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?
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
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!
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'.
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 ?
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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.
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.
Spelling mistakes, grammatical errors, and stupid comments are intentional.
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?
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.
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 >:(
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
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.
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".
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; }
> 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.
Done with slashdot, done with nerds, getting a life.
/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
"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.
The Kruger Dunning explains most post on
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.
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.
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.