Digit
Liturgist
- Joined
- Nov 8, 2004
- Messages
- 129
I've been thinking about this quite a bit recently recently. Mainly because lots of games have come out that have levelling and stats, and a big *WHAM* RPG Sticker on the box. Well, sorry to break it to you, but these 2 things, do not entitles you to that sticker. I am sure I am stating an opinion already firmly grounded here at the Codex. Afterall your byline is "Putting the Role back in RPG".
But still, we all think we need roles, choices and so forth, but the whole problem I see with RPGs today is this:
They start out like below, the "O"s represent choices that a players role can influence. Should you join this sect, or company or whatever. Do you fight? Do you run? Etc:
=START=
OOOOOOO
OOOOOO
OOOOO
OOOO
OOO
OO
O
=FINISH=
I don't think this is right, if your role is heading towards the same conclusion, what in god's name is the point? If you flip that upside down, you have what I think is a good build for a real RPG. You start off with very few choices open to you. Then depending on allies you make, groups you join or actions you take, your choices multiply. In fact, I think the perfect RPG would be one, that is quite short, but, with lots of interwoven paths that you can take through it.
Think about it, you could have a game that takes say 8-12 hours to complete. This is by most standards not a very long game. But long isn't necessarily good. The whole problem with RPGs nowadays that offer "unlimited replayability" is that they take 40hrs to complete, and the _decision_ making sections of the game, are few and far between. Essentially it's the same game, except for 4 areas.
BUT, if you make it shorter, you could make it more complex. You could actually put in real consequences and actions in the game, with a variety of endings and resolutions. Then replaying it wouldn't be such a chore, instead it would be like a new story each time. There are prerequisites for success here. The story would need to be such that it is quite flexible, and the game would need some really good writers to weave so many different choices together. I don't think it's impossible, I just think it's a different approach. I am sure you could make a complex 40hr game, but I think from a development point of view, it would be a ridiculous dev cycle and massive risk. Instead a shorter game with true replaybility would be key.
What do you think? Ok, I just re-read this post, and it's not as cohesive as I thought, but still, I think you can get the point.
Digit
But still, we all think we need roles, choices and so forth, but the whole problem I see with RPGs today is this:
They start out like below, the "O"s represent choices that a players role can influence. Should you join this sect, or company or whatever. Do you fight? Do you run? Etc:
=START=
OOOOOOO
OOOOOO
OOOOO
OOOO
OOO
OO
O
=FINISH=
I don't think this is right, if your role is heading towards the same conclusion, what in god's name is the point? If you flip that upside down, you have what I think is a good build for a real RPG. You start off with very few choices open to you. Then depending on allies you make, groups you join or actions you take, your choices multiply. In fact, I think the perfect RPG would be one, that is quite short, but, with lots of interwoven paths that you can take through it.
Think about it, you could have a game that takes say 8-12 hours to complete. This is by most standards not a very long game. But long isn't necessarily good. The whole problem with RPGs nowadays that offer "unlimited replayability" is that they take 40hrs to complete, and the _decision_ making sections of the game, are few and far between. Essentially it's the same game, except for 4 areas.
BUT, if you make it shorter, you could make it more complex. You could actually put in real consequences and actions in the game, with a variety of endings and resolutions. Then replaying it wouldn't be such a chore, instead it would be like a new story each time. There are prerequisites for success here. The story would need to be such that it is quite flexible, and the game would need some really good writers to weave so many different choices together. I don't think it's impossible, I just think it's a different approach. I am sure you could make a complex 40hr game, but I think from a development point of view, it would be a ridiculous dev cycle and massive risk. Instead a shorter game with true replaybility would be key.
What do you think? Ok, I just re-read this post, and it's not as cohesive as I thought, but still, I think you can get the point.
Digit