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?
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.
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!
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.
120 characters for a sig? That's bloody useless.
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.
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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.
Live today, because you never know what tomorrow brings
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.
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.
A Call for Open Standards
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.
General, you are listening to a machine! Do the world a favor and don't act like one.
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
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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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.