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PC Gamer on the RPGS of 2021

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,442
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
You regressive grognards!

https://www.pcgamer.com/uk/its-been-a-great-year-for-rpgs-if-you-hate-and-fear-the-new/

It's been a great year for RPGs, if you hate and fear the new
Re-releases and retro RPGs made the futuristic-sounding year 2021 feel indebted to the past.

In 2019, Disco Elysium pushed the RPG genre so far people said it wasn't really an RPG at all. They called it an adventure game, or a visual novel. Disco Elysium really was an RPG of course—one with roots in CRPG classic Planescape: Torment and the kind of tabletop roleplaying with actual dice—but it was revolutionary enough to sail right to the edge of our convenient definitions. It felt like evidence of a genre that was thriving.

While games directly influenced by Disco will take a while to start arriving, it felt like the product of an overgrown RPG greenhouse. Surely that same climate was about to produce even more unusually proportioned fruit?

Maybe not. By contrast, in 2021 the genre felt safe and predictable. For starters, it was dominated by remasters, re-releases, and ports. As well as Disco Elysium's own Final Cut, there was Mass Effect Legendary Edition, Diablo 2: Resurrected, Final Fantasy's pixel remasters, Nier Replicant, Legend of Mana HD, Geneforge 1 - Mutagen, more Kingdom Hearts games on PC than any human could ever actually play, and the incremental update of Skyrim Anniversary Edition. Further ahead, we can look forward to The Witcher 3's next-gen edition and Star Wars: Knights of the Old Republic Remake.

There's nothing inherently wrong with re-releasing old games. It used to be that classics were often lost, either hard to find or hard to get running on modern machines, the history of the medium evaporating behind us. Though games are still routinely delisted these days, overall the industry is better at preserving and valuing its own history than it used to be. (And profiting from that, of course.)

What's surprising is that most of the new RPGs that squeezed out between 2021's herd of re-releases didn't feel like the future, either. They skewed toward celebrations of the past, the kind of games that will inevitably be described as "love letters."

Pathfinder: Wrath of the Righteous is a particularly blatant example, an homage to Baldur's Gate with a strategy layer from Heroes of Might & Magic, one chapter set in an extraplanar city that would be right at home in Planescape, and two dungeons that reference Fallout vaults.

We also had Eastward, which is a love letter to Earthbound and The Legend of Zelda, Encased, which is a love letter to Fallout and STALKER, Monster Crown, which is a love letter to Pokémon and Dragon Quest Monsters, and Solasta: Crown of the Magister, which is a love letter to Neverwinter Nights and every D&D campaign run by a teenage Dungeon Master. These are RPGs so old-fashioned they should come with a pair of suspenders and a hat.

They're not bad games—they're just repeating past successes. RPGs, like the fantasy fiction they grew from, have always had a tendency to look backwards.

When drawing on legends and history for inspiration, in the words of professional curmudgeon Michael Moorcock, traditional fantasy can be "sentimental, slightly distanced, often wistful, a trifle retrospective." Fantasy presents worlds where ancient means better and lost empires of the distant past are idealized, and those attitudes can bleed into the culture around fantasy as well.

Even sci-fi RPGs tend to look back for their inspirations. This year's Encased, an homage to the isometric Fallouts, is a perfect example. Where Fallout contrasted a Mad Max post-apocalypse with the raygun optimism of 1950s and '60s sci-fi, Encased combines Mad Max with dystopian fiction from the 1970s, swapping jetpacks for jumpsuits. These are retrofutures and alternate pasts rather than visions of tomorrow.

Familiar settings can still make great games, but they're usually combined with familiar formats, too. Characters who steadily go from zero to hero, journeys through dangerous wilderness to a safe settlement slightly larger than the last one, loot to scavenge and sell, factions to side with or alienate, underground areas full of monsters, at least one sidequest with zombies. They're predictable fun, second helpings of meals we already ate.

Look at Ruined King: A League of Legends Story, which is basically developer Airship Syndicate reskinning its previous RPG Battle Chasers: Nightwar—smoothly replacing one generic cartoon fantasy licence with another.

Not every RPG that looked backwards in 2021 was pure homage or love letter, though. Gamedec, a cyberpunk RPG about a detective who solves mysteries inside games, took jabs at everything from Stardew Valley to Star Citizen (its protagonist collects expensive spaceships for a videogame that remains unfinished even in the 22nd century). More pointed was Get in the Car, Loser!, which reversed the pushy heterosexuality of Final Fantasy 15's crew of playable bros and bikini-top mechanic for the lads to ogle. By contrast, Get in the Car, Loser! is a self-described lesbian road trip RPG with a cast diverse enough to make the average comment section sneer itself into a shriveled raisin.

There's value in parody and commentary, in criticism that comes from inside the house. Maybe it can help clear the deck for more RPGs that feel like steps forward for the form. I only played a couple of those this year. Funnily enough, they were both games about dealing with the past.

Looking back and moving forward
Wildermyth is a tactics RPG that cares more about simulating the tangled inter-character relationships of long-running D&D games than their shopping trips. Its adventurers never gain gold, but they do develop rivalries and romances, have children and retire. When you finish one Wildermyth campaign and start another, some of those legacy heroes can return to join the new cast, leveled down and made young again. Snippets of their past remain, however. They keep select abilities and are haunted by the effects of old adventures. One of my warriors, infected by a gorgon seed, returned with a crust of stone still across her face, and a prosthetic replacing the leg she lost in a fight against overwhelming odds.

You can also choose to forget certain characters, ensuring they'll never return. Or if you don't spend legacy points to preserve someone's latest iteration at the end of a campaign, render that story non-canon, reverting to their prior self. It's up to you whether your characters continue to grow and change, or revert to an iconic version.

One of my legacy heroes toppled out of a tapestry depicting myths and legends in the middle of a later game. Her memories were jumbled and she seemed unconvinced this new crop of heroes were any more real than others she claimed to have encountered in the lost years between. I've never played a videogame that so perfectly emulated the feeling of bringing an old D&D character to a new table where your previous adventures stop seeming valid and you find your assumptions and backstory clashing with the world you're in and the group dynamic molding it.

Surprisingly, the other innovative RPG I played in 2021 is based on a Skyrim mod from 2015. The Forgotten City keeps only a few bits of the parent game that worked—the archery is most obviously right out of Skyrim, and the NPC scheduling is also a hint of Elder Scrolls DNA.

The difference is, when guards say things you've heard before in Whiterun it's goofy, whereas in The Forgotten City it plays to the theme. It's a game about being caught in a timeloop. You're yanked through the ages to a cursed Roman settlement where punishment for any crime results in everyone's death. To lift the curse, each time that happens you're yanked back again to restart the day, hoping this time you'll anticipate and prevent the crime.

One more element kept from Bethesda's open-world RPGs is the way you bounce between sidequests and main quests of wildly varying tones. The most blatant example is a swing into horror, a standout section about being trapped in a labyrinth of living statues. It works because it contrasts with the cosy village mystery vibe of what came before, and because replacing Tamriel's lore with Greek and Roman myths gives the supernatural elements more impact.

When someone compares your impossible task to Sisyphus rolling his boulder up the hill, it resonates (even if you immediately think of the smiling version from Supergiant's Hades).

While a layer of Skyrim is visible in The Forgotten City's foundations, like the burnt level of strata beneath London from the time Boudica razed the place, it ditches a lot of traditional RPG cruft. Stats and skills are irrelevant to the kind of story The Forgotten City tells, so it does away with them. Distinctions between character classes are so minimal they barely exist—archaeologists get insights into objects they examine, outlaws get increased sprint speed—and there's no leveling or XP.

Instead, you improve from loop to loop by learning what's going on. You solve a sidequest to get life-saving medicine to someone in need, then set up a convenient way of delivering it to them each day.

You're not empowered because some numbers went up, but because you're transforming into Bill Murray in Groundhog Day, always in the right place at the right time, a living Rube Goldberg machine walking a path you've set up perfectly.

The Forgotten City and Wildermyth share some themes. They're games about deciding what to keep from what's gone before, and using that to write a new future. RPGs may seem like they're stuck in a rut, focused on yesterday, but with luck they'll learn from it and 2022's will be a more balanced spread. Re-releases and retro celebrations alongside RPGs that make the genre feel unfamiliar again—whether by finding unexpected gaps to fill, or figuring out which old ideas that seemed essential can be forgotten and replaced with new ones.
 

ferratilis

Magister
Joined
Oct 23, 2019
Messages
2,297
An entire paragraph trying to justify Disco Elysium as an RPG, and then just one sentence about the biggest RPG release of 2021 described as a derivative product without any mention of its qualities. Gaming journalism in 2021.

I wish I had that "stop posting!" button just for Infinitron's bait articles. :D
 
Joined
Dec 12, 2013
Messages
4,235
It's amazing how much the author misses the mark. It's true that remakes are a plague. It's true that the genre should try to take a new direction. And then the author starts praising some Skyrim mod in which :

Stats and skills are irrelevant to the kind of story The Forgotten City tells, so it does away with them. Distinctions between character classes are so minimal they barely exist—archaeologists get insights into objects they examine, outlaws get increased sprint speed—and there's no leveling or XP.


The author clearly wants to make RPGs into adventure games. Author hates the genre and want it to go extinct.
 

undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,517
Shadorwun: Hong Kong Divinity: Original Sin 2
The article is right in that RPGs should push forward to innovate and introduce something new to the table.

The tried and true formula is all well and good, it works, but it has also been getting stale in the recent couple of years. Not as stale ”modern” RPGs, but still. It’s the same pattern with every alike game the player goes through with nominal variation.

There is certainly something to be said about the difficulty of creating something actually ”new” in this day and age, but as far as I’m concerned ”new” doesn’t need to mean a never before seen formula. A little deeper dig in the systemic PnP heritage and intention, and thinking outside the box with it as well as with what kind of stories to tell an more importantly, how to tell them, is a perfectly sufficient starting point.

One can hope that this ”loveletter” period, as the article puts it, is a sort of transitionphase towards the sort of evolution the oldschool RPGs never really had before being shoved aside to make way for all the ”modern” atrocities.

And who knows, maybe some day one of the ”newschool” devs also takes a dig in the past to refresh their formulas. It’s not very likely, but not impossible either, I don’t think.
 
Joined
Dec 12, 2013
Messages
4,235
There is certainly something to be said about the difficulty of creating something actually ”new” in this day and age, but as far as I’m concerned ”new” doesn’t need to mean a never before seen formula

Everyone interacts with media in their own unique ways. If devs abandoned the checklist design approach and instead focused on parts that they really enjoy, then I am sure that they would be able to come up with new possibilities.
 

luj1

You're all shills
Vatnik
Joined
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Location
Eastern block
The article is right in that RPGs should push forward to innovate and introduce something new to the table.

You dont do that by changing what aint broken.

There is room to innovate, but within subsystems, not core gameplay

If you radically change core gameplay you didnt innovate, you changed the genre
 

undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,517
Shadorwun: Hong Kong Divinity: Original Sin 2
The article is right in that RPGs should push forward to innovate and introduce something new to the table.

You dont do that by changing what aint broken.

There is room to innovate, but within subsystems, not core gameplay

If you radically change core gameplay you didnt innovate, you changed the genre

Yes, that’s what I was trying to imply. Evolve rather than mutate. Expand the scope for systems and interactivity.
 

plem

Learned
Joined
Dec 4, 2021
Messages
155
I don't even get the rationale of calling Solasta a "love letter to Neverwinter Nights", I guess they're both based on D&D but Pathfinder and Baldur's Gate are based on different tabletop systems and that didn't stop him calling WotR a "homage"
 

Denim Destroyer

Learned
Joined
Mar 20, 2021
Messages
430
Location
Moonglow, Britannia
This is like those American POWs in Korea who communicated they were being tortured through morse code. The author here clearly dislikes RPGs but cannot directly say it so he leaves extremely blatant context clues such as praising story focused games with minor RPG elements while in turn trashing proper RPGs such as Pathfinder and Solasta. Someone help this poor man so we do not in the future have to bear witness this cry for help.
 

Humbaba

Arcane
Joined
Aug 12, 2021
Messages
2,940
Location
SADAT HQ
Fucking gay and retarded article written by a godless post-modernist nutcase who decries the imitation of the past while in the same breath clamoring for more games like Disco Elysium. Whatever that person is paid, it is too much.
 

KateMicucci

Arcane
Joined
Sep 2, 2017
Messages
1,676
Not every RPG that looked backwards in 2021 was pure homage or love letter, though. Gamedec, a cyberpunk RPG about a detective who solves mysteries inside games, took jabs at everything from Stardew Valley to Star Citizen (its protagonist collects expensive spaceships for a videogame that remains unfinished even in the 22nd century). More pointed was Get in the Car, Loser!, which reversed the pushy heterosexuality of Final Fantasy 15's crew of playable bros and bikini-top mechanic for the lads to ogle. By contrast, Get in the Car, Loser! is a self-described lesbian road trip RPG with a cast diverse enough to make the average comment section sneer itself into a shriveled raisin.

Every article like this should be accompanied by a picture of the author.

FzNNWMvS_400x400.jpg
 

Acrux

Arcane
Joined
Jul 1, 2019
Messages
1,489
In 2019, Disco Elysium pushed the RPG genre so far people said it wasn't really an RPG at all. They called it an adventure game, or a visual novel. Disco Elysium really was an RPG of course—one with roots in CRPG classic Planescape: Torment

Once again, PST proves to be the harbinger of decline.

and the kind of tabletop roleplaying with actual dice

No.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,037
One of my warriors, infected by a gorgon seed, returned with a crust of stone still across her face
Tyranicon is this your plot?

I mean, if it was one of my games it wouldn't be a crust of stone.

Also, there's nothing wrong in revisting older models of RPGs since very few developers tend to get that formula right. Maybe I'm a full grognard now, but I'd rather have an old school isometric with soul, instead of some cartoonish card game with match 3 mechanics.

e: that being said, I should check out The Forgotten City. I keep hearing praises for it. Maybe it won't be shit.
 
Last edited:

V_K

Arcane
Joined
Nov 3, 2013
Messages
7,714
Location
at a Nowhere near you
In 2019, Disco Elysium pushed the RPG genre so far people said it wasn't really an RPG at all. They called it an adventure game, or a visual novel. Disco Elysium really was an RPG of course—one with roots in CRPG classic Planescape: Torment
The funnier thing about this quote is that Disco having "roots" in PST somehow doesn't stop it from being innovative, while every other RPG that even vaguely resembles some other RPG is condemned for lack of creativity.
 

Tyranicon

A Memory of Eternity
Developer
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