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WHICH OF THESE ARE A MUST HAVE IN RPG GAMES?

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Share what you think is a must have in RPG games.
Personally, I think Storyline, Duration, and Music is important.

1. Storyline
2. Map Design
3. Duration
4. Music

Playability. RPGs are a genre that can survive if everything else is below average as long as another quality is great. If the game itself goes down smooth, that's the most important aspect.
Same thing I think is a must-have in any other game -- requiring something resembling thought and/or dexterity to get past the game's challenges, and variety in said challenges. There's nothing worse for me than to stare at the screen slack-jawed when playing a videogame.

I don't really care about duration. Most long games that I've played achieve their length with mind-numbing tedium. Also, I seriously think that a lot of people over-value "hours of gameplay" to an absurd and detrimental degree.

Aesthetics is what usually gets my initial interest, though. Enjoying the game's look and sound helps a lot when playing, and there's been times where even if I don't think a game is badly designed, I don't find myself wanting to play it if the aesthetics are really bland or downright terrible.

Likewise, a plot that is at least charming is important to me with an RPG, adventure game, or any game with exploration and considerable length, really.
I need good music because music is really important to me in any game. Aside from that an RPG needs to have good dungeon design and fun battles for me. Story is a nice bonus if it is so good that I want to continue playing just to know how it continues, but usually the stories in RPGs are pretty boring so I can't really say it's a "must have". But if it's there it lets me overlook other flaws.
unity
You're magical to me.
12540
I agree about Duration being an element that's not really needed. I used to think all RPGs needed to be 40+ adventures, but actually, you can do just fine in ten hours or less with a lot less padding. Hell, even in just an hour you can put in a lot of gameplay!
Yeah, duration doesn't really matter to me either. That said, pacing is quite key.

The story, of course, is very important. If you can't keep me interested in the story, you can't keep me interested in the game--as far as RPGs go anyway (sometimes awesome characters can override this). Battles and basic gameplay should be fun and just challenging enough too, since the player will spend most of their time experiencing these.

Music is important, yes, but it won't save your game if you're lacking in the previous areas. However, if used in combination with other elements such as background sounds and graphics, you can create a killer atmosphere, and that can do wonders for a game.

That's my two cents anyway.
Personally, I would argue that dungeon design is the most important, as that's the real meat of game, although other elements can potentially compensate if they're good enough. One of the things I've learned from playing the games on here is that duration is overrated. Don't worry about the game's length, make it just as long as it needs to be.
Duration is pretty damn important. There wouldn't really be any game if it didn't have duration. So I guess when it comes to what is essential in an RPG we have to look at what we can or cannot live without.

1. Duration
Without any duration the game wouldn't exists so we need at least a minimum of this.

2. Map Design
Without levels to wander around in the game wouldn't be much. I guess it could be some kind of text adventure or slideshow thingie but that's not much of a game so personal preference I would say that having levels is pretty important. (though not really a must have)

3. Storyline
Storylines are fairly unimportant but some of it is very helpful in any game and especially in an RPG it is good to know what you are playing and why. So storyline is somewhat important, especially in setting the stage.

4. Music
Music is not a must have. You can get away with ambient sounds and sound effects. It's not for every game but a game can be a quite excellent RPG and not have any music in it. So I'll rank this the least important bit.

I think that the most important elements in an RPG game are story and characters, there may be exceptions though,
but at least for me, these elements are what make a good RPG game.
Ratty524
The 524 is for 524 Stone Crabs
12986
Keep in mind what "RPG" is an acronym for: Role-Playing Game.

It's rooted in board games where players would assume the role of a class and make their own narrative involving that character. In that sense, I wouldn't say story itself is a huge requirement, but how much the player is involved with that story that kind of matters, at least in my opinion.
I'm aware of that Ratty. Also thanks guys for your opinions. I can use this tip in making my games. I'm a first timer but I hope the story is good enough.
harmonic
It's like toothpicks against a tank
4142
Of the 4, the most important factor is clearly storyline.
An RPG is created because there is a story to tell. Without the story the game shouldn't exist. Thus the story is the main detail. A great story can surpass graphics and gameplay. While gameplay is important, in an RPG it's no the most important thing. And graphics? While pretty, they don't necessarily need to be super awesome. I mean, they can definitely help sell the story and setting, but they don't need to be super ultra HD - something Square needs to remember.
janussenpre
愛・おぼえていますか
1274
1. Immersion
2. Immersion
3. Immersion
4. Immersion

Oh, wait.. 4 different elements? Oh fine.

1. Immersion
2. Contextual Art Design/Direction
3. Satisfactory Pacing/Appropriate Line of Progression (be it a short or long game)
4. Organic World/Setting (one that carries on even in the absence of the hero/player)
I've immensely enjoyed RPGs with some shitty ass stories, so I don't know how integral it really is, objectively.
Ultimately you want the whole package but if you are going to have a shitty story, graphics and gameplay need to shine to carry it through. I mean, there's gotta be a reason for the player to want to play the game after all. And graphics alone won't carry through a longer game (shorter games like Journey which are very simple gameplay wise and short on story can slide by with a great atmosphere).

What really counts is something to engage the player. If the story is weak, the gameplay better be fun. If gameplay is weak, the story better be engaging.
janussenpre
愛・おぼえていますか
1274
Having been a Dungeon Master for my friends for well over ten years, I personally think that a strong story isn't entirely necessary. As long as the role playing is fun (and the fun factor really depends on the level of immersion as written in my previous post), the story doesn't necessarily have to be completely planned out, scripted to perfection or be all encompassing for the journey to be enjoyable.

I remember planning out a sizable quest for my friends where they had to journey to some dungeon from a nearby town. Rather than depart for the dungeon right after supplying, they decided to pool their money, buy up an empty building and open up their own item store and undercut the local vendors because they were miffed at how they were "exploiting" the local adventuring populace with inflated merchandise. Three hours of what would have been hacking kobolds to death turned into a retail merchandising war between the players and the local merchant coalition. Eventually, the party saw some action when I had one of the hotshot town merchants send a hit squad to trash the player's store during open hours. By the end of the night, half the town was in flames.

Case in point, the story was not well crafted and was primarily of the player's own design but they had a blast. Regardless of how things turned out, everything that happened was a direct/indirect result of everyone's role playing. Can this kind of table top role playing style carry over to video game rpgs? I think it can... or at least make progress in that direction.

In my opinion, the more organic and nebulous an rpg is, the more enjoyable it will be.
Hm... the issue with comparing RPGs to table top RP games is that a lot of the fun from tabletop RP games is derived from having a group experience, other people to play off and the random nature of their reactions. With an RPG, most of them are single player. There's no engaging with other people so the written areas need to be a lot more interesting to pull the player in. I mean, sure, if the gameplay is fun enough that can keep you into the game, but more often than not story or characters are a main factor.
Now, shitty stories aren't the same as boring stories. Shitty stories can still be fun and funny. Boring stories and characters though... you need a special kind of gameplay to keep your player coming back for more.

But yeah, equating the RPG experience with RP tabletop is like comparing a Labour Day to Christmas. They're still a day off but one (almost always) includes a lot more fun than the other... for many different reasons. To make the Labour Day holiday awesome you're going to need a plan. Christmas, though... well~
janussenpre
愛・おぼえていますか
1274
Yeah, what you say about "pulling the player in" is exactly why I listed an "Organic World/Setting". The world needs to be able to make the player react as opposed to the entire world reacting to the player (which is found in almost every single video game rpg). Immersion allows players to build an investment. The further invested a player is, the more inclined they'll be to continue playing.

I like your comparison, heh.

I actually think that video game RPGs need to derive as much as they can from table tops in order to continue evolving and remain innovative. In my opinion, commercial rpgs have been stagnating since the early 2000s and developers have finally started realizing in the last 5 or so years the importance of player freedom as opposed to hardline railroading. Perhaps this is why action RPGs like Dragon Age, Skyrim and Mass Effect have won such acclaim and why FF13 was so criticized. This also explains the resurgence in popularity with old style rogue-like rpgs/games as of late.
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
There are a few things that a lot of people seem to think is absurdly important, to the point of being the only thing some of them care about, that I don't really care about at all when I'm playing a game. Specifically, story, graphics, and freedom. Games can leave those out completely and I won't really mind.

What you can't do is leave those out and then just have the rest be "basically fine." The rest needs to be good.

And just because my tastes are for certain types of games doesn't mean I don't think games that go a different direction are less good. Skyrim, Xenogears, Dark Souls and Child of Light are four games that have approximately nothing in common aside from all calling themselves RPGs. They each have a very intense focus on certain aspects of the game at the expense of almost totally abandoning other parts, and you'd be extremely hard-pressed to find a single player who really personally enjoyed all four of those games. But I wouldn't want to live in a world where any one of them didn't exist. They are all utterly fantastic at what they do.

Players are out there who care about the same parts of the game you care about. Whatever you decide matters, do that part of the game to the fullest. Game designers seem to do best at creating the parts of games that they enjoy!
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