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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."

48 of 241 comments (clear)

  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 __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!

    2. 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.
    3. Re:Role Playing by sexconker · · Score: 3, Funny

      Hence the "nothing at all".

    4. 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."
    5. 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.

    6. 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
    7. Re:Role Playing by Shoe+Puppet · · Score: 2, Funny

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

      --
      (+1, Disagree)
    8. 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.
    9. 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.

    10. 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.

  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 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!
    2. 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!
    3. 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
    4. 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.

    5. 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.

    6. 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.

  3. 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 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!)

  4. 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 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
    3. 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!
    4. 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
    5. 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.
    6. 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.

  5. 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."
  6. 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 _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.
    3. 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.

    4. 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.

  7. 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!).

  8. 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 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.

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    2. 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.

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

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

  9. 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

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    -.no
  10. 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."

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  11. 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.

  12. 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.

  13. 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.

  14. 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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