire and can throw fireballs, ignite pretty much anything I want, etc...but learn lightning. Now that I'm summoning bolts from the sky, shooting bolts from my fingers, or whatever...my fireballs aren't as strong or can't go as far, fires aren't as strong as soon, etc...get my point?

    I may be wrong but with some of these methods and changing the focus of RPGs from leveling to actually exploring and enjoying the story, we can get away from the lame missions such as collect 3 bugs for sister's collection. Some may work better than others, or they might not work at all, its just stuff that I've been thinking over the years of playing RPGs that I'm finally given the opportunity to put out there.

  147. I think I've got it... by Moggyboy · · Score: 1
    Coincidentally, I was lying in bed thinking about this last night (too much information I know) as I was wondering whether I should be wasting so much of my life in front of the computer screen (currently totally addicted to FIFA 07, and working my way through Morrowind and KOTOR I).

    My lightbulb moment revealed this to me: I think the reason that we all get into these games is because we live in a world where rampant population growth and potential/current global crises (warming, Iraq war, Darfur, oil spills) can leave us feeling impotent as individual to affect any change. The gaming world (usually) gives us a situation where we do have the power to change the world by our actions, where there are clear set goals and clear steps towards how these goals can be achieved.

    For those who work in IT, this is actually the kind of mindset we usually find comforting - where there is a clear road from A to B without having to deal with any of the crap in between (over-documentation, office politics, code-guru-set-in-ways, etc.).

    Or maybe that's just me, and I think too much. One or the other.

    --
    Work smarter, not harder.
  148. WTF!! by Encryptedfusion · · Score: 1

    I didn't RTFA but i don't understand what he is talking about. I have played many and i mean MANY RPGS AND MMORPGS both consoles and computer, that is the purpose of them you need understand the whole storyline from the beginning if you start in the middle you are left hangin. It is like a movie who the hell wants to watch a movie from the middle of it wtf!! grrr i just don't understand that has been the purpose of rpg's for years. They aren't for everyone!! The lazy gamer would choose an rpg like world of warcraft so they can be spoonfed. Just my two cents on the ordeal :)

  149. slashdot comments by Anonymous Coward · · Score: 0

    I agree with the sentiment of the author. It takes too much effort to log in to the slashdot interface, so I will just post this comment as an AC. Instead of advancing my own karma, I shall just let it go for any witty comments I can make, and be done with this post. Getting done with the post is the point right?

  150. Parent is lying by Anonymous Coward · · Score: 0

    Except, of course, in Oblivion everything doesn't advance along with you.

    You're flat-out lying. Everything absolutely 100% does advance with you in Oblivion. It's so bad that most people rush and do Kvatch at level 1 because it's nothing but scamps at that level. Random bandits start getting complete sets of high-end armor before it even appears in merchant lists (which are also leveled). Loot is also leveled.
  151. Well, we can partially aggree there too by Moraelin · · Score: 1

    Well, now whether a game's story is also _good_, that's another story. Very few game designers are also, well, good novelists and playwrights. And if you want an _original_ story too, well, now that's gonna be a problem to even get a publisher for. The PC games world is _very_ risk-adverse lately, so anything non-standard has an uphill battle against the cliched stuff that's already known to sell.

    So on the whole, I'll mostly say "amen" to all you've said there.

    Still, if that's what's available, I'll take a mediocre cliched story insted of no story.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  152. my kind of twisted. by oldwarrior · · Score: 0

    Once we had everyone (midlevel to high) suddenly drop one by one after weeks of successes. The big battle involved a mysterious demon lord that seem to have a blocking move for all of our favorites. The very last character left of our party engaged the creature and asked what did he want in order to survive. He asked to know the date and time. Of course it was about 1:15 a.m. (after work) April 1st. We nearly boiled the DM in oil. We did throw miscellaneous objects. And emptied our mugs.

    --
    If it were done when 'tis done, then t'were well it were done quickly... MacBeth
  153. I think the point here was... by Anonymous Coward · · Score: 0

    That RPGs really need to get off the hang up of repetitive cookie-cutter style quests that have little to do with the main story or provide game play tasks more suited to an automated program.

    The real culprit here is the random generator/monster quests. The ultimate lack of creativity in creating 'mission objectives' if you will. These sorts of things tend to be created through the use of templated plans, and random generators that sift through an array of presets.

    Slap down a randomly generated map, with a randomly generated list of monsters with a randomly generated item at the end for the reward.

    That needs to be gotten rid of.

    What needs to be done is the expansion of creative content and a well written story that incorporates this content. The Bioware series of games is a perfect example- most of the fights are linear planned events placed by conscious programmers for a certain purpose at a certain point in the story. Almost -every- fight, and seemingly random encounter has a point that doesn't just boil down to "Your Statistics Increase"

    Does this require a large studio with plenty of writing talent? Yes. Is it -really- expensive. Yes. Does it take a buttload of time. YES. But look at all the games you've named as great RPGS, look at the development teams and look at the time in development, and you'll notice that they were all very expensive and took a very long time to create.

    I've played Exile since 1994 and I know Jeff Vogel is a great game designer, and as he admitted, he's guilty of doing the same thing. Which is -exactly- why he posted the article. He was evaluating his own games and others to see what could be done better, and he hit the nail on the head.

    A 10-12 hour long RPG is essentially what you have with alot of stock games with the fat cut out. In order to extend that you need to extend manpower or development time and with three people, Spiderweb software doesn't really have either of those resources. So the end result is a short, but good game.

    I think the ultimate big budget solution is user expandable content. Everyone knows User Generated Content wins. It is in fact, the sole reason for the existence of the Internet. (Well, not originally, but you get the idea.)
    You release tools so even if your game is short, your gamers can create derivative repetitive crappily laid out dungeons for you and you don't need to bother spitting out random generators. The principle is that people like crap sometimes. Slashing through a horde of generic monsters= Crap. Paying your programmer 100,000$ a year to generate crap is a waste of his time. So you leave the crap generation to the users so they are happy, and then you can create exclusive 'gold' content for money.
    Essentially, you are selling the tools and the skills into a loyal self-sustaining community, a market the -you- hold control over. It is guaranteed money security.

    Every game that has done this has benefitted tremendously. Shooters like Doom, HalfLife 1&2 have benefited from community mods, and we all know the famous RTS examples of TA, SC, and WCIII

    So yes. We're tired of the grind because we've seen it so many times and any monkey with a random generator and an array can make a grind. In RPGs it's really the artistic and functional mechanical (Gameplay) elements that provide value to the game, and Jeff Vogel is advocating that constant repetition is NOT the best way to show the mechanical power of an RPG.

  154. My wife loves to level up by LordRobin · · Score: 1
    Look, if running around doing tasks, and performing repetitive tasks to level up bore you, then maybe RPGs aren't for you. My wife absolutely loves RPGs. They are by far and away her favorite gaming genre. She is currently engrossed in FFXII. For her, levelling up isn't a chore, it's one of the most enjoyable parts of the game. She finds it relaxing to spend an hour or two slaughtering beasts in one region or another so she can get the license points she needs to give this character or that better weapons, or more HP.

    RPGs aren't for impatient people, and they never will be.

    ------RM

  155. What really is RPG? by Anonymous Coward · · Score: 0

    This is interesting topic. Major problem that i see is that over time people confused what RPG really means.
    The fact that it's role playing is the most important. Playing role of someone you are not, and might never be (if we talking about sci-fi or fantasy settings, but there are plenty great setting that happens in today life) has nothing to do with leveling or combat.
    Most of us are spoiled by the fantasy settings like D&D where combat is very important, but still it's not D&D fault.
    Good table top roleplaying game with good master is not about leveling or gaining power. It is more interesting playing your character right. In some cases that might mean dying --- if you are paladin that swore to protect someone until death, you might actually have to do so and start new character --- but you might have a feeling of accomplishment still. Now i am not talking about casual player, because most of us want to be powerful. No i am not a saint and from time to time i want to do some powergaming as well. On the other hand we always try to skip most of the repetitive thing in the game. Yes i would expect to fight a lot of Orcs if i happens to be attacking their stronghold, but each battle would be a little bit different to keep player and dm entertained.
    Also i need to mention that i really enjoyed couple of rpg when you don't need to level at all and skill system also not that important. It's the way you do thing (you describe your action) with unlimited freedom of choice when we talking about table top game that is amazing for me. It is great feeling when you say to DM you doing something that smart and he didn't expect at all, and now he need to figure out how the world will react to it.
    Now we are coming to the problem with usual Computer RPGs.
    First of all we have a problem of event being scripted. You cannot give unlimited choice, computer cannot adapt (at this point at least) to something weird done by the player. Also there is not much talking --- i would not count dialog boxes in most of the games as talking. It doesn't matter how well you can speak or if you say something wrong by accident or find something out that dm didn't realise he is giving away. Only couple of games (Like Fallout) actually took you intelligence into account when forming dialogs and not being able to talk actually gave you quite a bit of disadvantage.
    Same goes for social status and overall actions. Reputation systems in most of the games are either very simple or completely killed by the fact that you just can load game and always keep reputation that you want. If we talking about MMORPG that even more obvious that reputation doesn't matter because usually you don't really have choice of doing something completely wrong.
    Chats and being out of character is usually not appreciated in most of the table top games. How many people play on rpg servers in WOW? The one that actually suppose to enforce being in character?

    At this point anything that happends to have skill system and level progression is called rpg. If i can level up this is a game with rpg elements.

    Level or Skill progression == RPG.... This is something that i cannot really agree upon.
    This is a problem and it's not going to be fixed. This is the way now rpg is perceived.

    Most of the people in MMORPG are never actually trying to play the role of their characters.
    In game with good DM role playing paladin is very challenging task. Even harder to play someone like samurai.
    Surprisingly hard to play assassin and stay alive and good party member.

    None of those problems exists in most of the MMORPG.

    Some computer RPG actually do pretty good job at handling most of those problems --- like Baldurs Gates, Fallout etc.
    But overall most of the computer RPG are combat oriented and if you taking battle away game just seize to exist.

    Couple of nice exceptions i would say are games like Eve online -- where trading and using skills without actually fighting can still lead you somewhere.

    Also game with ins

  156. In Oblivion you ran errands for the people by metalmario · · Score: 1

    A lot of errands. Actually most of the game.

  157. You miss the point of what I was saying by Moraelin · · Score: 1
    You miss the whole point of what I was saying there.

    All of this applies to only the first 20 levels of the game -- which just happens to be the level cap for trial accounts.

    So basically, in the end you just illustrate exactly what I was saying: in WoW you start more powerful (compared to equal level mobs) at level 1 than you'll be at level 70. Yes, you'll still be relatively uber for 20 levels, and then it will actually go slightly downwards. That was all the point I was making. (Funny the things you can discover if you have the attention span and mental agility to read more than 3 rows before jumping in to do your own ego masturbation and call people fanboys.)

    There seems to be this mis-conception that "character progression" in an RPG must be the exact opposite of WoW. That you _must_ start too wimpy to even kill a level 1 kobold, and must progress to being a walking nuke at level 20 (or 60 or 100 or whatever) that can wipe out several armies of level equal level NPCs. That at level 1 you must be so wimpy that even a kitten can maul you, and you can't even do more than run petty erands for random villagers. That being useless and bored at level 1 is somehow a condition to feeling great later.

    And that just isn't set in stone. The most successful MMO goes exactly the opposite way around. You start powerful, and, yes, as you did notice, it actually goes downhill. Compared to the equal level NPCs, at level 20 you're less tough than you were at level 1, at level 40 you're less tough than at level 20 (and now you have a horse, but spend even more time on the road than at level 20), and at level 60 you need 40 people to do anything.

    That said,

    After level 20 the game becomes a tedious grind to reach level cap. There is nothing worthwile to do prior to level cap because anything you work hard for is going to be obsoleted in a couple of levels.

    If you got yourself into only mindlessly caring about levels and equipment, I can see how it got boring. A lot of people seem to have this... silly idea, that somehow it's some race against the clock to level 60, that they must work day and night and never care for more than getting one level closer to that precious deadline. In the process, they miss the whole actual game that is there between levels 1 and 59, because instead of playing it and taking the momentary rewards and achievements for what they are, they were grinding to reach 60.

    As some friendly advice, either quit the game completely or try to stop and smell the roses. Enjoy the game for what it is right there and then. If you're level 21, enjoy being level 21 for now. Sure, maybe that new level 20 weapon won't last you more than until level 25. But enjoy it while it lasts. Take it for what it is now, not throught the shit-coloured goggles of "argh, must grind to the max level, and this won't last until level 60". Be glad you got it as it is. Take some time to explore. Take some time to make some friends.

    Yes, WoW isn't perfect by any measure, and it does go downhill. But that's no reason to make your stay even shittier, if you decided to stay anyway.

    The game doesn't start with the level 60 raids. That's what happened (before BC) after the game was already ended. They were an unholy grind for people who just didn't know when to quit. WoW didn't have them initially, so people reached level 60 and started whining that there's no more content. The game, as originally designed, had already ended. Finish. Curtain fell. End game. Some people just didn't accept that. The grind/raid instances were added to give them something to do, pointless and unrewarding as it was. But at any rate, that wasn't the meat of the game. The _real_ game was levels 1 to 59.

    And that's what all those "argh, must grind to max level fast" people are missing: the whole actual game. There are a lot of smaller achievements between levels 1 and 59. Enjoy them for what they are. If you just play through the game with the

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    A polar bear is a cartesian bear after a coordinate transform.
  158. The monomyth has enough problems. by Ustum · · Score: 1

    While I do agree with you about the hero tale getting over-used in entertainment, video games included, I think that grafting narrative theory onto the reasons for the grind is kinda over-thinking it a bit. Please excuse my own narrative, but I believe it will illustrate my thinking.

        Three multiplayer videogames that I've played to a light level of expertise are Starcraft, Everquest, and Unreal Tournament 2004. In each of these cases, I had to "grind" in one way or another to "get good" at the game; endless matches, endless dungeon-running, endless target/movement practice, it all looks the same after awhile from a competitive perspective. In each of these games, most of my time was spent mastering the controls, mastering the maps (forwards and backwards, in the case of UT2004), keeping up with content updates, and getting a feel for how people generally play the game. Now, my efforts to improve would have been greatly hampered without some sort of "bozo filter" in place in each of these cases assuring that I was playing with quality folks. In all three games, that filter existed on two levels: social and structural. In Starcraft, I had a clan which offered me good players to practice with, saving me from monotonous, useless open games -- the social aspect. There was also a ladder system which helped to match me off against moderately skilled players -- a mechanical aspect. In Everquest, it was really similar: I had a guild full of people all attempting to expand our capabilites and a level/equipment system that allowed us to go to places where underleveled and unconnected folks could not go. In UT, it was probably less formalized than the others, but I again played with a clan to refine my talents, and the clan established a reputation (and a ranking on several ladders) which got us access to some pretty elite play channels and matches with even better players and teams. In all of these games, our victories led us to tougher opponents requiring better gameplay and tighter teamwork.

        This is the thing that gets left out of some of these discussions about grinding: networking. I've played a lot of games, and I have never failed to find a social network willing to help me jump past the newbie crap one way or another. In action/RTS games, a week of play with a good clan can take you light-years further than a month of unguided practice. In "grind" games, any decent clan can have you up and running in a few days if you're willing to spend some time studying game mechanics to supplement your lack of in-game expertise. Sometimes, this even results in your being more knowledgeable about the game than some "veterans" who have made careers of rushing to adopt "best practices." And, there ARE other ways to advance; there are always clans that are short on logistics: people willing to set up or operate websites and message boards, people willing to drop a few dollars on server hosting fees or in-game currency, people who excel at both internal and external negotiation, mediation, and organization, or even those folks willing to engage in some extra-game skullduggery and social engineering; the paths are out there.

    I guess I'm really trying to say two things here. One, whether it functions through player ranking systems, level/gear systems, or even tournaments, the system is mostly there to allow newbies to practice with a minimum of unfair molestation and veterans to play with their own ilk. Two, for a pragmatist, a combination of gaming skill, relevant real-life talents, and social networking abilities will always trump time spent just grinding. Like other regulations, game rules were made to be transcended.

  159. I wasn't talking about grind by Moraelin · · Score: 1

    Well, we can aggree pretty quickly about most of what you wrote there, since it's insightful and partially common sense.

    But in that message I was talking about really the monomyth structure of the game's story, not about the grind. UT for example may have "grind", if that's how you choose to play it, but doesn't have a monomyth structure as far as I can tell. (Not having a story as such anyway, for a start.) You can "grind" Everquest or WOW, and certainly a lot of people do, but neither really has an actual monomyth story, or not in any major way. Especially if you just grind it, chances are you wouldn't notice even a vague resemblance.

    What I'm talking about are games which are strongly story-based, and base that story on the hero's journey. In (real) CRPGs the story is a lot more central a point than in UT, and a lot of what you do in a game isn't just grind for better equipment, it's basically a device to give you the next bit of story. And you can notice when you do stuff for no other reason than to goad and herd you along the monomyth path. It's not even grinding anything (xp, rank, equipment, whatever), it's just being forced for example to do mundane stuff to show you that your character starts as an ordinary everyday Joe.

    If you're familiar with UT, imagine first being forced to endure half an hour of running around doing the dishes and taking out the trash around the house, just to show you that your character was once a peaceful father in the suburbs, before becoming an arena champion. Imagine it's stuff that doesn't even help you with your grind or rankings. In fact, it happens before you can even get into the arena and get your first kill, to get you started on your way to playing with the champions. It's just there to force-feed you a superfluous prescribed step of the monomyth. You probably wouldn't put up with it in UT, would you? Well, we often have to put up with just that in some RPGs. (Some, not all. Others do use that time as a tutorial, though.) That's what I'm talking about.

    And it's not retroactively applying narrative theory to it. Hollywood for example doesn't just accidentally rehash stories that just happen look like the hero's journey. Actually, they actively write their scripts to that recipe. At some point in the past someone, I forget who at this hour, circulated a study on the hero's journey around at Hollywood, and a group of producers bought it big time and made it the inofficial movie recipe. Base your script on this exact recipe or take a hike. And that was pretty much the moment any other kind of narrative died in North American cinematography.

    Now I'm not sure if game designers/publishers actually have a requirement to follow the monomyth or take a hike. But it's hard not to notice when you're beat upside the head with it the 100'th time.

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    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:I wasn't talking about grind by Ustum · · Score: 1

      OK, I think I see your point. Too much TFA, not enough actually looking at what you were saying; my apologies. My only real addition on my previous post would be advising the single-player gamers to dump the "gotta catch em all" mentality; while I'm a couple years dated on my single-player RPG experience, in most SP RPGs I've played, you can take care of business with 2-waypoint old gear so long as you do a quick catch-up run when you run across a higher-level but easy-to-kill monster set (say, flame jellies when you have an pointy stick of frostiness to swing at them, something like that). Plus, killing the final armies/bosses rarely require anything like a complete collection of late-game gear...but even if they do, at that point, you're hopefully not doing the boring milk runs you're talking about anyway, and then it's just a question of whether the game is any good at all, right?

      Let me try to redirect away from my customary gamekiller instincts for a sec, though. I'll admit to being hard-pressed to find a strongly story-driven game, RPG or not, that can't be digested as a zero-to-hero tale. You can even apply the label to some purportedly innovative games like Fahrenheit/Indigo Prophecy (the lead, an arguably trivial tech dude in a firm, is struck and alienated from society by supernatural intervention, discovers that he's caught in a plot to destroy the planet, then does something about it). That game, as a rhythm game, is pretty secure from grinding (so long as your reflexes are with the program at all). RPGs are worse in this respect, at least for folks wanting to design a game as a plot-driven RPG; their focus on increasing power over time is heavily ingrained. You go too far away from the battlefield, make it all about plot, and folks will call it some sort of interactive movie (Do you follow the dwarf? Turn to page 83.) Do the same, but make the advancement about social status or social organization and you'll get tagged as a *dun dun dun* political sim. Or, you hit the battlefield hard and make it all about strategic fighting, and you're an either an RTS or a tactics game. Allow players wide-ranging freedom, and you have a difficult time sculpting a plot (whoopsie, didn't MEAN to head for San Francisco and get the Vertibird plans that early...!) Add to this the number of action games that are madly gluing on RPG elements to stretch content durability and dubbing themselves "tactical-RPG-platform-shooter-sims" or fluff like that, and there's some serious pressure to make an RPG...an RPG. Plot-wise, if collecting usable trinkets is a big part of the mix, you almost have to start out a wimp with empty pockets (or, if you HAPPEN to be qualified for your job at the beginning, you have to either quickly discover a greater world of combat to stumble into or immediately lose your crutch; either way, you just bit the monomyth again). If you start strong and degrade, you start running into user motivation issues; while my own preference is for game quality and difficulty over arbitrary rewards, a lot of folks seem to really want bigger, badder, shinier toys as the game goes on.

      I fear I'm still falling into my old pattern; let me try again. Most sci-fi and fantasy plotlines don't even hide their resemblance to hero stories; whether it's a peasant or a prince, a debris merchant or an interstellar tycoon, they get an extraordinary call to action and have to shed their former lifestyle to combat the dragon/cosmic horror that threatens all. In seeking to toss aside that structure, could you easily put a Macbeth as the lead in an RPG, doomed to die discredited? Could you make it a biographical/modernist push through a character's life, where a headstrong character bends to fit the world and not the other way around? Something nihilistic, perhaps, where the moral of the story is "everyone dies" or "nothing changes?"

      Now in all seriousness, here's the best semi-non-hero tale I can come up with. Protagonist (let's name it Pat), a renowned hero or leader, senses a threat to self and soci

  160. They Need Both by Ka+D'Argo · · Score: 1

    On one hand they need some kind of progression / grind on the other hand they need a speedier process. For example, I both love and hate the grind in an MMO. In a MMO, if none of my friends happen to be online, I don't mind grinding some, pass the time, get some loot, level whatever But when friends are around and it's time for other stuff (pvp for example or large party quests) then being a higher level than what you slowly progress as, is much preferred. No one likes trying to pvp at level 5 when other people are lvl 50, 60 or a 100.

    People often make the claim of "well those people put in the time, so should you." OR they say "Well if you want instant gratification in levels and progress this game isn't for you." They may be technically right on both accounts but I pose this question for you; What game is right for us? Can you point me out a pay-to-play MMORPG that basically let's you jump right into the fray max level, with decent gear and a fighting chance against those that may or may not have ground up their levels and gear? (GuildWars does not count, it is not a MMORPG and you are still gimped in PvP character creation). That's the thing, while most MMO's "aren't" for us since we want a jump in levels or progression, there also aren't any for us to really choose from. If you know a MMO that has a decent sized player base, costs money to help filter out froobies and young players that let's you jump ahead please feel free to point it out to me, I'd love to try it.

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    Aw Frell this
  161. I feel it is Prudent to bring up "Quest for Glory" by ChainedFei · · Score: 1

    In the late 80's, a game was released called "Hero's Quest: So you want to be a Hero?" by Yosemite Enterainment; an extension of their "Quest" brand games (ie; King's/Space/Police). The game consisted primarily of figuring out how to handle each situation on a situational basis. Adventure gaming with items. However, you also had a large subset of statistics that changed through USAGE. There were no levels, there was how good your character was at something. In the first game, you could climb a tree next to the Healer's Hut. But be careful! If you weren't, and decided to try and snatch the birds nest in the tree, you could fall and land on your head. You could also die in this fashion... by being so inexperienced with your agility and dexterity as to be a bumbling moron. Oh, the ways which you could die were priceless and brought a wonderful touch of humor to the game. The descriptions for things helped too! I miss the erstwhile games of adventure... for I felt they more truly captured the feel of a P&P D&D game than most any other game I've played since. Betrayal at Krondor bears a mention as well, but then I always liked Midkemia. Perhaps what is needed is that more fantasy authors worth their salt started pushing their weight around? Food for thought.

  162. Cross-Genre Thoughts by Anonymous Coward · · Score: 0

    I play RPG's and FPS, so I am aware that my views here might be fringe at best. But between the genres there are lessons that have been learned from eachother. The problem is that FPS has done most of the learning. Classic shooters for a long time had little plot (DOOM I'm looking at you) untill the WWII games and Half-Life came. Look at the Battlefield series and you see character development akin to RPGs. Classic RPGs IMO had, and still have, little play control. Back in the day Heritic was probablt more shooter than RPG, but damn if it wasn't fun. Even NetHack had good play control for it's time! Oblivion is moving that way.

    A lot of my annoyance with grinding has to do with play control. I don't have much. Most RPG have the same UI the entire way through, choose your attack, point, click. You just switch out the weapons, but the controls are the same. There's not a huge difference between swinging my rusty knife and the +20 two handed sword I just got. Just click. Now I never tired of killing Imps in Doom, yet killing monsters becomes repetitive in WOW. Why? Well for one, when I miss in a FPS I know it's more my fault than the roll of the dice. (Although FPSs still take into account weapon accuracy.) Coversely in a RPG I often know before I attack the monster that I am going to be able to kill it. Battle durration is arbitary (the longer the worse), and unless I really try to screw up, I'm not going to lose. THAT's what sucks about grinding. I start wanting it to go by faster.

    Why can't different attacks (Melee and Magical ones) be implemented differently within the same control scheme. It seems like more advanced moves should be harder to key in. I know not everyone would find this more entertaing, but I for one would. Is that too FPS for RPGs?

    In a classic RPG you get the weapon and your CHARACTER either instantly has more attack value or he just has to swing it around a set number of times to become proficient. In a shooter nobody ever owns with a sniper right away. It's not easy to use! YOU the player must gain experience with it. Think of Link and his old Ornaca of Time. Once you had it you needed to learn songs to play on it. Take that a step further and I think you fix a lot of your problems with RPGs right now. What if the knowledge from your first time through carried over to your second time through. (LIke remebering how to play the songs so you don't have waist time learning them all over.) That way it's not that you're a lowbie that CAN'T do everything in the begining, it's that YOU the player are inexperienced and DON'T KNOW HOW to do a whirlwind attack or cast a magic missle. This would also make replay more valuable in that with each progressive character you build, YOU the player will have retained knowledge and REAL experience instead of just representing experience with numbers assigned to your didgital avatar.

    Imagine a level ten newbie has bought an impossible to get level 70 sword. He should not know how to swing it, and I with my level 20 standing and knowledge could defeat him because I know how to fight. Kinda like in Halo when the guy misses you with both rockets because he can't aim, and you walk up to him and hit him in the back of the head while he's reloading. Unfortunatly in RPGS the guy with rockets usually wins. I know this was very cross-genre, but hopefully it makes a little sense.

  163. Whining about whining by patternjuggler · · Score: 1

    Don't try and foist your problems with RPG onto me.

    I am constantly amazed by high rated slashdot posts that complain about other people's complaining- not addressing the content of their message but that they brought it up at all. Typically they also imply that they as a helpless passive user of the internet were coerced or tricked into clicking on a link and by cruel magic their eyeballs were made to traverse across a few paragraphs, taking up precious minutes. Are you whining about the slashdot editor, the submitter of the story, the writer of the article, or the original site that hosted the article- or the vast conspiracy that brought them all together with the sinister aim of mildly annoying you?

  164. an actual rpg by Jippy+T+Flounder · · Score: 1

    i've just returned to playing fallout 2; yeah, you start off weak, but the storyline is completely open and being a munchkin isn't fun, or advisable. it just proves that there are games where the story is important, and it's the story YOU make.

    it's amazing what can happen when a developer actually cares. too bad the author of the article didn't.

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    ---- I was woken up this morning by a face full of fur. Damn cat thought my head made a good pillow.
    1. Re:an actual rpg by Jeld · · Score: 1

      Well, fallout is one of the better ones I agree, but before I got anywhere in the first one, I think I had to kill some 200+ rats and other minor irritating critters. Same thing. Not that I didn't like the game.

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      Everybody Lies. But it doesn't matter since nobody listens.

  165. Interesting theory - and a sugggestion by Lonewolf666 · · Score: 1

    Put the (first part of the) monomyth into an introduction movie. Make it skippable.

    Seriously, games had cinematics for years now. Why not use them for that purpose? So you have 10 or 15 minutes of introduction video. That little film shows how the hero lives a peaceful life as a farmer, except for the weekly militia training with his buddies. Then bandits raze the village... ...and the game begins. Our hero, mistakenly left for dead by the villains, comes to and starts his quest for revenge. Or something like this.

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    C - the footgun of programming languages