G Ziets I have 4 questions if you wouldn't mind indulging me (well, maybe 5, since you may have to define what you consider a "classic" rpg in order to answer them since everyone has their own definition).
- Which systems/design choices present in the classics has been lost in modern interpretations of the genre that you would like to/feel should be brought back.
- What new addition to the genre (if any) in modern interpretations do you consider to be the biggest improvement on the classics.
- Are there any new innovations you personally would want to make (that you are willing to share with us here).
- What do you feel is the best way to innovate, incremental changes or big, sweeping changes.
These could potentially be very long answers, so I’ll try to be brief-ish.
For me personally, there are two eras of “classic” RPGs. The first are the RPGs of the 80s to early 90s, when most of the foundational RPG series originated – Ultima, Wizardry, Might & Magic, Wasteland, the D&D Gold Box games, Quest for Glory, Starflight, and so on. Those games were highly influential on me when I was growing up. My second set of classics are the (mostly isometric) RPGs of the late 1990s to early 2000s – Fallout 1 & 2, Baldur’s Gate 1 & 2, Planescape: Torment, Arcanum, Morrowind, King of Dragon Pass, NWN (at least for the toolset and mods), etc. Those games had a greater impact on me professionally, if only because they directly established the style and conventions in which I have worked.
1. Which systems/design choices present in the classics has been lost in modern interpretations of the genre that you would like to/feel should be brought back.
I’m going to take a high-level view for this response, and I’m also going to focus on commercial games, not indies. The biggest change that I have seen is an ever-increasing desire to appeal to a broader market and raise production values. This isn’t news to the Codex, but it means that comparatively fewer resources are spent on (for example) narrative branching, side content that not all players will see, or nontraditional settings. It also means that many commercial projects are forced to include features like multiplayer because it is perceived that these features significantly increase sales (sometimes true, often debatable) – unfortunately, multiplayer and other higher production values make it more expensive and time-consuming to deliver true choices and reactivity.
One thing that’s largely missing in present-day commercial RPGs is the fluidity and experimentation of the 80s-era classics. Commercial RPGs today are far less likely to diverge from the standard formulas because failure is so costly. Instead, the experimental work has shifted to the indie scene (which I often enjoy, as a player, more than bigger budget RPGs).
I strongly suspect that the dichotomy between big budget, mass market games and more experimental indies will persist long-term. Design choices that prove highly successful in breakout indie games will migrate to bigger-budget games because they’ve been proven to resonate with audiences. Less successful innovations will fade away or remain confined to indies. Essentially, the indie game scene will serve as the primordial soup from which only the best/most successful ideas will rise and be appropriated by the risk-averse mass market.
2. What new addition to the genre (if any) in modern interpretations do you consider to be the biggest improvement on the classics.
Modern games have delivered considerable quality of life improvements for players – UI, controls, journal, automapping, etc. We’ve gradually developed a common language for presentation that makes it far easier to navigate a new RPG. Tutorialization has come a long way too. I know some gamers miss the days when you had to read a thick manual before you could make sense of a new RPG, but I don’t (mostly because I have far less time now… and far more games I want to play).
RPGs today usually have stronger and richer content. Even in open world games, design teams try to ensure that players have plenty to engage them. There's less aimless wandering through wilderness and dungeons with nothing but random monster encounters to occupy players. When designing our games, we pay more attention to pacing, content variety, and content density. Partly that’s because there is so much competition – if your game is perceived as dull or unpolished, players have many other options. Partly it’s due to an evolving understanding of what makes for compelling content.
On the whole, writing and storytelling have also improved in modern RPGs. When I started in 2001, it was common for writing to be done by anyone, regardless of experience or talent. Producers, programmers, and designers with no writing background could be tasked to write dialogue or develop a story (and it showed). In most RPGs, writing is held to a higher standard nowadays… which doesn’t mean it’s always great, but on average, the quality is better. More RPGs are capable of making a genuine emotional connection with players – when I got started in the industry, very few games had achieved that or even aspired to it.
3. Are there any new innovations you personally would want to make (that you are willing to share with us here).
I can’t share anything specific right now, but in general, I prefer game systems that are reflections of the setting and the narrative, as opposed to standing largely apart from them. It drives me nuts when a game’s systems have little connection to what’s unique about a particular game – e.g., using a generic D&D-based system when they could have created something far more evocative that grounds the player more firmly in the world or narrative. I’d rather zero in on what’s unique to a particular game or setting and find ways to focus the game systems around those elements.
I also like hybridization – using systems from other genres (often strategy) in the context of an RPG.
4. What do you feel is the best way to innovate, incremental changes or big, sweeping changes.
Depends on the game. If you’re working in an existing franchise, or if you’re making a genre game where your target audience has strong expectations, incremental changes are usually best. Designers should get to know the franchise or genre very well, figure out the things that frustrate fans the most, and find ways to fix those things, rather than making sweeping changes. This also tends to be the safer route from a financial perspective.
In cases where you’re making a new game from scratch, without strong expectations from your audience, a more innovative approach can push the genre forward in unexpected ways. The drawbacks: usually this approach takes longer because you’re developing entirely new, unproven systems that players may or may not like, and it’s financially riskier because it might turn out to be a total flop.
As a player, I selfishly prefer big, sweeping changes because I love to try out new game systems and storytelling methods (especially if I’m inspired by some element of the design and it sparks ideas for my own designs). As a designer, I’d lean somewhere in the middle, mixing the unfamiliar (sweeping changes or hybridization on certain elements of the game) with the familiar in other parts of the game.