IGN on the State of the CRPG 130
Via the ffwd linklog, IGN has a feature up discussing the current state of the CRPG. From the article: "Most people tend to associate RPGs with sword-swinging maidens in chainmail bikinis and doddering old white-bearded mages in robes spattered with owl poop. While the high fantasy setting is certainly the stock background for most RPGs, an RPG is defined not by its content but by its manner of presentation. To be a true RPG, a game must contain three elements. First, it should offer up an interactive story in which the player takes a vital part. Second, RPGs must allow for character growth that's driven by a player's choices or actions. Finally, RPGs must be built upon a system of rules and statistics that are used to resolve the events that take place in the world."
Growth not essential (Score:3, Insightful)
Growth is a common element of RPGs, but it's hardly a necessary one. Many interactive fiction games have no character growth whatsoever, and they certainly qualify as "rolepalying game."
Re:Growth not essential (Score:5, Insightful)
OTOH roleplaying is a term that comes from pre-computer limitations, almost all computer games involve playing a role these days and the involved simulations clearly surpass what the GM settled with a d20 back then.
Re:Growth not essential (Score:3, Insightful)
> computer limitations, almost all computer
> games involve playing a role these days and the
> involved simulations clearly surpass what the
> GM settled with a d20 back then.
Eh? I have yet to see a computer game that surpassed the mind's eye when playing pen-n-paper D&D in the mid '70's.
The most advanced modern games still barely tackle 1% of what you can do with a real human GM (or DM as we called 'em.)
And we won't even get into the idi
Re:Growth not essential (Score:1, Troll)
Re:Growth not essential (Score:5, Insightful)
Re:Growth not essential (Score:3, Interesting)
I would argue that without meaningful decisions, you're just an actor. The amazingly linear plots of some CRPGs strike me as a better thing to get rid of than flat characters.
Re:Growth not essential (Score:3, Interesting)
Re:Growth not essential (Score:1)
Re:Growth not essential (Score:2)
It's done a real disserve to the genre and dashed many expectations from the paper rpg crowd. Leveling dungeon crawls or stat-building adventure games are great in their own right, but they're not RPGs.
Re:Growth not essential (Score:3, Interesting)
I found it rather mortifying that none of the 3 criteria that these jokers included in their definition of a "true" RPG included actual role-play.
"Interactive stories" are almost always completely linear, or at best contain a few possible forks, in which you are just choosing one of several trains to hop on to.
"Character growth" is just an illusion. At the high levels of any RPG, you are fighting monsters which are exactly as challenging, relative to your character stats, so the only "growth" tha
Re:Growth not essential (Score:3, Insightful)
The key to role-playing is using your own imagination, not the imagination stat of your character! If every encounter amounts to "I charge the group of 2/5/50 Orcs" or "I fire a lightning bolt at the group of 2/5/50 Orcs", welcome to Snore City. OTOH if you have the option of "I sneak behind that pillar and push it on top of them", or "I use my lightning bolt to take out the roof member ab
Re:Growth not essential (Score:1)
Re:Growth not essential (Score:2, Interesting)
What? Don't you take the role of Mario and define his actions by pressing buttons in Super Mario 64?
RPGs such as D&D (Dungeons and Dragons) came out long before any video games, and when RPGs such as Final Fantasy came out, the name stuck, and games such as Super Mario Brothers came out, the genre RPG just didn't seem to fit.
Super Mario 64 really is and RPG, th
Re:Growth not essential (Score:1)
That simple definition is just not enough.
Re:Growth not essential (Score:1)
Re:Growth not essential (Score:2)
No, I don't think so.
Grab.
Re:Growth not essential (Score:2)
Re:Growth not essential (Score:1)
Unless of course you looked up where the term frag came from.
http://www.videogamecritic.net/gloss.htm [videogamecritic.net]
http://www.google.com/search?hl=en&lr=&q=define%3A frag&btnG=Search [google.com]
Re:Growth not essential (Score:1)
Re:Growth not essential (Score:2)
From TFA:
Nearly every decision players made had the potential to lead their character down the path of good or the path of evil. Those changes would be reflected in the story sequences and the reactions of other characters in the game. Discovering that the game was not only aware of the choices you'd made but would judge you by them was an amazing first for gamers.
The funny thing is that although the article sai
Poor Final Fantasy... (Score:5, Insightful)
What I don't see is a reason for computer RPGs to use any stats the user can see. Stats were just a crutch for pen&paper RPGs since you couldn't do a proper simulation. Computers take away the need for user-accessible stats and calculations. And seriously, in real life noone says they have "coding skill level 31" or something, they know they are a good coder or they think they are. Some might protest but it fits much better with the role-playing spirit if you have as little information about the simulation mechanics as possible.
No mention of Nethack, though...
Re:Poor Final Fantasy... (Score:5, Interesting)
heck, I'd play it in a heartbeat.
Re:Poor Final Fantasy... (Score:3, Funny)
which is also about how long the game would last, until people get away from the current mindset of watching the numbers. For the most part, people playing the current crop of MMORPG's would be just as happy watching a spreadsheet of formulas being slowly incremented, with the occasional loud DING and some whizbang graphics...
Re:Poor Final Fantasy... (Score:3, Funny)
http://www.progressquest.com/ [progressquest.com]
Re:Poor Final Fantasy... (Score:3, Insightful)
If you meet someone in real life, you generally know how they'll match up with you - the tone of their muscles, weapons they're carrying, etc. Sure there are some surprises, but for the sake of argument, let's just assume you can get a good idea of what the deal is.
In games these days, usually you've got generic representations of the majority of items, skills, physical attributes, etc. of each character
Re:Poor Final Fantasy... (Score:2)
When I have killed 50 rabbits, if I know I need to kill 10 more rabbits before being able to take on boss rabbit, I am driven to seek out those rabbits. If I don't know that, I will probably be bored with the game because I have no idea how much longer I need
Re:Poor Final Fantasy... (Score:2)
I think that is the entire point. If your game is so dull that showing a spreadsheet is the only way to make people play it... well
Re:Poor Final Fantasy... (Score:3, Informative)
It would be interesting to see this in action in an MMORPG. Stats and levels are completely hidden, and the only knowledge of a characters ability is indirect. (I.E. - I can kill these rabbits twice as fast as last week, lets try something harder) The same would go for mobs and NPC's. You don't know how tough someone is until you take them on. Throw this into a PvP game, and it would be very interesting. No more "I'm lvl 60 and he's lvl 55. I'm gonna win" mentality.
heck, I'd play it in a heartbeat.
RV [roma-victor.com]
Re:Poor Final Fantasy... (Score:1, Redundant)
I really disliked the few MMORPGs that tried to hide the stuff from me. It makes decisions more difficult and gives huge incentives to the people who have the time to play for a really long time and have protected information - much more so than in a typical non-hidden game where they already have
Re:Poor Final Fantasy... (Score:1)
I wholeheartedly disagree. For one thing, without presenting the player with stats and rules, they have no idea what determines success or fai
Re:Poor Final Fantasy... (Score:2)
You swing your sword at Ogre's head.
Ogre parries the sword with his shield.
Ogre swings axe at you.
You parry with your shield.
There is a loud crunchy noise, your avatar goes "argh", and the avatar's arm hangs loosely at its side.
You swing your sword at Ogre's head again. Your avatar's sword-arm is much harder to control now.
Ogre catches your blade on its shield, then hammers its axe on the centre of the blade.
Re:Poor Final Fantasy... (Score:1)
Don't get me wrong, I don't want lots of stats. Personally, I appreciate a fun system that is as simple as possible. I'm just saying whatever stats you have, you better make them very apparent to the player.
If the goal of a RPG developer is to make the simulation as "real" as possible..."
That's not the case. The role of any game designer i
Re:Poor Final Fantasy... (Score:1)
Re:Poor Final Fantasy... (Score:1)
Now, if you're arguing that there should be feedback, but that it should be
Re:Poor Final Fantasy... (Score:3, Interesting)
Different strokes for different
Re:Poor Final Fantasy... (Score:1)
Re:Poor Final Fantasy... (Score:2)
Re:Poor Final Fantasy... (Score:2)
Re:Poor Final Fantasy... (Score:1)
A large amount of the fun to be had in CRPGs is in planning out your character development - determining what stats to improve, how to balance out or compensate for weaknesses, what equipment to get, etc etc.
The same depth of strategy simply cannot be attained when the player doesn't fully understand the mechanics behind the game.
Re:Poor Final Fantasy... (Score:2)
There's actually a boss in Kirby Superstar, which is not a roleplaying (or stat-building, if you prefer) game, that enforces the rules of turnbased combat.
The following all takes place in the context of a standard 2d platformer:
The boss is invulnerable while it's attacking. Whenever you or the boss executes an attack, a dialog box pops up in the background that reads like:
Kirby deals 28 damage! Or, "Red dragon loses 28 HP!"
It feels lik
Re:Poor Final Fantasy... (Score:2)
Re:Poor Final Fantasy... (Score:1)
> have "coding skill level 31" or something,
In real life, you aren't bound by "class balancing", either; a genius can run rings around a dope. A smart guy may also be big and strong -- he doesn't have to be weak to "balance out".
Furthermore, the best swordsman who ever lived probably would be lucky to win 99 out of 100 bouts against a healthy man who just picked up a sword for the first time.
And he'd die to 5 such guys all at once. And we won't even ge
Re:Poor Final Fantasy... (Score:3, Interesting)
Get the balance between growth and decay right and it's almost a self balancing system. The greatest swordsman in the game will need to put in enough effort to maintain that level t
Re:Poor Final Fantasy... (Score:2)
Re:Poor Final Fantasy... (Score:1)
> without picking up that sword, you lose your skill.
I loathe decay of skills systems. I worked for it -- it isn't "fun" to lose it because some buffoon game designer sees the need for a "drawback".
If you have a skills-based system, I'd much rather see a Star Wars Galaxies method where you consciously give up this or that skill rather than have to practice skills you want to keep constantly like you're some idiot chimpanzee jumping thru hoops. No than
Re:Poor Final Fantasy... (Score:1)
Re:Poor Final Fantasy... (Score:2)
Your sword skill started out "terrrible" and as you fought it progressed to "horrible" and then "poor" etc. etc. until finally you were "awesome".
This was pretty cool but had drawbacks, i.e. it isn't obvious if "terrible" is better than "horrible" etc.
Re:Poor Final Fantasy... (Score:1)
Re:Poor Final Fantasy... (Score:2)
What I don't see is a reason for computer RPGs to use any stats the user can see. Stats were just a crutch for pen&paper RPGs since you couldn't do a proper simulation.
Players of RPGs, particularly computerized ones, since those are more about killing monsters than in-character social interaction, tend to like to min-max and find the best ways to optimize their combat effectiveness. Is the "Glowing Sword of Smiting" you just found better than the "Mithril Mace" you're currently wielding? If the sta
Re:Poor Final Fantasy... (Score:1)
Single player CRPGs are dead (Score:3, Insightful)
Re: (Score:2)
Re:On the Contrary... (Score:3, Insightful)
I think it goes much beyond that. In single-player games, they can let you feel like the super-h
Re:Single player CRPGs are dead (Score:4, Interesting)
The most content-ful RPG in recent memory has been GTA:SA. Hundreds of hours of branching storyline. The linear central story doesnt even encompass 1/4 of the game. Progress can be made in a dozen different directions (including the much-debated girlfriends).
Looking back, Morrowind was also an amazing single player RPG. Oblivion [elderscrolls.com] is going to blow the mediocre CRPG competition away; I've already set aside a thousand hours of free time (about what I spent on Morrowind) to waste on it.
Re:Single player CRPGs are dead (Score:1, Funny)
Re:Single player CRPGs are dead (Score:1)
now, i don't really mind playing the "bad guys" but in this specific case, it turns my stomach.
but we all have our own individual tastes.
Re:Single player CRPGs are dead (Score:1)
Re:Single player CRPGs are dead (Score:2)
Re:Single player CRPGs are dead (Score:1)
Huh. Sounds like an open market then.
And fourth - (Score:2)
Too much emphasis on story/moral choices (Score:1)
Re:Too much emphasis on story/moral choices (Score:3, Insightful)
The ultimate RPG would be a simulator of a world. The world might be nonsense, like D&D with Dragons and and magic, but within the 'rules' you accept, the world would be completely coherent. It wouldn't have stats or numbers, at least not any that the player would see. There would be a story, and t
Re:Too much emphasis on story/moral choices (Score:2)
Yep...all they had to do was add a graphical layer to Rogue/Angband ;)
Re:Too much emphasis on story/moral choices (Score:1)
the problem with that is, that in the last 20 years or so, the gameplay , namely combat has been the focus of games. and to deviate from that is to make your "game" less of a game and more interactive fiction.
IF might be fun once in a while but the real meat of games is in the repititive actions, e.g. comabt. if that part of a game does not hold a persons interest, then the rest ultimately doesn't matter, even if you just play through
I'll disaggree (Score:2)
So no offense, but using that to define an RPG is the kind of thing that makes me wish marketting people were lined up and shot.
RPG used to mean something. Now it's just a dilluted buzzword slapped onto the box, just because it's fashionable. It's been eroded and dilluted to the point of being meaningless.
Even Daikatana sported "RPG elements" on the
What about non-linearity? (Score:3, Insightful)
I'm not necessarily saying that's bad, but it's qualitatively different from a non-linear system of exploration and leveling, where you can do most things out of order. The Legend of Zelda: A link to the past is more RPG than Final Fantasy, you can do the levels in whatever order you want, get or reject weapons, etc. It may be easiest to do it in a certain order, but the experience is far more personal, and you can tailor the difficulty of the game based on what order you do things, which is more like, um, role playing, where you are in charge.
The article never mentions this explicitly, but based on the MMORPG stuff and moral accountability and repercussions in the games, they seem to be treating it like it's a nice thing to have, but not necessary. Personally I see the lack of it in many games to be a regression, or at least the designers wanted to make a different kind of game that at least traditionally an RPG was like.
Re:What about non-linearity? (Score:1)
Re:What about non-linearity? (Score:1)
Re:What about non-linearity? (Score:2)
Re:What about non-linearity? (Score:2)
It's been a while, but I do recall that if you get the bow and arrow and the power gloves, you can do almost anything in the game, even if it's harder.
I'm thinking of linearity in the sense that really works itself out nice in the MMORPGs. You form up into a guild, then problems periodically present itself. You run around and try to accomplish the mission. Some of the missions won't
Re:What about non-linearity? (Score:1)
Re:What about non-linearity? (Score:1)
Not that there's anything wrong with that. I love Final Fantasy and Strategic battle games (Front Mission, Tactics Ogre, etc.), but they're not RPG.
In Front Mission, I can decide to change my rifler into a missileer, but I can't decide who he loves. I can do that in an RPG.
For real CRPG (Score:3, Interesting)
The thing that got to me about these games was the immersion factor. That is you didn't have to spend time worrying about the quest, you could just run around and make bread for a little while if you wished. Generally most things you tried because you *wanted* to do (like make a sword) worked.
In my opinion nothing since has gone close to what you could do in these games. (If I'm wrong, please let me know so I can play it!). Morrowwind? Meh, it tried hard, but was still a step backward from what was achieved all those years ago!
Re:For real CRPG (Score:2)
Re:For real CRPG (Score:2)
Which makes me sad why it was hailed as so revolutionary and ground-breaking in it's open-endedness....because it was compared to all the other games of recent times, but it is nothing compared to the enjoyment you could have tooling around in games made by Origin and the like quite some time ago
Re:For real CRPG (Score:1)
Re:For real CRPG (Score:1)
Agreed, Ultima VII is the best CRPG ever, amen. Very deep plot, nicely open-ended, no artificial restrictions on what the heck to do. Generally speaking, things work.
Though I have to say I've so far also kind of enjoyed Ultima VIII - too much action, doesn't look too Ultimaish to me, but still, great music, great atmosphere and great writing.
Feh... yeah, me killing Iolo because the guy told so outrageously blatant lies about him..
Swords overrated (Score:3, Insightful)
That's why MMORPG will take over all of RPGs in the future. It gives you that variety flavor.
Re:Swords overrated (Score:5, Informative)
Re:Swords overrated (Score:2)
I think Shadowhearts for the PS2 might count, as the main character is a hand to hand melee fighter.
Ultima VII Part 2: Serpent Isle would probably count, as the best weapon in that game was the Swordstrike drop (just like the spell) that you could get in Moonshade by using Vibrate on one of the mages. It had insane damage, was ranged/AOE (I think), and had unlimited uses with no re
Re:Swords overrated (Score:1)
> you consider them RPGs? There were a bunch of
> uber-weapons that weren't swords.
Yes, but all weapons had "gold" and "yellow" versions. And if you were a barbarian and not dual-wielding 2-handed swords, you were definitely "role playing". (I always thought the barb should be able to specialize in dual-wielding 2-handers of any single type, like large hammers. Why limit it only to 2-handed swords?)
Re:Swords overrated (Score:2)
Re:Swords overrated (Score:3, Insightful)
I realize that a lot of people view these as FPSes of sorts, but they do meet IGN's definition of RPGs.
Re:Swords overrated (Score:2)
Re:Swords overrated (Score:2)
The top weapon in that game is a gun of some kind (most probobly the Neutron Gun acording to the documentation)
And that game definatly qualifies as an RPG.
Re:Swords overrated (Score:2)
Luckily, we have a market that craves originality, energy and creativity. New stuff that turns the concept on it's head will thrive, and huge successes go on to spawn the
Re:Swords overrated (Score:1)
Re:Swords overrated (Score:2)
Re:Swords overrated (Score:1)
Re:Swords overrated (Score:1)
Re:Swords overrated (Score:2)
Re:Swords overrated (Score:1)
The Black Sword is debatably the best weapon in U7; 25 damage, fire fields, and insta-kill (if Arcadion wants to). The original poster was referring to the "final weapon" of the game; The Black Sword is a "final" weapon in a sense... there really isn't any other "final" weapons in the game. Still, The Black Sword is only in the expansion...
Hoe of Destruction is only slightly behind (20 damage). But the really leet weaponry is up ahead: Firedoom staff (20 + kaboooooom), Triple crossbows (28 + lots of dead
Re:Swords overrated (Score:1)
Ultima VII.
The most damaging weapon in the game is a Glass Sword, which instantly kills anything you hit with, but I don't think they count as the "final greatest most superior weapon" because they break after one use. They're quite common. There's no Mysterious Legendary Plot to find them.
But other weapons in the high damage range of that game aren't swords: there's Death Scythes, cannons, Firedoom Staffs (look at all those pretty fireballs!), powder kegs (let's do the Guy Fawkes thing again!), and a f
Heh, I can name several (Score:2)
- Fallout and Fallout 2,
- Restricted Area (I finished it with a Flamethrower),
- Shenmue (martial arts all the way),
- Jade Empire (you need martial arts until the end, plus as "ultimate weapons" go, the dual axes do more damage than the sword. Or you can use a naginata for range. Or you can morph into a jade golem. Or whatever.)
- Deus Ex (personally I would count it as a FPS, but then everyone seems to thi
I would like to take a moment to correct this post (Score:2, Funny)
Yes, and they are:
1. Fire
2. Ice
3. Lightning
I don't care if it's RPG or not... (Score:1)
Re:I don't care if it's RPG or not... (Score:1)
Hell yes, it matters (Score:2)
Most people aren't generic players of anything published. Some like a story, some don't. (E.g., me, I thought the tons of text in Planescape Torment were a great story, whereas my father thinks that _any_ text or conversation is too much blabber instead of getting to the fighting part.) Some like lots of combat, some don't. Etc.
That's why we have those
interesting RPG on the horizon (Score:4, Interesting)
He's mostly working on the combat engine and has very little plot, but the skeleton of the game is downloadable and very playable. It's kind of like Diablo right now, not plot but lots of enemies to slaughter.
This is the first combat engine I've seen that makes effective use of mounted troops - playing a mounted character is a lot of fun.
A review here [the-underdogs.org].
Don't bother to download if you can't live without Half Life 2 quality graphics.
PS - not affiliated with those guys, but this is a cool game
Shenmue (Score:1)
Why no mention of Shenmue? Yeah, the story was pretty scripted, but there were no statistics, and the story's pacing was completely player-controlled.
You got better at moves by practicing them, and yes, you could see a status for how good you were at a move, but it was just a bar chart, and you'd know when you mastered it (as I think anybody into martial arts would).
So Ryo's combat skill comes from two things: time spent practicing (to get better at martial arts) and the player's skill and executing moves