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."
Real men role play with pencil and paper, or nothing at all.
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.
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.
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.
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/
Ave Molech Setting
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
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!).
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.
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
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
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.
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.
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.
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."
If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").