Alright, my own thoughts on the state of certain design elementa of RPGs.
Quote: Would you rather them being a high ranking weakling? Going down? >.> |
Yes, I wouldn't mind a high ranking weakling. This goes hand in hand with being the person who saves the world. RPGs always seem to happen in a macrocosm. You're always the person who saves the world from the evil bad guy. You're always "the man" in the game. Why can't an RPG exist in which you're just a nobody? Or an objective where you're just solving a problem in the smaller scheme of things. This would open up sequels to an overall episodic big scale RPG.
This leads to vendors. If I happen to be the one saving the universe, please stop being a selfish *****. "Please save us! BTW, this medicine is 1000 gold. Thank you, come again." If I'm the one saving all of humanity from an evil being, I expect some respect and some help. I realize that you have a job/life too, but if you don't help me out, most likely all the money in the world will be meaningless once the evil one destroys the world.
And that leads to money. Money is useless in games. The rats at the beginning of the game give barely anything. And the final dungeon creatures give millions. Except I need the money at the beginning of the game, and have an overabundance by the end. Why should the subboss before the final being give 9,999,999,999,999,999 gold if I can't really use it? And the question I have is why do rats at the beginning even have gold at all? I enjoyed the fact that the later Ultimas started employing the idea that creatures would only carry items that made logical sense.
Quote:Original post by Kest 3. Chore quests
One or two to introduce the game is okay, but keep them out of the primary gameplay. Weeding gardens, delivering messages or packages, escorting a person, passing dialog between NPCs, etc. Some of these types of objectives may be okay under certain circumstances, such as delivering an important package through a warzone where constant battle is expected. But don't just make the player run across the map for no good reason.
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Well, this comes down to your role in the game for me. If I'm saving the world, of course I don't want to handle your petty problems. I'm trying to save the world here. I think your basement spring cleaning can be put on hold here.
And this leads to the linearity of the game. This is especially true with JRPGs. The games never have a time line, rather they are event based. And extremely linear, so I can't go to town B until I clean your stupid basement. Event based portions of the game should be on grand key elements of the game, not every little detail.
This also is a pet peeve of mine. The term JRPG. Really imho, there is no such thing as a JRPG vs Western RPG. Japanese (/ Console RPGs) are really just a combination of Wizardry and Ultima, which are Western RPGs. The main difference is that Wizadry and Ultima came out in the early 1980's, and have evolved since then, whereas console RPGs have kept the same stale gameplay up until this day.
And where they evolve (all RPGs, including Western and Eastern RPGs), it's just not enough, or in the wrong places. Graphics evolve, music evolves, yet the gameplay keeps getting simplified in all the wrong areas. They simplify having to use 26 different keys on a keyboard to 4 buttons on a gamepad, but they don't simplify the game.
I dislike ramdom battles. I want to be able to go through a game at my pace, be it 2 hours or 200 hours. Most RPGs are really 5 hour games with 95+ hours of battle filler. That to me is just not a good game. I want to roleplay. I dislike having bosses, because then it just enforces the game to be a fighter. I want the choice of being able to play a thief who avoids all battles completely, or a mage who solves problems intellectually, rather than just a fighter who kills indiscriminantly. I want the game to be about solving an overall problem, not just killing Boss X, who in reality, probably doesn't have any influence on 98% of the overall game.
And stats. I've already stated that JRPGs haven't evolved since PC RPG's of the 1980's. Yet RPG's haven't evolved passed the PnP RPGs of the 1970s. I realize that stats fill a sadistic need that exists in human nature, but it's time we moved away from them. I'm roleplaying an elf who's just been critically injured and bleeding to death, and needs attention ASAP, not watching over a character who has 2/854 HP. I am strong enough to weild a broadsword effectly, not a character who has 21 str with 84 skill in swords. Stats lead to a problem that existed in Wizardry, that when you saw your stats, you constantly rerolled for 8 hours straight to get just the right character. It's about time we stop working games to have just the right character who cannot die, and start playing games.
This is just not an RPG problem, but a problem with games and their audience in general. Games don't exist anymore, because we're risk adverse. We can't stand losing, so we can't lose. At that point, we're just reading a novel or watching a movie while performing hours of tedious busywork between chapters.
*EDIT*
Just a quick comment on the last subject. What I'm looking for is a game that can immerse you. Once you start being a video game accountant, or worrying about dieing, you're not immersed in playing a game. You're not really playing a game, you're working a game. A good game should be something you become immersed in, something you lose track of time in, something that you don't mind dieing or playing over and over. Yet I feel that we've been moving away from that every year since the early days of the arcade.