Just out of curiosity I wanted to know what other people felt about features in certain types of games. For example what features were definitely needed and which ones could be scrapped.
Here's an example of what I mean:
RPG
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Must have
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-A way to improve your character or party
-A good background story (I mean people need a reason to play an rpg right? That's why it's called a Role Playing Game)
-A diverse playing field so people don't feel like they are just running around a big backyard or something fighting the same old monsters or what not
-A fairly good character customization system (I hate looking like everyone else so to me the easier it is for me to look different the better)
Not needed
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-Easy ways to get stronger
-Levels (This makes people go around bragging about their levels. Unless it's fairly difficult to get to the next level.)
-Complicated Battle System (unless it's turn based then the BatSys should be about speed rather than complexity)
These are just a few things I could pull off the top of my head. But I'm sure everyone gets the jist of what I'm saying. Anyway I just wanted to know what you guys think. **REMEMBER**
These are just MY opinions so if I stepped on anyone's toes don't get offended I'm not saying that someone else is wrong if they disagree in their own opinion.
ID:152818
Sep 21 2005, 9:31 am
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In response to DerDragon
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In my opinion, an RPG consists of the following elements:
1. Multiple character types to play as. 2. Good Security ( Mostly applies to ORPGs, since an offline RPG has no reason to secure something. ) 3. Awesome support for those that get confused easily 4. An event amount of the types of players. ( Rather than 75% mean, 15% newbies/nice, 10% that don't even know their own gender. ) 5. Decent combat system 6. Nice trading system 7. Constant updates ( Or at least as soon as you can get them out ) 8. Devotion |
-A good background story (I mean people need a reason to play an rpg right? That's why it's called a Role Playing Game) You need no story to play a role :P. Roleplaying is about the player creating a story about their character. A good well defined setting does help a lot though. -Levels (This makes people go around bragging about their levels. Unless it's fairly difficult to get to the next level.) Bragging rights is one of the big rand easy rewards you can give to a player. This is easily seen in all the old arcade games in which there was no real end and you just played in an attempt to get as high a score as possible and possible get on the high score list. Though I don't see the point of bragging about level in an RPG since it tends to be more about how much time you have to waste rather than any kind of talent but people seem to like to brag about it anyway :P. However I have yet to see any RPG really make it hard to level up just various degrees of time needed to invest to do so. -Complicated Battle System (unless it's turn based then the BatSys should be about speed rather than complexity) Unless you make it turn based you can't really have a complex battle system since you're not really giving the player time to think out their options and they are limited by how quickly they can use the UI to carry them out. With time being limited you can't really make it too complex without making it impossible for the player to manage. When it's turn based speed isn't an issue at all since the turns should move at the rate the player completes them so they have as much or as little time as they want. |
In response to Theodis
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Theodis wrote:
However I have yet to see any RPG really make it hard to level up just various degrees of time needed to invest to do so. Are you talking about all RPGs, or just BYOND RPGs? If you're talking about just BYOND RPGs, then you're completely right. All the ones I played don't require any skill, stategy, or knowledge, but simply staying in the game, travelling around the map and clicking the attack verb. I would like to add a system to my game which would prove your statement wrong, but with my current coding knowledge this isn't going to happen anytime soon. So i've been working other systems of the game to possibly gear towards this system. EDIT: I just got around to reading DerDragon's post. I think people have too narrow a view of an RPG. They think it's fantasy type game where you go around defeating monsters/bad guys, gain levels, do quests, go to different areas of the world, etc. Whenever I think RPG I break it down in my head.. Role Playing Game, which makes me think that any game that allows you to play a role of a person in the game would be an RPG, instead of a medieval/fantasy type game where you gain levels. |
In response to Justin Knight
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They think it's fantasy type game where you go around defeating monsters/bad guys, gain levels, do quests, go to different areas of the world, etc. Yes, and there's hundreds of games produced which follow that same basic formula. It's sort of become some new definition of RPG. I guess "Adventure" just isn't cool anymore, RPG seems to be the keyword. "Adventure" seems to have the connotation of the old point-and-click adventure games like Space Quest or Full Throttle I think. Whenever I think RPG I break it down in my head.. Role Playing Game, which makes me think that any game that allows you to play a role of a person in the game would be an RPG Hehe, by that standard, Half-Life and Doom are RPGs, you're just playing the role of a gun-toting hero. It pretty much comes down to the fact that most "RPGs" are about monster smashing and levelling, not about roleplaying, which can still be fun, however shallow it may be. (Dungeon Siege: Your neighbor was killed, go kill anything that moves, and if it doesn't move, make it move and then kill that too) As leveling just being time investment, that's all any game is going to be. Even games that don't involve a progressive character, playtime = practice and practive makes someone better at it. If the argument is that in RPGs people aren't "getting better" at anything, then improve the depth of your combat/experience system. Make defeating newer more powerful enemies require more thought and strategy rather than a bigger sword or thicker armor. |
In response to Justin Knight
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Are you talking about all RPGs, or just BYOND RPGs? I'm talking about the genre as a whole. Leveling up is just a matter of tedium. Whenever I think RPG I break it down in my head.. Role Playing Game, which makes me think that any game that allows you to play a role of a person in the game would be an RPG, instead of a medieval/fantasy type game where you gain levels. How many games actually let you play the role in the sense that playing the role is the game? Many games give you a role but it's not the role you are playing as it has generally been predefined and it are other game mechanics that you are playing not the role itself. And in many MMORPG where you get to make your own character the extent of the games support for playing a role is generally limited to an emote command :P. There are some exceptions like Ultima Online in which they do provide a decent environment to roleplay in along with mechanics to support various roles. Unfortunantly they were boring to play. |
In response to DerDragon
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Oh DerDragon, I honestly thought I put "except for RTS, shooters, and other action games," but I didn't put it in there, obviously. I think ahead of myself too much.
Theodis, there are a select few games. Hm.. for example Space Station 13 basically gives you a role to play out. You don't gain levels or anything, but you are playing the role of a person on a research station with a job, duties, etc. The game is obviously tainted by the amount of open-endedness, specifically the amount of violent things you can do. All in all though, you're supposed to be playing a role, right? |
In response to Justin Knight
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The game is obviously tainted by the amount of violent things you can do and it's open-endedness. Tainted by openendedness :P? Isn't that what roleplaying is all about in the first place? |
In response to Theodis
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Theodis wrote:
Tainted by openendedness :P? Isn't that what roleplaying is all about in the first place? You're not really supposed to break down a wall and kill people you work with. "Captain, here's those reports you wanted.." "Thank you, Johnson. Go check on Officer Jones." "Yes, sir." :: Guy with some random tool comes in and starts hitting people in the head with it :: "Johnson! No! Security, this intelligent man has gone off his rocker after performing some engine maintenance duties onboard!" I'll edit my first post. |
In response to Justin Knight
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You're not really supposed to break down a wall and kill people you work with. Why not? When you start restricting how someone can roleplay you're really killing off peoples ability to roleplay. |
In response to Theodis
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I guess so, but we're kind of getting off topic.
In all reality, people on a research station are supposed to be scientists, not belligerent, pyschotic idiots. People that do that don't really have roleplay in mind, they're not sitting there thinking 'Hey! I'll pretend i'm a belligerent pyscho this round! Whenever someone calls my name, i'll charge at them with a sharp object!' |
In response to Justin Knight
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In all reality, people on a research station are supposed to be scientists, not belligerent, pyschotic idiots. People that do that don't really have roleplay in mind, they're not sitting there thinking 'Hey! I'll pretend i'm a belligerent pyscho this round! Whenever someone calls my name, i'll charge at them with a sharp object!' These people won't be forced into roleplaying by putting in restrictions :P. All you do is hurt the people who actually roleplay. |
I agree that character customization is key to a real "role playing" game. If you're going to have a "character" dedicated to you, it should be YOUR character, not just one you pulled out of a box of duplicates. I think this goes both for appearance and for playing style. I don't want every mage in Maeva to be the same, nor every fighter. They'll be around for similar purposes, but their methods may be totally different. A fighter trained in slashing weapons is going to focus more on dealing as much damage as quickly as possible, while a fighter who is skilled in polearms may take a more defensive stance in battle and focus on keeping enemies at bay.
I think people have a very broad understanding of the word RPG. I can respect games that call themselves an RPG but really have no roleplaying elements at all. Their definition of RPG pretty much is related to a medival fantasy setting, which is definitely a misnomer, but it doesn't have to mean the game is terrible.
There needs to be a balance between gameplay and realism. Too much gameplay leads to hokey explanations of in-game events. (All players start with a "stone of ressurection", because it's inconvient for people to die) Too much realism leads to boring or frustrating gameplay. (You died, you're dead, you'll never come back, deal with it) Remember that it's a game, it's supposed to be fun. No, most itallian plumbers can't jump 5 times their own height, but who doesn't love kicking turtle shells at angry mushrooms?