Quote:
Original post by Tangireon
Run your own company/guild/organization/store.
Wait, I take my suggestion back.
In my opinion, while I believe there are some activities that could pair pretty well with RPGs, I just don't think large-scale sociological activities (such as my suggestion of running an organization that deals with a particular sector of a civilization) belong in there - it would then become more of a simulator game than any other type of game. You'd have to have simulator-type interfaces to deal with simulator-type gameplay; having an RPG-type interface to deal with that just won't be so effective.
As well as that, if you don't make it so that your gameworld responds to your actions (either yourself personally or your organization), having an organization in a static gameworld won't provide any interesting gameplay (in Oblivion for instance, I believe that the activity of taking control over guilds is more of an achievement than an avenue that provided more gameplay). To be able to have good organization/guild-based gameplay you'd have to have a dynamic gameworld to which evolves according to every action that you dish out - this we see more in the city-building or god simulator genres than in RPGs definitely.
-
For RPGs, I think, in my personal opinion, that the most fun to be had, that the main focus of the fun to be had, is in its dungeon-romping and the exploration of dungeons (where I say dungeon I mean a location that has enemies to fight and loot to collect) - the possibility of finding loot, the fighting of the guardians of that loot, the discovery of traps and secret areas, the meeting of characters & cultures. That, I think, is the main staple of activity in RPGs, possibly that and the literal role-playing of your character(s) while doing this.
These other things mentioned that you could do in a RPG should be optional, in my opinion, but could also be there to bolster a greater sense of open-ended gameplay. But I have a hunch that if you aren't having fun with the main activities of that RPG due to however it was designed, then these optional side activities wouldn't help the game's fun-factor either.
I believe that if you take any of these side activities and flesh them out, you could potentially end up with another genre on your hands - for example with my suggestion of running an organization, you could have something like The Guild (a cool medieval European trading-economic game played very similarly like an RPG). But then, that would detract from the main gameplay of the RPG, which is the fighting, looting, exploring, and role-playing of your characters in strange new lands/worlds/universes - it wouldn't be called a RPG anymore just like Wavinator said (they called The Guild a Life Simulator game despite it having many RPG-ish elements in there including RPG-type interfaces, perspective, character classes, etc).
So I would say that one should focus more on fleshing out the fun-factor of one thing (the core staple activities in RPGs - exploring, fighting, role-playing) rather than present a wide array of things you could do outside of that, especially if you have a limited set of resources (which you will always have), but this applies as well if you have lots of resources at your disposal: If the main gameplay isn't very fun, the things on the side you could do won't help the game at all.
[Edited by - Tangireon on October 1, 2008 12:53:55 PM]