DO RPGS NEED A STORY?
Posts
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
An RPG without a story is like a platforming game without enemies; there's no dynamic conflict otherwise! If you want to go from place to place doing the same thing over and over again with no other reason than "just because it's there", there are literally thousands of games out there that fill that criteria. I play RPGs not only for the strategic aspect of it, but for a rich, thought-provoking story. If you can't promise me that then there's no way in hell I'm going to spend 20+ hours grinding to the final boss.
Better yet, it'd be like if a teacher handed you a blank piece of paper and said "just draw whatever". I know I'm going to be turning in this "assignment" at the end of class, so clearly you have an objective in mind. I mean, thanks for the near-boundless agency, but why are you leaving it completely up to me? Why would I waste this blank paper, this wondrous portal of possibility, or my time with this paper if I'm not meant to focus on at least some sort of specific subject? It's the same with RPGs that take the silent protagonist, fill-in-your-own-adventure approach; they work as games, but there's no necessity for them to be role-playing games.
You spent the time creating this world, now give it some definition. Just 'cuz.
Seriously, consider if Romeo & Juliet was a sandbox...
Better yet, it'd be like if a teacher handed you a blank piece of paper and said "just draw whatever". I know I'm going to be turning in this "assignment" at the end of class, so clearly you have an objective in mind. I mean, thanks for the near-boundless agency, but why are you leaving it completely up to me? Why would I waste this blank paper, this wondrous portal of possibility, or my time with this paper if I'm not meant to focus on at least some sort of specific subject? It's the same with RPGs that take the silent protagonist, fill-in-your-own-adventure approach; they work as games, but there's no necessity for them to be role-playing games.
You spent the time creating this world, now give it some definition. Just 'cuz.
Seriously, consider if Romeo & Juliet was a sandbox...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Corfaisus
It's the same with RPGs that take the silent protagonist, fill-in-your-own-adventure approach; they work as games, but there's no necessity for them to be role-playing games.
I get most of what you're saying, but what's the necessity for it to not be a role-playing game? It's the genre I, and a lot of other people, enjoy the gameplay of more than any other genre. I won't even play non-RPGs unless they're the game of the year or something, my gameplay preferences are that strong. Turn-based strategy games like Civilization are similar in many ways, but lack the feeling of accomplishment I get from RPGs, because there are no specific challenges made to test me, no boss battles I have to solve in order to prove my mettle. Everything is randomized, everything could have happened a different way, and so I never get that feeling of accomplishment that I beat part of the game. The closest any other genre comes to what I want is the campaign mode in real-time strategy games like Starcraft - and the enjoyment of those is killed by the real-time aspect, because when I'm playing a strategy game, I want my success to be based on my strategy, not my reflexes and timing. Really, there's no other genre besides RPGs that delivers everything I enjoy.
Do I enjoy a good story, too? Yeah. But if you're not gonna make a good story, does that mean you shouldn't make an RPG? Fuck no. And I don't expect most people to be able to make a good story. And although I'll usually settle for a bad story, I know a ton of people would prefer no story to a bad one.
author=Rod_Wadd
A lot of the games on this site, I think, overdo it with exposition in the beginning. I too want to control my character as soon as possible. I think a lot of makers think that a player needs to be told what's going on in their world in order to be invested in the game, but I feel the opposite. I want to be in your world and find out why I should care about it through playing it.
I definitely don't want to be thrust into gameplay immediately without any knowledge of why I should care what I'm doing. But a big infodump in the beginning is a flaw in most stories, not just video games. What you want to get right at the beginning isn't the audience's understanding, but their attention. The opening should contain some kind of hook, preferably within the first thirty seconds, which lets the audience know why they should care about what's in front of them.
The hook might be something which provides some information about the story, but it doesn't have to be. It might be something like "Look at this huge, awesome city! Don't you want to take a closer look at it?" or "Here is some extremely witty and engaging dialogue, so you know that listening to what the characters say to each other is worth sticking around for."
The Logomancer sets a great example for opening hooks. Within the first thirty seconds, the player will:
Encounter a weird, dreamlike landscape which doesn't look like anything from our own world.
Organically learn a couple interesting facts about the game's setting. People in this world routinely enter this strange environment, called the Mindscape, whenever they fall asleep, and the content of the Mindscape differs depending on one's physical location in the real world.
Encounter a mysterious figure who, when asked for his name, attests that his name has been "taken" from him.
And of course, this is set to some very good atmospheric music to enhance the mood. Within the first minute, the player already knows a lot about the tone of the whole game, but also has a sense of how much they don't know about the overarching plot, and a desire to find out.
If you feel like you need to lay some kind of basic groundwork to get the player to understand what's going on before you hit them with the "good parts," that's always a sign that you ought to stop and reconsider. You're already automatically invested in your own work, the player isn't.
author=Liberty
All good RPGs have a story.
So, in answer to the topic question: Do RPGs need a story? Only if they want to be good RPGs.
I can't see how exactly do you arrive at that conclusion from "All good RPGs have a story", really. That's like saying story is needed to make an RPG a good RPG. Then what do you consider a good RPG whose strong point is not the story, but the gameplay? I personally can tell you that story is not needed to make an RPG a good RPG. You have to understand that there are RPGs that excel mainly because of gameplay rather than story. And there are people who play RPGs not for the story, but for the gameplay alone. They could care less about the story.
I do agree, though, that all RPGs will have stories in some way or other. It's more a matter of how much story there is.
You should really take a look at some of the popular old-school RPGs, particularly dungeon crawl RPGs. They were highly popular at the time of their release. Wizardry (original series) is a prime example of an RPG that lacks story, but was labelled as "one of the all-time classic computer games" at the time of its release. The modern generation may not see this game as exciting or whatnot, but it was highly popular back when RPGs weren't advanced.
Source: http://en.wikipedia.org/wiki/Wizardry:_Proving_Grounds_of_the_Mad_Overlord
TL;DR All RPGs will have a story. But a story is not needed for an RPG to be good.
I think that rpgs are called like that because they spend a good amount of time focusing in the story and characters. Of course tecnology, gameplay and aesthetics play a important role in the game themselves but it wasn't a trend in old games, like zelda or mario so it was rewarded with a "genre name".
If you remove story don't you end up with a game like chess?.
If you remove gameplay entirely or almost entirely, dont you end with a visual novel?
So in my opinion, rpgs are rpg for spending a great amount of time focusing/exploring the story/characters, rather than having or not having them.
If you remove story don't you end up with a game like chess?.
If you remove gameplay entirely or almost entirely, dont you end with a visual novel?
So in my opinion, rpgs are rpg for spending a great amount of time focusing/exploring the story/characters, rather than having or not having them.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Don't argue that it improves the games because it's how the name of the genre was decided, of all things. Following traditions doesn't automatically make the game better. Add a story if you think it makes a better experience, not just because you think it makes a more RPGish experience, whatever the crap that means.
(Also, you're quite wrong about how the genre got named what it did. Originally, before video games, Dungeons & Dragons was considered a role-playing game because of the storytelling and character role-playing inherent in how you play it. Dungeons & Dragons also used a system of gameplay involving building characters with spells and classes and equipment and stats, and fighting battles by strategically choosing actions and targets based on all that stuff, and exploring dungeons in search of loot that could make your characters stronger. A few video games - specifically Ultima, Dragon Warrior, and Final Fantasy - attempted to replicate that style of gameplay without the interactive role-playing. Although the result no longer included role-playing, video games had started being grouped into genres based on their gameplay, and these games had the same kind of gameplay as role-playing games, so a few people started referring to them as the RPG genre. Despite the technical inaccuracy, the name stuck; thirty-five years later we're still using the term RPG in that way.)
(Also, you're quite wrong about how the genre got named what it did. Originally, before video games, Dungeons & Dragons was considered a role-playing game because of the storytelling and character role-playing inherent in how you play it. Dungeons & Dragons also used a system of gameplay involving building characters with spells and classes and equipment and stats, and fighting battles by strategically choosing actions and targets based on all that stuff, and exploring dungeons in search of loot that could make your characters stronger. A few video games - specifically Ultima, Dragon Warrior, and Final Fantasy - attempted to replicate that style of gameplay without the interactive role-playing. Although the result no longer included role-playing, video games had started being grouped into genres based on their gameplay, and these games had the same kind of gameplay as role-playing games, so a few people started referring to them as the RPG genre. Despite the technical inaccuracy, the name stuck; thirty-five years later we're still using the term RPG in that way.)
Lockez it's true that i got the name genre wrong, thanks for clarifing it out. But the question wasn't about "do games need a story?".
It was about rpgs, so i can't agree with the second. As a player i can't play a rpg without any trace of a interesting story. That's the experience that i look in it.
It was about rpgs, so i can't agree with the second. As a player i can't play a rpg without any trace of a interesting story. That's the experience that i look in it.
It's perfectly possible to have an RPG that doesn't have a story. If there's a dungeon crawler with good gameplay that just dropped me into a dungeon and plays well I'll play it and I'll probably enjoy it. Why am I in the dungeon? I don't care, there's a monster, let's go have a fun enjoyment of the gameplay. These are essentially the RPGs of old - the ones that used to be put out on the PCs of the time - and if someone could successfully update the style to play in a fun way, I'd be all for it (though to my understanding, the Demon Souls series is kinda like that, yeah?).
Sure, some of these started off on the flimsy premise of "you're adventurers hired to clear out a dungeon" but there's no story beyond that. But I'd argue these games don't have a story - nothing changes, you're just clearing out the dungeon.
It was also pretty early on that a lot of that style was abandoned in favour of heavier storytelling and that storytelling became pretty intertwined with the RPG genre to the point where people seem to think it's an inherent necessity of the genre. But even the earliest RPGs by that definition are pretty story light - none of these complications-for-the-sake-of-complications we often get in RPGs today.
Sure, some of these started off on the flimsy premise of "you're adventurers hired to clear out a dungeon" but there's no story beyond that. But I'd argue these games don't have a story - nothing changes, you're just clearing out the dungeon.
It was also pretty early on that a lot of that style was abandoned in favour of heavier storytelling and that storytelling became pretty intertwined with the RPG genre to the point where people seem to think it's an inherent necessity of the genre. But even the earliest RPGs by that definition are pretty story light - none of these complications-for-the-sake-of-complications we often get in RPGs today.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
You don't need a story, but you're gonna get a lot of nerds mad at you if you don't have a story.
Depending on your definition of "story," it may be impossible to do an entirely storyless game, but IMO the bits like "characterization" and "dialog" aren't really necessary for the core elements of "wandering around," "smacking things with a sword," and "getting stronger so you can smack things harder."
I wouldn't personally be into that kind of game, but I don't see why you couldn't do it.
Depending on your definition of "story," it may be impossible to do an entirely storyless game, but IMO the bits like "characterization" and "dialog" aren't really necessary for the core elements of "wandering around," "smacking things with a sword," and "getting stronger so you can smack things harder."
I wouldn't personally be into that kind of game, but I don't see why you couldn't do it.
One thing I don't think anyone's mentioned yet is the stories that are created through gameplay. One of my favourite RPGs of the last couple of years is the strategy RPG Crusader Kings 2 and that game doesn't really have a written plot but in playing the game stories unfold all around you, enabled by the systems in-game.
Many games with procedurally generated content tend to create stories like this. The player puts significance in randomly finding an awesome piece of loot early in the game that essentially defines his/her entire journey onward. Thus creating the thing that tabletop rpg players have dreaded for years. The "gaming story".
Many games with procedurally generated content tend to create stories like this. The player puts significance in randomly finding an awesome piece of loot early in the game that essentially defines his/her entire journey onward. Thus creating the thing that tabletop rpg players have dreaded for years. The "gaming story".
author=LockeZ
Notice how the guy with the controller doesn't care about dialog. The guy without a controller should have his hands on an open book. Your motivation should be 'this game is fun and this is my entertainment.' While reading may be fun to a lot of people, there are different mediums that focus on reading. Like books. All without that pesky combat getting in the way.
author=ShortStar
Notice how the guy with the controller doesn't care about dialog. The guy without a controller should have his hands on an open book. Your motivation should be 'this game is fun and this is my entertainment.' While reading may be fun to a lot of people, there are different mediums that focus on reading. Like books. All without that pesky combat getting in the way.
Or, better yet, he should be playing the game himself. Games can tell stories in fascinating ways that differ wildly from the experience that you'll get from literature.
If your game has either no story or minimal story, it should at least have an interesting environment for the player to be able to make their own story. There was just something about climbing a snowy mountain in Skyrim, having your horse killed in a bandit ambush, killing the bandits and watching the sun rise while weeping over the corpse of the horse you stole fifteen minutes ago that made the game so much better. Or surviving a night of Creeper attacks in Minecraft, climbing out of the safe room under your basement, and packing up what was left of your belongings in search of a new location to restart your farming life.
None of that stuff is purposely inserted into the game. The only parts that were meant to happen were "bandit ambush" and "creeper attack". The rest is unique to the player, and won't necessarily happen every time. It gives the player character a story other than "Dragonborn saves world by killing dragons that he is apparently distantly related to, being Dragonborn and all", or "Pixelman named Steve hits rocks with a pickaxe, kills pig using carrot". Minecraft is the only example I can think of right now with absolutely not story at the beginning, and Skyrim's story is completely optional outside of the intro/tutorial.
None of that stuff is purposely inserted into the game. The only parts that were meant to happen were "bandit ambush" and "creeper attack". The rest is unique to the player, and won't necessarily happen every time. It gives the player character a story other than "Dragonborn saves world by killing dragons that he is apparently distantly related to, being Dragonborn and all", or "Pixelman named Steve hits rocks with a pickaxe, kills pig using carrot". Minecraft is the only example I can think of right now with absolutely not story at the beginning, and Skyrim's story is completely optional outside of the intro/tutorial.
I can't see how a guy interested in the story element of a rpg should be reading books instead. Rpgs, and games in general, are a interactive medium that imply more than reading text.
Game mechanics, music, sound effects and aesthetics for example can tell a story without using a single word.
As mentioned before a game without a scripted story, can still have one born from gameplay (like a match in sports or a boss battle with bad luck of randomness can become a story worth telling your friends).
Game mechanics, music, sound effects and aesthetics for example can tell a story without using a single word.
As mentioned before a game without a scripted story, can still have one born from gameplay (like a match in sports or a boss battle with bad luck of randomness can become a story worth telling your friends).
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=ShortStar
Notice how the guy with the controller doesn't care about dialog. The guy without a controller should have his hands on an open book. Your motivation should be 'this game is fun and this is my entertainment.' While reading may be fun to a lot of people, there are different mediums that focus on reading. Like books. All without that pesky combat getting in the way.
Yeah, all those people that like things like "character interaction" and "narration" are just losers that should go read a book and leave the gaming to REAL gamers, who only want to press buttons to hit things until they die.
Or IDK maybe it is possible that there are different ways to tell stories in games, and different ways to appreciate games, and the point of that comic was that people enjoy games in different ways and shouldn't get into a brawl over someone having badwrongfun.
JUST MAYBE
author=ShortStar
Notice how the guy with the controller doesn't care about dialog. The guy without a controller should have his hands on an open book. Your motivation should be 'this game is fun and this is my entertainment.' While reading may be fun to a lot of people, there are different mediums that focus on reading. Like books. All without that pesky combat getting in the way.
If you want to minimize your game's story, that's fine, but storytelling is a part of the human experience that permeates all media, and it goes back way before books, even.
author=Soozauthor=ShortStarYeah, all those people that like things like "character interaction" and "narration" are just losers that should go read a book and leave the gaming to REAL gamers, who only want to press buttons to hit things until they die.
Notice how the guy with the controller doesn't care about dialog. The guy without a controller should have his hands on an open book. Your motivation should be 'this game is fun and this is my entertainment.' While reading may be fun to a lot of people, there are different mediums that focus on reading. Like books. All without that pesky combat getting in the way.
Or IDK maybe it is possible that there are different ways to tell stories in games, and different ways to appreciate games, and the point of that comic was that people enjoy games in different ways and shouldn't get into a brawl over someone having badwrongfun.
JUST MAYBE
You mean just except other people personal tastes and interests because the fact they enjoy something different from you doesn't hinder the way you engoy something? NEVER!
Of course role-playing games need a story. Anything else is just a dressed-up puzzle with some algebraic back-n-forth. Hell, modern video game RPGs are just that when compared to the original dice throwing role-playing games, which couldn't even exist without their stories and interpersonal interaction.
Players who are running out of patience as they become older just need better stories. A story about 13-year-old Mickey who inherits the Destiny Sword and Saves The World won't have credence forever. That holy grail may be harder to come by, as younger audiences seem to be the chosen target demographic for most games. But that story that will interest grizzled RPG veterans is still out there, somewhere, waiting to be found... or made.
Games can be tacked on in any manner of ways, but without a story, there's no grace... it's just a lab rat plugging a skinner bar for a food pellet.
Players who are running out of patience as they become older just need better stories. A story about 13-year-old Mickey who inherits the Destiny Sword and Saves The World won't have credence forever. That holy grail may be harder to come by, as younger audiences seem to be the chosen target demographic for most games. But that story that will interest grizzled RPG veterans is still out there, somewhere, waiting to be found... or made.
Games can be tacked on in any manner of ways, but without a story, there's no grace... it's just a lab rat plugging a skinner bar for a food pellet.





















