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The Essentials of RPG Design

simoniker writes "As the latest in his Game Design Essentials series for Gamasutra, writer John Harris examines 10 games from the Western computer RPG (CRPG) tradition and 10 from the Japanese console RPG (JRPG) tradition, to figure out what exactly makes them tick. From the entry on Nethack: 'Gaining experience is supposed to carry the risk of harm and failure. Without that risk, gaining power becomes a foregone conclusion. It has reached the point where the mere act of spending time playing [most RPGs] appears to give players the right to have their characters become more powerful. The obstacles that provide experience become simply an arbitrary wall to scale before more power is granted; this, in a nutshell, is the type of play that has brought us grind, where the journey is simple and boring and the destination is something to be raced to. Nethack and many other roguelikes do feature experience gain, but it doesn't feel like grind. It doesn't because much of the time the player is gaining experience, he is in danger of sudden, catastrophic failure. When you're frequently a heartbeat away from death, it's difficult to become bored.' Harris' Game Design series has previously spanned subjects from mysterious games to open world games, unusual control schemes and difficult games."

241 comments

  1. Role Playing by sexconker · · Score: 5, Insightful

    Real men role play with pencil and paper, or nothing at all.

    1. Re:Role Playing by MightyMartian · · Score: 0, Redundant

      Real men role play with pencil and paper, or nothing at all.

      Amen brother.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    2. Re:Role Playing by Hoyty1 · · Score: 1

      Real men LARP.

      Don't blame us because you can't get up from the table! Hoorah.

      --
      My Comic : www.ourbadidea.com
      Blame the artist for all mistakes!
    3. Re:Role Playing by Anonymous Coward · · Score: 1, Interesting

      Real men role play with pencil and paper, or nothing at all.

      Can't ague with that but the computer RPG games do have the advantage that you don't have to muck about with the mechanics and dice. Plus part of the fun of computer RPGs is the building up of the character to accomplish a goal, gain power and over come enemies. Tabletop is more about the story and the socializing making the computer based ones merely shallow experiences in comparison. (Kind of like physics with out calculus, or for the more socially inclined, sex without a partner.) Personally I think we should call the computer ones something besides RPGs.

    4. Re:Role Playing by __aanonl8035 · · Score: 4, Insightful

      I got into a discussion last week with an old friend about how World of Warcraft replaced Dungeons and Dragons for him. I, being a curmudgeon, pointed out that MMO's seem wholly lacking in placing the player as the sole hero of the world. And the mechanics of the game, just lead to number crunching, and acquiring loot. Even in those instances where World of Warcraft tries to thrust you into a story mode of defeating some world destroying foe, it is diminished by the fact you can do it over and over again. And millions of other people can do the same heroic world saving. Computers still have a long way to go in making up a story. Bree Yark!

    5. Re:Role Playing by Em+Emalb · · Score: 5, Funny

      Yeah...they do.

      DM: You stand before the gates of Yoren.

      Gorack the Half-troll: I'm gonna roll to see if I can get hammered drunk at the tavern.

      DM: What? fine. Roll to see if you get drunk.

      Trantor the Barbarian: I'm gonna attack the gate guards!

      DM: Oh for fu....ok, fine. Roll to see your damage.

      Gorack: Yes! I'm hammered. I'm gonna feel up the tavern wench! Can I roll to see if I squeeze boob or butt?!?

      Spatula the Mage: I'm with Gorack!

      DM: *snaps* ROLL IT, THEN MORANS!

      --
      Sent from your iPad.
    6. Re:Role Playing by sexconker · · Score: 3, Funny

      Hence the "nothing at all".

    7. Re:Role Playing by Anonymous Coward · · Score: 0

      real men role-play with handcuffs, ball-gags and women in schoolgirl uniforms.

    8. Re:Role Playing by Dr.+Impossible · · Score: 1

      World of Warcraft [...] Computers still have a long way to go in making up a story.

      What? Have you really not heard of singleplayer CRPGs?

    9. Re:Role Playing by rpillala · · Score: 4, Insightful

      This is interesting in that your friend apparently views the game differently from you. That is, WOW is a social venue with a game attached that gives you something to do with your friends. The friends are more important than the game. Blizz has taken pains to ensure accessibility for a large number of people. The system requirements are low, the interface is responsive, and the game itself is extremely easy. All this improves the network effect of the game.

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    10. Re:Role Playing by Anonymous Coward · · Score: 0

      Real men play RPGS in between getting laid and taking showers.

    11. Re:Role Playing by Duradin · · Score: 1

      It's really a shame that after our party completed that really fun adventure module that all copies of it in existence spontaneously combusted and all electronic copies deleted themselves so that no one else could ever be the ones to save that village.

    12. Re:Role Playing by Dustie · · Score: 1

      I think you are thinking about "boys" not men :-)

    13. Re:Role Playing by The+Snowman · · Score: 1

      Real men role play with pencil and paper, or nothing at all.

      With a name like "sexconker" you should know that real men role play after a trip to the "adult" store. RAWR Catwoman, I am Batman! I'm going to grab you while you're on the litterbox... crap, I mean, nevermind.

      Anyway, role playing is about spicing up the ol' bedroom, not pretending you are grabbing your robe and wizard hat.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
    14. Re:Role Playing by Anonymous Coward · · Score: 0

      Hawt.

    15. Re:Role Playing by BobMcD · · Score: 2, Insightful

      CRPGs still have a long way to go, when compared with PnPRPGs. Some of the very best content I've ever experienced in the latter was a collaboration. The player did something completely unexpected and we ran with it - as though it was the actual idea the whole time. Hours of prep-time go in the trash (in favor of ad-lib crap made up on the spot), but the player comes away feeling like they really MATTER in that game world.

    16. Re:Role Playing by Anonymous Coward · · Score: 0

      I went to a Vampire LARP session once. They didn't look like real men...

    17. Re:Role Playing by david_thornley · · Score: 4, Insightful

      There are different approaches to playing pencil-and-paper RPGs. Some people play socially, to be doing something with their friends. Some play to win, and will abuse the rules. Some like impromptu acting. Some like poking around in somebody else's imagination. None of these are inherently good or bad, but there's been plenty of conflict when people didn't realize that their colleagues were playing in a different style, or wanted something different out of the game.

      Any MMORG will do for social players, really. Actors probably will avoid computer RPGs. The tourists will be happier with a rich and detailed world. The rules lawyers will like a game with complicated rules and, preferably, a real goal (although they're perfectly happy setting their own).

      --
      "When you have eliminated the unacceptable, whatever is left, however improbable, must be the truthiness" - Holmes
    18. Re:Role Playing by StickansT · · Score: 1

      isnt most Online PC RPGs just pen and paper with a GUI?

    19. Re:Role Playing by thePowerOfGrayskull · · Score: 0, Offtopic

      ... and doubtless they're so proud of being real men that they proclaim this openly, right anonymous coward?

    20. Re:Role Playing by Nathrael · · Score: 1

      No. *Real* men role play in bed.

      Joking aside, /signed. That does not mean CRPGs aren't enjoyable though - especially considering that your P&P group might not be available all the time ;) .

      --
      A good education is a bit like a STD - it makes you unsuitable for a lot of jobs and gives you a desire to spread it.
    21. Re:Role Playing by Shoe+Puppet · · Score: 2, Funny

      Are you insane? Getting up from the table, that's almost like SPORTS!

      --
      (+1, Disagree)
    22. Re:Role Playing by bishiraver · · Score: 1

      True enough!

      I wonder if there are any articles out there describing key aspects of different dice systems and why some are popular and others are not. For example, despite the statistical shittiness of d20, it's extremely popular. The epic-feel roll-and-keep of 7th Sea (and L5R) are less so.

      What are key things to keep in mind when designing a homebrew pen and paper system?

      Inquiring minds want to know...

    23. Re:Role Playing by Doug52392 · · Score: 1

      LIGHTNING BOLT!

    24. Re:Role Playing by HAKdragon · · Score: 1

      I went to a Vampire LARP session once...


      ..once.

      --
      "Our opponent is an alien starship packed with atomic bombs. We have a protractor."
    25. Re:Role Playing by Gilmoure · · Score: 1

      I must be boring as I still think plain sex with a naked chick is fun. Never got the whole dressing up thing.

      --
      I drank what? -- Socrates
    26. Re:Role Playing by rpillala · · Score: 1

      You're right of course. I intended in my post to describe WOW from the friend's point of view. A more complete discussion can be found in this piece by Richard Bartle. Bartle describes four basic types of motivation that exist in multiplayer games, using MUDs as his example.

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    27. Re:Role Playing by Anonymous Coward · · Score: 0

      If your players are saying they want to roll to see if they can do something then you're not role playing, you're roll playing (har). If you want players (and yourself) to actually get into the game you should encourage them not to ask you to roll, not even to ask you if they can do things but to just say what they're trying to do. You then decide if that needs a roll...and in many cases you can roll for them, in this way you break the fourht wall as little as possible and let them actually play a role.

    28. Re:Role Playing by OakDragon · · Score: 1

      A friend of mine once gave an example of why he found CRPGs frustrating. In a pencil-and-paper, human-moderated game he could cast an 'enlarge' spell (forgot to mention, fantasy-type RPG) on a brick in a wall, to (hopefully) bring down the wall. That is just a level of detail a computer game could not reach. We might reach it one day, but it would be quite a game to take all such actions into account.

    29. Re:Role Playing by Em+Emalb · · Score: 2, Funny

      Roll playing, role playing, whatever. I just wanna know if Gorack the Half-troll squeezes boob or butt.

      ROLL IT JOHNIE

      --
      Sent from your iPad.
    30. Re:Role Playing by mqduck · · Score: 1

      Until we come up with sentient, human-like AIs, computer "role playing games" and pen-and-paper "role playing games" will be completely different genres.

      To me, the defining characteristic of pen-and-paper RPGs has always been the "anything's possibly because it's a game of human imagination", given structure by agreed-upon rules where necessary, part. And since that's precisely what computer "RPGs" don't have... I don't know. To me, equating the two has always seemed like one of the most ludicrous commonly-accepted ideas (outside of politics, of course) out there.

      --
      Property is theft.
    31. Re:Role Playing by BobMcD · · Score: 1

      And to be fair, we're getting there. 'Star Wars: The Force Unleashed' used a model where all the objects had a mini AI attached to them. If you toss a Storm Trooper at a cliff, he automatically tries to cling on to the edge, without needing to script it. Boards break differently than glass, etc.

      This could be done by a computer to satisfy that kind of requirement, but it may well take more effort than the industry is willing to put out.

    32. Re:Role Playing by Anonymous Coward · · Score: 0

      Flip a coin. heads = boob. tails = butt. edge = gorack gets slapped and loses 1 point of charisma.

    33. Re:Role Playing by vux984 · · Score: 2, Interesting

      It's really a shame that after our party completed that really fun adventure module that all copies of it in existence spontaneously combusted and all electronic copies deleted themselves so that no one else could ever be the ones to save that village.

      Not quite, but the adventure is over within the framework of the world you are playing.

      You aren't going to wander back to the village after rescueing the girl fom the infamous goblin captain grog -- whom you personally slew, separate from your companions, only to be immediately invited to join a group to rescue the girl from Grog again.

      You aren't going to ever have a conversation like... "What are you up to? I'mrescuing the girl from grog. Oh, yeah, that was fun, he drops a nice breast plate; I had to do it 5 times though to get one for me and my alt...oh hey, when he gets down to half health he spawns 3 minions. Just kill the caster and tank the other 2 until grog is dead."

      Its hard to get a sense of 'I've done something that mattered in this world' when you are constantly confronted with this.

      And even compared to single player crpgs... which are better by far than mmogs at keeping the player in the ceter... but even so if you get stuck there is a walkthru with the location of all the secrets etc.

      With PnP, even if I downloaded a copy of the module and read it cover to cover, I know it wouldn't help THAT much, especially if the DM knew or suspected that we'd read or played the module previously.

    34. Re:Role Playing by kalirion · · Score: 1

      And they've got an ogre-slaying knife. It has a +9 against ogres!

    35. Re:Role Playing by Hecatonchires · · Score: 1

      You do anything enough times and it becomes boring. I can barely even make myself ask my girlfriend to put on the schoolgirl uniform and pickup the whip without yawning.

      --

      Yay me!

    36. Re:Role Playing by KahabutDieDrake · · Score: 3, Insightful

      The answer to this problem on computers is to include a live editor in the game. Such that when a player tries to do something that isn't pre-programmed, the editor comes up and gives the player a tool box to build the effect/outcome s/he was expecting. Then, the game automatically syncs all online copies of the game so that all players can use everyone's creations.

      So long as the same, or similar engines are used for future games, all the enhancements can be rolled into new releases. Giving us all a game that includes player driven model of PnP, but with the ease of use and graphical power of a CRPG.

    37. Re:Role Playing by The+Snowman · · Score: 1

      You do anything enough times and it becomes boring. I can barely even make myself ask my girlfriend to put on the schoolgirl uniform and pickup the whip without yawning.

      Just today I suspended my fiancee from the ropes in the ceiling while she was wearing latex, and I was spanking her with a cat o' nine tails while she squirmed in her restraints.

      Yawn. I guess when you are always trying to outdo yourself, you eventually cannot succeed.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
    38. Re:Role Playing by Anonymous Coward · · Score: 1, Informative

      Such that when a player tries to do something that isn't pre-programmed, the editor comes up and gives the player a tool box to build the effect/outcome s/he was expecting. Then, the game automatically syncs all online copies of the game so that all players can use everyone's creations.

      That's why there are many RP communities within Second Life simply because they can do exactly that.
      But oh no, Second Life is stupid and silly blah blah blah...

    39. Re:Role Playing by ultranova · · Score: 1

      Gorack: Yes! I'm hammered. I'm gonna feel up the tavern wench! Can I roll to see if I squeeze boob or butt?!?

      The sad thing is that there really is a rulebook for this. Several, in fact, both commercial and free. And the saddest thing is that I've read them all, despite not even playing RPGs :(.

      Complete Guide to Unlawful Carnal Knowledge and Nymphology: Blue Magic are classics and should be stocked by every library.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    40. Re:Role Playing by Anonymous Coward · · Score: 0

      Man, I feel old now. I actually know what "Bree Yark" means and from where it originated :-)

      Eorlin the Mage

    41. Re:Role Playing by Vanderhoth · · Score: 1

      He's a half troll. He might die if he lost his last point!! I hope it doesn't land on the edge.

    42. Re:Role Playing by Indiana+Joe · · Score: 1

      What are key things to keep in mind when designing a homebrew pen and paper system?

      It's unlikely to be played outside your gaming group (if at all), so scratch your own itch.
      Keep Godel's (First) Incompleteness Theorem in mind.
      You get a really neat set of results by rolling 2d6 + 1d6*3.

      --
      I can't decide if this post is interesting, funny, insightful, or flamebait.
    43. Re:Role Playing by CyberSaint · · Score: 1

      Actors probably will avoid computer RPGs.

      As a player who would fall in to the "Actor" (ie. RPer) category, I would have to disagree. We don't tend to do MMO's simply because it's harder to establish and maintain a well rounded party and really experience the richness of the setting, even in those games where they have a very good mythology. However singleplayer or even limited multiplayer (think NWN 1&2 where you can run through a custom mod with a few friends) often still provide a stimulating experience provided there is a good story line and sufficient flexibility in achieving the per-determined goals.

      However you are correct in that they are far less appealing than a good table top game or LARPing, a good actor is nothing without a good director, likewise a good RPer is far weaker without a creative GM... Now if someone created a powerful enough GM AI that could adapt the story based on completely random player choices, omniscient, omnipotent and liked F***ing with player's heads... aside from having created skynet, that could be an MMO worth playing.

    44. Re:Role Playing by Anonymous Coward · · Score: 0

      Nice "Keep on the Borderlands" reference.

  2. Importing characters from earlier games by elrous0 · · Score: 3, Interesting

    As a long time player of RPG's like the Gold Box series, I really miss the ability to to import characters from earlier games into later installments (mentioned several times in this article). I know there was some talk about Mass Effect 2 or some other RPG's maybe bringing this back. I wish they would. I hate having to recreate a new character in every sequel, when I really just want to play as my original character. Knights of the Old Republic 2 is a great example of a RPG that would have been so much better if you could have simply continued playing as the original Revan instead of some faceless new douchebag.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:Importing characters from earlier games by 0racle · · Score: 1

      I thought this was how Xenosaga should have worked. Episode 2 starts the second where Ep 1 ends, but suddenly you're all the way back to being completely weak and KOS-MOS can not learn the abilities she had in the first one.

      --
      "I use a Mac because I'm just better than you are."
    2. Re:Importing characters from earlier games by Anonymous Coward · · Score: 1, Insightful

      One of the major pitfalls of importing characters is such:

      Oh look, I just beat the game. I have the planet killing weapon. I know levels one, two, and three of every spell. I've got ninety nine's for every item in my inventory. My Gold/Gald/Gil/GP/Etc is maxed out too. I stopped the evil force that was about to (destroy the earth with a meteor)(end mankind and consume time)(open a gate to an evil artificial intelligence to end life)(resurrect an even more scary monster from beyond the grave).

      Let me import my character for the sequel. Aaaaaaannnd, it's all gone. Somehow all of my gear disappeared, I've got to start from the beginning and kill giant spiders, rats, and thugs. My muscles have atrophied, my aim has gone to zero. I've got base vigor (what the fuck is the vigor stat supposed to do, anyways?!), and someone jacked all of my cash.

    3. Re:Importing characters from earlier games by Hatta · · Score: 4, Insightful

      In every RPG I've ever played you start out pretty weak and helpless, and work your way up to being an unstoppable demigod. Starting the next game out with god like powers is going to ruin a lot of the game.

      The only RPG I've really found character importation to be nice on was the Quest for Glory series. It helped that that series was mostly a point in click adventure game though, and being all powerful doesn't get you through the game alone.

      --
      Give me Classic Slashdot or give me death!
    4. Re:Importing characters from earlier games by Chyeld · · Score: 1

      Or worse, you've still got it all and it's useless because in order to ensure that imported characters aren't overpowered, everything's been amped up by an order of magnitude or two.

    5. Re:Importing characters from earlier games by wjousts · · Score: 1

      The problem is that, as others have pointed out, at the end of most CRPG's your character has God-like abilities. So there are several options to make importing your character into the sequel work, none of which are particularly good:

      1. Make the sequel insanely hard so that either your God-like character from the first game has a hard time. This obviously ruins the game for people who didn't play the prequel
      2. Gimp you imported character (take away all their money, items and at least some stats) so they are about as weak as a new character. In this case, what was the point of importing your character in the first place?
      3. Keep the game at normal difficult, don't gimp your imported character and have your character cruise through the entire game in a couple of hours without ever hitting any serious difficulties.
    6. Re:Importing characters from earlier games by KDR_11k · · Score: 1

      And new players are confused when the character creator already demands that they pick five levels of spells before they have played even once (I had Baldur's Gate 2 but not BG1 so I had to make a new character and believe me, when you've never touched D&D stats before that's a total WTF experience).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:Importing characters from earlier games by DMUTPeregrine · · Score: 2, Informative

      Neverwinter did things rather well though. You start at level 1, and in one of the expansions (Hordes of the Underdark) the level cap is raised from 20 to 40. You HAD godlike powers. But there are suddenly bigger, better gods around.

      Of course, that's power creep, and can be bad in multiplayer games: old players are forever greater than new players, and the newbies can't contribute.

      --
      Not a sentence!
    8. Re:Importing characters from earlier games by ahem · · Score: 2, Insightful

      Seems like there's a middle ground where the designer could provide for a dual path experience. Create levels and challenges that can't be solved using the god-like tools developed in the previous installment. Newbies to the 2nd installment could play through and gain the tools they need along the way. Imports could play through and still be entertained by the challenges and gain new tools.

      I think it's limiting to assume that any uber-powerful skill can be applied to solve any kind of problem.

      --
      Not A Sig
    9. Re:Importing characters from earlier games by Nathrael · · Score: 1

      Baldur's Gate 2 did it fairly well. You either imported your high-level char from BG1, or you started out with a lot of EXP when creating a new char.

      --
      A good education is a bit like a STD - it makes you unsuitable for a lot of jobs and gives you a desire to spread it.
    10. Re:Importing characters from earlier games by StickansT · · Score: 2, Interesting

      You ever try playing WoW? i was what they call a Pre-BC raider, or I started playing the First WoW game before the 2 expansions came out. When i hit 60 and got my "God like powers" it was fun. then the first expansion came out. I was lvl 60 and had to hit 70. My "God like powers" only helped me out so much. I still felt pretty helpless with it came to fighting new monsters that were my level or above. So all in all Blizzard did a nice job of making me feel like i needed to hit 70 inorder to gain my "God like powers" back. Same with the newest expansion.

    11. Re:Importing characters from earlier games by Anonymous Coward · · Score: 0

      That's not necessarily true... the one franchise that sticks out for me is the Jedi Knight series from the late 90's... they invented a couple of different scenarios where the main protagonist had forgotten his Jedi powers (demigod-like abilities, here), and had to regain them as he went. Or there's Neverwinter Nights, where expansion packs EXPECT that you start at level 20, and scale the difficulty accordingly (and they even handle the issue of backstory with an infinite number of possibilities of how you completed the original episode) You probably couldn't generalize this across genres, but the point is that if the story-telling is good enough, you can reboot characters across episodes of a franchise. KOTOR2 would have been FANTASTIC if they'd picked up the story with Revan; their inability to do so isn't because of gameplay, but because the storytelling wasn't sufficiently clever.

    12. Re:Importing characters from earlier games by elrous0 · · Score: 1

      Actually, IIRC, many of the old games that used to allow it did it like this:

      4. Allow you to keep your level 30, super badass character and scale up the games with new (much tougher) enemies, new spells/skills to acquire, etc. This is similar to #1, but to allow newbie to come in, it allows a new player to create a new character who is the equivalent of a level 30 badass from the first game.

      That way, whether you're a veteran who wants to keep his old character or a newbie to the franchise, you can both get to enjoy it.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    13. Re:Importing characters from earlier games by sorak · · Score: 1

      In every RPG I've ever played you start out pretty weak and helpless, and work your way up to being an unstoppable demigod. Starting the next game out with god like powers is going to ruin a lot of the game.

      The only RPG I've really found character importation to be nice on was the Quest for Glory series. It helped that that series was mostly a point in click adventure game though, and being all powerful doesn't get you through the game alone.

      It seemed to work pretty well in the original dot hack series, but that was because in each game, a new server would open up, with more powerful enemies.

    14. Re:Importing characters from earlier games by wjousts · · Score: 1

      Yes, this is true, Baldur's Gate II did this as somebody else already pointed out, but I still think the newbie misses out on part of the experience because of this. When they start the game and have to assign 30 levels worth of points right off the bat, it leaves them a bit lost. Part of the fun is starting at the very beginning and learning what various stats, skills and spells mean, slowly, as you grow.

      I also remember the old later entries in the Bard's tale series had "starter" dungeons for newbies, but I think that's far from ideal as well. Who wants to spend time in "boot camp" before they get the play the game proper?

    15. Re:Importing characters from earlier games by Gilmoure · · Score: 1

      Would be fun if you ended up in a totally different type of world; fantasy to SF or SteamPunk. Would still have skills but would have to acquire new ones to be effective.

      --
      I drank what? -- Socrates
    16. Re:Importing characters from earlier games by Buelldozer · · Score: 1

      One way around this is with proper design, If your "powers" are dependent on something besides time to recharge then you can limit the availability of that substance in the sequel. For instance if it takes 300 jubu rocks to cast the "death to everyone within 5.5 miles" spell then simply limit the number of jubu rocks. The new powers, that you must learn because jubu rocks are suddenly so scarce, are based on turdo rocks which are far more common.

      You can do the same thing with weapons by limiting the ammunition. Character stats are trivial, simply "up" the level of the baddies and allow anyone creating a NEW character (not an imported one) to have starting powers commensurate with this version of the game.

      Done.

    17. Re:Importing characters from earlier games by Anonymous Coward · · Score: 0

      The Wizardry series allowed for this. 1-3 was the New Game Has More Powerful Stuff model that we see in MMO's with expansions today. 6-8, however, would reduce your characters levels when imported x%, with the explanation being that your "experience" in the new setting was only applicable for x%. Pretty clever, imo. You got to keep your gear, a lot of which could not be obtained if you simply started a new character instead of importing.

    18. Re:Importing characters from earlier games by retchdog · · Score: 1

      Except then they just added (N-1)*100 to the requisite for each skill task. By QFG4, you couldn't climb a ragged stone wall without 350+ Climbing, and apparently gravity was multiplied by 3.

      And the mechanics of each game varied enough to completely change the effective of spells vs. long-range vs. melee. For example in QFG3 (only) you could throw almost a hundred rocks at a creature before it crossed a skareen-length, and spells were basically worthless. Then in QFG4, the "charged up" versions of spells in arcade mode over-rode enemy projectiles and completely dominated in combat.

      It's a fun series, but the sense of progress was only there in storyline, not mechanics.

      --
      "They were pure niggers." – Noam Chomsky
    19. Re:Importing characters from earlier games by CronoCloud · · Score: 1

      I've been reading reviews of the PSP game, Dungeons & Dragons Tactics and I figure that's why the reviews are mostly meh. The game is turn based and implements pretty much the full 3.5 ruleset. A person used to playing Untold Legends or something and not having played D&D might not realize that a Level 1 character can often miss with an attack. They wouldn't know which spells are the most useful ones, that healing items are rare, or why they want to smack that skelly with a blunt weapon, not a bladed one.

    20. Re:Importing characters from earlier games by xouumalperxe · · Score: 2, Interesting

      Or, perhaps, do what the oh-so-clever people at SSI did, don't give players god-like powers, and pick up where the game left off. Unthinkable, huh?

      Dungeons and Dragons, played "by the book", doesn't really give you enough XP to get to level 20 in the course of the typical CRPG. Given the extension of Neverwinter Nights, you'd probably be like level 10 at the end, tops. So what they did with the Gold Box games is that the first game in the series is the low level adventure that leaves you at like level 5-6, the second game picks up at about that level (and the plot hook itself explains why you were stripped of all your cool gear) and takes you to low-mid levels. The third game picks up there and takes you to mid-high levels, and the final game, with a truly epic plot (not necessarily good, but decidedly epic, with gods, major demons etc involved), takes you all the way to the highest levels. At no point before the final game were you really "god-like" in power.

      Part of what makes this possible is the fact that the games are single player but party-based. A party of 5 at level 5 isn't very strong, but you had 20 level ups along the way to incrementally power them all up a fair bit, rather than 20 "micro-levels" for one single character.

    21. Re:Importing characters from earlier games by Anonymous+Brave+Guy · · Score: 1

      In every RPG I've ever played you start out pretty weak and helpless, and work your way up to being an unstoppable demigod.

      But the power is relative. For example, if you start at level 1 in a D&D style game, sure, your one magic missile or leather armour sucks compared to what you get by the end of the game. But then just because you've got area effect spells and magically enhanced weapons by the end, that doesn't mean the sequel can't have bigger, badder bad guys who are tougher and/or in some way resistant to those attacks, such that you have to develop still more powerful tricks to beat them.

      The Baldur's Gate series made this jump pretty well, twice. Of course your powers by the end of the series would annihilate an entire city full of the bad guys you fought hard against back at the start without breaking a sweat, but by the end of the series you're not fighting against a room full of 3' tall, 20HP monsters with basic shortbows any more.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    22. Re:Importing characters from earlier games by cyberfunkr · · Score: 2, Insightful

      In every RPG I've ever played you start out pretty weak and helpless, and work your way up to being an unstoppable demigod. Starting the next game out with god like powers is going to ruin a lot of the game.

      Then you change the rules of power:

      * The source of power you use has become bankrupt. All "spells" stop working.

      * The more powerful metals experience an effect similar to rust. Suddenly than bronze sword and steel plate become more powerful than mythril.

      * You suffer a curse because your might hurt the wrong person. Now the more strength you use to accomplish something the weaker you become. Sure you have 25 strength, but try an break that door and you lose HP.

      * The big baddie you fought last time was just a mere drone. Feeble compared to the mighty armada that is about to descend upon you and your world.

      * You died. Now your offspring must take up the mantle. Sure they inherit your +5 Battle Axe of Butt Kicking, but they aren't powerful enough to wield it yet.

      There are tons of way to make people weak again. Just play around with these concepts; make what they have useless, make what they have unusable, make the foe resistant to their power, make the foe more powerful.

    23. Re:Importing characters from earlier games by Abrisene · · Score: 1

      OR, if you're planning on making more than one game in a series from the start, make it so that the first game ends with a reasonably competent character, but not one that is overpowered. This would allow for a greater breadth of character development over the series, as opposed to ending game 1 as a god. The often mentioned Baldur's Gate series did this well, and it wasn't until the expansion to the sequel where the players reached godlike status. I'm curious to see how this works in Mass Effect 2, because while the character is a member of an elite order, all of the skills were relatively mundane (i.e. you get better at shooting , hacking, magic, etc) and left a lot of room for expansion. Really, though, I'm not a fan of the whole idea of 'levels.' I thought White Wolf's D10 system was a better alternative to D&D, and liked how it de-emphasized the vertical scale of power that level based systems seem to revel in. Of course there were still vertical power dynamics, but you couldn't really think in terms of "Oh no! That monster is 5 levels above me, there's no way I can beat it!"

    24. Re:Importing characters from earlier games by crossmr · · Score: 1

      Then you never played the gold box series. The reason it worked there was because they were made to be continued by characters. If you didn't have them, you could create them fresh, but they'd start out at a higher level than 1.
      Curse of the azure bonds would let you import characters from pools of radiance. When you finished pools of radiance you would be around level 5. Any new character created in CAB if you didn't have import characters would be level 5. Baldur's Gate 2 also continued the game at a much higher level.

      in fact several high profile RPGs did this..

  3. Re:YOU FORGOT THE MAGIC by sexconker · · Score: 1

    Seems like you didn't forget the fail, though, NUMBER 2!

  4. Not just RPGs by Nakor+BlueRider · · Score: 3, Insightful

    This is pretty true of gaming in general these days. Many old games had the threat of failure (take a look at the list of challenging NES games), and you'd have to start over. Some old greats simply got harder until they beat youâ"like Tetris for example. Now of course it's a foregone conclusion that the end user will eventually win simply by persisting long enough.

    It's not nearly on the same scale as Nethack versus modern RPGs of course, but the drop in difficulty is certainly not limited to the RPG genre.

    I have to wonder if the shift toward online multiplayer (such as in the FPS genre) is at least in some small part due to people wanting to find the difficulty and challenge that no longer exists in most single-player games.

    1. Re:Not just RPGs by spiffmastercow · · Score: 4, Insightful

      Well, its an issue of balancing "i want a challenge" with "fuck this, i quit". Back when I was 8 years old I had more patience for games like Final Fantasy, where I could enter a dungeon, spend 2 hours getting to the end, killing the boss, then get killed on my way out. I probably spent 15 hours on the marsh cave when I was a kid. But I'lll be damned if I'm going to go through that at age 26. If I can't have a save point in the dungeon, I'm not going to waste my time.

    2. Re:Not just RPGs by vux984 · · Score: 2, Interesting

      I have to wonder if the shift toward online multiplayer (such as in the FPS genre) is at least in some small part due to people wanting to find the difficulty and challenge that no longer exists in most single-player games.

      Maybe. But they aren't finding it. FPS Multiplayer games aren't hard. They are short, simple, incredibly repetitive, and there are no real consequences.

      MMORPG competitive multiplayer for the most part isn't any better. The consequences are minimal with a few notable exceptions.

      And even one of those games that is an exception... that has consequences... such as eve. Its not challenging personally; its only challenging at the massive group level.

      In Eve, like a soldier in a war, the VAST MAJORITY of individuals are just there forming part of the mass, and don't meaningfully contribute to the overall success or loss.

      You login and find your corporation captured a station while you were sleeping.

      An hour later you fight a heroic battle absolutely maximizing every element of combat perfectly, and are still pod killed in nothing flat because because their reinforcements arrived before yours did.

      Six hours later your corporation suffers a serious blow because the leadership defected to a rival corp taking a bunch of assets with them.

      There are lots of 'challenges' in something like Eve, but many of them are far beyond the control or even influence of the individual player that it ceases to be fun on that level at all.

      It can still be 'fun' but not really the same way defeating a single player game is, where everything is always centered on you and what you are doing. Where victory or defeat hinge on how well you play the game.

      In Eve winning or losing a conflict is more often decided by which side you are on rather than anything to do with what you actually do during the conflict.

    3. Re:Not just RPGs by StellarFury · · Score: 1

      I think the important thing to note here is that people are looking for higher challenges, not higher difficulty. (The way I'm using these words: challenge is on a relative scale, difficulty is absolute.) There are tons of difficult games out there (NetHack), but not so many challenging ones - ones that have dynamically adaptive difficulty. While this isn't a necessarily "dynamic example," I think one of the most successful takes on challenge has been the Metal Gear Solid series. A modern video game, but they pull their difficulty schematic from their old-school counterparts, such as Doom or Quake - four or five levels of difficulty. The difference being, in this case, that changes between difficulty levels are not simply "enemies do more damage," "less available medpacks," "more enemies," but distinct changes in AI intelligence, enemy capabilities, and consequences of failure (not just "death"). Thus, the game requires four or five different methods of play to achieve success in each level of difficulty.

      I find that the games I'm most interested in are the ones that have more enriched worlds. Not graphics, necessarily, not character ability or growth, but a varied, interesting, and realistic response to actions in the game. It's like table-top RPGs - if your DM sucks, and can't give you realistic responses to your actions (either being too nice, or too harsh), the game won't be fun. When your DM doesn't suck, the game is engaging because the world is just as alive as you are.

    4. Re:Not just RPGs by GMFTatsujin · · Score: 5, Funny

      Wait till you get to 36. I could barely bring myself to finish reading your post.

      (Joking! Joking! Don't hit an old man!)

    5. Re:Not just RPGs by Anonymous Coward · · Score: 0

      If I can't have a save point in the dungeon, I'm not going to waste my time.

      If I can't save whenever I damn well feel like it, I'm not going to waste my time. (With the possible exception of during the boss fight.) Life is broken into much smaller chunks these days than when I was a kid, and I don't trust any game designer to have the exact same life, and therefore save points, as me.

    6. Re:Not just RPGs by thousandinone · · Score: 1

      Geeze, I remember that, I played it at the same age >. I remember finally clearing the marsh gave and emerging to the overworld, with 2 characters dead, one poisoned with 1 hp remaining and no spells left, and the other slightly better off and unpoisoned. Theres monsters above ground too, is it really that big of a deal to pitch a tent inside the cave?

    7. Re:Not just RPGs by Anonymous Coward · · Score: 0

      In Eve winning or losing a conflict is more often decided by which side you are on rather than anything to do with what you actually do during the conflict.

      pft, sounds like loser talk. there's plenty of ways to make a difference.

      however, yes, in massive battles the contribution of a single individual is often diminished (duh).

  5. Disagree strongly by jandrese · · Score: 5, Insightful

    I disagree about nethack not having grind because it has permadeath. Permadeath in Nethack is the primary reason the game is almost entirely grind. If you ever find yourself in a situation where death is close, you are playing wrong, in order to succeed in Nethack (or any roguelike for that matter), you have to play conservatively, beating up on things that pose no threat to you while escaping anything that might pose a challenge. Even if you can beat a challenging monster 95% of the time, eventually that 5% will catch up to you and all of your progress will be erased by a small handful of bad rolls. This is why only obsessives play Nethack, nobody else has the patience to grind their way up to the godlike levels required to survive the games final challenges.

    From the writeup, it sounds like the author is one of the players who never makes it past the mid teens, because he constantly takes risks with his character and will inevitably lose.

    --

    I read the internet for the articles.
    1. Re:Disagree strongly by batquux · · Score: 4, Insightful

      From the writeup, it sounds like the author is one of the players who never makes it past the mid teens, because he constantly takes risks with his character and will inevitably lose.

      But apparently has fun doing it that way. If the way you play takes the fun out of it, maybe you're the one doing it wrong. Now, a good game isn't so impossibly difficult that the only way to succeed is grinding but isn't so watered down that everything feels like a grind.

    2. Re:Disagree strongly by Razalhague · · Score: 1

      If you ever find yourself in a situation where death is close, you are playing wrong

      Perhaps it's you who is playing wrong. Sure I die a lot in rogue-like games, but at least I'm having fun while doing it.

    3. Re:Disagree strongly by Red+Flayer · · Score: 3, Insightful

      Play ADOM.

      Grinding too long will kill you via corruption. It's advance in the game or have no chance at success. There are also level limits on some of the quests that, while not mandatory, are pretty much necessary for the special endings (and for certain classes, very much necessary for a regular ascension).

      There is also the fact that the more time you spend on a level, the more likely it is for an out-of-depth monster to come and kick your ass.

      In short... try ADOM. It's definitely a roguelike, but is different enough from a lot of other roguelikes that the gameplay is, IMO, much better.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    4. Re:Disagree strongly by Hatta · · Score: 4, Interesting

      I disagree with your disagreement. The key characteristic of grind is tedium. Even when you're playing conservatively, there are lots of options no how to proceed. It takes thought, you're not just doing the same thing over and over the way you would in Phantasy Star. The only time I ever felt like I was grinding in Nethack was when I just needed one or two pieces to complete my ascension kit, and had to find the right monster to drop the right items.

      --
      Give me Classic Slashdot or give me death!
    5. Re:Disagree strongly by Anonymous Coward · · Score: 0

      But apparently has fun doing it that way. If the way you play takes the fun out of it, maybe you're the one doing it wrong. Now, a good game isn't so impossibly difficult that the only way to succeed is grinding but isn't so watered down that everything feels like a grind.

      I have found an insatiable urge to maximize money and experience while minimizing risk. The moment I find the perfect combination of these three factors (basically finding the loophole and eliminating risk), the game is immediately rendered boring to me and I quit. Quite a self-defeating cycle.

      Perhaps occasionally losing in a fun and risky manner is a better way to play.

    6. Re:Disagree strongly by pthisis · · Score: 2, Informative

      If you ever find yourself in a situation where death is close, you are playing wrong, in order to succeed in Nethack (or any roguelike for that matter), you have to play conservatively, beating up on things that pose no threat to you while escaping anything that might pose a challenge. Even if you can beat a challenging monster 95% of the time, eventually that 5% will catch up to you and all of your progress will be erased by a small handful of bad rolls. This is why only obsessives play Nethack, nobody else has the patience to grind their way up to the godlike levels required to survive the games final challenges.

      I don't agree. Players going for their first ascension often grind out incessantly, altar camping forever and making sure they have a whole exact set of items before starting the ascension run. But you don't _have_ to do that, and there are plenty of players who can ascend 60% or so of their games while moving through quickly (20,000 turns per game). Even the ultra-high percentage guys like marvin don't do much grinding and usually finish in a quarter the time most newbies take.

      My best streak was 6 consecutive ascensions (with different roles in each), and they were all fairly quick without any altar camping or other grinding behavior. You learn to use your "outs" so that you can move quickly but still have plenty of tools to evade anything that presents a serious threat.

      --
      rage, rage against the dying of the light
    7. Re:Disagree strongly by jandrese · · Score: 5, Insightful

      It may be fun (for awhile), but he's only playing the first 10% of the game over and over again. The rest of the game may as well not exist if you design it that way.

      IMHO, probably the best compromise between the two is the often hated "checkpoint" system, where you can only save a set intervals. Sure this means that if you work at it long enough, you can beat the game even with "bad" playing, but it also means you can reasonably take risks and actually have fun instead of tediously grinding your way to godhood.

      For a Roguelike, this could be implemented as an autosave every time you go down a level, with death resulting in a restart at the beginning of the level. Sure it will take the "challenge" out of picking up random potions of Blindness or Weakness and having to drink them because there's no good way to identify them otherwise (scrolls of identify being considerably more rare than the random potions you will pick up), but that is not exactly a loss that I would mourn.

      I know people will argue that "but if you beat the game you won't feel the need to play it anymore!", but to be honest after a few bullcrap deaths in most Roguelikes, I don't feel like playing them anymore anyway. I'd wager that 90+% of the people who have ever played Nethack have never seen more than the first dozen levels or so, and have not played it nearly as long as a traditional RPG.

      --

      I read the internet for the articles.
    8. Re:Disagree strongly by batquux · · Score: 1

      It may be fun (for awhile), but he's only playing the first 10% of the game over and over again.

      This is a good point. It seems a lot of it is up to the player. The best thing a game creator can do then, is make the game flexible for different playing styles without forcing the player down too narrow a path. It still comes down to a balancing act to make it a challenge but not tedious. A game should let you get away with a little 'bad' playing without actually rewarding it as long as you don't do anything totally stupid. I think that helps with the immersion factor by letting you choose what you would do, not necessarily what the game thinks you should do.

    9. Re:Disagree strongly by StellarFury · · Score: 2, Informative

      Sure, you're not having traditional "grinding" behavior in the game, but you are grinding the game.

      Six ascensions in a row? Yikes. For all outward appearances, you're grinding NetHack in real life for bragging rights. I mean, I guess for you that might be fun, but I guarantee your experience is not the norm. NetHack, to 95% of the people who play it, is a cruel, exacting master. Most people don't want hyper-realism in a game, they want what they can't get in life: realism plus some degree of player control in failure. NetHack provides exactly the opposite - a reality in which the consequences for failure are always "maimed, crippled, or killed," and failure is, oftentimes, not at all under the player's control.

    10. Re:Disagree strongly by smaddox · · Score: 1

      You should check out Dungeon Crawl. It is open source and actively developed. There are a couple of servers for online play, too. It is far more fun than Nethack. I haven't tried ADOM, but I've heard there are some really bad bugs in the last version (it is closed source).

    11. Re:Disagree strongly by pthisis · · Score: 1

      Six ascensions in a row? Yikes. For all outward appearances, you're grinding NetHack in real life for bragging rights

      That was in tournament play--it didn't even make the top 3 list for the tournament. It puts me in sort of medium-beginner level for tournament players, a long way away from bragging rights--the top players have streaks in the 20-30 games range, with multiple conducts, extremely low scores, and other really tough facets.

      Nethack is an odd game, learning-curve wise. After you put in 10 years of random deaths (or a much shorter amount of time studying spoilers assiduously and playing) to learn the game, it gets much easier very quickly.

      --
      rage, rage against the dying of the light
    12. Re:Disagree strongly by Red+Flayer · · Score: 1

      I've played dungeon crawl... and in my opinion it wasn't as fun as nethack. But then again, I haven't played nethack in years, so I'm not sure how I'd rate the fun-ness now.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    13. Re:Disagree strongly by ObsessiveMathsFreak · · Score: 1

      Amen. Whatever features and complexity Nethack promised were completely lost on me as I spent:

      - One hour trying to understand the controls.
      - Two hours floundering around the first few levels, trying to find an exit
      - Ten minutes actually fighting enemies and doing stuff
      - Five minutes unsuccessfully trying to find a way not to die of thirst.

      Then the game wipes your save file and throws you back to the beginning. Fuck that. I'm off to play a game that doesn't deliberately try to waste my time. I'm not 14 years old any more, and even when I was I don't have that much spare time.

      --
      May the Maths Be with you!
    14. Re:Disagree strongly by StellarFury · · Score: 1

      Regardless, those ten years of random deaths IS grinding. Meta-grinding - grinding for _actual_ experience - perhaps, but still grinding. A 10 year learning curve for the game mechanic to become facile, and to most, "fun," is absurd to anyone but (as the parent said) the heavily obsessive.

    15. Re:Disagree strongly by johno.ie · · Score: 1

      Sorry but I completely disagree with you. And I slightly resent being told that I'm playing Nethack the wrong way. I've been playing since it was called Hack and I needed to use 2x5.25" floppies get in running on a HDD-less machine. I still haven't ascended, but I have got the AoY several times, and most importantly of all, I've had uncountable hours of fun. For me the best buzz is when I find myself in an apparently fatal situation but somehow I still manage to pull through. Sometimes this requires luck to be on my side, but life can be like that too. I've fallen through trapdoors into zoo rooms where I was certain I was toast but sometimes I somehow managed to escape. It's the richness of detail in the game that keeps me coming back, the engraving, the dipping, the praying, the polymorphing, the sacrificing, the taming, the stealing, the corpse eating, the attributes, the random maps, the unidentified objects, all those easter eggs, and lets not forget the tombstone. It's a different game every time.

      To take your way of playing to an extreme, I could just record a macro of "left arrow, right arrow", find a suitable corridor on level 1 and run the macro for a month until I'm level eleventyfive. That sounds like more fun than sitting in front of the PC for a week playing conservatively.

      I've tried a lot of modern MMOJOBs and I always get bored with them within a couple of months. But I know plenty of people that are happy to play the same raids, with the same groups, on the same night each week, over and over and over again. To each their own, but I'd like to suggest that if you don't appreciate Nethack, you are the one who is playing it wrong. Life is a journey, not a destination.

      Now if you'll excuse me, I have some gridbugs to squash.

      --
      872835240
    16. Re:Disagree strongly by The_mad_linguist · · Score: 1

      I have this thing about disliking games with time limits.

      It's like playing one of those stupid autoscrolling platformer levels. Let me play at my own pace, darnit.

    17. Re:Disagree strongly by Anonymous Coward · · Score: 0

      k, maybe you can help me then...

      I'd like to play adom, but there is no way to rest to get to full hp, so i pray twice and die after that...

      how do i rest or refresh hp ?

    18. Re:Disagree strongly by Kreeben · · Score: 1

      ...you have to play conservatively, beating up on things that pose no threat to you...

      Kinda like how a successful poker strategy would look like. Always sit at a table where you could loose your whole stack and still not be bothered. In other words, play only opponents that suck, compared to your own abilities. It's not fun, but it keeps you alive. And who said playing games should be fun?

    19. Re:Disagree strongly by Anonymous Coward · · Score: 0

      Ah, all the contrary of Bioshock and their Vital Chambers. I just run into monsters and so, not carrying about ammo or some mana so low I can't use my fireball anymore: who cares, I'll resurrect. That's the dumbest thing ever.

      Sight, I almost

    20. Re:Disagree strongly by Anonymous Coward · · Score: 0

      Next time you better go to the ADOM forums at www.adom.de and ask there.
      But here it is: you heal slowly over time. Tip: enter "w5" to wait on the spot 20 times or so.

    21. Re:Disagree strongly by slashdotjunker · · Score: 1

      Nethack is not about grinding! You really don't understand Nethack if you think it requires grinding.

      Nethack is brilliant because you can win by using your brains. You can also win by mindlessly grinding. The choice is yours.

      To those who think Nethack requires grinding:

      1. Killing monsters doesn't get you any closer to ascending.
      2. It's possible to ascend in less than 18,000 turns. Give it a try.

    22. Re:Disagree strongly by mcvos · · Score: 1

      It doesn't take 10 years before it becomes fun. It's fun right form the start. If you're not having fun playing the game, you're playing the wrong game. If you only derrive fun out of winning a game, you'd better stick to playing something trivially easy.

    23. Re:Disagree strongly by Anonymous Coward · · Score: 0

      Thank you very much

    24. Re:Disagree strongly by Red+Flayer · · Score: 1

      Also don't forget to apply first aid when you've been injured. It will greatly reduce the time spent healing up (if you're successful...) when you've been injured.

      Also, advance your healing skill.

      Finally, if you're new to ADOM, try playing a dwarven cleric. High HP + healing spells == longer time to figure out how to survive without them. If you create a character with a spell other than Cure Light Wounds or Cure Medium Wounds, reroll until you get one who has CLW or CMW (should only take a few tries).

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  6. One size does not fit all by PvtBeauNiddle · · Score: 1

    Is your RPG designed around the destination or about the journey? (JRPGs vs Western / Narrativist vs Simulation)

    1. Re:One size does not fit all by Anonymous Coward · · Score: 0

      I think it's unfair to lump in WoW with the rest of the games on that list...because there is a whole social aspect to the game that is ignored in TFA. It may be the story line and ease of use that first hooks WoW players, but it's those handful of interactions with random people that keep people playing.....not necessarily the style of play on quests/PVP/raids.

    2. Re:One size does not fit all by StellarFury · · Score: 1

      Which is why there's such polarization over WoW. It's Facebook/MySpace with levels.

    3. Re:One size does not fit all by sammyF70 · · Score: 1

      so basically it's 2nd Life without the sex shops but with dwarves.

      --
      "DRM is like the Ford Pinto: it's a smooth ride, right up the point at which it explodes and ruins your day."-C.Doctorow
    4. Re:One size does not fit all by Homburg · · Score: 1

      I'm pretty sure there are dwarves in the Second Life sex shops.

  7. PRIME SERIES by Anonymous Coward · · Score: 0
    BUT THE CID# WAS PRIME. ERGO, YOU FORGOT THE MAGIC



    Filter error: Don't use so many caps. It's like YELLING. Filter error: Don't use so many caps. It's like YELLING. Filter error: Don't use so many caps. It's like YELLING.

  8. "Casual" mechanics by Graelin · · Score: 1

    Not exactly revolutionary but this is a great description of the game mechanics involved in playing to the casual audience. Like it or not any game that wants widespread adoption will not be targeting the hardcore players more willing to reroll when they fail. It's too bad really since those games were far more entertaining than end-game World of Warcraft is today.

    Another good reason for games to reward players for their time is that it requires far less testing. if your Cow kills my level 99 Amazon because of a glitch then I may uninstall rather than rerolling. If I only lose the time it takes to run from the graveyard then I don't care as much about how well tuned the encounters are. Perhaps the article mentions this but I'm too lazy to read it.

    1. Re:"Casual" mechanics by Anonymous Coward · · Score: 1, Interesting

      those games were far more entertaining than end-game World of Warcraft is today.

      So why is it that world of warcraft is the single most successful game of all time?

      How much money did "those games" make compared to the money that WoW is still making?

      You speak as if there is some sort of objective criteria for entertainment value which "those games" met and which World of Warcraft does not. I will directly challenge this. Millions of players world wide find World of Warcraft so entertaining that they are willing to pay a monthly fee to continue playing it. If millions of people found "those games" as entertaining, then they would be paying monthly fees to be playing them too.

      WoW is not as entertaining to you. That doesn't mean that they are less entertaining in some objective sense. It just puts you in a different target market.

      I will add that all games get boring eventually. World of Warcraft will get boring to its current subscribers, and they will move on. "Those games" had their day, and got boring, and people moved on. Games are just like that.

    2. Re:"Casual" mechanics by Anonymous Coward · · Score: 0

      "How much money did "those games" make compared to the money that WoW is still making?" There wasn't as many players to play games back then.

    3. Re:"Casual" mechanics by Twyst3d · · Score: 1

      Quite simply WoW is the most successful game of all time because of two things: its low cost (15$ a month to be entertained anytime you want?), and the casual dedication (or rather lack thereof) it requires. All the hardcore players, for all their pompous self righteousness wouldnt be playing if they had to work to make up a deficit from dying. And neither would I.

      As an example of the inverse. Ive been playing this online civ like game called Evony. The game runs 24/7 and its pretty much blind luck that I havent been annihilated yet. If you dont have powerful friends a week into the game when your "newb protection" wears off. You are toast. And where is the fun in that? Knowing the 8-20 massive fortresses nearby are going to have their way with you after 7 days? May as well make your login name RedHeadedStepChild.

      After playing WoW for 4 years. I dont think I will ever touch another MMO again. They are cool at first. But the end game is generally unsatisfying. And it has to be that way because otherwise people wouldnt keep their subscriptions.

      I just wish there was another Quest For Glory like series. Best games ever IMO.

      --
      And this has been another installament of Captain Obvious! /whoosh
    4. Re:"Casual" mechanics by Braintrust · · Score: 1

      Well said.

      --
      Years later, a doctor will tell me that I have an I.Q. of 48, and am what some people call "mentally retarded".
  9. how about... by greymond · · Score: 3, Insightful

    we just give up on mmo's and micro transaction based flash games and go back to some good old Tabletop Gaming with friends that uses our brains and some funny looking dice - if you really need a computer, there are excel characters sheets and virtual dice that will run on any platform?

    http://www.rpgnow.com/

    http://www.yourgamesnow.com/

    http://www.paizo.com/

    http://e23.sjgames.com/

    1. Re:how about... by sesshomaru · · Score: 4, Informative

      Don't forget The Forge, a great place to find off the beaten path games.

      Oh, and, of course, Troll Lord games for those of us in the "get off my lawn" demographic.

      If your cheap, you can wait a year until Free RPG Day

      Of course, me? I prefer boardgames. (and card games).

      --
      "MIT betrayed all of its basic principles."
    2. Re:how about... by rujholla · · Score: 0

      I gave up on tabletop gaming because the mechanics of it are annoying to me. The endless tables and dice rolls to randomize everything. Granted the story in online games can't hold a candle to it but it doesn't take hours to lay out the screens and dice and figurines and hex maps to get ready to play. I think the big point is to each his own. If you prefer tabletop fine, I'll not denigrate that. But don't expect all people to prefer what you do.

  10. worst shortcomings are usually crappy stories by jollyreaper · · Score: 3, Interesting

    Of the rpg's I've played in recent years, the ones that were the most tedious were the ones lacking in good stories. It makes the entire play experience feel like a chore.

    If bad storytelling is the first sin, then the second has to be needless complication. Oblivion is the prettiest rpg I have ever seen but the leveling mechanics were atrocious.

    The whole bit about having numerical stats and assigning points is a holdover from pencil and paper gaming. I think they should just ditch the idea of leveling. If you just make it equipment-based, you start out with crappy loot and get better loot the further you go. Better loot means you can take on bigger tasks. If you insist on having personal stats that advance independently of the equipment, then just make it be a linear progression based on the amount of time spent doing stuff. You use melee weapons a lot, your melee skill grows. You use the bow, that grows. But if you don't use staff weapons, then that stat never progresses.

    What absolutely must be avoided at all cost is making the player feel like he has to consult a guidebook on how to play the game. When you have to think about how to play rather than simply play, all immersion is ruined.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
    1. Re:worst shortcomings are usually crappy stories by Kadagan+AU · · Score: 3, Insightful

      If you insist on having personal stats that advance independently of the equipment, then just make it be a linear progression based on the amount of time spent doing stuff. You use melee weapons a lot, your melee skill grows. You use the bow, that grows. But if you don't use staff weapons, then that stat never progresses.

      Never played Dungeon Siege, eh?

      --
      This space for rent, inquire within.
    2. Re:worst shortcomings are usually crappy stories by Knave75 · · Score: 1

      What absolutely must be avoided at all cost is making the player feel like he has to consult a guidebook on how to play the game. When you have to think about how to play rather than simply play, all immersion is ruined.

      That is certainly your preference when it comes to games. However, as a counterexample, I love the fiddly numbers in most games. In Starcraft, I had memorized the cooldown times, range, damage, etc. of every single unit. I could have run simulation battles on pen and paper... and I sometimes did. In Kingdom of Loathing (an MMORPG) I was part of a group that spent time working out the exact stats of every monster and the hit/miss percentages.

      To me, numbers are fun, to you they are not. Yeah, you can make everything loot-based, but by having things being loot AND stats based, it makes more good numbers for me to crunch, which for me equals fun.

      As a sidepoint, making everything loot-based would probably ruin the game due to twinking (giving new players super dooper loot)

    3. Re:worst shortcomings are usually crappy stories by Anonymous Coward · · Score: 0

      You would absolutely hate any classical-styled roguelike like Angband, ADOM, Nethack, Powder, Shiren the Wanderer, or Etrian Odyssey then, huh ...

      >most tedious were the ones lacking in good stories
      >the second has to be needless complication
      >has to consult a guidebook on how to play the game
      >When you have to think about how to play rather than simply play

      Wait ... wait just a moment!

      >When you have to think

      Oh, I think that's your problem right there. :) Go on and please enjoy your hand-holding Final Fantasy 29. I'll be over here playing my ancient AND the new roguelikes that continue to push the envelope ...

    4. Re:worst shortcomings are usually crappy stories by Anonymous Coward · · Score: 0

      If you insist on having personal stats that advance independently of the equipment, then just make it be a linear progression based on the amount of time spent doing stuff. You use melee weapons a lot, your melee skill grows. You use the bow, that grows. But if you don't use staff weapons, then that stat never progresses.

      You do realize that you just described the basic leveling mechanism in Oblivion, right?

    5. Re:worst shortcomings are usually crappy stories by _xeno_ · · Score: 4, Insightful

      If you insist on having personal stats that advance independently of the equipment, then just make it be a linear progression based on the amount of time spent doing stuff. You use melee weapons a lot, your melee skill grows. You use the bow, that grows. But if you don't use staff weapons, then that stat never progresses.

      They tried that in Final Fantasy II. (I don't need to add the "J" any more, do I? Everyone knows FFII as the NES game by now, not the US release of FFIV, right?) It sucked.

      The problem is that it takes mindless grinding from "grinding to raise every stat" to "grinding to raise a single stat." So in that game you'd find yourself wandering around getting attacked, ignoring the enemies, and then fighting amongst yourself to boost HP and weapon skills to the point where the enemies in the next area wouldn't kill you. It also meant that you could easily gain useless equipment. (Great, I've got the Staff of Pwning, and everyone is Level 1 Staves.)

      The whole bit about having numerical stats and assigning points is a holdover from pencil and paper gaming.

      (There's no rule about responding in order, is there? Er, anyway...) I disagree. The numerical stats and assigning points are done in computer RPGs because the run on computers. A computer is good at handling numbers. When you get right down to it, every computer game has these numerical stats. For example, in an FPS, each weapon has a different damage stat and enemies have different health and armor stats. The player might not see the stats, but ultimately, every computer simulation basically handles things using numerical stats.

      What I would agree with is having "large jumps" in power levels is a hold over from pen and pencil days. There's a reason that the level cap in WoW is 80 and the level cap in D&D is 20. (I think?) In WoW, the computer can easily handle the larger range in values, where a human with pencil and paper would easily get bogged down if they had to keep track of everything.

      I think they should just ditch the idea of leveling. If you just make it equipment-based, you start out with crappy loot and get better loot the further you go. Better loot means you can take on bigger tasks.

      The problem with that comes when combined with:

      What absolutely must be avoided at all cost is making the player feel like he has to consult a guidebook on how to play the game.

      Leveling allows a player to adjust difficulty within the game. If you absolutely suck at the game, you can grind until you get higher stats and reduce the challenges to the point where you can handle them.

      If you tie advancement to equipment, if the player sucks at the game, they're either SOL because they can never gain more power until they overcome the current challenge, or they have to look into a guidebook to discover which pixel the Staff of Pwning is hidden under.

      Otherwise, I agree - you shouldn't need a guidebook to be able to generally play the game. The game mechanics should be easy enough that you don't need to worry about permanently screwing up your character. Good PC applications have an "Undo" button for a reason - the user/player should not be punished for experimenting. ("Save repeatedly" isn't acceptable for a PC application, it shouldn't be for a game, either.)

      But computer games are always going to have stats, and allowing grinding to advance turns out to make the games more accessible to a wider range of skill levels. The best players can blaze through at low levels, while the worst can slowly slog along.

      --
      You are in a maze of twisty little relative jumps, all alike.
    6. Re:worst shortcomings are usually crappy stories by justinlee37 · · Score: 2, Insightful

      By "when you have to think all immersion is ruined" I believe the OP meant "when you have to meta-game all immersion is ruined." Vanilla Oblivion, with it's level-scaling baddies, was definitely a game where you had to meta-game in order to succeed. Otherwise the monsters would level more efficiently than you would and eventually you would find yourself outmatched by the Goblins you had utterly pwned 10 levels ago.

    7. Re:worst shortcomings are usually crappy stories by Anonymous Coward · · Score: 0

      similar to leveling in the Fable series then, in that game you get general XP and XP based on the attack you used to kill enemies (magic, melee, ranged).

    8. Re:worst shortcomings are usually crappy stories by StellarFury · · Score: 2, Insightful

      In his (and my) defense, "pushing the envelope" is in the hand of the mailer.

      JRPGs and Western RPGs are not the same games, and they're largely incomparable. Sure, they both have characters, levels, advancement, and worlds. But the similarities really end there. Contrary to what TFA does, lumping the two together in an attempt to produce a "grand theory of RPG design" is not really productive. They're different games for different people, and trying to claim one genre is better than the other is just childish and annoying. You might as well try to claim that science fiction is better than fantasy.

    9. Re:worst shortcomings are usually crappy stories by Anonymous Coward · · Score: 0

      I like how they did it in the old games "Legacy of the Ancients" and "Legend of Blacksilver". In those games, leveling up was tied to main quests. That is, you would only get a level up when you completed one of the main plot quests. It wouldn't matter whether you slew 0 baddies or 1,000,000; you'd still get the level.

      This was a nice system both for the player and the game designer, largely for the same reason: Whatever level you were, you were a high enough level to beat the current quest. That doesn't mean winning was a "foregone conclusion," though--you could still get hopelessly lost, or get stuck on a puzzle, or screw up and die, or simply not know what to do next.

      Put another way, those two games still offered the pellet of a character advancement, they just didn't make the player press the same lever 1000 times to get it.

      They also had the "advancement through equipment" mechanic you describe, although that, too, was largely tied to completing main quests.

      (You could improve your character outside of the main quest through various mini-games of skill. Those avoided being grinds because the improvement was absolute, not incremental. That is, if you got 60% of the way through a mini-game, your total improvement for some stat would be 60% of the maximum improvement that mini-game could give you. Repeatedly getting 60% of the way through the mini-game would not accumulate improvements.)

    10. Re:worst shortcomings are usually crappy stories by Anonymous Coward · · Score: 0

      . If you insist on having personal stats that advance independently of the equipment, then just make it be a linear progression based on the amount of time spent doing stuff. You use melee weapons a lot, your melee skill grows. You use the bow, that grows. But if you don't use staff weapons, then that stat never progresses.

      Nothing against your suggestion, but it's been tried and hasn't always worked out for the best. Final Fantasy II (in the Japanese numbering) is a prime example. Implementation probably has something to do with it too, but in my experience, that kind of system doesn't work out.

      http://en.wikipedia.org/wiki/Final_Fantasy_II

    11. Re:worst shortcomings are usually crappy stories by Satanboy · · Score: 1

      whats funny is that since Oblivion did this, I found myself bunnyhopping throughout the game just to increase my jumping speed and running everywhere to increase my run speed. I also constantly cast different spells wherever I roamed just to level those up.

      it's a great theory but its affect on the user who wants to get his spells up etc, ends up actually being an annoyance.

      I'm sure it's a problem with my playstyle and all, but I think I enjoyed just adjusting stats in other games better.

    12. Re:worst shortcomings are usually crappy stories by uid8472 · · Score: 1

      The system used in the roguelike Linley's Dungeon Crawl (and its currently-maintained fork, Stone Soup) mostly takes care of that: when you get XP, you also get an equal number skill points; whenever an action practices a skill, some number of points from that skill pool are transferred into the skill, and eventually the skill levels up. If the pool is empty, you don't gain skill. (Also, in the skill screen, skills can be set to not be actively practiced, which greatly reduces the skill points consumed by using them; this is for things like if you're using a given type of weapon but don't plan on specializing in it.)

      In practice, there's still some incidence of "victory dancing" --- after a big kill, standing around repeatedly casting some spell to make sure that the points go into some particular magic skill(s) --- but not much, and because the points would have gone into something useful anyway, it's more a question of whether the player actually wants to do that kind of powergaming.

    13. Re:worst shortcomings are usually crappy stories by Anonymous Coward · · Score: 0

      Not really. I mean, sure there was always the danger that enemies would outlevel you, but as long as you always kept at least one skill area that could reliably kill things, your character was never hosed and you could catch back up. It makes perfect sense in an ingame context too; if you try to be master of all skills, you won't be as effective as if you specialize.

    14. Re:worst shortcomings are usually crappy stories by justinlee37 · · Score: 1

      But that's the problem right there. If I want to specialize in speech, sneak and alchemy, it doesn't make any sense for the monsters to develop better combat skills while I'm developing my social skills. I never had a problem myself (my Wizard ended up being overpowered in the end) but I watched a friend hose his sneaking/archery character and how it ruined his experience of the game.

    15. Re:worst shortcomings are usually crappy stories by sowth · · Score: 1

      What absolutely must be avoided at all cost is making the player feel like he has to consult a guidebook on how to play the game. When you have to think about how to play rather than simply play, all immersion is ruined.

      This seems a strange thing to say, since in real life one has to learn how to do things (of which reading a book is helpful), and supposedly "immersion" is how closely the game resembles real life / "fools" you into thinking the game is real.

      An example which really worked for me: the game Dungeon Master uses a magic system where you have to learn special symbols, and to cast spells you use these symbols to specify which spell you want. I think the spells were listed on scrolls you found in the dungeon. I had to memorize the symbols from the manual to even cast spells reliably.

      I admit I haven't played a huge number of RPGs, but I think an even greater possible system would be to require the player to "write" or gesture spells with the mouse for spell casting. Do it in a methon which requires the player to learn gesturing and how to cast spells in a dynamic way, so spell casting would be based upon a player's skill instead of their avatars stats. It may be a crazy idea, but I think it would work...

      But perhaps you are talking about something strange with the interface? So strange it confuses you enough you need the manual to figure it out. I see your point there. Then again, you could just be like the countless Microsoft OS(tm) users who insist every interface be like the one they are used to. If that is the case, please be tolerant of other people. ;-)

    16. Re:worst shortcomings are usually crappy stories by sowth · · Score: 1

      I forgot the link for Dungeon Master: wikipedia.org - Dungeon_Master_(computer_game)

      If you have a chance to play it, I highly recommend it. There was a sequel made for either DOS or Windows. (Dungeon Master 2) As I recall, I didn't think it was as good, but it was still fun.

      The Dungeon Master Encyclopaedia explains the spell system.

      A review.

  11. Stanley William Moore II by Anonymous Coward · · Score: 0

    Diablo II comes to mind. Hardcore was twice as fun.

    1. Re:Stanley William Moore II by aarroneous · · Score: 1

      Exactly. But Diablo II's normal mode was a huge step back from Diablo I, where you had to recover items from your dead body, or they were lost forever. While not quite as painful as the death of a character, there was enough incentive to try to retrieve some nicer items. Ironically, all those "unique" items in Diablo II that were so overpowered when compared to regular magic items made re-acquiring them a non-issue as they were readily available.

  12. Nethack is more exception than rule by wandazulu · · Score: 3, Informative

    NetHack still has more game awesomeness than any other game I've ever played. Not only are you potentially one cockatrice away from death, but the levels are randomly built and stocked (never the same game twice) and there are a lot of them. The game has many levels that are fixed (castle, town, etc.) but even there what you will encounter is a total crap shoot; the game even takes into consideration the phases of the moon and adjusts your "luck" accordingly (sacrifices don't give you anything, etc.). It has something of a story arc; you are definitely not the same character by the time you've "ascended" and the puzzles and challenges fit accordingly to where you are in the story. Throw in an amazingly deep set of game rules, more items than you know what to do with (though you'll want to cache them on some levels 'cause you're gonna need them coming back up), more characters and monsters than in the D&D MM, and the ability to play it on every computer/operating system in existence.

    In short, if you don't mind that it doesn't have multiplayer or graphics that require OpenGL or DirectX, it's the perfect RPG. But as a college freshman who discovered it on a VT100 in the library, I can easily say it's the game I've played the most over the years, bar none. And I've never played the same game twice. And, to my eternal frustration, I've never ascended (got as far as the plain of water, though!).

    1. Re:Nethack is more exception than rule by Boronx · · Score: 1

      Try Linley's Crawl, or the latest, Crawl Stone Soup, the first roguelike I've found that's more fun than Nethack.

    2. Re:Nethack is more exception than rule by Anonymous Coward · · Score: 0

      Actually, I find Crawl Stone Soup a bit too difficult in the beginning, try the PC version of Powder instead.

    3. Re:Nethack is more exception than rule by Anonymous Coward · · Score: 0

      NetHack still has more game awesomeness than any other game I've ever played. Not only are you potentially one cockatrice away from death

      Not once you get an amulet of life saving. I once absent-mindedly stepped into the same pit wielding the same cockatrice two or three times in a row. It didn't matter because by that point I had already stocked up a whole bunch of "oLS, and the first action I took after each crumbled was to put on the next.

      But as a college freshman who discovered it on a VT100 in the library, I can easily say it's the game I've played the most over the years, bar none. And I've never played the same game twice. And, to my eternal frustration, I've never ascended (got as far as the plain of water, though!).

      I guess you didn't read spoilers, then? I kind of envy you. I played it for a while without spoilers, got down only a few levels, and got tired of that, so I spoiled myself and ascended a few months later, without spending too much time playing. Now I occasionally go back and play again, and manage to ascend every couple of games.

      If you're fully spoiled, NetHack isn't very hard as long as you're cautious enough, barring bad luck. Especially not if you ask in #nethack on FreeNode if you're unsure. I do feel wistful about the lost opportunity of being able to discover the game: it was really fun to learn what everything did by trial and error, taking notes. (Probably not very smart notes! "If you start with a ring of conflict, it makes your pet kill you, do not wear." Only after spoiling did I learn that conflict is one of the best rings in the game, used properly. I probably never would have thought to try it again by myself, I'd just have lumped it in with rings of -1 gain strength and so on.)

      But I just don't have the time or patience to learn everything by trial and error.

  13. Game Designers Need to Strike a Balance by Calithulu · · Score: 1

    What it really boils down to is that game designers need to strike a balance between "Oh my God I'm going to die" and ease of game play.

    Games like City of Heroes have this done right (we won't discuss the Architect missions). People that want more challenge can go and set their instance difficulty higher, earning more rewards (and more experience) for their troubles. More casual players can set the difficulty lower. Seems to be win-win.

    Unfortunately, where games require that players share a broad world at all times this doesn't work out. It may be that outside of non-combat areas each difficulty level should be its own instance, and players go to the difficulty they want when they travel.

  14. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  15. What makes Japanese games tick by joeflies · · Score: 2, Interesting

    The Plot

    1) A young naive protagonist who is resourceful and scrappy but not particularly strong.
    2) gets caught up in a fight against an evil (organization, company, religion, empire, conspiracy)
    3) requiring him to leave his small village
    4) and gradually explore parts of the world on a linear path
    5) until he eventually gets free roaming of the entire world
    6) and eventually goes to visit outer space or time shift
    7) on the way to fight the proto enemy, who turns out not be the real enemy
    8) and eventually reaches the real, final enemy

    And they all contain a job system, an elemental weakness system (fire, thunder, water, ice, earth, holy), a super move, time consuming optional side quests, etc.

    That seems to cover most of the modern 3d Japanese RPGs including Final Fantasy VII-XII, Chrono Cross, Skies of Arcadia, Grandia series, as well as some of the 2d ones (like Legend of Zelda). RPGS within a series have a number of other common elements including chocobos, tonberry and a character named Cid.

    And even though they are largely similar, I still love to play them. The structure is the same, but the quality of the implementation makes it worth playing.

    1. Re:What makes Japanese games tick by Anonymous Coward · · Score: 0

      1) A young naive protagonist who is resourceful and scrappy but not particularly strong.
      2) gets caught up in a fight against an evil (organization, company, religion, empire, conspiracy)
      3) requiring him to leave his small village
      4) and gradually explore parts of the world on a linear path
      5) until he eventually gets free roaming of the entire world
      6) and eventually goes to visit outer space or time shift
      7) on the way to fight the proto enemy, who turns out not be the real enemy
      8) and eventually reaches the real, final enemy

      So, you've described basically every folk tale from the last couple millennia (save perhaps step 5 and 6). It's a common, well-known storytelling technique, and it's working.

    2. Re:What makes Japanese games tick by Hatta · · Score: 4, Informative

      1) A young naive protagonist who is resourceful and scrappy but not particularly strong.
      2) gets caught up in a fight against an evil (organization, company, religion, empire, conspiracy)
      3) requiring him to leave his small village
      4) and gradually explore parts of the world on a linear path
      5) until he eventually gets free roaming of the entire world
      6) and eventually goes to visit outer space or time shift
      7) on the way to fight the proto enemy, who turns out not be the real enemy
      8) and eventually reaches the real, final enemy

      What you just described there is referred to by mythologists as the Hero's Journey and can be found in everything from Gilgamesh to Star Wars.

      --
      Give me Classic Slashdot or give me death!
    3. Re:What makes Japanese games tick by Chyeld · · Score: 2, Insightful

      On one hand yes. On the other hand, sometimes its asif the authors of these stories just got their copy of The Hero with a Thousand Faces" and are just using it as a checklist. It'd be nice if sometimes things got switched up or 99% of the plot wasn't discernable from the first training mission.

    4. Re:What makes Japanese games tick by gr4nf · · Score: 2, Insightful

      Gilgamesh went to outer space? Now I'm regretting just using spark notes.

    5. Re:What makes Japanese games tick by DNS-and-BIND · · Score: 1
      How about...I don't know...some NEW IDEAS instead of rehashing the same crap again and again? Just a thought.

      Yeah, I just got crazy there for a second. Please continue recycling!

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    6. Re:What makes Japanese games tick by LordVader717 · · Score: 1

      From your statements I can conclude that you haven't really played very many games outside the ones you mention. And as others have pointed out, certain themes are true for almost any mythical story, from ancient myths to acclaimed literature and almost every computer game, including "western RPGs"

  16. JRPGs are not actually RPGs though by Dr.+Impossible · · Score: 1

    It's a misunderstanding that developed somewhere along the way, and I doubt it's ever going to be rectified. I suppose they must be called JRPGs for lack of a better term, but just because they're called that way doesn't mean they actually are RPGs. So they shouldn't be part of this article.

    1. Re:JRPGs are not actually RPGs though by Anonymous Coward · · Score: 0

      sure they're still RPGs - you just change R from meaing 'role' to 'rail' and its all good

    2. Re:JRPGs are not actually RPGs though by Anonymous Coward · · Score: 0

      Trying to drawn the line between east and west fails. If there's no multiplayer, there's no roleplaying of any significance. There's more roleplaying on Slashdot than in any of the article's games except WoW, strangely enough.

    3. Re:JRPGs are not actually RPGs though by StellarFury · · Score: 1

      I think this D&D definition of "roleplaying" is really limited.

      The word means "to play a role." It's just another form of acting. And you don't call dramatic actors "not actors" because there's a script. Likewise, improv actors are not "real" or "better" actors because they do improv. Is an actor no longer acting if he is performing a monologue

      Likewise, why should the existence of a "scripted monologue" in JRPGs or the existence of a "script" in Western RPGs prevent the player from "playing" the "role" of the character in the game? Really, it seems like you're using the word as a vehicle for multiplayer elitism.

    4. Re:JRPGs are not actually RPGs though by Anonymous Coward · · Score: 0

      There's just as much role-playing in Super Mario as there is in Fallout, Final Fantasy, Shin Megami Tensei, Wizardry, Nethack, or any of the other games. There's far more role-playing in Cops & Robbers, Cowboys & Indians, or any Internet forum that allows anonymity.

    5. Re:JRPGs are not actually RPGs though by idlemachine · · Score: 1

      And your reasoning behind this claim is...?

    6. Re:JRPGs are not actually RPGs though by Petrushka · · Score: 1

      Games like Diablo and Dungeon Siege aren't RPGs either, but that's not going to stop many people using the term. (Though my own game library sharply distinguishes "RPG" and "hack-n-slash".) I think you're fighting a losing battle there.

    7. Re:JRPGs are not actually RPGs though by Dr.+Impossible · · Score: 1

      Likewise, why should the existence of a "scripted monologue" in JRPGs or the existence of a "script" in Western RPGs prevent the player from "playing" the "role" of the character in the game?

      What's preventing you from roleplaying in your average JRPG is the absence of any opportunities for roleplaying. If you can't roleplay, how is it a roleplaying game?

      Really, it seems like you're using the word as a vehicle for multiplayer elitism.

      Yes, because I mentioned multiplayer somewhere in my post. Oh wait, no I didn't. What are you talking about?

    8. Re:JRPGs are not actually RPGs though by Dr.+Impossible · · Score: 1

      Half-Life 2 is a racing simulator because you can drive a car. It's true. In fact, all games are the same! Nothing matters!

    9. Re:JRPGs are not actually RPGs though by mcvos · · Score: 1

      It's not just JRPGs that aren't really RPGs, it's all CRPGs. You don't have a GM, you can't improvise, and most of all, you don't play a role. Either the protagonist is a faceless bunch of stats and irrelevant to the story, or he really is the protagonist of the story but his role in the story is entirely played by the scripted plot rather than the player.

      The only CRPG that comes close is Planescape: Torment.

    10. Re:JRPGs are not actually RPGs though by StellarFury · · Score: 1

      I think you're being tremendously obtuse, and haven't read a damn thing I wrote. You play the role of the character by enacting his/her actions, and "playing" their "role" as part of the story. Whether or not you have free will is irrelevant to the question of whether you're playing a role, just as an actor has no choice in what their character must do. As I said, the previous poster's (and apparently, your) definition of the word "roleplaying" is extraordinarily narrow.

      And, in any case, I was responding to the previous post (not yours), if you'd care to actually read the thread before whipping out your oh-so-biting nerd-sarcasm.

    11. Re:JRPGs are not actually RPGs though by Dr.+Impossible · · Score: 1

      And, in any case, I was responding to the previous post (not yours), if you'd care to actually read the thread before whipping out your oh-so-biting nerd-sarcasm.

      The post you were replying to did not show up anywhere on my screen (no, not even through searching).

  17. Megaten? Atlus? by A12m0v · · Score: 1

    Where is Megami Tensei and all its spin-offs and sequels?

    --
    GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
    1. Re:Megaten? Atlus? by pieceofstone · · Score: 1

      I was lamenting that there wasn't a peep about the Suikoden series, myself. I guess there was only so much space, although it seems a shame.

  18. Risk versus Reward by Duradin · · Score: 1

    To paraphrase a certain master swordsman, "You keep using that term. I do not think it means what you think it means."

    Even in Nethack all you risk is time. Eventually you'll progress. Might take starting over entirely but that's just another version of starting over from the last save. In any case, the reward for risking your time is progression of the game/story.

    1. Re:Risk versus Reward by justinlee37 · · Score: 1

      The risk of having to start over entirely is a much greater risk than the risk of having to re-load. Greater risk translates into greater feelings of excitement. This is why I never play Diablo 2 without a hardcore character (one life only).

    2. Re:Risk versus Reward by Anonymous Coward · · Score: 0

      IMO one of the critical points of Nethack/Adom/etc. is that you don't risk too much time as the game plays quickly. Adding animation would add significant price timewise.

  19. the same but different... by jt418-93 · · Score: 2, Interesting

    this is also why there are no more janes type sims. no one is willing to spend a week learning how to work the controls just so they can take off and not blow up.... (mig alley im looking at you).
    i LOVED janes games. longbow, f15, f/a18. excellent gameplay, good replay, tough to learn in sim mode.

    the only hardcore game like that left i know of is ww2online

    --
    -.no
    1. Re:the same but different... by Mindcontrolled · · Score: 1

      You might be interested in ArmA II. Aircraft and vehicle models are unfortunately way too simple, but as a hardcore infantery milsim it works quite well. I totally agree with the rest of your post - a shame that the good hardcore games are gone. Falcon 5, I miss you.

      --
      Ubi solitudinem faciunt, pacem appellant.
    2. Re:the same but different... by autoevolution · · Score: 1

      You need to take a look at "Falcon 4.0: Allied Force". It's played online, with voice ( Teamspeak ) as a requirement, just google "multiviper". The servers are 24/7 simulations of a battlefield. And the controls are easy to learn, as long as you understand the concepts.

  20. Nethack is a winner by us7892 · · Score: 3, Interesting

    You must be under 25. Nethack requires an imagination. Check out this description of Nethack, and a story of one persons ascention with the Amulet, http://garote.bdmonkeys.net/nethack/index.html

    1. Re:Nethack is a winner by elrous0 · · Score: 4, Insightful

      Quoted from the linked article: "I'm writing this because, after twenty years of playing, I finally completed the game." I think that pretty much confirms the parent's assertion that "only obsessives play Nethack."

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    2. Re:Nethack is a winner by mcvos · · Score: 1

      Are you saying only obsessives are capable of enjoying the same game for 20 years? Because, well, my father has been an avid chess players for most of his life. And he's still no grand master.

  21. No NWN? by Anonymous Coward · · Score: 0

    I mean, what? And no, it's not "a Baldur's Gate sequel". It's a unique game, driven mainly by user content, "firefox of RPGs" if you like it.

    Wait, I cannot find Fallout, too. Is this a joke?

    1. Re:No NWN? by BobMcD · · Score: 1

      I mean, what? And no, it's not "a Baldur's Gate sequel". It's a unique game, driven mainly by user content, "firefox of RPGs" if you like it.

      Wait, I cannot find Fallout, too. Is this a joke?

      Articles written by people older than yourself will tend to focus on older content than you are accustomed to.

      Neither NWN nor Fallout contributed as much as their counterparts on the list. Yes they were better incarnations, but the article is shooting for a notion of significance rather than success, per se. 'Essential' as meaning 'crucial to comprehension' rather than 'must not miss'.

    2. Re:No NWN? by Beardo+the+Bearded · · Score: 1

      Fallout lead directly to DnD 3.0 and from there we got into NWN.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    3. Re:No NWN? by Anonymous Coward · · Score: 0

      I mean, what? And no, it's not "a Baldur's Gate sequel". It's a unique game, driven mainly by user content, "firefox of RPGs" if you like it.

      Wait, I cannot find Fallout, too. Is this a joke?

      Articles written by people older than yourself will tend to focus on older content than you are accustomed to.

      Neither NWN nor Fallout contributed as much as their counterparts on the list. Yes they were better incarnations, but the article is shooting for a notion of significance rather than success, per se. 'Essential' as meaning 'crucial to comprehension' rather than 'must not miss'.

      GP is talking about Baldur's Gate, so he is not exactly a spring chicken. As to contributions, there are a lot of complete lightweights on that list. Disgaea, with it's legacy of... nothing! Big significance there. How about Live-A-Live, or various other completely forgotten Squarenix properties? Wasteland? Really?

      As to NWN specifically... NWN's persistent worlds are pretty damned impressive as far as user generated content goes. With most games you're happy to get a user-created gun, sprite, skin, or level. NWN has user-created _MMOs_. In fairness this is mentioned in the appendix (rather than as a main entry). FO gets mentioned tangentally but I would wager it has had a much bigger impact than several entries on the list.

  22. Incomming!! by icebike · · Score: 1

    Just wait till Homeland Security finds out about this Rocket Propelled Grenade manual.

    You can expect a knock on the door, and Slash dot is going to to FISA court.

    --
    Sig Battery depleted. Reverting to safe mode.
  23. Like all video games by Monkeedude1212 · · Score: 1

    The easier something is, the more people enjoy it.
    And the harder something is, the more gamers enjoy it.

    The only decision is, who are you going to market to? Stealing from VGcats:
    Why make great when good sells better?

  24. In with first anti-Mother post by sarysa · · Score: 1

    (sort of anyway...)

    But the article reaked of bias when it got to the Mother (aka Earthbound) series. It elevated a controversial cult game to same level of the works of Chopin, who happens to be on my mind as I'm playing through Eternal Sonata. Earthbound in particular had some great features, but it also had some nasty downsides. I couldn't play with sound on after 30 minutes because the soundtrack literally induced headaches. There were many gross-out parts to the game that are best compared to fart humor. The esoteric references in the game typically are received two ways, with cheers from those who catch them and in-one-ear-out-the-other from those who don't.

    An article purporting to be the "essentials of RPG design" needs to acknowledge when a game gets a lot of hate, and why.

    --
    Charisma is the measure of someone's ability to lie with a straight face.
  25. Re:Yes, if you only look at the big popular MMOs by Anonymous Coward · · Score: 1, Informative

    don't lump all MMOs together- Final Fantasy 11 has incredibly harsh penalties for character death. You lose a nontrivial amount of experience points. It is not uncommon for characters to de-level upon death.

  26. Durn. by Anonymous Coward · · Score: 0

    Sadly disappointed in the deception here. Got me all excited thingking I could learn how to make Rocket Propelled Grenades.

  27. Games are too easy now... by joocemann · · Score: 4, Informative

    I think the difference being mentioned between nethack and 'grinding' is probably that (and nethack excluded) most games are simply too damn easy nowadays.

    I know by being a gamer since 88' or so I must have a lot more developed skills and such --- but -- really... I put games on the hardest levels and almost never die or 'restart' or whatever the form of LOSS is that happens in games.

    Games are just too damn easy. Mario for NES was hard and took work. Anyone remember Abadox? Or Battletoads? Most games were much harder.

    But at present, games have all these things to tell you exactly where to go, a million places to save (if not at any damn point), and a hundred other incentives to basically always keep you going. And then, without the challenge, people are just not as excited by games and in this case, the work of the game in many RPGs has simply been reduced to a 'grind'.

    On the new Prince of Persia, you can't make the mistake of falling off a cliff... some magic chick comes and pulls you up EVERY SINGLE TIME. YOU CAN"T LOSE! To me, that's boring.

    I'm guessing somewhere in the business/marketing/sales department, richer gaming companies have figured out that permitting noobs to continually succeed generates more sales... Who knows... That has basically been my assumption as I've seen game sales climb while the net difficulty dropping significantly...

    I guess my point is that easiness/laziness seems to sell more games, and even if it gets boring, it probably outsells equivalent games that carry challenge and accomplishment. Hell, much of the reason of the MMORPG is to fulfill the lack of accomplishment in our mediocre reality by becoming doctors and architects with only a week's worth of effort... We grind through university, quickly forgetting why we took ethics and US History --- and all the important material we were required to learn. .................

    Anyway.. Games are too damn easy now. I just read some article where nintendo is setting up to actually put the game on auto-pilot and have it play FOR you. .... :/ (no comment). It would be nice to be challenged/pushed. Many of us are begging for it, but multiplayer competition is pretty much the only place where we can find it. Game Dev's themselves are pandering to the weak for quick cash -- no wonder the real work is being generated in competition communities.

    1. Re:Games are too easy now... by Jestrzcap · · Score: 1

      Two things:

      1) People have fun in different ways. From your post it seems like you have fun by over coming the challenge of having to have sharp split second response times (mario, prince of persia). Some people don't enjoy that, and despise having to play the same 2 minutes of a level over and over until they can do it in their sleep. Some people just like being an active participant in the story and action. Some people like to have to come up with a winning strategy. Some people like to find-the-pixel. Different styles of play, and there is generally games out there to support all different kinds.

      2) I think you'll find that most game companies (video and things like pen-and-paper) have come to learn that "losing" isn't fun. When you invest 30 hours in a game and then die permanently because of a die roll, it's just unsatisfying and frustrating. There is a crowd that can't enjoy a game unless there is a real chance of failure, but that crowd isn't nearly as big as the one that just wants to have fun playing. I see a lot of alternatives to death and losing these days, such as failure leads down a different path, often more difficult than the "success path". I don't expect this will change much, in general people respond better to penalty than outright failure. So yes, game companies will probably not re-adapt perma-death because it will cause them to sell fewer games.

      --
      "I have great faith in fools: Self confidence my friends call it." ~Edgar Allan Poe
    2. Re:Games are too easy now... by Anonymous Coward · · Score: 0

      True, difficulty is what makes a game fun, but you don't want to get completely stuck on a certain area. I've been stuck on C&C for years because I couldn't do the damn Orca mission. I would have given anything to get past that level, but because I couldn't, it took all the fun out. An "autopilot" would be great.

      One suggestion that I think works great, is what Freespace (2) did. You fail a mission 3 or 5 times, it asks if you want to skip to the next one.

      I'm a huge fan of difficult games, where fighting "against all odds" actually does mean fighting against a superior opponent and superior numbers on a field totally stacked against you. However, if you keep screwing up that fight, having the option be saying "Screw this" and tossing it on shelf doesn't exactly appeal to me.

    3. Re:Games are too easy now... by ObsessiveMathsFreak · · Score: 1

      Finish Devil May Cry 4, or better yet 3, then come back to me.

      --
      May the Maths Be with you!
    4. Re:Games are too easy now... by Talgrath · · Score: 1

      Maybe not everyone wants to spend two hours getting past one level, or having to restart the entire game if you die once; or dying, not because you made some sort of tactical mistake or miscalculation, but because the game randomly threw an impossible task at you. It's also worth mentioning at the same time that game controls have gotten more responsive and agile comapred to the old days; so maybe part of it (at least with reflex-based games) is that we are working with better equipment. I know that I played through various old-school Sega games on my PS2 when a collection of them came out and found (most of them) much easier. I like to be challenged, but I don't want to lose multiple hours of gameplay because I didn't do everything exactly perfect.

    5. Re:Games are too easy now... by Anonymous Coward · · Score: 0

      Mario for NES was hard and took work.

      Why is it so ridiculous to consider playing for fun rather than playing "to win"? Do you have some sort of need to prove yourself to a computer game?

    6. Re:Games are too easy now... by joocemann · · Score: 1

      work takes work.

    7. Re:Games are too easy now... by Anonymous Coward · · Score: 0

      I disagree. What makes the game a 'grind' is that you have to do the same blasted thing over and over again.

      If leveling up consists of walking up two screens, over one screen and slaughtering everything on that screen for an hour before I have to go back to town, refuel and do it all over again, I'm gonna be bored.

      BUT, if leveling consisted of entering a cave where the layout, monsters and treasure were more random, it wouldn't feel like grinding. There would always be something more to discover, with the random chance of getting something *really* good.

    8. Re:Games are too easy now... by Perky_Goth · · Score: 1

      Games, however, are not work. I have enough problems dealing with my job and the rest of my life.

    9. Re:Games are too easy now... by LordVader717 · · Score: 1

      When playing a hard game you get a sense of accomplishment, that much is true. But if that's all your game relies upon, it doesn't stand up to the experience offered by more recent games.
      There are more ways to reward a player than simply not making him start all over again.

      Having said that, I personally do like a medium level of difficulty if it adds to the experience. It's all about perfecting the balance though. Saving and reloading before every battle can make the experience a little shallow, but make me replay hours of the game and I'll just be pissed off.

    10. Re:Games are too easy now... by joocemann · · Score: 1

      And you'll never be a great video gamer. You don't do work. And that's totally OK. I'm not good at tennis or breakdancing.

    11. Re:Games are too easy now... by joocemann · · Score: 1

      Not proving myself to a computer game (that's stupid, but I"m sure you knew it was when you said it) -- rather proving myself to myself. And the real word here is ACCOMPLISHMENT. To have a sense of accomplishment, one must accomplish a feat that took effort to overcome and make happen.

    12. Re:Games are too easy now... by Perky_Goth · · Score: 1

      I do work, at my job. I don't care about being a great gamer, I usually only play dated games. I don't give a fuck about my epenis.
      In your universe, I wouldn't have fun, because I'm not hardcore. For you, the 3 months I spent playing FFX this year weren't work enough, because the grinding wasn't too hard and the series is not prone to having you lose 2 or 3 hours on a couple of die rolls anymore.
      To that I say, no. You take your Ninja Gaidens and what not, I'll take the easy difficulty level, or other games, and we can all be happy.

      Great gamer, pfff. I worry about being a great lover, a great friend, an knowledgeable person, etc. Being good at virtual worlds is not really one of my interests.

  28. Hm. by Toonol · · Score: 1

    ...this, in a nutshell, is the type of play that has brought us grind, where the journey is simple and boring and the destination is something to be raced to. Nethack and many other roguelikes do feature experience gain, but it doesn't feel like grind.

    Sounds like an attempt to prove "the game I like is OBJECTIVELY BETTER than the game you like." The other RPGs must be doing SOMETHING right, since they are far more popular with a much wider audience. Nethack is great, but it is not the sole pinnacle of RPG design.

  29. Essential Mechanics? With regards to JRPGS? by Anonymous Coward · · Score: 0

    Three things are essential:
    -Angsty protagonist and possibly an angsty antagonist as well.
    -Grinding, grinding, grinding.
    -Cutesy anime girl sidekicks.

  30. I just replayed Chrono Trigger by jeffliott · · Score: 2, Insightful

    I recently completed Chrono Trigger on the Nintendo DS, which I haven't done since it's SNES days. I didn't read the article, so I don't know how this game was classified. I realized on my second play through how perfect this game is. At no point do you really need to grind to succeed, equipment went a long way but was never really critical, and the story still knocked my socks off the second time through. After completing it, I realized I had just experienced pure fun. IMHO, if an RPG doesn't have all the aforementioned qualities, it isn't worth playing.

  31. Fix it. by PeanutButterBreath · · Score: 1

    Maybe you need to take on something more challenging than gaming, like creating a game that will be a challenge to experts and still sell enough copies to justify the effort. Or is that to much challenge?

    20 years ago the "challenge" that most games offered was basically rote learning. BS tricks like insta-kills that you could never possibly anticipate the first time you saw them. Oh and forcing you to start from square one over and over again.

    I'm glad that game designers have mostly abandoned that crap. But if you feel differently, there is nothing stopping you from hitting the reset button when you fall off a cliff.

    1. Re:Fix it. by justinlee37 · · Score: 1

      there is nothing stopping you from hitting the reset button when you fall off a cliff

      Nothing besides classical pavlovian conditioning. He wants to win the game and he just can't help pulling that "win the game" lever if it is there. Or, in this case, he can't help not pulling the "lose the game" lever that is there.

  32. Ninja Gaiden 1 and 2??? by relguj9 · · Score: 1

    If you can beat either of those 2 games on the hardest difficulty on the first play through without dying repeatedly, I'll suck your dick.

    1. Re:Ninja Gaiden 1 and 2??? by joocemann · · Score: 1

      OMG those were hard.

      Now... the ultimate.....

      Fester's Adventure!

      1 hit.. 1 life... you die.. game starts over.. That was actually the whole selling point of the game on commercials, I remember. LMFAO. WTF!

      You won't be blowing me anytime soon.

  33. Nethack by mqduck · · Score: 1

    This seems like a good an opportunity as any to ask this question (prepares a curse on those who would mod me 'Offtopic')...

    So, I've never played Nethack (I know, I know, negative a million geek points). So let's say I want to give it a try, to at least experience it. And let's say I don't care about nostalgia and am entirely open to pretty graphics and ease-of-use. What manifestation of Nethack would you recommend (for a computer running GNU/Linux)?

    --
    Property is theft.
    1. Re:Nethack by Doug52392 · · Score: 1

      Dungeon Crawl is a rougelike game similar to Nethack, and includes a version with pretty graphics and easy-to-use features (the "tiled" version). Be warned, however, you WILL die within 5 minutes of starting your first game. http://crawl-ref.sourceforge.net/

  34. I have an idea. . . by JSBiff · · Score: 1

    Here's an idea - not sure if anyone's tried it out (it's sort of a hybrid approach). . .

    1) Have your imported character gimped a little bit (say drop from level X to level X/2 or something - still pretty powerful though). You could explain this as a result of any number of things - from simple inactivity (not been any crises for a few years, so the character got out of shape), or an illness, accident, or some other trauma, or perhaps a result of a magical curse from an enemy or angry god.

    Coupled with:

    2) Allow the character to be imported, but not played until later on in the game. For example, maybe your PC from the previous game acts as an NPC during the beginning of the new game - training your new PC, giving him a quest, etc. Later on, when the new character has progressed to a point where they would be closer to the level of the imported char, the import joins your party or something along those lines. That way, you don't gimp the character all the way back to level 1.

    3) You could then allow the imported character to eventually become more powerful than before the import (raised level cap, etc).

    The question then becomes what to do for players who don't have a character to import? Maybe provide a couple pre-fab import characters to fill that role.

    I dunno, it's a thought, anyhow.

  35. in american quest stories though by joeflies · · Score: 2, Interesting

    the young naive protagnoist is usually not naive or weak. In fact, the protagonist is often portrayed as strong, cocky, and sometimes needs the wisdom of a counterpart (usually a woman) to temper his ego to help him complete his goal.

    see - Indiana Jones, Top Gun, (most any Tom Cruise movie), Conan, Star Trek, Tarzan, etc.

  36. Bad article? by loufoque · · Score: 1

    This article seems to have quite a bias towards "western" computer role-playing games (even the naming, CRPG vs JRPG, makes this obvious).
    The quality of the comments for JPRGs is much poorer, and it really feels like the WRPGs are more noble in the eyes of the author, even though these days it's a real struggle finding a decent WRPG while there are very good JRPGs everywhere (which are actually challenging and well-balanced, unlike most western ones, and contain much more content), which have also much more titles, are more popular, sell more, etc.

    Why the hell he even tries to compare everything back to D&D as the True Source of Origin is beyond me.

    It was said the legacy of Tales was poor, even though Star Ocean is a rather big one IMO.
    Putting Zelda while discussing Tales is also nothing more but a joke.

    It also lacks mention of quite of few other important JRPGs (and a few western ones as well) while too many similar games are mentioned.
    Furthermore, it puts too much credit on Pokémon which is nothing more than a copy/paste of classics.

    1. Re:Bad article? by Talgrath · · Score: 1

      I do agree that the author seems entirely too focused on Western RPGs; I love both genres but he simply seems entirely biased against JRPGs, he also seems to have a bias against modern WRPGs. Don't get me wrong, the older WRPGs are great and worth mentioning, but he fails to mention anything more modern from WRPGs than Baldur's Gate aside from WoW. What about Neverwinter Nights which revolutionized how we look at the modern WRPG? Diablo? Mass Effect? The Witcher? All of these could easily be mentioned as excellent examples of how WRPGs continue to push the boundaries of good design.

      I do however disagree with you that it's a "a real struggle" to find a decent WRPG lately and that good JRPGs are everywhere and that they contain more content. Recent, excellent WRPGs that I would point to are Mass Effect, Fallout 3 and The Witcher, all of which are pushing combat for the modern WRPG into something more real-time. The only two excellent JRPGs that I can think of are Valkyria Chronicles and Persona 4 (and I'm not a fan of the Persona series, though I do love the Shin Megami Tensei series); to be certain there are more JRPGs out there, but I find many of them to be somewhere in the middle, I enjoyed them, but they weren't incredible. Modern WRPGs tend to be less common now, but higher in overall quality when released. As far as content, JRPGs tend to have a lot of content for 1-2 playthroughs (usually 1, realistically), you play through once and find all the nooks and crannies, "finish" the game and maybe playthrough every great while to experience the story again. WRPGs tend to focus on multiple playthroughs, it's impossible in most for you to experience everything the game has to offer in one playthrough as one type of character, you have to go through multiple times and that's where the content really shines.

      Overall, I love both genres, but this guy doesn't really seem to know either one that well; he's stuck in the past, which is fine for him, but I'd hardly consider his list as authoritative.

    2. Re:Bad article? by loufoque · · Score: 1

      I do however disagree with you that it's a "a real struggle" to find a decent WRPG lately and that good JRPGs are everywhere and that they contain more content. Recent, excellent WRPGs that I would point to are Mass Effect, Fallout 3 and The Witcher, all of which are pushing combat for the modern WRPG into something more real-time.

      Two of those games are already two years old, actually, which doesn't make them games I meant when I said I were playing "these days".
      I never played The Witcher though, I might give it a go.

      to be certain there are more JRPGs out there, but I find many of them to be somewhere in the middle, I enjoyed them, but they weren't incredible. Modern WRPGs tend to be less common now, but higher in overall quality when released.

      I'm a believer that quality comes from diversity. On the WRPG market, there is basically only Bioware and Bethesda, and that's a bad thing. Lionhead's Fable 2 was also a commercial success and brings the company into the game, albeit a slightly different one.

      I guess this is becoming a bit the case with JRPGs as well unfortunately, with Square Enix gaining control over everything (but is that more like what EA is doing?). Anyway there are still quite a few other works, mostly tactics though.

      Modern WRPGs tend to be less common now, but higher in overall quality when released. As far as content, JRPGs tend to have a lot of content for 1-2 playthroughs (usually 1, realistically), you play through once and find all the nooks and crannies, "finish" the game and maybe playthrough every great while to experience the story again. WRPGs tend to focus on multiple playthroughs, it's impossible in most for you to experience everything the game has to offer in one playthrough as one type of character, you have to go through multiple times and that's where the content really shines.

      I usually just play a single playthrough, but I make sure I do all side quests and crafting whenever they become available (for quite a few games, the side quests are sometimes more interesting and certainly more challenging than the main one). I use websites such as gamefaqs to ensure I haven't missed anything.
      I judge the content by the time I played the game. For WRPGs, it is usually under 100 hours, while it is not that unusual for JRPGs to reach 200. (Note that I'm not especially fast, I like taking my time.)
      Of course, for most RPGs, if you just stick to the main quest, which is unfortunately often quite easy and takes little time to complete, you're missing everything.

  37. Re:Yes, if you only look at the big popular MMOs by entrigant · · Score: 1

    If you want to go old school and look at still running text muds, medievia's chaotic player kill sections are even meaner. You _will_ lose a level (sometimes more than 1), and in the roughest spots you can have all of your equipment stolen by other players. That's a huge loss in invested time, but the opposite is also true. Things get really insane in large PvP brawls in these areas. Entire "clans" will be de-leveled and all their members stripped of their best equipment.

    It's amazing how much of an adrenaline rush plain old text can give...

  38. Report Program Generator by PigIronBob · · Score: 1

    Total Time Calculations
    Total Time Output
    Detail Time Calculations
    Detail Time Output

    RPG Cycle explained

    --
    You never catch me alive
  39. Death & Boredom by Nekomusume · · Score: 1

    "When you're frequently a heartbeat away from death, it's difficult to become bored."

    Actually, thats one of the main things that made the rogue-like games so boring to me. It never seemed much fun to play a game where every action, no matter how trivial, seemed to come with a decent chance of spontaneous unavoidable death. Some people really get into the challenge, but a lot of people find the constant stream of trivial deaths fairly boring.

  40. How is that an improvement? by Valdrax · · Score: 1

    Grinding too long will kill you via corruption. It's advance in the game or have no chance at success.

    In other words, it's a game where if you work hard to avoid the a Rogue-like's traditional punishment of "you just wasted all that time, start over," it punishes you for it.

    YOU'LL TAKE YOUR LUMPS AND LIKE IT.

    In tabletop gaming, this is known as "railroading," and it's universally hated for a reason.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    1. Re:How is that an improvement? by mcvos · · Score: 1

      Grinding too long will kill you via corruption. It's advance in the game or have no chance at success.

      In other words, it's a game where if you work hard to avoid the a Rogue-like's traditional punishment of "you just wasted all that time, start over," it punishes you for it.

      What do you mean: you wasted all that time? Are you saying you don't enjoy playing games, and are only looking fo rthe accomplishment of having finished something trivial? Because then roguelikes are definitely not for you.

      I've played several roguelikes and enjoyed them immensely, despite never having finished any of them (except adom once through cheating). They're games that are meant to be played rather than finished.

    2. Re:How is that an improvement? by Valdrax · · Score: 1

      What do you mean: you wasted all that time? Are you saying you don't enjoy playing games, and are only looking fo rthe accomplishment of having finished something trivial? Because then roguelikes are definitely not for you.

      I've played several roguelikes and enjoyed them immensely, despite never having finished any of them (except adom once through cheating). They're games that are meant to be played rather than finished.

      Well, I'm sorry, but Rogue-like games definitely give the impression of letting you make some kind of progress. I mean, you all start out in roughly the same position, you're going to some destination or goal, and you have concrete ways of measuring your progress as you increase in power (levels & treasure). All of this gives the (perhaps false) impression that you're actually trying to accomplish something.

      If I was playing Minesweeper, it would be one thing, but a game that expects you to invest hours to reach a goal and then snatches it all away with an almost arbitrary perma-death is just yanking your chain. I play games to relax and not to stress out over whether I'm going to lose hours of work; I've got enough stress in non-leisure time to not need to add extra. A game that forces you to endure that stress instead of letting you invest time and effort to avoid it is just senselessly spiteful, and I'll never understand someone who considers cutting off other people's play styles to be a "feature."

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    3. Re:How is that an improvement? by mcvos · · Score: 1

      Well, I'm sorry, but Rogue-like games definitely give the impression of letting you make some kind of progress. I mean, you all start out in roughly the same position, you're going to some destination or goal, and you have concrete ways of measuring your progress as you increase in power (levels & treasure). All of this gives the (perhaps false) impression that you're actually trying to accomplish something.

      Of course you're trying to accomplish something. That's part of the premise behind the game. But trying is not at odds with having fun. You seem to suggest it is.

      I play games to relax and not to stress out over whether I'm going to lose hours of work;

      It's a game. It shouldn't be work. If it's work for which you expect to be rewarded, then stop immediately and try to find something that you do enjoy. Playing a game should be its own reward.

  41. Mod parent up! by Valdrax · · Score: 1

    This is what a lot of "JRPGs suck" or "Western RPGs" people are missing.

    The two types of games have radically different gameplay goals. They should no more be considered the game genre than turn-based strategy and real-time strategy or FPS's and 3D platformers. The interactive storytelling model of JRPGs and the "character living in a setting" focus of Western RPGs are apples and oranges.

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  42. JRPGs are narrativist RPGs by Valdrax · · Score: 2, Insightful

    Japanese RPGs focus on telling an interactive story (and placing game & combat mechanics on top). This is radically different from the western RPG model of simulating a character in an environment (and placing game & combat mechanics on top), but it's no less role-playing. Look up GNS Theory and The Big Model, sometime.

    If your main interest is exploring a world, play Western RPGs. If your main interest is getting a cohesive narrative, play JRPGs. Either way, don't fall into the "No True Scotsman!" fallacy and declare everything that it's your favored style of play "not actually RPGs."

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    1. Re:JRPGs are narrativist RPGs by Dr.+Impossible · · Score: 1

      Have you actually played any CRPGs made during the past 10-15 years? There is no shortage of storytelling in them. JRPGs are not RPGs because there is no roleplaying involved. It is not enough that you level up and pick up new equipment. That's not roleplaying.

      Either way, don't fall into the "No True Scotsman!" fallacy and declare everything that it's your favored style of play "not actually RPGs."

      This has nothing to do with what style of play I favor.

    2. Re:JRPGs are narrativist RPGs by Valdrax · · Score: 1

      Have you actually played any CRPGs made during the past 10-15 years? There is no shortage of storytelling in them. JRPGs are not RPGs because there is no roleplaying involved.

      "No roleplaying?" Puh-lease. I'm afraid that I'm going to have to ask what exact elements of CRPG playing that you have that makes it "true roleplaying" in your eyes, because neither experience comes anywhere close to being the same as a tabletop game. I frankly can't see anything in Western RPGs that makes them more like roleplaying than JRPGs.

      Conversation trees that affect the plot? Many JRPGs have that. Nonlinear storytelling? Some JRPGs have that (and their plot suffers about as much as Western nonlinear games for lack of direction). A protagonist that's utterly undefined until the player creates them? Rare in JRPGs, but this is a point where I think the JRPG philosophy leads to better storytelling because its easier to write more moving stories when a character isn't an unknown mass of stats. I mean, don't let me put words into your mouth here, but I have no idea what element you think must be necessary to earn the crown, but whatever it is, I just don't see it. It's all playing in a limited sandbox to me.

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    3. Re:JRPGs are narrativist RPGs by Dr.+Impossible · · Score: 1

      JRPGs are completely linear. You make no choices and everything is pre-determined. There are no moments when you think "what would my character do?" Your character is exactly as the developers intended.

      And no, I don't care if a small number of JRPGs allow for some degree of choice, or bear some other similarities to CRPGs. That means nothing. Exceptions don't invalidate rules.

      Rare in JRPGs, but this is a point where I think the JRPG philosophy leads to better storytelling because its easier to write more moving stories when a character isn't an unknown mass of stats.

      Strawman. Your character in a game like Baldur's Gate is not an "unknown mass of stats."

      Insomnia: On Role-playing Games (although I think the guy is an assclown and mentally unstable, he still manages to have some good articles).

    4. Re:JRPGs are narrativist RPGs by Valdrax · · Score: 1

      JRPGs are completely linear. You make no choices and everything is pre-determined. There are no moments when you think "what would my character do?" Your character is exactly as the developers intended.

      And if you want to pretend that Western CRPGs aren't linear, then I'm going to have just shrug and shake my head.

      I mean, let's take Baldur's Gate for an example. The game has a definite beginning and end, and to get from A -> E you will still have to go through B, C, and D to get there. Just having the choice of what order to do B, C, & D in is no more meaningful of a choice than whether or not to do sidequests in a JRPG. Ultimately, the plot still always goes from A to E. All you have is an illusion of choice created by a conversation tree.

      However, the result of more linear play is a more coherent storyline. D can be plotted with reliance on the events in B & C. Games like Fallout, NWN, etc. have to run their story with self-contained chapters for each location, but a JRPG can put together a story that runs the course of the entire game. The only Western CRPGs that let you pretend to be creating the character's story are those that do not provide ones themselves. (i.e. Those more concerned with simulation than narrative.)

      And no, I don't care if a small number of JRPGs allow for some degree of choice, or bear some other similarities to CRPGs. That means nothing. Exceptions don't invalidate rules.

      Exceptions prove that a rule isn't really a rule. Many JRPGs have completely different endings based on what choices you make -- which is something many Western CRPGs do not have (as they are ultimately just as linear as the JRPGs you complain about). When you strip away the stylistic differences, all you have is a flowchart. Games from both sides of the big pond fall into linear and nonlinear camps. The stereotypes are just that.

      Insomnia: On Role-playing Games

      I liked the article, but I disagree with some of the premises. For example:

      Because by employing extensive dialogue trees in conjuction with multiple story paths, or simply by allowing the player more freedom in choosing the order in which to pursue the various quests, they were able to approximate to some small degree [...] [A]ll the instances of role-playing to be found in even the best-of-the-best CRPGs hardly ever amount to more than a few minutes in total. But those few minutes were enough to conjure an illusion of role-playing; to make one feel as if they played some part in steering the stories of these games towards their eventual outcomes. And the players loved them for it.

      See, I played and loved Planescape: Torment, Arcanum, Baldur's Gate, and NWN. But I never felt anymore like I was actually roleplaying than when I played Persona 3, Tales of Symphonia, or Soul Nomad & the World Eaters. A few minutes of being able to pick different dialog options never really felt like roleplaying to me. It was just more content to unlock by picking the right options in the trees. Even games like "Planescape: Torment" only rarely caused permanent changes to the plot line from picking certain dialog options. You could often restart conversations and take them down different alleys. And when an option would make a choice, you were only one load & replay away from seeing all the others. I just wanted all of the story, and a dialog tree alone does not make for roleplaying (any more than it made the classic games StarControl 2 or Monkey Island into RPG).

      And this is where I disagree with the author of that article and you apparently. To me a decision tree alone is not sufficient to immerse me enough for me to feel like I'm roleplaying anymore than uncovering a gripping story does. As a fan of narrativist games (like the game Dogs in the Vineyard mentioned in the article), I wouldn't be surprised if I turned out to have very different play goals in tabl

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    5. Re:JRPGs are narrativist RPGs by Dr.+Impossible · · Score: 1

      And if you want to pretend that Western CRPGs aren't linear, then I'm going to have just shrug and shake my head.

      It is a simple fact that they are not linear. Just because they aren't == PnP RPGs doesn't mean they are on rails.

      All you have is an illusion of choice created by a conversation tree.

      If I can clearly make a choice between A and B or X, Y and Z, all of them different options, how could that possibly be an illusion?

      However, the result of more linear play is a more coherent storyline. D can be plotted with reliance on the events in B & C. Games like Fallout, NWN, etc. have to run their story with self-contained chapters for each location, but a JRPG can put together a story that runs the course of the entire game.

      Fallout doesn't have any chapters, and the last time I checked it has a coherent storyline from start to finish. I don't know where you're getting your information from. And what does it suddenly matter if a JRPG has a more tightly focused story? If you're trying to argue that JRPGs are CRPGs, that is an irrelevant argument to make.

      Exceptions prove that a rule isn't really a rule. Many JRPGs have completely different endings based on what choices you make -- which is something many Western CRPGs do not have (as they are ultimately just as linear as the JRPGs you complain about). When you strip away the stylistic differences, all you have is a flowchart. Games from both sides of the big pond fall into linear and nonlinear camps. The stereotypes are just that.

      There are multiple endings in Chrono Trigger, but their existence has nothing to do with roleplaying.

      And when an option would make a choice, you were only one load & replay away from seeing all the others.

      Clearly, this problem just doesn't exist outside CRPGs, because only CRPGs let you save the game.

      A dialog tree alone does not make for roleplaying (any more than it made the classic games StarControl 2 or Monkey Island into RPG).

      Has someone claimed that the only thing that makes an RPG an RPG is a dialog tree (and that Monkey Island is therefore an RPG as well)? No, because that is not the case.

      On the other hand, several JRPGs are capable of creating characters realistic enough to empathize with and to get drawn up in their story. I've felt more emotional attachment to a JRPG hero than I have any CRPG hero. That's why I feel that they're more about the story, which is what I like out of playing RPGs.

      This is irrelevant. Are you trying to argue that JRPGs are CRPGs, or are you just defending them in general?

      In my experience, this hasn't been true.

      I have not played or heard of a JRPG with a combat system as intricate as Baldur's Gate II's.

      The irony is that his "encyclopedia definition" denies you the right to call Western CRPGs roleplaying games as well.

      I had no idea that he is now in a position of authority to deny things from me. I never said I agree 100% with him, and seeing as how I've read that article several times I am well aware of its contents. CRPGs such as Fallout are a sufficiently close approximation of roleplaying.

      Your action do not shape the direction and the outcome of the game beyond choosing which rail line you run down.

      If you make an action and it changes the outcome of the game, you've just made an action that changed the outcome of the game.

      A curious thing about JRPG fans is that they have a massive inferiority complex towards CRPGs. Whenever someone points out that JRPGs are not CRPGs, they immediately protest as if the value of all JRPG games was determined exclusively by whether or not they're CRPGs. If you love CRPGs so much, why don't you just play CRPGs instead? I never see GTA fans desperately claiming that their games are racing simulators because you get to drive cars.

    6. Re:JRPGs are narrativist RPGs by Valdrax · · Score: 1

      It is a simple fact that they are not linear. Just because they aren't == PnP RPGs doesn't mean they are on rails.

      But they are on rails -- inherently. Some games just have more than one track, but there is no game on the market that adapts freely to the arbitrary decisions of the player AND has a coherent story. That would require strong AI to replace a GM.

      Some have a "good path" and an "evil path." Some have the option of letting you do things in a different order. Some let you decide to overcome obstacle 22 with charm or force or stealth, but you still must ultimately beat obstacle 22 somehow to advance the plot. No matter what, you still start at point A, go through points B, C, and D in some order, and you end at point E. For example, in Baldur's Gate II, you start out in a cage and end up killing the mage that captured. It doesn't matter what order you take the quests in between the beginning and rescuing Imoen, and it doesn't matter which of various choices you make, the game still runs along the same general path to the end. Switching tracks doesn't matter if the rails all run in parallel.

      If I can clearly make a choice between A and B or X, Y and Z, all of them different options, how could that possibly be an illusion?

      Because you can't pick option C or option Q. You can't improvise. You can only play the types of characters that the developers deemed okay. You're just running along a few parallel rails that occasionally let you switch tracks to another one. Your choices are not particularly meaningful -- at least not in any way that makes CRPGs cross some undefinable line from "not RPG" to "RPG" and leaves JRPGs behind.

      Fallout doesn't have any chapters, and the last time I checked it has a coherent storyline from start to finish. I don't know where you're getting your information from. And what does it suddenly matter if a JRPG has a more tightly focused story?

      *sigh* "Chapters" is a metaphor, not an explicit, linear division of the story. Each time you visit a new location in the game, it has a series of largely self-contained bits of storytelling -- side-quests, characters, etc. There's not a lot of linked plots between locations. Shady Sands has the radscorpions and rescuing Tandi, and neither of these plot threads in the "chapter" have anything to do with the greater plot of the game. It's all just "Chapter B" in the progression from A to E.

      My point about the story-driven focus of JRPGs is that it has strongly affected the development decisions behind the games. What CRPG fanboys decry as "rail-playing" is a conscious decision to prioritize story over exploration. (Again, I refer you back to GNS Theory and the Big Model.)

      Has someone claimed that the only thing that makes an RPG an RPG is a dialog tree (and that Monkey Island is therefore an RPG as well)? No, because that is not the case.

      Then, can you name something else that makes something a "true RPG," because that seemed to be the focus of the article you presented. (That and some fallacies about "lots of new systems" == "design failure.") You talk about choices, but choices in CRPGs generally fall into only three camps:

      1) What does my character say to someone? What personality does he present?
      2) What order does my character explore / complete missions in?
      3) How does my character overcome an obstacle? (e.g. Combat, subterfuge, etc.)

      None of these choices make a game more or less an RPG, really, because every option is limited to a few "correct" (or more appropriately "allowed") answers. JRPGs limit a lot of these to a single choice while CRPGs may give half a dozen or so. Since the results usually come out the same for the CRPG, and since you must follow the plot to roughly the same conclusion, the illusion of choice and non-linearity is just that.

      I had no idea that he is now in a position of autho

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    7. Re:JRPGs are narrativist RPGs by Dr.+Impossible · · Score: 1

      But they are on rails -- inherently. Some games just have more than one track, but there is no game on the market that adapts freely to the arbitrary decisions of the player AND has a coherent story. That would require strong AI to replace a GM.

      Who said anything about adapting freely to arbitrary decisions? That is not what we are talking about.

      Some have a "good path" and an "evil path." Some have the option of letting you do things in a different order. Some let you decide to overcome obstacle 22 with charm or force or stealth, but you still must ultimately beat obstacle 22 somehow to advance the plot. No matter what, you still start at point A, go through points B, C, and D in some order, and you end at point E. For example, in Baldur's Gate II, you start out in a cage and end up killing the mage that captured. It doesn't matter what order you take the quests in between the beginning and rescuing Imoen, and it doesn't matter which of various choices you make, the game still runs along the same general path to the end. Switching tracks doesn't matter if the rails all run in parallel.

      Uh, welcome to video games.

      Because you can't pick option C or option Q. You can't improvise.

      Irrelevant.

      *sigh* "Chapters" is a metaphor, not an explicit, linear division of the story. Each time you visit a new location in the game, it has a series of largely self-contained bits of storytelling -- side-quests, characters, etc. There's not a lot of linked plots between locations. Shady Sands has the radscorpions and rescuing Tandi, and neither of these plot threads in the "chapter" have anything to do with the greater plot of the game. It's all just "Chapter B" in the progression from A to E.

      Why exactly should every single event in the game be directly tied to the main storyline? Is every single game event in a PnP game always directly tied to the main storyline? What does this matter?

      Then, can you name something else that makes something a "true RPG," because that seemed to be the focus of the article you presented.

      A role-playing game is a game in which the participants assume the roles of fictional characters. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.
      --
      In my opinion, the difference between a token and a role-played character is this: Hypothetically, a person watching the game looks over your shoulder and suggests a move, and your reply is "No, my character wouldn't do that." If this happens, or is capable of happening, then at some level you are playing a role-playing game. This simple distinction puts a world of difference between RPGs and other games.

      Your entire argument against CRPGs is just "they're not perfect in every way, therefore they are exactly the same as JRPGs!"

      Oh, come off it. I mean, "If you love CRPGs so much, why don't you marry them?" Maybe we can just cut the juvenile crap and try to have a real conversation here.

      You desperately wish for JRPGs to be exactly like CRPGs, so it's a valid question to ask.

      This whole "massive inferiority complex" is just BS -- if anything, it's only that JRPG fans have to mount a defense against one-sided attacks by CRPG fanboys calling the other side's favored games "not real RPGs." JRPG fans don't say the same about CRPGs, and responding to attacks by elitist is not reveling in an "inferiority" complex.

      It's not an attack, it's a simple factual statement. JRPGs are not CRPGs, CRPGs are not JRPGs, and GTA isn't a racing simulator. Why does this bother you so much?

    8. Re:JRPGs are narrativist RPGs by LordVader717 · · Score: 1

      You haven't really answered his main question. Just give an example of how typical "western" CRPGs are inherently more "role-playing" than "JRPGs".

      It boils down to how you define the term.
      All CRPGs are programmed, i.e. scripted. This makes them inherently different from pen and paper RPGs, where the world you explore is created by the dungeon master and the outcome is completely open.
      The best we have seen for CRPGs are elements like dialogue trees, side and main quests, alternative paths and endings. And all of them are present in Western as well as Japanese RPGs. The biggest difference I see is in artistic style than anything else.

      So to repeat the question: Can you show how a Western RPG allowed a player to influence the game-world and outcome of his actions that is completely unprecendented for Japanese RPGs?

    9. Re:JRPGs are narrativist RPGs by Dr.+Impossible · · Score: 1

      You haven't really answered his main question. Just give an example of how typical "western" CRPGs are inherently more "role-playing" than "JRPGs".

      A role-playing game is a game in which the participants assume the roles of fictional characters. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.
      --
      In my opinion, the difference between a token and a role-played character is this: Hypothetically, a person watching the game looks over your shoulder and suggests a move, and your reply is "No, my character wouldn't do that." If this happens, or is capable of happening, then at some level you are playing a role-playing game. This simple distinction puts a world of difference between RPGs and other games.

      The best we have seen for CRPGs are elements like dialogue trees, side and main quests, alternative paths and endings. And all of them are present in Western as well as Japanese RPGs. The biggest difference I see is in artistic style than anything else.

      They are not present in JRPGs the same way they are in CRPGs. Trying to claim that CRPGs and JRPGs are exactly the same reeks of despair. As I've said, JRPG fans have an inferiority complex.

    10. Re:JRPGs are narrativist RPGs by Valdrax · · Score: 1

      Who said anything about adapting freely to arbitrary decisions? That is not what we are talking about.

      Well, it's important to a core question I've been trying to present from different angles: at what point does the ability to make decisions for the main character turn a game from "not an RPG" to "a real RPG?" Personally, I think you've just arbitrarily drawn your line in the sand to include CRPGs and to exclude JRPGs without providing a solid, logical basis for doing so.

      Let's look at some of the text from the article you quoted:

      A role-playing game is a game in which the participants assume the roles of fictional characters. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.
      --
      In my opinion, the difference between a token and a role-played character is this: Hypothetically, a person watching the game looks over your shoulder and suggests a move, and your reply is "No, my character wouldn't do that." If this happens, or is capable of happening, then at some level you are playing a role-playing game. This simple distinction puts a world of difference between RPGs and other games.

      This less about the game itself than how you play it, and it's constrained by the game itself in all cases -- JRPGs and CRPGs. All JRPGs allow you freedom to act in *some* ways, and some give you more freedom to decide your character's fate than some CRPGs. There is no solid, dividing line here.

      As I pointed out earlier, and you dismissed as "irrelevant," no CRPG gives you the "freedom to improvise." By the article's own definition, no CRPG with truly an RPG. So why do you keep citing the same passage I mentioned earlier that you ignored?

      What essential level of choice makes an RPG into a "real RPG" instead of just "playing with a token?"

      • If you can choose between two dialog options and get different responses but the same plot outcome, is that an RPG?
      • If you can choose between two actions and determine whether someone is friend or foe, is that an RPG?
      • If you can choose between two actions and get different endings to the game is that an RPG?
      • If you can choose whether to interact with a character at all, is that an RPG?
      • Does it matter if the game grants a reward for choose one of your two options and if "staying in character" would require giving up power?

      I mean, what a "significant" choice that can be character driven, and what is not? Without some clear, defining guideline, your entire argument that JRPGs are not "real RPGs" comes down to simply, "but I don't like them!"

      Your entire argument against CRPGs is just "they're not perfect in every way, therefore they are exactly the same as JRPGs!"

      Let me try to rephrase it then. I'm not arguing a black & white argument where if it's not perfect, it's not a "true RPG." The article you cite for support also doesn't quite do the same. However, it pretends that CRPGs meet criteria which *are* perfect. (e.g. The ability to truly improvise which is absent in ALL CRPGs & JRPGs.)

      My argument is that there are no meaningful distinctions between CRPGs and JRPGs, least of all one that supports calling one "real RPGs" and the other "not RPGs." I think your hard stance that they are totally different beasts is probably the result of you not playing a significant number of games from both camps like I have. They have far more similarities to each other (compared to games in other genres) than differences, and most of those differences are stylistic.

      The article you cite is making up distinctions that really aren't there. You can't "improvise" in a CRPG any more than you can in a JRPG. You can make decisions based on want

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    11. Re:JRPGs are narrativist RPGs by Dr.+Impossible · · Score: 1

      Well, it's important to a core question I've been trying to present from different angles: at what point does the ability to make decisions for the main character turn a game from "not an RPG" to "a real RPG?" Personally, I think you've just arbitrarily drawn your line in the sand to include CRPGs and to exclude JRPGs without providing a solid, logical basis for doing so.

      The fact that JRPGs lack the things that make a game a CRPG is not logical?

      This less about the game itself than how you play it, and it's constrained by the game itself in all cases -- JRPGs and CRPGs. All JRPGs allow you freedom to act in *some* ways, and some give you more freedom to decide your character's fate than some CRPGs. There is no solid, dividing line here.

      Exceptions still don't invalidate a rule.

      As I pointed out earlier, and you dismissed as "irrelevant," no CRPG gives you the "freedom to improvise." By the article's own definition, no CRPG with truly an RPG. So why do you keep citing the same passage I mentioned earlier that you ignored?

      I already told you quite clearly that I consider CRPGs to be a close enough representation of RPGs. They are also intended to replicate the experience of roleplaying, and I doubt that is something Japanese developers consider (so if a JRPG ends up being similiar to a CRPG in some ways, it's unintentional).

      I mean, what a "significant" choice that can be character driven, and what is not? Without some clear, defining guideline, your entire argument that JRPGs are not "real RPGs" comes down to simply, "but I don't like them!"

      At no point have I said that I don't like JRPGs. I am simply making the factual statement that JRPGs are not CRPGs (and I don't see why they have to be CRPGs). If I said that Doom isn't a tactical shooter, would that mean I don't like Doom? Ridiculous.

      My argument is that there are no meaningful distinctions between CRPGs and JRPGs, least of all one that supports calling one "real RPGs" and the other "not RPGs."

      Then you are either ignorant or a fanatic, since the differences are so plainly obvious. It's like failing to see the difference between MS Flight Simulator and Ace Combat.

      The real differences between the two is solely a matter of style. Do you focus on letting a character explore a (limited) open world, or do you tell a coherent narrative?

      You know what, I think the only difference between Command & Conquer and Galactic Civilizations is that one of them is in space. Beyond that, they could be mistaken for twins!

      I turn that question right back at you. After all, it's not me that is stating that one type of game is inferior to the other, so why do JRPGs bother you so much that you pooh-pooh them as "not real RPGs?"

      The notion that JRPGs may not be CRPGs immediately makes you think that this is the same thing as saying that JRPGs are inferior. So it is as I said: in your eyes, the quality of JRPGs depends solely on whether or not they are CRPGs.

      I'm perfectly happy playing both types of games. Why aren't you?

      You're only happy with JRPGs if you think of them as CRPGs, whereas I don't have to resort to such strange practises. I'm fine with JRPGs not being CRPGs.

    12. Re:JRPGs are narrativist RPGs by Valdrax · · Score: 1

      The fact that JRPGs lack the things that make a game a CRPG is not logical?

      You're both begging the question and attacking a straw man. I'm really losing complete respect for you. I'm asking, "Why are CRPGs RPGs and JRPGs not RPGs," and you're pretending that I'm asking, "Why aren't JRPGs CRPGs and thus 'real RPGs?'" (which begs the question of whether CRPGs are real RPGs or not and why).

      Exceptions still don't invalidate a rule.

      Yes, they do sometimes. If you said, "Birds are all capable of flight," and I pointed to penguins and ostriches, then it would in fact invalidate the rule. If you instead said, "Some birds are capable of flight," then it wouldn't invalidate the rule. Of course I can't tell what you're talking about because you won't define what "the rule" is!

      As far as I can tell, you're saying that CRPGs have some quality -- which you refuse to describe with any solid detail -- that JRPGs do not. As I continue to try to guess what nebulous criteria you use to draw the line, the only things you offer are traits which are not in any way unique to CRPGs. The presence of JRPGs that have those qualities and the presence of CRPGs that do not should show that these qualities do not actually define any line between the two types of games.

      I already told you quite clearly that I consider CRPGs to be a close enough representation of RPGs.

      And I keep asking, "Why?" and getting nothing in return but traits shared by both types of game.

      They are also intended to replicate the experience of roleplaying, and I doubt that is something Japanese developers consider (so if a JRPG ends up being similiar to a CRPG in some ways, it's unintentional).

      CRPGs are far better at replicating one type of roleplaying -- Simulationism. However, they don't handle story-focused play very differently from JPRGs; just a greater emphasis on nonlinearity and a few more dialog choices at the cost of narrative cohesion. JPRGs are not designed to be limited sandbox games like many CRPGs, but that does not make them signficantly less "roleplaying" than a game that gives you 6 choices instead of 2.

      The notion that JRPGs may not be CRPGs immediately makes you think that this is the same thing as saying that JRPGs are inferior. So it is as I said: in your eyes, the quality of JRPGs depends solely on whether or not they are CRPGs.

      No, you're dancing with a straw man again, and it's very pathetic.

      What got me was the statement of your first post: "I suppose they must be called JRPGs for lack of a better term, but just because they're called that way doesn't mean they actually are RPGs. So they shouldn't be part of this article."

      In essence, you say that (1) JRPGs are not real RPGs, and (2) JRPGs are not worthy of consideration in an article on RPG design. Other statements that came later include, "JRPGs are not RPGs because there is no roleplaying involved." (Which presumes that there somehow is roleplaying in a Western, sandbox-style CRPG.)

      Stop putting words in my mouth and pretending not to have written the words you wrote. It's you that only considers CRPGs to have value and be worthy of consideration in this article.

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    13. Re:JRPGs are narrativist RPGs by Dr.+Impossible · · Score: 1

      As far as I can tell, you're saying that CRPGs have some quality -- which you refuse to describe with any solid detail -- that JRPGs do not.

      CRPGs are computer simulations or representations of roleplaying, so they have the qualities that roleplaying games have, within video game limitations, and they are intended to be roleplaying games. JRPGs are not intended to be roleplaying games or trying to be roleplaying games, and their roleplaying elements (if any) are incidental. JRPG fans don't even treat JRPGs as roleplaying games, until it's time to start asserting that they suddenly are roleplaying games (because otherwise they have no value for some reason).

      The entire basis of a roleplaying game is "what is my character like, and what would my character do in this or that situation?" Participants determine the actions of their characters based on their characterization. Typically your character is created from scratch, and you choose its name, gender, race, appearance and class/abilities, and as you play you make your decisions based on what your character would do. Many players even make their equipment choices based on characterization, even if it means making the character less effective. Don't make me laugh myself to death by trying to claim that JRPGs are based on the same design premise.

      In Baldur's Gate II you pick a gender, race, class, alignment and name, and adjust the character's abilities, skills and appearance. In the game you are free to play by yourself or recruit up to five party members. You can influence and change some of these party members by interacting with them, or you can even romance them. You can kick them out and they can die permanently (they can also die without ever becoming party members). The party members interact with each other, and some may leave due to disputes or start fighting each other. They may also leave if they don't like what the player character is doing, or even attack the player character.

      The game presents you with a considerable number of small and large quests, and how you complete them is determined by what your character would do (a JRPG giving you sidequests is hardly the same thing). And contrary to what you claim, there is a perfectly coherent storyline in the game which you follow from start to finish, and the player character is an essential part of it.

      The mechanics couldn't be more different than those found in JRPGs. Whether you're fighting, talking, picking locks, looking for traps, casting spells or carrying/examining/using/selling/buying items, it's all governed by a unified set of mechanics (taken directly from a system designed for PnP roleplaying). There is no separation between combat and everything else. The game mechanics are way more detailed, advanced and freeform than in JRPGs.

      The first two Fallouts take things even further. Shit, if you set your intelligence very low, you become unable to communicate properly, and all dialogue in the game is changed to reflect this (but you can still complete the game). The villain in Fallout can be beaten just by talking to him, if your character is good at that sort of thing. And if you know exactly what you're doing, you can complete both games in 10-12 minutes.

      Yeah, these sound exactly JRPGs. No difference at all.

      CRPGs are far better at replicating one type of roleplaying -- Simulationism. However, they don't handle story-focused play very differently from JPRGs; just a greater emphasis on nonlinearity and a few more dialog choices at the cost of narrative cohesion.

      Doom isn't all that different from ArmA 2, the latter is just bit more realistic. Hur hur.

      No, you're dancing with a straw man again, and it's very pathetic.

      You clearly made a connection between "JRPGs are not CRPGs" and "JRPGs suck."

      In essence, you say that (1) JRPGs are not real RPGs, and (2) JRPGs are not worthy of consider

    14. Re:JRPGs are narrativist RPGs by LordVader717 · · Score: 1

      They are not present in JRPGs the same way they are in CRPGs. Trying to claim that CRPGs and JRPGs are exactly the same reeks of despair. As I've said, JRPG fans have an inferiority complex.

      Here we have another generalisation without a compelling example. Even if some elements which I mentioned are be more "present", the fact remains that you are playing a fully scripted adventure.
      Almost every game has alternative paths and a fair few have ultiple endings, even one's whih wouldn't be considered RPGs.
      And I haven't played many "JRPGs" without dialogue trees and a ton of sidequests, a few big-name titles being the exception.

  43. Wow, that brings back memories. by pclminion · · Score: 1

    It was Hero's Quest and Might and Magic III that I was addicted to. They are actually the reason I got back into programming after dropping it as an interest for a while -- my life probably would have turned out completely different without those games. My first real forays into C programming were savegame-editor programs for those two games.

    Being a teen, with no real experience, I was limited in what I could do. But I was able to alter the strings shown in Hero's Quest (of course, I changed them to obscenities) as well as hack a few of the statistics. With MMIII, I actually managed to decode almost all of the save game format, painstakingly writing down (on PAPER!) hundreds of flags, enum values, offsets. I decoded every possible item type in the game, along with their modifier flags, the offsets of the various statistics, the field where the current "time of day" was stored, etc.

    These days people seem to frown on that kind of reverse engineering and hacking, preferring to call it "cracking" instead. Poo on that. My career started with that.

  44. Oblivion = a lesson in Zero Sum gaming by Weedhopper · · Score: 1

    I'm playing through Oblivion now. I first bought it a couple years ago for my PC, then promptly forgot about it. Now I have it running in Cider on my Mac. Getting Oblivion mods to work properly is evidently a challenge but getting a bunch of them to work together through Cider is a pain in the ass.

    I say this because after having played Oblivion on and off for a few months now, I've finally fucking had it with the leveling mechanics. I really did try to like it and I give it a good whirl (~50% of the main quest) I went looking for solutions to this and evidently, there are three:

    1.) Don't level-up. There is very, very little in the way of incentives to advance in level. At least the way I think Bethesda intended. A huge portion of the leveling mechanic is a zero sum game. There is actually quite a disincentive to leveling up.

    2.) Meta-game. "Efficient" leveling. Oblivion metagaming makes D&D munchkin powergaming look tame. Really, it's completely asinine.

    3.) Game mechanic changing mod. The most popular and extensive mods are ones that significantly change the leveling system because not a lot of people seem to like it. They'll put up with it, because the game has a lot of other things going for it, but everyone I seem to know and the general zeitgeist seems to be that if any one thing could be changed, it would be the leveling system.

    In Oblivion, the advantages to leveling up are access to better gear, more hit points and more magic, and better attribute stats. But here's the catch, everything else gets access to that stuff, too. And if you do it inefficiently, you are BEHIND the power curve of everything you fight. Yo, WTF? The purpose of kicking ass to get better stuff and increased stats is to kick more ass! It's not to maintain a status quo.

    I realize that Bethesda has mentally locked themselves into this dumb mechanic. No one likes that shit. They tolerate it. It's an evolutionary dead end of RPG gaming. Seriously, cut this shit out.

  45. Preparation is key by J-1000 · · Score: 1

    The key to any good RPG is the ability to prepare your character to meet new challenges; to ponder ahead of time what goals you have in mind for your character development, and then to go about accomplishing these feats. Sometimes this looks like grinding for hours on end to increase your level, other times it involves using clever combinations of items and abilities to suit the task at hand. RPGs that are too easy, and RPGs that allow the grinding to become repetitive both suffer from the same flaw: you're not being asked to use your brain. Grinding is good when there is a steady and evolving challenge, but too often it's just mindless repetition.

    Other things are important too of course. Some light tactics, and a light story, for instance. I prefer RPG stories light because the heavier they are the more apparent it becomes how lame they are. Better to let my imagination fill in the blanks.

  46. Oh, you meant Role Playing Games! by berpi · · Score: 1

    Oh, Role Playing Games! I thought you meant "Rocket-Propelled Granades". Please stand by while the FBI knocks your door down.

  47. Anyone for some MUD? by RivenAleem · · Score: 1

    Interesting how I havn't seen any comments relating to MUDs. There were some games all about grinding until you got your skills maxxed and then you went on to die repeatedly until perma death (the number of times you could die varied greatly between MUDS) and then started over again. And each death could mean the instant loss of all your belongings if te player who killed you decided to bury, or pillage, your corpse (and act frowned upon, but still occuring on occasion) or your corpse might disappear after time if you couldn't find someone to ressurect you in time. This has been removed from most mainstream games, WoW only has a gold loss for damage armour on death and a short corpse run (if no ressurect available). The main reason for this is due to subscriptions. It is largely okay for people to suffer massive setbacks on death if the game is already paid for such a setback only affects yourself. A simmilar effect in a MMOPRG would mean that progress would be held up constantly as people reroll after a permadeath, or regear if their equipment was lost (look what happened to players who were hacked in WoW before they were able to restore people's belongings). It would not only affect the player it happened to, but also all who play with them. Also, the game itself would have to become alot easier if anyone, as a team, were to have a chance at achieving anything. The way these games are now is possibly the only way thay can be in a MMO environment. Punishment for death has to be near negligable and content must be oriented about team play, and not the Hero's Story, which many single players games are based on. I myself have played WoW extensively, but I've seen in all the MMO's I've tried over the years, that they, from the early stages of the game, focus on the team, the faction, the race, the corperation and how you fit in the greater orginisational structure, and try to steer away from the loner, the solo adventurer so as to promote an online society, culture.

  48. The undoing of Ultima Online by Ouizardus · · Score: 1

    I'm surprised no one has mentioned Ultima Online. From my understanding, it never took off because players were *always* under constant threat of being attacked and killed by more powerful players. The only "safe zones" were the banks. So players would be constantly under threat regardless of what they did in the game. It wasn't fun because it was little more than an exercise in stress-management and frustration.

    MMORPGs are mostly about the social aspects of RPing, and less about creating powerful characters. Anyone who focuses on the latter is basically ignoring the MMO in MMORPG.

  49. I dont remember any of these features by Oloryn · · Score: 1

    back when I was programming in RPG. Next thing you'll be telling me that they've eliminated the fixed-column format.