hexer
Guest
Let's see if some generally accepted design staples limit the creativity of RPGs.
I think about these things a lot both as a game developer and a player.
Some devs adopt them by default, probably thinking it's a magic formula for success,
and ignore the fact their fantasy game will end up feeling the same as most others.
1. Gygaxian dungeons
The idea of dungeons being detached from the main compound (castle, etc.) and placed in the middle of nowhere without a backstory always baffled me.
DnD is filled with such "logic" - dungeons don't need an explanation, they need monsters.
2. Elves, dwarves, orcs, goblins, trolls
I cannot play a fantasy game with Tolkienesque races anymore unless the games themselves are based on Middle-earth.
I've had enough of their endless iterations for the rest of my life.
3. Filler sidequests
There are good sidequests - the ones that expand on the world and make it more interesting - such as Modoc/Ghost Farm from Fallout 2 or the ones from NieR:Automata that had impact on the main story.
But then there are those that are added simply to bloat the gameplay hours numbers or help player reach that sweet level spot so he can progress in the main story.
They're disconnected from the main story, forgettable and tedious.
Sometimes they feel like those DnD 3rd edition supplement books that had hundreds of monsters/items/prestige classes that felt authors made them with a random generator.
If a sidequest isn't super-creative or doesn't affect the main story,
I say the designer will automatically, consciously or subconsciously, spend less effort on it and players will notice that in the end.
I think about these things a lot both as a game developer and a player.
Some devs adopt them by default, probably thinking it's a magic formula for success,
and ignore the fact their fantasy game will end up feeling the same as most others.
1. Gygaxian dungeons
The idea of dungeons being detached from the main compound (castle, etc.) and placed in the middle of nowhere without a backstory always baffled me.
DnD is filled with such "logic" - dungeons don't need an explanation, they need monsters.
2. Elves, dwarves, orcs, goblins, trolls
I cannot play a fantasy game with Tolkienesque races anymore unless the games themselves are based on Middle-earth.
I've had enough of their endless iterations for the rest of my life.
3. Filler sidequests
There are good sidequests - the ones that expand on the world and make it more interesting - such as Modoc/Ghost Farm from Fallout 2 or the ones from NieR:Automata that had impact on the main story.
But then there are those that are added simply to bloat the gameplay hours numbers or help player reach that sweet level spot so he can progress in the main story.
They're disconnected from the main story, forgettable and tedious.
Sometimes they feel like those DnD 3rd edition supplement books that had hundreds of monsters/items/prestige classes that felt authors made them with a random generator.
If a sidequest isn't super-creative or doesn't affect the main story,
I say the designer will automatically, consciously or subconsciously, spend less effort on it and players will notice that in the end.