Jason Liang
Arcane
So the past two days I've been doing a lot of research and thinking about the games I played when I was growing up and the gaming journalists that I read in my formative years. I realized that those writers that I read, who wrote for VG&CE, they loved RPGs. They almost always gave RPGs glowing reviews... even snarky, edgy Chris Bieniek. Looking back, I can tell Clayton Walnum reviewed every RPG he could get. And the legendary computer review trio- Bill Kunkel, Arnie Katz and Joyce Worley- they loved RPGs more than anything else too. I read a Katz interview on gamasutra this morning and he said that, the the three games that got him to say "wow", one was Wizardry (the other two was Pong and Castle Wolfenstein). These guys interviewed Brian Fargo in issue #1... this is deep shit.
Then this afternoon I was trying to put together my own list of the best RPGs. As I was trying to figure out if Jagged Alliance 2 and Star Control 2 were really RPGs, and why my top 3 RPGs were Bloodlines, Neverwinter Nights, and Baldur's Gate 2, I started trying to figure out... what is an RPG? What is the ideal RPG? And so I ended up with the following theory.
Table 1: My top 25 Computer RPG list
Title [Genre]
1. Vampire the Masquerade: Bloodlines [adventure]
2. Neverwinter Nights [adventure]
3. Baldur's Gate 2: Shadows of Amn + ToB [adventure]
4. Ultima V [sandbox]
5. Planescape: Torment [storytelling]
6. Sengoku Rance [strategic]
7. Star Control 2 [strategic]
8. Temple of Elemental Evil [tactical]
9. Knights of the Old Republic II [adventure]
10. Fallout 2 [sandbox]
11. Wizardry 7 [tactical]
12. Jagged Alliance 2 [tactical]
13. Pool of Radiance [tactical]
14. Ultima IV [sandbox]
15. Shadowrun: Dragonfall [tactical]
16. Invisible Inc [tactical]
17. Wizardry I [tactical]
18. Arcanum [sandbox]
19. Darklands [sandbox]
20. Knights of the Old Republic [adventure]
21. Fallout [sandbox]
22. Baldur's Gate [adventure]
23. Age of Decadence [tactical]
24. Wizardry V [tactical]
25. Wizardry 8 [tactical]
What is an RPG?
An RPG is a game with schizophrenia. Every RPG is some mixture of two or more common but diverse genre elements. We can classify an RPG by its strongest genre element, but the greatest RPGs are those strong in many if not most RPG elements. When I considered what made the greatest RPGs great, I ended up with the following five RPG genres-
Adventure
Tactical
Storytelling/ Conceptual
Sandbox
Strategic (choice & consequence)
I. Adventure RPGs- It's the journey, not the destination
Adventure is at the heart of the RPG genre. I realized this when I realized that my top 3 RPGs- Bloodlines, Neverwinter Nights, and Baldur's Gate 2- all classified in this genre. So what is an adventure RPG?
Adventure RPGs take the player on an epic journey with unforgettable encounters. I think Bloodlines is a perfect example- when people talk about Bloodlines, they always bring up Ocean House, or Grout's Mansion, or Janette/ Theresa. An adventure RPG is a series of exciting and memorable unique encounters, whether those encounters are combat, a puzzle, a dungeon or a memorable NPC. The game leads you from one encounter to the next. And you wish it would never end- but most adventures do. Even the greatest adventure ends, when the game designer runs dry of content- it's over. So it's common for adventure RPGs to have a disappointing ending... first, you don't really want the game to end, and second, you've already sucked the game designer's creativity dry. This is true for both Bloodlines and SoA. The game runs out of gas and it's over. Of course, the exception is the open-ended adventure- Neverwinter Nights. When one journey ends, it's time to start a new one.
Adventure RPGs have passable but not particularly iinteresting combat. Combat is lackluster in those 3, and in the KotOR games too. But adventure games can't stand on their combat engine. Occasionally there's a memorable fight, but that's it.
2. Tactical RPGs- Bring me my victory wenches!
Tactical combat is a crucial element to most RPGs, since most RPGs derive their challenge entirely from combat. A game must provide some sort of challenge, or else it would be a book, not a game. Sure, games can have puzzles or maze-like dungeons, but in an RPG those only serve to enhance the challenge from combat, not supplant it. If a game's challenge comes from puzzles, it's a puzzle game or a text adventure, not a RPG. Tactical combat is at the heart of a RPG's challenge, and the pleasure that the player gets from overcoming those challenges with his own player character.
RPGs allow players to control the game's difficulty. If the player wants the game easier, they can choose a more combat oriented character. If they want the game to be more difficult, they can choose a character with more abilities outside of combat.
A tactical RPG is pretty easy to identify. Character creation is primarily concerned with maximizing the character's effectiveness in combat. The D&D character creation rules are designed for tactical RPGs. Same with Wizardry. Age of Decadence does many things outside of combat, but when I'm making an AoD character, I'm still mostly concerned with whether to go Axe, Bow, Crossbow, Sword or Spear, Block or Dodge. Everything else is of secondary concern.
If the game's combat system is its best feature, it is a tactical RPG. Also, tactical RPGs always have turn based combat, not real time or real-time with pause. I just got done replaying Baldur's Gate: EE on Bhaal difficulty with SCS where every combat I solo'd with a Ranger by gayly running away and either shooting an arrow or swinging then running before the enemy can swing back. That isn't a good combat system. BioWare rpg engines have gay combat systems, their games are not tactical rpgs, and this is why IWD and IWD2 are fail rpgs.
3. Storytelling RPGs- This would make a great movie...
A great story is a great story no matter what medium. It just so happens that this story is told through a game. Having a great story can be an asset to any RPG, but like stories in movies and in books, a great story is pretty rare. Most RPGs do not have great stories. A band of adventurers who meet at an inn and save the world from an evil elven outcast wizard is not a great story.
Baldur's Gate doesn't have a great story. None of the Wizardry games have great stories. The Ultima games do not have great stories. Temple of Elemental Evil does not have a great story. The Fallout games do not have a good story. Arcanum's story isn't terrible, but it isn't that good either.
Dragonfall has a good story. Bloodlines has a good story. KotOR II has a good story. Some of the best NWN modules have great stories. Sengoku Rance's story is pretty good. Age of Decadence has a decent story. Star Control 2's story is one of the best.
But of course, there's one game with a great story, and it basically defines this genre by itself, and that's Torment of course.
The difference between an adventure RPG and a storytelling RPG is that you want to finish a game with a great story. Adventure RPGs are ones that you want to go on forever. Story RPGs are the ones you play obssessively to finish, because you want to know what finally happens. While adventure RPGs often have disappointing endgames, a story RPG has to nail the endgame. So it's actually very easy to tell the difference.
Story RPGs often have repetitive gameplay, and maudlin combat. Many console RPGs are story RPGs. Phantasy Star IV doesn't have any real memorable encounters, but you play it to the finish. No one starts a great story RPG and doesn't finish it.
Your character's stats often don't matter in a story RPG. You might not even have stats.
4. Sandbox RPGs- Wasn't I supposed to be on a quest of some sort?
Sandbox RPGs are in many ways the opposite of storytelling RPGs, and also the opposite of tactical RPGs. A sandbox RPG provides you with a distant or non-existent objective (Arcanum? check. Ultima? check. Fallout? check.). The game instead provides a world for you to play in. Combat is often terrible, and to get the most out of the game you create a character that focuses on abilities outside of combat, not inside combat. A story or adventure RPG might provide you with interesting NPCs to join your party. A sandbox RPG often has ways for you to get ANY NPC to fight for you, or any animal or monster. Interactivity with the environment and with NPCs are crucial to a sandbox RPG. The focus of a sandbox RPG is defining the relationship between your PC and the world. You create the content when you play; the premade content is often repetitive and mediocre (Arcanum? check. Fallouts? check.).
Is it an RPG you start 20 times but never care to finish? It's probably a sandbox RPG. (Arcanum? check. Fallouts? check. Ultima? check.) As opposed to Adventure RPGs are journeys that you don't want to end, a Sandbox RPG is something you throw away once you've had your fill of fun.
This genre is the legacy of the Ultima games, and the Arcanum and Fallout games are the spiritual heirs to Ultima.
5. Strategic RPGs- If I could only get there a day earlier...
As I was trying to figure out if Star Control 2 was a RPG, and if Sengoku Rance was a RPG, I realized that, actually they were. In fact, they were the same genre of RPGs: the strategic RPG. Most RPGs get their challenge from tactical combat. But another way to go is to make a game that presents a strategic challenge rather than a tactical challenge. When we talk about choice and consequence, we are talking about the basic elements of a strategic RPG. The gameplay in a strategic RPG is very straightforward- you must make a series of difficult choices. No choice is obvious, each has long term consequence. When the game ends, depending on the choices you made, you get better ending or a worse ending.
There is a common element that connects Sengoku Rance, Star Control 2, and, I assume, every other strategic RPG- time is a finite resource. In a strategic RPG, you always have a deadline. If you fail to achieve your objective in the deadline, you get a bad ending. If a RPG has a stringent, hard time limit (not a vague and distant time limit like Fallout, or a fake time limit like Dragonfall/ SR: Hong Kong) it is almost certainly a strategic RPG. Strategic RPGs are meant to be replayed, and each time you replay you get better at figuring out how to manage your time resource.
So in some ways strategic RPGs feel like sandbox RPGs, since you are given so many choices, but it is also the opposite of sandbox RPGs since you have no control over when the game ends. Your choices actually have consequence.
It's worth noting that classic Rogue games are inherently strategic games since classic Rogues are designed with a food system. You have a finite number of actions before you starve to death, (or die of corruption in ADoM) so you shouldn't wander about aimlessly. Also, you often must choose between items due to carrying capacity.
And as you can tell, Star Control 2 and Sengoku Rance are two of my favorite games. They have great stories, and interesting characters and encounters. They don't have especially remarkable tactical combat. But for me, Strategic RPGs are second only to adventure RPGs. When one game ends, you are already trying to figure out how to play better the next time.
Then this afternoon I was trying to put together my own list of the best RPGs. As I was trying to figure out if Jagged Alliance 2 and Star Control 2 were really RPGs, and why my top 3 RPGs were Bloodlines, Neverwinter Nights, and Baldur's Gate 2, I started trying to figure out... what is an RPG? What is the ideal RPG? And so I ended up with the following theory.
Table 1: My top 25 Computer RPG list
Title [Genre]
1. Vampire the Masquerade: Bloodlines [adventure]
2. Neverwinter Nights [adventure]
3. Baldur's Gate 2: Shadows of Amn + ToB [adventure]
4. Ultima V [sandbox]
5. Planescape: Torment [storytelling]
6. Sengoku Rance [strategic]
7. Star Control 2 [strategic]
8. Temple of Elemental Evil [tactical]
9. Knights of the Old Republic II [adventure]
10. Fallout 2 [sandbox]
11. Wizardry 7 [tactical]
12. Jagged Alliance 2 [tactical]
13. Pool of Radiance [tactical]
14. Ultima IV [sandbox]
15. Shadowrun: Dragonfall [tactical]
16. Invisible Inc [tactical]
17. Wizardry I [tactical]
18. Arcanum [sandbox]
19. Darklands [sandbox]
20. Knights of the Old Republic [adventure]
21. Fallout [sandbox]
22. Baldur's Gate [adventure]
23. Age of Decadence [tactical]
24. Wizardry V [tactical]
25. Wizardry 8 [tactical]
What is an RPG?
An RPG is a game with schizophrenia. Every RPG is some mixture of two or more common but diverse genre elements. We can classify an RPG by its strongest genre element, but the greatest RPGs are those strong in many if not most RPG elements. When I considered what made the greatest RPGs great, I ended up with the following five RPG genres-
Adventure
Tactical
Storytelling/ Conceptual
Sandbox
Strategic (choice & consequence)
I. Adventure RPGs- It's the journey, not the destination
Adventure is at the heart of the RPG genre. I realized this when I realized that my top 3 RPGs- Bloodlines, Neverwinter Nights, and Baldur's Gate 2- all classified in this genre. So what is an adventure RPG?
Adventure RPGs take the player on an epic journey with unforgettable encounters. I think Bloodlines is a perfect example- when people talk about Bloodlines, they always bring up Ocean House, or Grout's Mansion, or Janette/ Theresa. An adventure RPG is a series of exciting and memorable unique encounters, whether those encounters are combat, a puzzle, a dungeon or a memorable NPC. The game leads you from one encounter to the next. And you wish it would never end- but most adventures do. Even the greatest adventure ends, when the game designer runs dry of content- it's over. So it's common for adventure RPGs to have a disappointing ending... first, you don't really want the game to end, and second, you've already sucked the game designer's creativity dry. This is true for both Bloodlines and SoA. The game runs out of gas and it's over. Of course, the exception is the open-ended adventure- Neverwinter Nights. When one journey ends, it's time to start a new one.
Adventure RPGs have passable but not particularly iinteresting combat. Combat is lackluster in those 3, and in the KotOR games too. But adventure games can't stand on their combat engine. Occasionally there's a memorable fight, but that's it.
2. Tactical RPGs- Bring me my victory wenches!
Tactical combat is a crucial element to most RPGs, since most RPGs derive their challenge entirely from combat. A game must provide some sort of challenge, or else it would be a book, not a game. Sure, games can have puzzles or maze-like dungeons, but in an RPG those only serve to enhance the challenge from combat, not supplant it. If a game's challenge comes from puzzles, it's a puzzle game or a text adventure, not a RPG. Tactical combat is at the heart of a RPG's challenge, and the pleasure that the player gets from overcoming those challenges with his own player character.
RPGs allow players to control the game's difficulty. If the player wants the game easier, they can choose a more combat oriented character. If they want the game to be more difficult, they can choose a character with more abilities outside of combat.
A tactical RPG is pretty easy to identify. Character creation is primarily concerned with maximizing the character's effectiveness in combat. The D&D character creation rules are designed for tactical RPGs. Same with Wizardry. Age of Decadence does many things outside of combat, but when I'm making an AoD character, I'm still mostly concerned with whether to go Axe, Bow, Crossbow, Sword or Spear, Block or Dodge. Everything else is of secondary concern.
If the game's combat system is its best feature, it is a tactical RPG. Also, tactical RPGs always have turn based combat, not real time or real-time with pause. I just got done replaying Baldur's Gate: EE on Bhaal difficulty with SCS where every combat I solo'd with a Ranger by gayly running away and either shooting an arrow or swinging then running before the enemy can swing back. That isn't a good combat system. BioWare rpg engines have gay combat systems, their games are not tactical rpgs, and this is why IWD and IWD2 are fail rpgs.
3. Storytelling RPGs- This would make a great movie...
A great story is a great story no matter what medium. It just so happens that this story is told through a game. Having a great story can be an asset to any RPG, but like stories in movies and in books, a great story is pretty rare. Most RPGs do not have great stories. A band of adventurers who meet at an inn and save the world from an evil elven outcast wizard is not a great story.
Baldur's Gate doesn't have a great story. None of the Wizardry games have great stories. The Ultima games do not have great stories. Temple of Elemental Evil does not have a great story. The Fallout games do not have a good story. Arcanum's story isn't terrible, but it isn't that good either.
Dragonfall has a good story. Bloodlines has a good story. KotOR II has a good story. Some of the best NWN modules have great stories. Sengoku Rance's story is pretty good. Age of Decadence has a decent story. Star Control 2's story is one of the best.
But of course, there's one game with a great story, and it basically defines this genre by itself, and that's Torment of course.
The difference between an adventure RPG and a storytelling RPG is that you want to finish a game with a great story. Adventure RPGs are ones that you want to go on forever. Story RPGs are the ones you play obssessively to finish, because you want to know what finally happens. While adventure RPGs often have disappointing endgames, a story RPG has to nail the endgame. So it's actually very easy to tell the difference.
Story RPGs often have repetitive gameplay, and maudlin combat. Many console RPGs are story RPGs. Phantasy Star IV doesn't have any real memorable encounters, but you play it to the finish. No one starts a great story RPG and doesn't finish it.
Your character's stats often don't matter in a story RPG. You might not even have stats.
4. Sandbox RPGs- Wasn't I supposed to be on a quest of some sort?
Sandbox RPGs are in many ways the opposite of storytelling RPGs, and also the opposite of tactical RPGs. A sandbox RPG provides you with a distant or non-existent objective (Arcanum? check. Ultima? check. Fallout? check.). The game instead provides a world for you to play in. Combat is often terrible, and to get the most out of the game you create a character that focuses on abilities outside of combat, not inside combat. A story or adventure RPG might provide you with interesting NPCs to join your party. A sandbox RPG often has ways for you to get ANY NPC to fight for you, or any animal or monster. Interactivity with the environment and with NPCs are crucial to a sandbox RPG. The focus of a sandbox RPG is defining the relationship between your PC and the world. You create the content when you play; the premade content is often repetitive and mediocre (Arcanum? check. Fallouts? check.).
Is it an RPG you start 20 times but never care to finish? It's probably a sandbox RPG. (Arcanum? check. Fallouts? check. Ultima? check.) As opposed to Adventure RPGs are journeys that you don't want to end, a Sandbox RPG is something you throw away once you've had your fill of fun.
This genre is the legacy of the Ultima games, and the Arcanum and Fallout games are the spiritual heirs to Ultima.
5. Strategic RPGs- If I could only get there a day earlier...
As I was trying to figure out if Star Control 2 was a RPG, and if Sengoku Rance was a RPG, I realized that, actually they were. In fact, they were the same genre of RPGs: the strategic RPG. Most RPGs get their challenge from tactical combat. But another way to go is to make a game that presents a strategic challenge rather than a tactical challenge. When we talk about choice and consequence, we are talking about the basic elements of a strategic RPG. The gameplay in a strategic RPG is very straightforward- you must make a series of difficult choices. No choice is obvious, each has long term consequence. When the game ends, depending on the choices you made, you get better ending or a worse ending.
There is a common element that connects Sengoku Rance, Star Control 2, and, I assume, every other strategic RPG- time is a finite resource. In a strategic RPG, you always have a deadline. If you fail to achieve your objective in the deadline, you get a bad ending. If a RPG has a stringent, hard time limit (not a vague and distant time limit like Fallout, or a fake time limit like Dragonfall/ SR: Hong Kong) it is almost certainly a strategic RPG. Strategic RPGs are meant to be replayed, and each time you replay you get better at figuring out how to manage your time resource.
So in some ways strategic RPGs feel like sandbox RPGs, since you are given so many choices, but it is also the opposite of sandbox RPGs since you have no control over when the game ends. Your choices actually have consequence.
It's worth noting that classic Rogue games are inherently strategic games since classic Rogues are designed with a food system. You have a finite number of actions before you starve to death, (or die of corruption in ADoM) so you shouldn't wander about aimlessly. Also, you often must choose between items due to carrying capacity.
And as you can tell, Star Control 2 and Sengoku Rance are two of my favorite games. They have great stories, and interesting characters and encounters. They don't have especially remarkable tactical combat. But for me, Strategic RPGs are second only to adventure RPGs. When one game ends, you are already trying to figure out how to play better the next time.
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