What Do You Like About RPG?

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KissingSunlight

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One genre of games I have made a resolution to play more and better appreciate this year are RPG's. I am still not getting the appeal of it. So, maybe I need some wise counsel and advice from RPG veterans. What do you like about RPG? What's the best mind set and attitude about playing these games?
 

Maximum Bert

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Same reason I play any game I like the experience. RPG itself is way to wide a term and even with the whole blurring of genres its one of the most convoluted to designate in what defines it with loads of different monikers inside it such as JRPG, WRPG, CRPG, tactical RPG, MMORPG, action RPG and likely plenty more I am missing off (many of which are also equally useless in properly categorising what they are supposed to represent).

I dont like all RPGs but there have been plenty I have enjoyed for different reasons the most common include story, characters and gameplay systems although not all are always present in the same game. In the end though if I enjoy a game its because there is something in it that has made the experience enjoyable in some way for me or rather made it feel worthwhile.

Best mindset to play any game is to be open minded and judge it on its own merits if you like something others hate so what good for you and if you hate something that is lauded as the best game ever made well unlucky. Why make yourself play a genre you do not like? sure it can be good every once in a while to go outside your comfort zone but I wouldnt keep plugging away at playing a load of games in a genre I dont like much just in the hope something does click. I will just ignore it until given good reason to try again.
 

DoPo

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KissingSunlight said:
One genre of games I have made a resolution to play more and better appreciate this year are RPG's. I am still not getting the appeal of it. So, maybe I need some wise counsel and advice from RPG veterans.
Hey, you don't really have to like them. There are things each genre offers and you are not really required to accept that offer.

Anyway, what I like in RPGs are these things in order:

- choices and consequences - done poorly it's "are you acting evil or are you acting good?" but there is a lot of room where it's more than that. It could be in dialogues, quests, choices, exploration, others, or even more than one but I do like branching paths in games. Especially some that come further down the line - maybe you save this person in chapter one, and they show up in chapter six and show some gratitude. Or maybe try to backstab you. You do something in one side mission and an NPC later remarks on it. You go through some dialogue choices that eventually open up some new stuff - a quest, items, maybe more dialogue, etc. That sort of thing. I really like those.

- worlds. I friggin love exploring worlds. Now necessarily wandering around (though, not necessarily not) but talking to NPCs, reading books, reading flavour text of items, learning more about culture, mythology, as well as techology (what is present, how they got there), biology (as in, what kinds of creatures and organisms are around), metaphysics (magic) and so on. Basically, I love knowing how the world ticks. And I prefer it to be interesting. If it's "medieval not-Europe but with magic #6234" they barely catch my attention in that regard.

- the supernatural - aside from the worlds which may or may not include the likes of vampires, ghosts, magic, etc. having such supernatural elements is a big draw for me. In particular, vampires and magic are two things I really like seeing in games.

- freedom - doesn't have to be a sandbox open world where you can skip the main quest. As long as there is leeway in how you progress and how you approach things, that appeals to me.

- writing - that includes the main story and side ones. The main story doesn't really have to be brilliant. Holding everything together is really big, though. But other than that, I am not too interested in the main objective of the game - I'd happily play something with an average main story but good side stories.

- mechanics - I am a fan of looking into how mechanics interlock and also what they try to express. Not all RPGs really put that much thought in them, in which case the mechanics might not really fit correctly. It is interesting, sure, but I much prefer if they fit, or at least, not clash.

- character building - the above was more the theory, while this is more the practice. Selecting powers, skills, stats archetypes, etc is quite appealing. Although, to be honest, I can live without it, too. Levelling for the sake of levelling is not for me - games that do that are not a big draw but I'll play them despite it, if they hit more of the points above.
 

Kerg3927

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I have been playing CRPG's for over 30 years. IMO, a good one has the following...

-An interesting and entertaining story.
-Personable, interesting, and memorable NPC's.
-Interesting skills/statistics/leveling, where developing your character and gearing him up to play the role you've assigned to him is fun. Each level up should be exciting. Badass looking armor and weapons also helps. Fashion is important.
-Fun and preferably at least somewhat challenging combat.
 

Saelune

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RPGs are such a broad genre, and should be viewed as such. Though I do have an affinity for them, as many games I like and buy fall under the RPG umbrella somehow. Also almost my entire GoG library is RPGs, from TES Arena and Daggerfall, to Neverwinter Nights and Planescape: Torment, to Arx Fatalis and Two Worlds.

I like leveling up. Though often superfluous in many other games such is invading...I do like it. I do prefer leveling up to mean something though. Lazy level scaling really kills that feeling. There is a difference between fighting increasingly challenging types of enemies, versus fighting bandits in leather, to bandits in daedric. The good way is from rats, to wolves, to bandits, to ogres, to minotaurs, to eventually dragons and gods. Doesnt have to be verbatim that, but you want to look back and think "I cant believe THAT used to be a threat".

RPGs also favor freedom, and I favor freedom. I like that, and RPGs often give it to me. This includes open-world, to character creation, to game choices.

RPGs also like fun settings, ie fantasy or sci-fi, and variations of.

Planescape is set in a plane of existence seemingly between all planes of existence, Arx Fatalis is set underground because the sun died, Fallout is a wacky post-apocalyptic world of nutjobs, etc.
 

Phoenixmgs_v1legacy

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The problem with so many RPGs are that their combat systems are usually shit and you spend most of your playtime in combat, which thus equals a shitty experience. A lot of past turn-based RPG combat systems just had the heroes and enemies standing across from each other trading blows. However, taking the very important aspect of positioning out of turn-based combat removes much of the strategy making combat too easy, boring, and repetitive. Then a lot of action RPGs have combat that is not nearly on par with other action games. It would be fine if combat wasn't so integral and time consuming, but it usually is what you do most in an RPG. Obviously, RPGs can have much better stories than most games due to just having more time to build the story and the characters. However, the writing is usually pretty bad considering there's not many good writers in the video game industry. RPGs can be glorious games that give the player an experience that no other game can match but the vast majority of the time you just get a much lesser experience with a much larger time commitment.
 

KissingSunlight

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DoPo said:
KissingSunlight said:
One genre of games I have made a resolution to play more and better appreciate this year are RPG's. I am still not getting the appeal of it. So, maybe I need some wise counsel and advice from RPG veterans.
Hey, you don't really have to like them. There are things each genre offers and you are not really required to accept that offer.
I am just trying to broaden my experiences. RPG's have been something that I had ignored in the past, because it didn't appeal to me. I figure you shouldn't dismiss something unless you have tried it.
 

Here Comes Tomorrow

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KissingSunlight said:
DoPo said:
KissingSunlight said:
One genre of games I have made a resolution to play more and better appreciate this year are RPG's. I am still not getting the appeal of it. So, maybe I need some wise counsel and advice from RPG veterans.
Hey, you don't really have to like them. There are things each genre offers and you are not really required to accept that offer.
I am just trying to broaden my experiences. RPG's have been something that I had ignored in the past, because it didn't appeal to me. I figure you shouldn't dismiss something unless you have tried it.
Maybe it would be easier if you explained why they didn't appeal to you so we can find a game that might appeal to you within the genre, rather than us just throwing shit at you and seeing if anything sticks.
 

DoPo

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Here Comes Tomorrow said:
KissingSunlight said:
DoPo said:
KissingSunlight said:
One genre of games I have made a resolution to play more and better appreciate this year are RPG's. I am still not getting the appeal of it. So, maybe I need some wise counsel and advice from RPG veterans.
Hey, you don't really have to like them. There are things each genre offers and you are not really required to accept that offer.
I am just trying to broaden my experiences. RPG's have been something that I had ignored in the past, because it didn't appeal to me. I figure you shouldn't dismiss something unless you have tried it.
Maybe it would be easier if you explained why they didn't appeal to you so we can find a game that might appeal to you within the genre, rather than us just throwing shit at you and seeing if anything sticks.
Indeed, the RPG genre is really big in scope and it keeps growing. Different people like different stuff in it, too, so that doesn't really help. Some really like the stories told but don't care about the mechanics, others just really like outfitting their guy and going out to kill a bunch of dudes, but don't really care why they do it. Or maybe having a party but not one dude. Others just like meeting and interacting with interesting characters but neither combat nor story interest them much. Others still, just really, really like medieval almost-Europe settings. Most people actually fall in a spectrum between these and more factors.

There is hardly one true unifying reason for people to enjoy RPGs - they simply offer too much and happen to appeal for different reasons to different people. And different RPG games emphasize on different aspects of the genre. If one person likes Neverwinter Nights they won't necessarily like Deus Ex. Even though both are RPGs, they are hardly the same - I'd struggle to find similarities outside of "you can talk to people". Even then, the conversation mechanics are not exactly the same, either. Action RPGs are an entire genre by themselves, too, so the genre has 75% overlap with RPGs[footnote]ARPG - 3 out of 4 letters = 75%. Hard science, I tell you what.[/footnote] the two are rather distinct.
 

Lufia Erim

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I prefer Jrpgs. For me it's the setting and the story. I like the fantasy settings. Diving into a whole new and different world with it's own set of rules. The colors, the spectacle, the amazement, everything about the Jrpg fantasy setting pulls me in and keeps me in for dozens of hours.

As for the story. I find them interesting albeit a bit cheesy depending on the games. But it comes back to the wonder i feel, as if i was a kid again. There are characters i like, some i hate, some i root for or against. Mostly the jrpgs i enjoy are the ones with a tightly focused storyline.

As a contract, barring a few games like TES and Dragon age, i can't stand Wrpgs. I find the setting bland and boring. The story tends to be pretty bare bones, the color pallette tends to be gray, brown with a little green. And the heavy influence of tolkien tends to make them all seem samey.

Bare in mind i am a console game enthusiast, so i haven't played anything that was PC only, maybe skewing my views of Wrpgs.
 

Joccaren

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Ok, what do you mean by RPG? 'cause, I mean, there are a ton of different types of RPGs.

I mean, that's like saying a shooter. What does that mean? FPS, TPS, Top down isometric shooter? Sniper focused, CQC focused, vehicle focused? Quick TTK, Short TTK, fast paced constant movement ala Quake/Unreal, or much slower tactical movement ala Arma? There are so many types of shooters just saying "Shooter" means nothing, and its the same with RPGs.

Additionally, there are good, and bad, examples of games in each sub RPG genre, and your reasons for playing each game will determine which is which. Skyrim is, IMO, a really shit RPG. Some people see it as the epitome of RPGs though. Why? We look for completely different things in RPGs, and where we demand quality is different.

So, some examples of RPGs you're thinking of is important here, but I'll go through I guess some mainstream examples. Do note these sub-genres are not mutually exclusive. You can have multiple apply to a single game, as some of them deal with mechanics, some deal with theme, some deal with characters, some deal with world.

P&P CRPGs: (Potentially also considered Top Down Isometric CRPGs, however that's no longer a hard and fast rule, more stylistic choice)
I'm calling them this due to their similarities, not because you literally play with pen and paper. These are your games like Baldur's Gate, Pillars of Eternity, Planescape, Dragon Age; Origins. You don't really directly control your character, you order them around. You get to make dialogue choices, and give them commands, but they'll do those commands in accordance with various skills, stats and systems within the game. Often, many things are abstracted and left to dice rolls.

What do people find appealing about these games?
A big one is the lack of physical skills required. Its all about problem solving and planning. You don't have to have quick reflexes to be a quick draw hero; just give your character high dexterity, and he can be. You can truly be something you couldn't IRL. The abstraction also does away with things like quicktime events and minigames included in games to try and provide a challenge for strength or dexterity events that they don't want to just be a cutscene, but that the gameplay itself isn't really geared towards addressing. Instead, you get a chance to succeed based on your character's skills. This game is all about your character, not you.
Additionally, abstract interactions such as persuasion are more common since they don't have to try and design a bunch of minigames for these and can instead rely on abstracted stats.

Action RPGs:
The opposite to the above, action RPGs tend to have fewer stats, and rely more on player skill and ability usage to make it through. Think the Mass Effect series, Skyrim, Deus Ex. Dragon Age; II or Inquisition represent kind of a fuzzy border between the above and this genre, as they have some of the trappings of both.
The player gets a bunch of abilities unlocked as they level up, usually, which allow them to do more things, or give them certain advantages in combat, but they are in control of their character and everything they do directly. You aim and shoot the gun in Mass Effect or Deus Ex, or the Bow and Arrow in Skyrim. You use WASD to move into position directly, rather than designating a position for your party member. You press a button to attack, swing your sword, or block, whereas in the above you'd tell your character to fight and they'd just do that themselves based on dice rolls for success, rather than your facing and aiming. Constant input is required from the player, and the player IS the character, rather than just telling the character what to do.

What do players like about this? Some extra level of immersion, in the feeling of being their character, and opposite to the above, the ability to express their own skill in the game to accomplish something. Watching your character do it is boring, but doing it yourself is exciting! At least to these players. Often its less about the tactical planning and thought before combat - though that is usually still some part of it - and more reliant on your skill in that combat, such as your ability to aim and dodge.

Sandbox RPGs:
These are your Bethesda games. Elder Scrolls, Fallout, non Bethesda games like Gothic... You're put into a big world. There is a quest to complete, but that's really not the point. The point is to travel the world and do what you want in it. Mechanically they can have any mechanics, but what defines a sandbox RPG is its focus on self expression.

One thing that Skyrim, Fallout and Gothic all have in common, is that they're designed to allow you to express yourself through play. You design your own character. You choose where you go, and what you do, in what order, and whether you stop halfway through or not. You can generally interact with the world outside of quests in some way, and just do what you want. The world is usually open to facilitate freedom of movement and choice for the player. There usually aren't classes; you're free to just do what you want instead, and pick skills and abilities that match what you want to do, while telling your own story within this world.

What do players like about this? Well, naturally, the ability to express themselves, and the agency they have to act within that world. They like being able to explore the world in their own time, and not being restricted in what they need to do, or who they need to be.

Character/Story driven RPGs:
The opposite to the above. Rather than being about expression, its about experiencing a story being told. There is a main story, and while you can do other things, you're mostly going to be following that. Think Witcher 2, or most JRPGs. Characters are often pre-made, and while you may have some level of control over them, they're not there for you to express yourself with - they're there to tell their story, and you play the role of them, rather than a role you make up.

What do people get out of these games? More focused, tighter stories. Better written characters. The ability to put themselves into someone else's shoes, and experience their story. The greater level of restriction also often offers a tighter, more polished experience thanks to the limited interactions making it easier to design for specific player actions.



And of course, there's everything in between as well. Games like Witcher 3, or Mass Effect, can blend these genres into each other, creating an unholy abomination that is appealing for its own reasons, but that also alienates some of the more 'purist' fans that only like one particular side of a sub genre. Then there's MMORPGs and the appeal to them including playing with other players and the group styled puzzles and organisation you need to succeed there... There's a lot of options, so more detail is needed =P

So, you really need to be more specific about which RPGs you're talking about to know what people get out of them, as they're all different. That said, progression is usually one thing. That feeling of starting as the underdog, then standing on top of the world - the classic hero's journey, Rocky turned into a fantasy adventure. Of course, this requires the designers to intelligently design for this feeling, rather than just use progression as a skinner box mechanic, but hey.
 

KissingSunlight

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I want to thank everyone who have posted so far.

The first thing I want to say is I am curious about what do YOU like about RPG's? I am looking more for posts like this one.
Lufia Erim said:
I prefer Jrpgs. For me it's the setting and the story. I like the fantasy settings. Diving into a whole new and different world with it's own set of rules. The colors, the spectacle, the amazement, everything about the Jrpg fantasy setting pulls me in and keeps me in for dozens of hours.

As for the story. I find them interesting albeit a bit cheesy depending on the games. But it comes back to the wonder i feel, as if i was a kid again. There are characters i like, some i hate, some i root for or against. Mostly the jrpgs i enjoy are the ones with a tightly focused storyline.

As a contract, barring a few games like TES and Dragon age, i can't stand Wrpgs. I find the setting bland and boring. The story tends to be pretty bare bones, the color pallette tends to be gray, brown with a little green. And the heavy influence of tolkien tends to make them all seem samey.

Bare in mind i am a console game enthusiast, so i haven't played anything that was PC only, maybe skewing my views of Wrpgs.
This recent interest in RPG's started last winter with World of Warcraft. I didn't realized the time and money you have to invest in the game. So, it ended up gathering dust. My next attempt was Dark Souls. Beating your head against a brick wall is fun. Until you passed out with a concussion. Right now, I'm playing South Park: The Stick of Truth. I quit in frustration the other night when I couldn't get the character to perform an action to advance the game.

I think this post sums up most of my experiences with RPG's in the past.
Phoenixmgs said:
The problem with so many RPGs are that their combat systems are usually shit and you spend most of your playtime in combat, which thus equals a shitty experience. A lot of past turn-based RPG combat systems just had the heroes and enemies standing across from each other trading blows. However, taking the very important aspect of positioning out of turn-based combat removes much of the strategy making combat too easy, boring, and repetitive. Then a lot of action RPGs have combat that is not nearly on par with other action games. It would be fine if combat wasn't so integral and time consuming, but it usually is what you do most in an RPG. Obviously, RPGs can have much better stories than most games due to just having more time to build the story and the characters. However, the writing is usually pretty bad considering there's not many good writers in the video game industry. RPGs can be glorious games that give the player an experience that no other game can match but the vast majority of the time you just get a much lesser experience with a much larger time commitment.
The only other RPG games that I had played in the past was Knights of the Old Republic and Fallout 3. I liked the first game. Fallout 3 had too much information you have to remember that you have to keep playing or else you will forget it.
 

CaitSeith

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It certainly depends on the game. Although in general I appreciate when games show you tangible progress (XP and leveling up) for routine gameplay (or even while replaying old sections); my favorite RPGs tend to have more interesting story, lore and/or backstory than most games in other genres. Something that I tend to do a lot in western RPGs is to select a non-human race (like Argonians in The Elder Scrolls, or Skaven in Mordheim), and learn about their lore, history and customs.
 

gorfias

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CaitSeith said:
It certainly depends on the game. Although in general I appreciate when games show you tangible progress (XP and leveling up) for routine gameplay (or even while replaying old sections); my favorite RPGs tend to have more interesting story, lore and/or backstory than most games in other genres. Something that I tend to do a lot in western RPGs is to select a non-human race (like Argonians in The Elder Scrolls, or Skaven in Mordheim), and learn about their lore, history and customs.
Would you like something Yahtzee suggested? Rather than your character gaining power, the character loses power. You still get a sense of progression, but the idea is, by the end of the game, your character is pretty used up.

My favorite aspect of my favorites is also that sense of progression but also, gaining power. As I become accustomed to the gameplay, certain things should get easier. If I cannot beat a section, I should be able to go grind somewhere and try again with more power. South Park ticked me off as enemies progressed with me. Elf hard at the beginning? Hard to beat later too, after I had gained levels! But FFX, I could return to some monsters that used to give me a hard time and blow them away in a single turn. First Diablo you could replay the first level after you maxed out a character and even the little blue guys that used to be a problem, a single chain lightening can wipe out a room full of them. Adds a sense of power to the character.
 

CaitSeith

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Gorfias said:
CaitSeith said:
It certainly depends on the game. Although in general I appreciate when games show you tangible progress (XP and leveling up) for routine gameplay (or even while replaying old sections); my favorite RPGs tend to have more interesting story, lore and/or backstory than most games in other genres. Something that I tend to do a lot in western RPGs is to select a non-human race (like Argonians in The Elder Scrolls, or Skaven in Mordheim), and learn about their lore, history and customs.
Would you like something Yahtzee suggested? Rather than your character gaining power, the character loses power. You still get a sense of progression, but the idea is, by the end of the game, your character is pretty used up.

My favorite aspect of my favorites is also that sense of progression but also, gaining power. As I become accustomed to the gameplay, certain things should get easier. If I cannot beat a section, I should be able to go grind somewhere and try again with more power. South Park ticked me off as enemies progressed with me. Elf hard at the beginning? Hard to beat later too, after I had gained levels! But FFX, I could return to some monsters that used to give me a hard time and blow them away in a single turn. First Diablo you could replay the first level after you maxed out a character and even the little blue guys that used to be a problem, a single chain lightening can wipe out a room full of them. Adds a sense of power to the character.
Maybe in an horror RPG it would be interesting to have that mechanic. But you're right. Being able to return and dominate the enemies that gave you lots of trouble in the past is cathartic.
 

Xprimentyl

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I think the appeal f most RPGs is replayability; being able to go through a singular story in multiple, customizable ways. Of course, some people don?t necessary look for/appreciate such customization; some just want to fire up an entirely pre-rendered experience and see it through with minimal input. So, I guess the mindset you need to be in in an RPG is being ready and willing to be an active participant in the experience outside of simply pushing a static protagonist through a linear experience.
 

Joccaren

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KissingSunlight said:
I want to thank everyone who have posted so far.

The first thing I want to say is I am curious about what do YOU like about RPG's? I am looking more for posts like this one.
To be honest, that still comes back to the same question I asked in my first post; Which RPGs?
To be honest I like most of them, but for vastly different reasons.
I like Dragon Age; Origins, Knights of the Old Republic and Pillars of Eternity because of their rich worlds and lore, because of the non-combat options for getting through many encounters, and because its focused on planning and problem solving, rather than on reaction times. The parts I didn't like in all these games were the parts where it was entirely combat focused, in a very long section of the game, with no other options to resolve things. The less creative parts, I guess you could say. The filler content. Otherwise I love them as games.

I love the Witcher 3, Dragon Age Inquisition and Deus Ex for the ability to really get into the role of my character by being them. I love the level of polish they still bring to the core story moments despite this, as well as some of the interesting abilities you unlock while playing that aren't just a +1 to damage, but that allow you to do new things in combat, or sometimes outside of it. I dislike how a lot of the game turns into a cheesy action game exploit a lot of the time, and how there is still plain old number based progression in a game where those numbers are near meaningless. I also dislike the huge amount of filler content in them all, necessitated by the open world choice - though some games are far more offensive with that then others.

I love the total freedom, amount of content, and the novel ideas in Skyrim. I hate the actual gameplay as that was not thought through at all.

I love the setting and story in Mass Effect, and how everything in the game world is there to build the feel of the world and story. I dislike the inventory being so shitty and the ton of duplicate guns you'll pick up. I also didn't find its combat as offensive as most, seeing it as an ok compromise between action game and RPG, and preferable to Mass Effect 2's Gears of War styled combat.

It really depends on the RPG as to why I like it. Different games offer different things, and I like them all for different reasons.

This recent interest in RPG's started last winter with World of Warcraft. I didn't realized the time and money you have to invest in the game. So, it ended up gathering dust. My next attempt was Dark Souls. Beating your head against a brick wall is fun. Until you passed out with a concussion. Right now, I'm playing South Park: The Stick of Truth. I quit in frustration the other night when I couldn't get the character to perform an action to advance the game.

I think this post sums up most of my experiences with RPG's in the past.
-snip-
The only other RPG games that I had played in the past was Knights of the Old Republic and Fallout 3. I liked the first game. Fallout 3 had too much information you have to remember that you have to keep playing or else you will forget it.
Ok, first things first, RPGs are going to require a large time investment. That's just how they are. There's normally a lot of dialogue and story being told, and that's before you start actually playing the game and completing missions, which tend to move slower than most normal game missions as they're almost never focused on twitch action reflexes. Then you've got the hub zones, where you'll stop of to do tasks like buying and selling equipment, or finding missions, that in most games you won't do as they're entirely linear. Then there's the huge abundance of side quests that often exist to be finished. It often takes me 80-100+ hours to finish my first playthrough of any given RPG, because I do everything, and there's a lot to do. You won't find many, if any, RPGs that play like your classic Battlefield or God of War where its over in 20-40 hours on average, sometimes less. A big part of RPGs is the story, and the world, and if you're not going to get immersed in them - its just going to drag on. That said, if you're fine with time investment...

You kind of put yourself in a difficult spot, as I think the sort of gameplay you're looking for isn't the sort of gameplay RPGs tend to offer. Action wise they're always going to be less actiony than God of War or something, because they also have progression to worry about, and the fact that that style of combat would often greatly clash with the rest of the feel of the game. The Top Down Isometric styled ones are always going to have more balance issues, due to the sheer number of 'moving parts' as it were, and this can make the games either extremely easy, or extremely hard. On top of that, its a puzzle; once you know the solution to the puzzle, you're good. Some games try to throw varied encounters at you - high health high damage single mobs in one room, lots of low health moderate damage mobs in the next, so the first you need focused DPS the next you need AoE, as one of many possible examples - but there is always a way to solve these problems [Otherwise it wouldn't be a very good game], and thus once you've figured out the solution, the game is quite simple and easy.

If you're looking to really get into an RPG, you have to be willing to invest into its world, and its story and characters, even if the combat isn't perfect. It can also help to pump points into non-combat stats; I can't tell you the number of times I've simply talked my way out of a combat encounter in an RPG, and that helps immensely when the combat isn't desirable. If what you'll want out of the game is really tight mechanics... You're almost always going to be disappointed.

That said, going through the games you've listed;
WoW: Most of it is the most generic stock standard RPG stuff of this day and age. Once upon a time, its design was somewhat revolutionary, allowing more players to get into RPGs while still offering depth. These days, almost every RPG has taken that formula, and often grown on from there. Its world is harder to invest in as its an MMO, and it is quite honestly designed primarily to have you grind your way through the lower levels constantly with skinner box rewards until you reach level cap. At level cap, the game itself actually begins. Multi-user Raid dungeons are often where the more interesting parts of the story occur, and where the more interesting mechanical depth is, or according to many used to, be found. Problems aren't just solvable by having a healer that pumps out more healing than the boss's damage. Positioning becomes important as patterned AoEs can wipe an unprepared party, side mobs spawn in and require a tank to co-ordinate and distract them so that they don't destroy your DPS characters. You need other tanks to keep aggro away from those DPS, which is easy in single player, but trying to coordinate 40 people to do this? A lot harder. Often times there are specific puzzle mechanics in a given boss fight that need to be figured out - for example, the boss will zap one player with a DoT spell, and become invulnerable while healing from that DoT, and you need to get the link between that player and the boss severed by moving some item in the room between them to stop the heal and make the boss vulnerable again. Its easy when you know how, mostly, but when you don't, trying to figure that out can be quite interesting. That said, by this point if you're doing these dungeons you've pumped hundreds of hours and hundreds of dollars into the game to get through the grind. They can be great experiences, its a shame the rest of the game tries to discourage you from getting there.

Dark Souls: An acquired taste, even among RPG enthusiasts. Its method of worldbuilding and story telling works great for some, others hate it. Its method of combat is loved, but many hate how unforgiving it is until you really get the hang of it. It expects you to die many times to figure things out, but sometimes makes re-doing that progress a chore. Its not really the sort of game I'd recommend to someone who doesn't play RPGs, to be quite honest. You've got to want what it offers before buying it. Its popular, but I don't see it having a ton of general appeal to non-RPG players, as its a lot harder to get into compared to other RPGs. That doesn't mean its actually hard as a game once you understand how things work, but its a pretty big paradigm shift from most normal games.

Stick of Truth I haven't played, but that sounds like some sort of bug or poor design choice. Can't comment beyond that.

KotOR: A classic of the RPG genre. Bioware have sadly stopped making that sort of game these days, but there are some that are kind of close. SW:TOR is the... Theoretically sequel but honestly it messes with the lore a lot and its just not what many asked for from a sequel. SW:TOR is, however, an easier to get into WoW. Similar style of gameplay and dungeons and skinner box and all that. No entry fee though, or subscription. Does still require a considerable time investment. It is more geared as a single player game in many respects, but most of the single player stuff is a drag. The MMO world really killed that side of it, and the multiplayer side of it can be fun, but again you'll want to drag through the grind of the single player in order to get there.
Its story telling and characterisation is much better than WoW, and that's what Bioware is known for, but a lot of it suffers in the MMO world. Can still be fun, but its not really the best example of the genre.
Dragon Age; Origins is the closest Bioware have made to KotOR in the modern age. Its high fantasy, instead of Star Wars, but mechanically its more similar, its single player and focused on that, and it works. Its got its problems no doubt; combat is your general top down isometric combat. You'll either love it or hate it. Sections like the Deep Roads, or the Fade, drag on way, way too long, especially after your first playthrough. Balance is... Questionable at best. Some things are really OP, others are useless. That said, its story, while reasonably generic, is very well told. Its characters are often well written and likable. You have a fair amount of freedom in how you play your character, and there are always choices to be made at the end of every arc, and even in the middle of many, which do actually affect the final outcome of the game. In those respects its great, but it may not be what you're looking for if gameplay and long time investment are concerns for you.

Fallout I haven't personally played, but they're Bethesda games. Pretty standard to have a ton of small, meaningless quests, pretty eh gameplay, somewhere between terrible and passable world building and characterisation, though some great lore, and a lot of freedom to just do what you want.

In terms of RPGs you haven't tried... The Witcher series is one option. 3 is arguably the best [some prefer 2], and the most recent. It does require a much larger time investment though because of all the side stuff you'll end up catching yourself doing. Its world building and characterisation though? Top notch. A lot of the side content is actually meaningful and thoughtful, rather than just filler, though a lot of it also isn't. The main story is pretty strong, the graphics are amazing, and its a very interesting world to experience. Combat is simpler than 2 in some respects, but also streamlined a lot more to get rid of some of the annoying flow breakers from 2. Its also a lot easier than 2. Well loved by many. If you're expecting the best action gameplay you've ever had out of it, probably not for you. If you're expecting to knock it out in a week, probably also not for you. If you're happy with passable gameplay, and to play for a long time for the rich world and story? Worth a try.
Two has strengths in being more linear, and thus far more focused. Less time investment required, and some parts of the combat and such are much harder than in 3. Story and characters and all that are often still great, as are the graphics and such. Biggest problem is it sometimes has problems with flow, with many things interrupting the flow of the game for some reason or other. You'll also likely run into the same problem as with Dark Souls until you hit a high enough level to literally triple your HP, as mobs of enemies will just eat you alive until then and you often don't have a way to tell they're coming without having played through a section before.
Also, in both games, you make choices that genuinely do change what happens in the game and the game world in a meaningful way, and which there is no right or wrong answer to. Two is, IMO, better for this as they're able to craft those changes better in a controlled environment, but 3 manages it still. Both have their faults, but both can be fun.

Mass Effect, as a series, might also work for you. 1 is my favourite, 2 is widely considered the best, 3 is seen as having the best gameplay but utterly falling apart on the story front, for various reasons even outside the ending.
One's gameplay is... Clunky. It works. Its not like its offensively terrible and unplayable. But its very different to the general third person shooter conventions of the day, and not really designed to offer great action game feedback. For example, the accuracy of your guns and your ability to stably aim while sniping is determined by how many skill points you've put into that particular weapon. Control of the Mako vehicle is also... interesting. I have personally never had a problem with it, but it is very reactive. Tell it to turn, its going to turn fast. This often results in many flips and impossible to right situations. The inventory is just... Bad. Its functional, just, but its a chore to use. Which is a shame, considering you'll have to use it fairly often thanks to an arbitrary inventory cap requiring you to clear stuff out all the time. One by one. For hundreds of items.
That said, I find the gameplay does have its own charm, and fits the feel of the game. It is a slower game, and one based more I guess on the old Star Trek days of being down on a planet and watching what happened. There was some camp charm to those episodes, and that campiness is in the mechanics for Mass Effect. Story wise though? Brilliant. The best in the series. It is what started the insane popularity of the franchise, and honestly flung Bioware into the mainstream. Its not necessarily anything new, again, but it is executed brilliantly, and has a ton of great moments. The characters are mostly good. They're not as well written as in 2, but they've all got some personality, and something meaningful to say. It touches on a lot of social issues through these characters too, and through its side quests, while its main story is a space epic adventure. Additionally, there are choices that you make through the game that have a sort of immediate impact in your mind and change the world there, but sadly all are retconned as of Mass Effect 3.
Mass Effect 2 changed the gameplay to be tighter and more focused, and more akin to Gears of War. Its not perfect, but it flows a lot better, and feels less clunky. At the same time, the game became a lot more linear to accompany this. Mako was removed, and was replaced with a shitty tissue paper tank [3 shots from a turret and its dead. Your character personally can take more than that], for a number of purely optional missions, though one of them {Overlord} was actually worth it. The characters have a lot more personality put into them, and are the stars of the game. At the same time, the story turned into generic Michael Bay/Jar Jar Abrams shit to be quite honest. Lots of action and explosions and fights and things that don't make sense but sound cool, and a lot of the details driven greatness from the first game being lost. That said, nothing was offensively bad with it, and it still had some amazing moments, but story wise it wasn't as good as 1. For you, I'd recommend 2 because you prefer gameplay it seems, but honestly you should still play 1 to experience its story.
Mass Effect 3 made the gameplay the best its been. It flowed better than 2, while containing more options that had existed in 1. Enemy variety increased, with new novel methods to fight each enemy required, and honestly it was pretty good there. Story wise? It kind of fell apart. It starts of pretty nonsensical, and just gets worse and worse as time goes on. You can tell the writers had written themselves into a corner, and while there are some great CHARACTER moments, almost every STORY moment is contrived to create these character moments, and often also just doesn't make a ton of sense. Everyone behaves out of character, the main enemy is almost entirely replaced by a minor side threat, there's a lot of just plain nonsense that's there to make a Michael Bay scene, more so than in 2, and this is before we get to the ending and the nonsense they tried to force there. There's also a lot of moments when the game runs like ass, like with the half a minute loading time walking between the main part of your ship, and the war room. Its painful. Some love the game, but the general reaction... I'm sure you saw the internet melt down a couple years back. Kim Kardashian doesn't break the internet. Mass Effect 3 did for all the wrong reasons.

But to go out to a more general level, if you want to get into RPGs, you need to be looking for an experience that you can immerse yourself in, and wanting a longer term time investment into a world, its lore, its characters and a story. Gameplay, whether great or terrible, comes second to this in what makes RPGs enjoyable. If you don't have time to get sucked into a long story, or aren't really that into the idea of that, then you're probably not going to find many RPGs you'll enjoy, as the Role-Playing part where you immerse yourself into your character and the world, is where a lot of the genre's appeal comes from [And its kind of the name of the genre too =P]
 

Phoenixmgs_v1legacy

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KissingSunlight said:
The only other RPG games that I had played in the past was Knights of the Old Republic and Fallout 3. I liked the first game. Fallout 3 had too much information you have to remember that you have to keep playing or else you will forget it.
Sounds like you prefer character/story driven RPGs. Bethesda RPGs like Fallout are massive games with so many different quests that it feels so daunting because you don't know what quests are interesting. Also, Bethesda is really really bad at writing from the main storyline (which is very thin to begin with) and the characters usually being extremely bland.

Since you liked Knights of the Old Republic, try a few more Bioware RPGs. Mass Effect is really good for the most part and has a really high amount of actual role-playing, making choices, than most RPGs. You actually spend more time talking than in combat. The ending isn't as bad as people made it out to be, just go in realizing the main storyline has to lead to a singular point because you just can't write vastly different endings. The storylines and quests that branch off the main storyline is where the good stuff is at because you make much more impact choices there since it doesn't have much effects on the core storyline. And, Mass Effect's quests are much more quality over quantity so you don't have 100s of quests just to fill time and they are for the most part all worth doing. Bioware's games are much shorter (which to me is good) than a Bethesda game like Skyrim or Fallout. I think Bioware tried to go "big" with Dragon Age Inquisition but I never got into Dragon Age as medieval fantasy bores me.

A few other random thoughts:
-I really loved the original Deus Ex. I recall the story being quite good but I was also much younger then. However, character progression was great as you had to choose what augmentations you got and you would lock yourself out of augmentations as well. Whereas Deus Ex Human Revolution, you could get every augmentation and thus there really aren't any character builds so-to-speak.
-I've read lots of positive comments on Alpha Protocol but haven't played it and I'm sure it does have its flaws. It's basically a spy RPG where choice does have some decent impacts like killing an arms dealers leaves you and enemies with weaker weaponry. I've read that choice has more impact than it does in Mass Effect.
-I read that the Shadowrun games are pretty good, I've bought one but haven't gotten around to playing it though.
-Even something like Telltale's The Walking Dead has some interesting role-playing to it with lots of dialogue and story choices. It has more role-playing than quite a few RPGs.
-Witcher 3 is pretty good as far as questing goes. It is one of those games where there's a million things to do and you can get overwhelmed but just stick to the main quest, do the side character quests, and do some hunts and basically skip over everything else so the game isn't a huge time sink. The combat is OK but it's a combat system that's works best fighting standard humanoid enemies and just isn't that satisfying fighting the games big monsters sadly.
 

Darth Rosenberg

New member
Oct 25, 2011
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KissingSunlight said:
What's the best mind set and attitude about playing these games?
Hm, kinda strayed into this topic on the ME:A thread.

The 'it completely depends on your preference' thing's been addressed already, and you're looking for personal perspectives, and so; for me? It's about the literal creation of a role to play. In a game. Simples! ; -)

I barely consider something like Mass Effect an RPG, given I can't create the role, nor can I really control what they do, how they do it, or when. So whilst I definitely enjoy narrative driven action-adventure games with soft RPG elements/artifice (e.g. Dragon Age, although I have a filing cabinet full of beefs with Inquisition), for me the Elder Scrolls are the videogame quintessence of what a true role-player is, given they offer freedom that no other game does and in a first-person POV (I find it incredibly hard verging on impossible to fully associate or identify with a character in 3rdP).

Open-world RPG's, rightly, demand effort and creativity on behalf of the player when it comes to their character. What's their history? Their view on the world, culture, and races around them? Where's their moral compass point, if at all? What do they wish to achieve in the world they find themselves in? And why? All of these are left to the player to decide, and it shapes emergent gameplay in a way no voice acted narrative driven linear game can.

So agency is paramount for the best RPG experience. All games inherently force limitations, but for me TES's present the most freedom with the fewest limitations. The day TES voices its PC is probably the day it dies as a true RP'er for me. In Skyrim the player text was so brief as to almost be little more of a suggestion of what your character was communicating, as opposed to a word for word literal representation. With a voiced character the script becomes set in stone, given they are now communicating in exactly the same audible, 'expressive' way as the NPC's.

Your character thus becomes the writers, and the voice actors, and the directors. Every drop of 'expression' works against your own created role. Fallout 4, for example, is what I'd pretty much call an anti-RPG; its open-world gives the player incredible freedom, sure, but the defined opening tells you what character - what role - you are playing, and you can never escape it. For me, RPG's intros must tread very carefully in order to maintain a sense of player authorship/ownership of a role; Morrowind remains the best example for me, given the player is made aware their character has had a weird dream, but the conditions of your release into Vvardenfell are such that any and all RP's can function freely.

For example...

Someone with no loyalty to the Empire or to any sense of authority will easily ignore the delivery task they've been given, and set about trying to establish a new life. A character feeling betrayed by their incarceration might resent any instructions - but were they falsely imprisoned? Or did they really commit a crime? If the latter, what crime did they commit and what drove them do it? Happenstance? Defence? A disposition towards violence? And how might that change how they behave in this new land?

Someone thankful of their release, and respectful for Empire authority might see the task through out of a sense of duty or even responsibility. Or, someone might simply be curious as to the mysterious circumstances of their release, regardless of whether they committed a crime or not.

Morrowind is a more or less perfect start to a true role-player [for me] because it begins the story and game from a neutral point, mindful of allowing the player almost limitless possibilities in terms of who their character is, and what they might believable do once they're nudged out the Census and Exise door into Vvardenfell and the game proper.

Fallout 4? You create no role, and have no say in how they react. From the very first moments your personality is defined through their reactions, circumstance, and even sexual orientation. When you receive a taped message from your [straight] partner, the game details precisely the temperament and moral compass of your character. Ergo, regardless of the 'physical' and structural (i.e. which factions to do, if any, and in what time frame) freedom and agency, it simply can't be a role-player. Or, if it is, it must necessarily be called a terribly designed one, given whatever the player asserts about their character will likely be directly contradicted by the script of their voiced character as well as ensuing actions[footnote]It's worth noting that I'm still hugely enjoying the game, though - settlement building and mods FTW - even if there can only ever be one cohesive RP to play.[/footnote].

Skyrim fares much better than Fallout 4, but I still rather resent the forced impetus the game lays on regarding warning Whiterun of the dragon attack. Almost every event or action in a game should, ideally, be consistent with the created role, and finding reasons that don't 'break' RP as to why your character wouldn't warn Whiterun yet would return to the MQ at a later date is incredibly hard, bordering on impossible (particularly as the game world has, seemingly, entered a bizarre suspension of time, given months may have passed - in-game - yet the NPC's and story unfolds as if the dragon sighting was just a few hours ago).

So for me, the 'truest' and therefore generally most satisfying RPG is one which gives the player the building blocks to arrange and use to shape their own story, complete with arcs, break points/plot beats, and so on.

Phoenixmgs said:
Bethesda RPGs like Fallout are massive games with so many different quests that it feels so daunting because you don't know what quests are interesting. Also, Bethesda is really really bad at writing from the main storyline (which is very thin to begin with) and the characters usually being extremely bland.
I'd say Bethesda's writing is, more or less, poor across the board... I think they rather suck at core gameplay design, too (but then so do BioWare). My above eulogy for their games - or, rather TES specifically (and Morrowind even more specifically) - should show why my affection and hours-spent in their worlds isn't impacted by Bethesda's deficiencies.

For me, what the player brings to TES from an RP'ing perspective is the most important factor; why they travel in a given direction, why their character decides to do a certain quest/task, etc. Bethesda's writing is poor, and Skyrim's lore was drearily conservative compared to Morrowind, but if the player finds the worlds and cultures engaging enough, then a good RP will breathe life into that world.

-I've read lots of positive comments on Alpha Protocol but haven't played it and I'm sure it does have its flaws. It's basically a spy RPG where choice does have some decent impacts like killing an arms dealers leaves you and enemies with weaker weaponry. I've read that choice has more impact than it does in Mass Effect.
It's been several years since I last played it, but yeah, Alpha Protocol's a deeply flawed and creaky game (and the PC is kindof an arse... ), but I really enjoyed it. Interesting character interactions, a mostly pretty decent script, and some nice consequences in missions depending on what you may've done or said in earlier missions or character scenes.

Having more impact than Mass Effect is no great feat, though, particularly as Alpha Protocol only had to deal with its own single game (I'd love a sequel or reboot, but that's not going to happen. funnily enough, Jim Sterling absolutely tore the game to pieces in his review for Destructoid - when I read it, it was almost as if I'd genuinely played a completely different game).
 

Scarim Coral

Jumped the ship
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Quite a few things-

It has a story that make me want to take on a journey on it like you know, tv shows or books.

I liked turning the level 1 weakly hero into a ultra buff hero of legend!

That in turns means I also liked to collect and equip the weapons and armors or better stats on my characters.