How to make RPGs better

Padfoot13

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I think the big problem of RPGs is the ammount of time you spend in menu screens, if item equipping was simpler to understand (ie oblivion WTF do all those symbols mean?) a simple magic, defense, and strength system like kingdom hearts would help a bunch to the more complicated RPGs.
 

curlycrouton

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Breedbate post=9.68481.630611 said:
curlycrouton post=9.68481.630514 said:
Try Wurm Online if you want to be part of an interactive world.
It's free to play, and you shape the world around you, e.g. building great statues for everyone to see or build ships to go exploring or any number of things.
Account Types

There are two different account types on Wurm Online. A basic account is a free account; however a basic account cannot increase its skills above 20 nor initiate attacks on other players (although it can defend itself if attacked by another player). A premium account costs approximately 5€ a month from the Wurm Online shop, featuring among other bonuses no skill cap and full participation in all aspects of the game.

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No.
no what?
 

wordsmith

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May 1, 2008
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Breedbate post=9.68481.630253 said:
Now, take a note from The Elder Scrolls, and hire a thousand more writers to give your player every god damn opportunity imaginable.
You WHAT?!?!?!? Don't get me wrong, massive fan of TES games here, but "every god damn opportunity imaginable"? Where was the opportunity to join the Mythic Dawn? Where was the opportunity to throw the amulet into a river? Where was the opportunity to sit back and let Kvatch burn? Why couldn't you kill Martin before his Big Finale? And most importantly, WHY COULDN'T YOU ATTACK DAGON?! As for Morrowind- Where was the opportunity to join Dagoth Ur? Why couldn't you lead a load of your guild members to war or glory against a hoard of invaders? I'm not saying these DIDN'T end up in the game, but it was through the users writing mods, not the writers at Beth who made the games what they could have been

[/rant]
 

ReepNeep

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j-e-f-f-e-r-s post=9.68481.631139 said:
Reaperman Wompa post=9.68481.631124 said:
j-e-f-f-e-r-s post=9.68481.631116 said:
We need to start getting some fucking artistry into games, that's what we need to do. Instead of having a generic good ending and a generic bad ending, why not start showing more shades of grey? Why not have your character try to do the good thing at the end of the game, yet in doing so causing even more harm. Or rather than having your evil character mwa-ha-ha off into the sunset, why not show him becoming psychologically fractured from being so evil and corrupted. Instead of making good and evil endings the polar opposite of each other, why not introduce themes and motifs that recur in both? Why not have evil kings, trapped princesses and crusading knights with some actual depth and motivation? Is it really that difficult?

Also, more stats do not mean more freedom! Stats were good for pen and paper RPGs where the only thing to keep the game going was your stats sheet and your imagination. This, however, is meant to be the 'next generation'. Everything is presented in Hi-Definition, Surround Sound, Anti-Aliased, High Quality Texture 350,000 fucking colour splendour. Why are we still clinging to a system that was never meant to be anything more than a guideline to stop our D&D imaginations running away with us?
Say it with me F-A-B-L-E-2, said they were going for stuff like that, including heaps of grey decisions, like kill an evil kid or let him grow up to kill etc (more gray) could be good.
HA! I'll believe that when I see it.
Yeah, the first one had about as much depth as Diablo, so It's barely worthy of being called an RPG. Molyneux talked that one up to heaven and back as well, so I'm not touching the thing till someone I know buys a copy first.

To make RPGs better you simply need to look at Fallout, Torment and Bloodlines and figure out what it was that made them the best RPGs ever made.

A strong, novel quality story with characters that feel like real people and the highest quality of voice acting to match. Freedom to accomplish your goals in nearly any manner you see fit, even if some of the tasks are required. This means alternate quest paths, which Bethesda seems to be allergic to. Viable paths through the game that result in minimal or no combat. Giving the social, stealth and knowledge paradigms as much weight as combat skill. Shades of grey morality. Strange new worlds and civilizations.

And above all else, Choices that have very real, serious, and sometimes unintended consequences.

Come to think of it, Deus Ex fits all of these except for the voice acting, doesn't it?
 

Reaperman Wompa

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To ReepNeep. they actually made peter Molyneaux stay quiet until they already put the stuff into the game because he over hyped the last one and they didn't want to go through that again.

He's only been allowed to reveal details rather recently.
 

TheKbob

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*sniff* I guess no one read my recommendation of The Witcher.

Seriously, it's good and gives primarily gray choices.
 

Reaperman Wompa

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TheKbob post=9.68481.631256 said:
*sniff* I guess no one read my recommendation of The Witcher.

Seriously, it's good and gives primarily gray choices.
Yeh but i heard that it goes over board on length, 50+ hours is good but some people don't have that conviction/don't care enough to bother.
 

ReepNeep

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I got halfway through The Witcher before hearing about the enhanced edition. I decided to wait until it came out so I could start over. The characters are well developed, the world is interesting and unconvetnional, and the questwriting is fantastic.

Its a very good one from an RP point of view, but I was kind of turned off by the simplistic combat mechanics.
 

Sayvara

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ReepNeep post=9.68481.631242 said:
And above all else, Choices that have very real, serious, and sometimes unintended consequences.
You beat me to the point with one post.

Aye, here it is... consequences. The big problem with RPG's today is that it is very hard to get immersed in anything when nothing you do can have any bigger consequence than a moment of annoyance as you run from the spawn point to try to kill your enemy again. You're never in danger of actually losing anything... just getting slightly delayed on the way to your goal.

Now I agree that having a game where you can have serious setbacks or even lose your beloved character is difficult to pull off as it is almost guaranteed to piss the players off something fierce and thus make them hate the game. Playing this card is like going for the lot in Hearts/Black Lady: if you're going to do it, you have to get everything right, or you're screwed while everyone else laughs at you.

But yes... consequences... that's what I dearly want in an RPG game.


The second thing I want in an RPG is persistence outside the character. If I drop a thing on the ground, it shall stay there... forever, or until someone picks it up. Burn down a house and it shall remain burned down. Kill the mayor and a new one that is different from the old one will be appointed. And conversely: build a house in a place and I shall be able to move into it when it's done. Persistence and consequences... what I do leaves a lasting impression.

/S
 

TheKbob

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Reaperman Wompa post=9.68481.631262 said:
TheKbob post=9.68481.631256 said:
*sniff* I guess no one read my recommendation of The Witcher.

Seriously, it's good and gives primarily gray choices.
Yeh but i heard that it goes over board on length, 50+ hours is good but some people don't have that conviction/don't care enough to bother.
Well beggars can't be choosers, now can they? Trust me, it keeps you engaged. I too stopped half way, not because of length or it sucks,... but rather for the Enhanced edition rolling out.
 

Qualin

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Well, first one has to look at the really good games. For me, Baldurs Gate II shines as the best RPG ever made, but thats ofcourse just my observation. If I am to enjoy an RPG, it needs a great story which is masterfuly told, it needs villains you can believe, ie: not cackling, skullmask wearing necromancers, but villains with motivations you can understand, and also a faint glimmer of "good" so they can be precieved as 'human' aswell. If you from some twisted point of view can understand the villain, then you ahve made a good villain.

Second, you need good companions with depth to their character, believable motivations and fears etc. Baldurs Gate I & II did that very well. Quests for your companions is also very nice, aslong as they are not overdone, and take the focus away from the main story.

Third, i want dilemmas. This is where i enjoyed the Witcher; the choices you had to make, and didnt get to see the result of the choices before much later. It adds alot of excitement to the gameplay when you cannot allways predict the consequences of your actions

Fourth; a somewhat original story. The Evil which has been released and must once again be sealed for the tenth or so time is only fun for so many games. How about making a game when there is no moral at the end? And with, as others have pointed out, more than just a good or evil ending. And what of your companions? What of the world? If you play as a mercenarie, perhaps you wont give a damn about that town you encountered way back in the game, but saves another. Or where you have to choose who gets to live and who must die? Or play a thief. Or make an assassin RPG where you dont have to be a nice or totally badass assassin, but things in between aswell. And for the love of God, a game where you -dont- have to save the whole world? How about just a city? Or just your own guild in the city?

Fifth; Put some clothes on those female NPC's. Please. If i want to see hot, lightly dressed women i can do so in real Life, i dont need an RPG for that.

Thats my cents anyway
 

ReepNeep

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Qualin post=9.68481.631286 said:
Fourth; a somewhat original story. The Evil which has been released and must once again be sealed for the tenth or so time is only fun for so many games. How about making a game when there is no moral at the end? And with, as others have pointed out, more than just a good or evil ending. And what of your companions? What of the world? If you play as a mercenarie, perhaps you wont give a damn about that town you encountered way back in the game, but saves another. Or where you have to choose who gets to live and who must die? Or play a thief. Or make an assassin RPG where you dont have to be a nice or totally badass assassin, but things in between aswell. And for the love of God, a game where you -dont- have to save the whole world? How about just a city? Or just your own guild in the city?
Out of curiosity, have you ever played Torment? It fits #4 almost perfectly and you seem to enjoy Infinity engine games and at least be able to stomach D&D 2nd rules. Not to give out too much, but the Quest is to save yourself. Torment specifically went out if it's way to break convention and it's my favorite RPG because of it. Its also very dialog heavy which I really enjoy in such games.
Fifth; Put some clothes on those female NPC's. Please. If i want to see hot, lightly dressed women i can do so in real Life, i dont need an RPG for that.
The Chainmail Bikini bothers me too. If she wants some armor to wear to the beach, maybe. That shit shouldn't fly in the Spine of the World.
 

TheKbob

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ReepNeep post=9.68481.631349 said:
The Chainmail Bikini bothers me too. If she wants some armor to wear to the beach, maybe. That shit shouldn't fly in the Spine of the World.
You know if you honestly see a female warrior actually sporting that, you know she wears it because she is so good, she's not gonna get hit.

or, in the D&D world, it could be a Glamour.

XD
 

Qualin

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No, I have never played Torment. I stopped buying new RPG games after the disaster of Neverwinter Nights 2, though Im sure Torment is much older than that. Point was that i havent looked for new (or old) RPG's lately :p Becoming picky I guess.

And yeah, i think the Infinity engine has so far been superior to any other when it comes to singleplayer games. I still start a new BG II game once in a while after having downloaded new mods from Pocket Plane. I didnt mind the 2nd rules either, sorta gave a more 'advanced' feeling to whole thing, pluss it didnt ruin the fun like being able to calculate everything in neverwinter nights.

For what things to avoid in new RPG's, I will offer theese two lists:
Game cliches:
http://project-apollo.net/text/rpg.html

general evil cliches:
http://www.eviloverlord.com/lists/overlord.html
 

Breedbate

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Give me any other game that gives you as many choices as Elder Scrolls. Until then, I dub Elder Scrolls one of the better (not best) RPGs.

I liked Fable's combat system, and overall the story was stellar. (Especially the part where you went to jail, loved that) but where it failed, in my belief, was character depth and the consequences department. Yes, guards chased you after you get so evil, but by that point you can easily slaughter them with your Sword of Aeons, or some such.

I'd honestly half to say that Drakengard was the best RPG, even if it really wasn't designed that way. Awesome story, pretty characters, bunch of choices (though I don't think there were a whole lot of consequences...), and radical combat (of course who DOESNT want to fly on a dragon and incinerate EVERYONE?). Yes, the character saves the world, but really each storyline ended up with me feeling emotionally saddened, or saying 'WTF!?!?' and furiously trying to kill whatever hell spawn opposed me. There's even one where you die, I believe.

Really, you guys are just repeating yourselves now. Burning down houses would be awesome though. Arson FTW.
 

Terramax

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In all seriousness I think it's prime time we stopped all this levelling up nonesense.

Fighting should be more involving, as others have pointed out, and perhaps more tactical. Even tactical RPGs tend to be quite dumb these days.

Perhaps a good choice for those who want a more story/ talking heads orientated RPG and for those wanting more action, fighting based ala Planescape Torment.

Less RPGs. There's just too many of them. Ironically, I have more loathing for the big RPG manufacterers ie Square-Enix and Bioware than the smaller developers who usually try to incorporate something fresh and new.
 

derpa

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Breedbate post=9.68481.632020 said:
Give me any other game that gives you as many choices as Elder Scrolls. Until then, I dub Elder Scrolls one of the better (not best) RPGs.
Morrowind was pretty good, Daggerfall was good, Arena was meh, Oblivion blew ass.
 

Deathstop

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Breedbate post=9.68481.632020 said:
Give me any other game that gives you as many choices as Elder Scrolls. Until then, I dub Elder Scrolls one of the better (not best) RPGs.
Planescape: Torment.
 

Bulletinmybrain

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Jun 22, 2008
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First off, NO MORE FUCKING CLICHED CHARACTERS.

Anyways KOTOR in my opinion did everything that it could at its time. The characters were fucking awesome. If you don't think so just get back to space marines 9000 and leave the smart people alone. The main character was pure genius, Plus he didn't talk which was good.(Call if archaic if you like but then I don't want some guy doing both bad, good and neutral choices because then it just sounds the same but with different words.) The plot twists were great overall the game was bottled awesome and it makes me wonder why the hell are bioware messing with a system thats been proven to work.