Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Spiderweb Software
Jeff Vogel decided to turn <a href=http://rpgvault.ign.com>RPG Vault</a> into his <a href=http://rpgvault.ign.com/articles/763/763050p1.html>blog</a>. Today's rant is dedicated to fantasy RPGs and Jeff's failure to understand what they are about.
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<blockquote>The first horrible thing. Fantasy role-playing games are unique among computer games in one thing: they are fundamentally about starting out weak and learning to be strong. And that learning process generally involves a lot of tedium.
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Consider other sorts of games. In Doom or Quake, you start out weak. How do you get strong? You pick up a big gun, and suddenly, you're hardcore. Sure. In Madden, you start out a good football team, and you play some football for an hour, and then you get on with your life. When you play Tetris, you don't have to rotate the L-shaped pieces for three hours before you're good enough to handle the straight ones.
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But the fundamental, unifying quality of pretty much all fantasy RPGs is that you start out as a puny loser, barely able to flush a toilet with both hands, and then you train and practice and work until you are a certifiable badass. And how does the game simulate this learning process? By reaching out and grabbing a gigantic, triple helping of your time.
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And the games I write are no better. They do exactly the same thing. Sure, it might be cool to make a game where your character starts out a level 50 badass and then just trashes bozos. But it just wouldn't sell as well. The addictive, statistic-increasing, time-eating quality isn't the problem with these games. It's the point.
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I'm tired of starting a new game and being a loser. I'm tired of running the same errands to prove myself. The next time I enter my fantasy world, I want it to not assume that I'm a jackass. </blockquote>Then why don't you make a different game instead of churning out "more of the same" sequels? Just a thought.
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Jeff Vogel decided to turn <a href=http://rpgvault.ign.com>RPG Vault</a> into his <a href=http://rpgvault.ign.com/articles/763/763050p1.html>blog</a>. Today's rant is dedicated to fantasy RPGs and Jeff's failure to understand what they are about.
<br>
<br>
<blockquote>The first horrible thing. Fantasy role-playing games are unique among computer games in one thing: they are fundamentally about starting out weak and learning to be strong. And that learning process generally involves a lot of tedium.
<br>
<br>
Consider other sorts of games. In Doom or Quake, you start out weak. How do you get strong? You pick up a big gun, and suddenly, you're hardcore. Sure. In Madden, you start out a good football team, and you play some football for an hour, and then you get on with your life. When you play Tetris, you don't have to rotate the L-shaped pieces for three hours before you're good enough to handle the straight ones.
<br>
<br>
But the fundamental, unifying quality of pretty much all fantasy RPGs is that you start out as a puny loser, barely able to flush a toilet with both hands, and then you train and practice and work until you are a certifiable badass. And how does the game simulate this learning process? By reaching out and grabbing a gigantic, triple helping of your time.
<br>
...
<br>
And the games I write are no better. They do exactly the same thing. Sure, it might be cool to make a game where your character starts out a level 50 badass and then just trashes bozos. But it just wouldn't sell as well. The addictive, statistic-increasing, time-eating quality isn't the problem with these games. It's the point.
<br>
<br>
I'm tired of starting a new game and being a loser. I'm tired of running the same errands to prove myself. The next time I enter my fantasy world, I want it to not assume that I'm a jackass. </blockquote>Then why don't you make a different game instead of churning out "more of the same" sequels? Just a thought.
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