RPG Codex - Articles On Video Game Design 309
chadeo writes "Ok all you arm chair game developers, listen up. Over at RPG Codex there are currently 4 articles, written by professionals in the industry, on RPG design. There is A Christmas lesson in CRPG design by Timothy Cain, Thoughts on RPG development by Leon Boyarsky, Hand of Gosh Darn Good Design by Chris Taylor, and Treatise on Combat to Pink Floyd by Gareth Davies. All of them are a great read, and you can join in the discussion with the authors and see how your ideas stack up. What do you think is the key to a great RPG?"
Common sense (Score:3, Insightful)
Recipe for a great RPG (Score:2, Insightful)
solid engine (Score:5, Insightful)
And of course, multiplayer options immediately add a needed dimension in today's broadband world.
The KEY! (Score:4, Insightful)
What RPGs really need (Score:5, Insightful)
I'm not even going to dignify that with response (Score:2, Insightful)
Yes, Fallout was a neat game, but it's bordering on sacrilege to compare it to classics that Square has produced. Is anyone going to notice Fallout's impact on the gaming scene five years from now? Are they even noticing it now?
Good Weapons and Leveling System (Score:2, Insightful)
A variety of weapons doesn't mean 12 different types of swords (a la Neverwinter), but different weapons with different ranges and specialities (more like Fallout).
As for leveling... after I hit level 20 in Neverwinter I quit playing. It wasn't the story that drove me to play, but the possibility of becoming more powerful and getting new spells.
Anyway, both NWN and Fallout were great games in their own respects.
Plot (Score:4, Insightful)
Basically RPGs don't have to do much to be good, they just have to have an interesting involving story that keeps me interested. However, there are a lot of things an RPG has to NOT do in order to not suck.
First it has to not every make it incredibly difficult and stupidly annoying to advance the plot. Imagine watching a movie and halfway through you have to jump through hoops to see the rest. That's torture, not fun. Not to say that the whole game has to be a piece of cake. But if it is difficult to the point of frustration something is wrong.
Second, it can't be incredibly short. I mean longer doesn't necessarily equal better. But on average RPGs that you can beat in a couple days often suck and RPGs that take a while are often much better.
Probably the most important thing to an RPG is direction. I want to be told where the next plot is. Sure making decisions is good, and multiple endings a la chrono trigger is even better. But I don't ever want to be in a situation where I don't know where to go or what to do in order to advance the plot.
The most important thing for an RPG to have (this is a pet peeve of mine) is short sweet and rare combat. I can't stand those games where you walk two steps and then are forced to fight horrible monsters in a 10 minute battle. And then repeat the process 100 times before getting to the next town. Combat should be rare and quick. It doesn't have to be easy, but I want to either win or lose in about 30-45 seconds tops.
Candidates for best RPG ever?
Chrono Trigger
FF6
Golden Sun
Dragon Quest (Warrior)
Secret of Mana
Any Zelda Game
Ack! Too many to name!
Re:Common sense (Score:2, Insightful)
A good escape... (Score:3, Insightful)
A great story (Score:3, Insightful)
A great RPG should have me saying "I'm gonna kill that bastard," after he offs one of the main characters. My mood should be affected by the plot.
One word: (Score:3, Insightful)
Re:Plot (Score:4, Insightful)
You forgot to include Ultima 7, clearly a candidate for the best ever. Or any of the Ultimas, except maybe 8 & 9.
Re:Turn based combat! (Score:3, Insightful)
Atmosphere (Score:2, Insightful)
Obviously factors such as story, reasonable graphics, etc are all important but that is the case for any of type of game. What matters is how these elements interact with each other to product the overall atmosphere of teh game. ake the Bladerunner rpg for example and Nintendo's Zelda series - both are really immersive games due to the continuity and great sense of escapism produced by the games' ambience.
The key to a good RPG ... (Score:2, Insightful)
My wish list (Score:4, Insightful)
The aspect which I most crave is obscured player stats. If you hide the numbers, most people would stop obsessing over them.
Get rid of explicit classes. Classes should be implied by action. If you don't act your class, you become something else.
The story needs to be flexible. Certain possibilities in the game should disappear after a set period, and no one should feel bad about it. There shouldn't be a static world. Instead, you should have a room full of people working on a constantly evolving world that takes into account the actions of players.
Allow regions to be depopulated of monsters.
Design for characters to interact. Remember MUDs.
Template for a good RPG (Score:4, Insightful)
Both games were huge, both games had good scripting and voice acting. Both games had acceptable graphics. In neither was the player left confused and directionless. The worlds had more than enough items/armor/weapons to keep the collector and rule-lawer busy. Player types could be widely diverse thanks to perks and primary skills. Virtually all problems could be solved in many different ways, usually a violent and non-violent way to take care of the slayer AND the scientist players. Karma had an actual affect and completely changed the way you had to interact with NPC's. Evil players were treated as evil characters, something missing from virtually all RPG's.
Even the subquests weren't always all available to all player types. Higher perception characters would realize when someone was upset vs. higher intelligence characters finding obscure information in computer archives.
I've played each literally 6 or 7 times to completion and I STILL find new subquests. And I'm anal about looking for them.
I honestly think the best RPG you're going to find with current technology / rule systems would be a mix of the psudo-realtime combat system and art from BOS and the storyline and game style of the original Fallouts.
Action, strategy and RPG don't mix, huh? (Score:2, Insightful)
'nuff said.
It's all about the storyline baby! (Score:2, Insightful)
Uhm, no. (Score:5, Insightful)
Random battles, when done properly, happen to allow you to go around from point A to point B without being very predictable in terms of fights, while allowing fun character leveling! If done well, you won't meet monsters too often or not often enough, and the groups of monsters will be varied.
How do random battles give flexibitily? Since each monster need not to placed on a map, you have less forshadowing (except for boss creatures) -- this allows more time spent on map design. You also don't you have the rigid growth structure of pre-planned battles; look at the Enix RPG Illusion of Gaia -- unless you miss secrets, you will always play through the game in exactly the same way because of the battle system. Every upgrade you get has a defined ceiling, which requires you play in the same way to get them all. Boring.
Re:Common sense (Score:3, Insightful)
Re:Common sense (Score:3, Insightful)
Did you have a bad experience in game development or something?
Re:MMORPG (Score:2, Insightful)
Having tried a couple of MMORPGs, I can't see where this comes from. They're like normal RPGs but with the story mostly removed and replaced with an endless stream of asking people how to complete your quests to go to the next level and get more skill points.
They're more like Diablo than like Arcanum.
Re:Grand Theft Auto Killed RPG's (Score:3, Insightful)
So, that would be almost entirely unlike Grand Theft Auto, then?
"Well, hrmm. Let's see. Assassinated the Triad's leaders. Blew up their factory. Killed...well, golly, about two thousand of them now. Yet there are still an infinite number of them waiting to chase me."
Or, better yet, Grand Theft Auto's missions. Nothing says realism like taking on a mission, dying (or being busted), and then being given the same mission again. "Exchange", for example. Waste a couple dozen Colombians, blow up the OL Barracks, but get wasted by the helicopter...yet, Catalina's still waiting at the mission to take your money (again) and you're still foolish enough to not go in with guns blazes (again). Repeatedly.
Don't get me wrong. I like GTA. But to hold it up as an example of realism is laughable.
Re:Plot (Score:2, Insightful)
Wow, maybe I'm just biased because I'm a developer working on a CRPG (Deus Ex 2), but I'll respectfully disagree.
RPGs (and games in general) are the interaction. I know I don't speak for everyone in the industry, but all this striving to be like films strikes me as missing the point. We're one of the very few media at the moment that can have meaninful interaction with the player -- allow the player to develop plans, to analyse the situation and come with solutions the problem at hand, to give the player a sense of intentionality. RPGs are probably the most literate and intelligent area of gaming, and are the best suited to really delve into the power of interaction.
If I want to be told a good plot, I'll rent a DVD or go to the theater -- they can do that better than we can. Games should be striving to challenge and involve. No sense playing to another media's strength when you've got your own.
Re:The KEY! (Score:3, Insightful)
And that's the problem. Lots of aimless wandering around with nothing but the odd crab or flying thing in sight. It gets tedious very quickly.
The thing that really gets me is the complete lack of life in any of the towns. You can guarantee that the person who told you to go get the thingummy is going to be in the exact same location the next day. Don't those shopkeepers get tired of standing at the counter all the day and all the night. Don't the people at the guilds ever sleep?
How come the shops aren't shut at night? How come on completing a task for someone you don't end up having to wake them up because it's the middle of the night? How cool would it if if you returned only to be told that so and so was on a trip to the next village and you could try and meet them there?
A game like Morrowind would be a lot better if it at least tried to give the impression that everyone else was going about their business and not just there as plot tokens who never leave their houses or shops and never sleep.