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WHICH OF THESE ARE A MUST HAVE IN RPG GAMES?

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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.
Hi. ;p

(Well, okay, I've still gotta play Xenogears but I've seen parts of LPs for it and it looks like something I'd really enjoy. So, technically, 3/4 but only because I've yet to play #4. I enjoyed the other three a bunch~ And I think there are a lot of people who do too, so...)

You are right, though, that certain aspects appeal to certain people more than others. This topic makes that point pretty well (as have others like it). ^.^
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
For some reason I have a really hard time imagining you even tolerating Dark Souls, Liberty, much less really having fun with it.
I've played and enjoyed Skyrim, Dark Souls, and Xenogears. Haven't played the last title.
author=Synthetics
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



Honestly I feel like storyline is the only essential aspect of RPGs. Music would be a fairly distant second, and the other two are luxuries.
If storyline was the only essential part of a storyline, wouldn't you be better off reading a book?

I am not one of those people who go 'why play games??? just read a book lol'. Plenty of captivating and engaging narratives can be found in video games, and RPGs. I enjoy a lot of them! But part of what makes them games (and not other forms of media in which that same story can be offered) are game aspects. If plotline is literally the only important part of an RPG, it would just be a waste of time to put it in a game, make it another form of media.
author=Feldschlacht IV
If storyline was the only essential part of a storyline, wouldn't you be better off reading a book?


I mean I enjoy other aspects, certainly. I'm just saying I've played great RPGs (like Xenogears) that are pretty bad in a lot of respects but saved by a fantastic story.
So, what I've learned from this, is that people value RPGs for very different reasons and it's impossible to please them all.

q_q

Personally, I want at least a pretty good story, though I can settle for just having strong characters.

Map design is w/e...as long as it doesn't get in the way, I'm fine. Duration is about the same. As long as it doesn't make the game not fun, I don't care. Music is a plus, but, much like the others, it just needs to not be negative.

I really think gameplay should be on the list, though...
pianotm
The TM is for Totally Magical.
32388
Duration is the only one I think a game really needs.

Storyline: While I love a good story and am not impressed by games that don't have good ones, there's really no need for a story. The Legend of Zelda is an excellent example (and this game did, in fact, have a story). You are tossed into the world with three objectives: recover the Tri-force, defeat Ganon, and rescue Zelda. You may have chosen to read the story that came in the box with the cartridge, but if you didn't it made no difference. Even reading the story had no effect on how you perceived the game. You have the objectives. This is one place a story writer my choose to start. In the case of Zelda, this is also where the story writer ended.

Map Design: It's a standard formula, I know, but you don't really need it. An example of an RPG that doesn't use maps is Arthur: The Quest for Excaliber. "But Tom, that game was a text-based adventure, and technically it did use a map." These points are both true, but I must point out that in this text-based adventure (which is really what a table top RPG is), you assume the role of Arthur, hunt for items that will help you claim the throne from King Lot, do favors for NPCs (tending the peasant's broken leg by the bog; acquiring the five objects belonging to evil creatures for the red knight), battle enemies (the black knight, the basilisk, Nudd...), and you do all of this through text descriptions and commands. There are no animated battlers hacking it out, no sprites navigating a landscape. The only map is the map that lets you decide, "Left, right, forward, or back..."

Music: Music is for flavor anyway, just like the graphic design. Try playing the original Portal, another text based adventure, but simulates a computer network for you to navigate with the help of the AI, Homer, in your efforts to discover what happened to the human race while you were in space. I'm sure music would go quite well with the parts when you're accessing different parts of the World Network, but there's not. Most video games Portal's age don't have music anyway.

YES, SVIEL! Gameplay is the essential. Without, there's no point for there to be a game. You don't need the story, or the music, or the maps. What you need is the challenge, and the puzzle. You can say a fighting game isn't a puzzle, but you're not actually doing martial arts. You are pressing the buttons on the controller in a pattern, as quickly as you might, that lets you beat the AI, which constantly changes and adapts to that pattern. This is what makes a game. All of the other stuff is simply added to the game to make it more attractive to the consumer. When someone is actually telling a good story in the game, you have a medium that you are engaging on multiple levels. It becomes more than a game.
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
Child of Light is a game that focuses on breathtakingly beautiful environments at the expense of almost every other aspect of the game. (It actually also does a good job at music and novice-approachability, and the story is passable, but the mapping is supernaturally phenomenal.)

So anyway, I guess using four games that are arguably the best RPGs in existance in their respective categories probably didn't make my point very well. There are certainly games out there that some people will really enjoy and others will despise, because they focused on one area but ignored another. But when you reach a certain level of quality, even people who aren't normally attracted to that type of game are gonna be like, "...holy crap, this is great."
In order of priority for me:

Characterisation - Strong characters can make for strong storylines, or vice versa.

Storyline/World-building - A well-developed game world for the player to romp around in can be an engrossing experience. Nothing puts me off more than a flat, boring game world with equally bland NPCs. Lore, legends and your game's mythology is the icing on the cake.

Gameplay/Duration - Obvious. You NEED this.

Music/SFX - Sets the mood and scene. You do want to hear the sound of the ocean on an island map ( near the ocean, anyway ), or the soft pitter-patter of rain while strolling through a rainy forest. Just makes it that much more believable.

Visuals - For someone who likes mapping, suprisingly, this is actually at the bottom of my priority list, since I have no problem making things look pretty. ^^ But aesthetics are still pretty important.
Yeah, you really don't need a story at all to enjoy a game. Imagine an RPG with no story, just one huge dungeon to explore (no reason giving why you explore it) and an incredibly fun battle system along with a good OST. That's totally enough for me to enjoy the game for hours.


Edit: Oh and since you brought up "Duration". Why do you need that at all? I'd say it depends. A long duration can be really bad. Any game that is longer than 30 hours feel like a drag in the end unless the gameplay is REALLY good. If I really really like a game and it's over after 10 hours I feel sad.
Duration shouldn't really even be discussed here at all as it 100% depends on how good the other aspects are. You can't just say "My game is 300 hours long" and then everybody will love it just because of its length. That won't happen.

A game of 5 minutes can be great too.
author=LockeZ
For some reason I have a really hard time imagining you even tolerating Dark Souls, Liberty, much less really having fun with it.
Well, I have to admit, it didn't seem like the kind of game I'd play but my brother got a copy and he, my cousin and I traded off, laughing at each other over stupid deaths and the like. (We even made a competition out of seeing how long we could go without dying and seeing if we could defeat the bosses in a single life. Most often the answer was a resounding no, but it was fun. ^.^)

I guess playing with others helped. I was actually pretty lucky a number of times (so much so that my cousin kept complaining that I had magic luck powers) and hey, exploration! We all know how I am when it comes to that~

I mean, it's not one of my favourite games but I did quite enjoy it as something a bit different to my usual fare. I'm planning to get Dark Souls II when I have some spare cash lying around, though I'll probably play it mostly with my cousin and brother so we can trade off when it gets too frustrating. ^.^


I agree with Rya that duration is no precursor to fabulous RPG. I still maintain that one of my favourite RM games was a 5 minute game about a butterfly (that I still don't know the name of but am sure was created for one of the birthday events).

Oh, and lockeZ don't forget the gameplay of Child of Light. Graphics and atmosphere (it's not enough to just have graphics! FFXII has graphics and some would say little else and look how beloved that game isn't (I don't mind it myself but I'm quirky like that)) can go a long way in making a game pull you in. The gameplay in Child of Light was great - jumping around, flying and floating through the air was all fun. I didn't mind the story, actually. It was simple but had a few moments where I was like "Wait, no, what?" and the use of rhyming couplets was interesting (I quite liked how quirky it was, actually, though some of the forced rhymes made me wince a little). And the sound was pretty neat too.

I forget what point I was going to make. I guess, make games you would want to play and hope that people out there enjoy the same thing you do. ^.^
At my age, I need a reason to play video games. I used to look for story, but they all seem the same nowadays, reiterated for the younger generation who have never seen them before.

Now, I think I like setting and concept the best. I don't want to play as a magic user who has command over fire and ice any longer. Give me some kind of scientist-chemist who attacks using the periodic elements or something.
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
The combat in Child of Light is absolutely terrible. It's probably the most basic, kindergarten RPG combat I've ever seen in a video game - it's as bad as the original Alter AILA. Flying around was pretty fun, though. But I suspect that's almost entirely because of the art and the environments you're exploring! Because if you take that away there's not much to it. It's basically like vanilla Kirby with no powers, not even suction, and all the enemies replaced by goombas.

So yeah, I feel like the designers of Child of Light really didn't feel like gameplay was a "must have" in their game at all. They just sort of left gameplay design out of their budget, and hoped that exploring the art would be interesting enough to make people keep playing. The catch is that: yes, they were right. It was enough even for a hardened soul like me.

The moral of the story is, if what you put in the game is good enough, you can leave out anything.



Regarding duration: I don't need my games to be long to have fun with them, but once I start having fun, I'm going to want the game to keep going. I don't want to stop playing a game I'm enjoying! You can always make a sequel though. Or just design it to have some replay value. Or just make the cut scenes skippable so I can invent my own replay value.
slash
APATHY IS FOR COWARDS
4158
author=LockeZ
The moral of the story is, if what you put in the game is good enough, you can leave out anything.


This is one of the best ways I've ever heard it put! It makes more sense to add a few very, very good things than a multitude of middling things - especially for games made by just a couple people.
We need likes so I can like that whole post, LockeZ. (I agree about the actual battles in Child of Light. They were a bit too... light, I guess. I mean, they were okay but nothing ground-breaking. And while I liked the whole materiaequipping gems system, I did feel that they could have done more with it. Maybe their next game will do better? We can hope~)

unity
You're magical to me.
12540
author=Sviel
So, what I've learned from this, is that people value RPGs for very different reasons and it's impossible to please them all.


That's pretty much true for all media. There's no pleasing everyone, and people are each looking for different experiences to satisfy their own personal tastes. That said, putting the aspects you value first while keeping the rest well-rounded is a good starting point.

author=LockeZ
Regarding duration: I don't need my games to be long to have fun with them, but once I start having fun, I'm going to want the game to keep going. I don't want to stop playing a game I'm enjoying! You can always make a sequel though. Or just design it to have some replay value. Or just make the cut scenes skippable so I can invent my own replay value.


This is very true. If Chrono Trigger had been ten hours long, I'd have been really frustrated and wanting more (Hell, I'm still wanting more even after all we got XD ).

On the other hand, not all games can provide a level of fun in their mechanics and intrigue in their story that will carry the player on infinitely, especially if a lot of the content is filler. I only find long Duration a plus if all the content going in is A+ material. Otherwise, it can make what would have been a brisk fun little game into a slog, especially if the developer has the mindset of "I've got 20 hours of game here, but I wanted 30 hours. Guess it's time to cram in more padding!"
Dunno, Child of Light's combat is actually highly rated by pretty many review websites, though I didn't like it too much either.

I'd disagree that it's the "most basic" battle system, though. It's basically Grandia's awesome battle system except that you can only have 2 characters and 3 enemies tops (compared to 4 characters and 8 enemies tops that Grandia has). The aspect of cancelling attacks when they get prepared and the ability to defend to prevent being cancelled is not very basic. Not to mention the added aspect that even Grandia didn't have that you can slow down certain monsters on the bar to get their turn exactly when you want them to get it (so that you can cancel it).

It's innovative, it just didn't work out too well for me (mostly because of the low character limit).
Good dialogue! Nothing is more important to me. If I can't read what your characters are trying to say, or if whatever they're saying is just really boring and uninteresting, I may not play your game for very long.
I don't really know how to answer this question. I appreciate certain things about certain types of games. Nothing is imperative by default.
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