BEEN THERE, DONE THAT
Posts
We've talked many times about how much we like originality, and how much we hate cliches and overused concepts.
Let's do something different this time: talk about concepts that are overused, but you love them anyway, and you think they're indispensable (or at least extremely useful) in your RPG game.
I won't talk about my games, but there are some things I notice most games don't escape from not because they lack options, but because they're too good to be taken out from a game.
1 - Epicness
Most RPG plots have to do with something as big as save the world, kill the evil wizard who's going to destroy the world, get the crystals to restore the balance of the world, or at the very least bring peace among the peoples of the world. While it's a cliche, maybe people don't want to play a game where your goal is to rescue a kitten, find a lost hat, or even save the main character's lover, because it doesn't feel "big" enough. Feeling big is usually good motivation. It often works.
2 - Battles
People love battles so much they don't even think it's possible to make an RPG without them.
3 - Town-Wilderness structure
Almost every RPG I know uses a town-wilderness structure, where towns are the places you get rest, shop and talk, and wilderness (forests, deserts, caves) are the places you fight. Sometimes you'll fight in the town or talk in the wild, but it doesn't affect the basic structure much. It's obviously very easy to avoid this formula, but people probably still use it because it keeps a good sense of pacing to the game.
Your thoughts?
I'm not looking for general formulas, I want YOUR personal opinion regarding what overused RPG element you deliberately maintain in YOUR game because you feel it's very important/fun. For example, maybe even though you're aware that the fire/ice/bolt element system is the most cliche thing ever, you still want to use it in your game because it feels so effective gameplay-wise.
Let's do something different this time: talk about concepts that are overused, but you love them anyway, and you think they're indispensable (or at least extremely useful) in your RPG game.
I won't talk about my games, but there are some things I notice most games don't escape from not because they lack options, but because they're too good to be taken out from a game.
1 - Epicness
Most RPG plots have to do with something as big as save the world, kill the evil wizard who's going to destroy the world, get the crystals to restore the balance of the world, or at the very least bring peace among the peoples of the world. While it's a cliche, maybe people don't want to play a game where your goal is to rescue a kitten, find a lost hat, or even save the main character's lover, because it doesn't feel "big" enough. Feeling big is usually good motivation. It often works.
2 - Battles
People love battles so much they don't even think it's possible to make an RPG without them.
3 - Town-Wilderness structure
Almost every RPG I know uses a town-wilderness structure, where towns are the places you get rest, shop and talk, and wilderness (forests, deserts, caves) are the places you fight. Sometimes you'll fight in the town or talk in the wild, but it doesn't affect the basic structure much. It's obviously very easy to avoid this formula, but people probably still use it because it keeps a good sense of pacing to the game.
Your thoughts?
I'm not looking for general formulas, I want YOUR personal opinion regarding what overused RPG element you deliberately maintain in YOUR game because you feel it's very important/fun. For example, maybe even though you're aware that the fire/ice/bolt element system is the most cliche thing ever, you still want to use it in your game because it feels so effective gameplay-wise.
I...pretty much agree with all three of those attributes.
I'm pretty sure this is so commonly seen with your standard RPG because it's how the genre started...or at least what made the genre great and likable among the players. And, obviously, if these aspects--mainly #1 and #2--are what made players like RPG's, you'll be hard pressed to find if they ever disappear...from indie and professional games alike.
This is just nitpicky of me, but I would personally call this the "Civilization-Dungeon Structure", or maybe just "Town-Dungeon Structure", as I thought the universal term for an area where enemies run rampant was dungeon.
I'm pretty sure this is so commonly seen with your standard RPG because it's how the genre started...or at least what made the genre great and likable among the players. And, obviously, if these aspects--mainly #1 and #2--are what made players like RPG's, you'll be hard pressed to find if they ever disappear...from indie and professional games alike.
post=143747
3 - Town-Wilderness structure...
This is just nitpicky of me, but I would personally call this the "Civilization-Dungeon Structure", or maybe just "Town-Dungeon Structure", as I thought the universal term for an area where enemies run rampant was dungeon.
We've talked many times about how much we like originality, and how much we hate cliches and overused concepts.
...And almost every time the following is mentioned.
What matters first is the execution. Exit Fate was a intentionally derivative game; but it got the executed in a way that made the game a treat to play through.
You have to learn the rules before you can break them properly.
I have to admit I can't really come up with any. Dialogue trees maybe? I love dialogue trees. It's really the only thing I couldn't imagine a good RPG be without. I mean what's the point if you can't say nasty things to people on the street?
post=143755We've talked many times about how much we like originality, and how much we hate cliches and overused concepts....And almost every time the following is mentioned.
What matters first is the execution. Exit Fate was a intentionally derivative game; but it got the executed in a way that made the game a treat to play through.
You have to learn the rules before you can break them properly.
Last Scenario was too, although of jRPGs in general, and only for the first 1/3-1/2. The name itself is a parody of "Final Fantasy," and the story is about a chosen hero up against a slumbering demon horde.
(fun fact: the story then proceeds to do eight backflips.)
Battle mechanics.
HP, attack ratings, elemental effects.... Strangeness that defies geology/metallurgy like gold armor protecting better than bronze or iron... Changing jobs instantaneously.
I feel guilty for going with the status quo there instead of coding up more realistic location/material damage and wounding, but I've purposely chosen those cliched RPG battle mechanics so players can crunch the numbers and design characters and parties to meet the game's challenges.
HP, attack ratings, elemental effects.... Strangeness that defies geology/metallurgy like gold armor protecting better than bronze or iron... Changing jobs instantaneously.
I feel guilty for going with the status quo there instead of coding up more realistic location/material damage and wounding, but I've purposely chosen those cliched RPG battle mechanics so players can crunch the numbers and design characters and parties to meet the game's challenges.
1 - Epicness
Most RPG plots have to do with something as big as save the world, kill the evil wizard who's going to destroy the world, get the crystals to restore the balance of the world, or at the very least bring peace among the peoples of the world. While it's a cliche, maybe people don't want to play a game where your goal is to rescue a kitten, find a lost hat, or even save the main character's lover, because it doesn't feel "big" enough. Feeling big is usually good motivation. It often works.
I often hate this. It has nothing to do with originality VS cliche, it's really an attribute that I wish would piss off once in awhile. Sometimes I'll be playing an RPG where an interesting story of a man simply trying to get revenge or steal this one item or save his sister or w/e is interrupted by this huge destiny speech. It kinda bums me out when an RPG is always likely to link the fate of the world to the poor farmer who was simply trying to get his cow back. Even if that's a somewhat original take on it, the cute story is basically just some elaborate excuse to lead into the big plot. I guess I shouldn't be playing RPGs if I wanted minimal plots but at least with the popular RPGs it starts out big, you got these cool rebels going up against this world changing empire, you know you're in for the world saving ride. Or maybe that boy who plucked the all powerful sword of destiny, you KNOW he's in for some crystal collecting and saving damsels.
But my gripe is when an RPG really starts with a story that makes the main character feel very insignificant, like the first battle just has you fighting slimes with a pointy stick, and his dream is to one day become a guard or something. But instead he's eventually given the overly ambitious task of being GUARDIAN OF THE WORLD. I know I'm being very general and throwing out non-examples and I myself should just make an RPG without the epic-aspect (I'm kind of doing that!). But idk, it's just something I'd like to see. The saving the world task seems to be used whenever an author realizes his small story in a fantasy world isn't MEANINGFUL enough, and thus since every RPG has an EPIC aspect to it, it feels only obligatory to jump on the wagon.
Oh wait we were talking about cliches we like. Uh damn. I like mute heroes? I guess. (Someone please disagree with my love for mute heroes)
I'll grant you battles. It's a slight abstraction of the dealings of the world, in a somewhat easy to handle form. (Breath of Fire 2, for example, used battles at one point as the way of showing your team clearing weeds, rocks, and stumps from a field.)
I'll grant you the 'Civ/Dungeon' divide. Instory, the characters need a place to recuperate; out of the storyline, the players need somewhere they can treat as a central base, even if that base moves from time to time.
I specifically and explicitly do not grant you epicness.
I'll play a game with ye olde epic storyline #73, yes. And I may enjoy it if the other factors are good. But 'epic', in the traditional sense, is not something I require out of my game stories. The examples you gave above were hyper-simple tales, single events even. There's space between that and 'gots to saev teh wurld' on that scale. There's a fair amount of space.
Consider this: The Chosen(TM) Destined(TM) Hero, in his Epic Quest of Epicness, crashes through village #613 on his quest. He breezes in, solves their single problem, and breezes back out. As far as he's concerned, the village was just a place to rest, restock and possibly upgrade supplies, practice a little (the fight against the local threshold guardian plot-monster), and possibly get some kind of token reward. After that, he's off, and he's not likely to ever show up again. Total time? Maybe three days ingame, and that's assuming a full 'sleep-for-the-night' stop at the inn both before and after battling the plot-monster. The village, and its inhabitants, are nothing more than a pitstop and plotpoint, at least as far as the CDH is concerned.
Now, take that same village. Put it into a finer-grained detail resolution. Instead of simply being random generic villagers, assume the inhabitants are people - they have likes, dislikes, personal friendships and enmities, strengths, and weaknesses. Place them in the middle of a somewhat large challenge - instead of a single marauding plotmonster, have them face a curse on the harvest, for example. And let the storyline explore how these people react to this challenge. It's not an epic 'Saev Teh Wurld' plot, no. It's a more focused, more personal one - 'save OUR world'. As with any other storyline, it'll look bad if done poorly. And I'll admit the story (and thus the game) will be shorter than the traditional 'epic epic of epicness' story. But there's no reason to assume that it's any less worthy because of this.
I'll grant you the 'Civ/Dungeon' divide. Instory, the characters need a place to recuperate; out of the storyline, the players need somewhere they can treat as a central base, even if that base moves from time to time.
I specifically and explicitly do not grant you epicness.
I'll play a game with ye olde epic storyline #73, yes. And I may enjoy it if the other factors are good. But 'epic', in the traditional sense, is not something I require out of my game stories. The examples you gave above were hyper-simple tales, single events even. There's space between that and 'gots to saev teh wurld' on that scale. There's a fair amount of space.
Consider this: The Chosen(TM) Destined(TM) Hero, in his Epic Quest of Epicness, crashes through village #613 on his quest. He breezes in, solves their single problem, and breezes back out. As far as he's concerned, the village was just a place to rest, restock and possibly upgrade supplies, practice a little (the fight against the local threshold guardian plot-monster), and possibly get some kind of token reward. After that, he's off, and he's not likely to ever show up again. Total time? Maybe three days ingame, and that's assuming a full 'sleep-for-the-night' stop at the inn both before and after battling the plot-monster. The village, and its inhabitants, are nothing more than a pitstop and plotpoint, at least as far as the CDH is concerned.
Now, take that same village. Put it into a finer-grained detail resolution. Instead of simply being random generic villagers, assume the inhabitants are people - they have likes, dislikes, personal friendships and enmities, strengths, and weaknesses. Place them in the middle of a somewhat large challenge - instead of a single marauding plotmonster, have them face a curse on the harvest, for example. And let the storyline explore how these people react to this challenge. It's not an epic 'Saev Teh Wurld' plot, no. It's a more focused, more personal one - 'save OUR world'. As with any other storyline, it'll look bad if done poorly. And I'll admit the story (and thus the game) will be shorter than the traditional 'epic epic of epicness' story. But there's no reason to assume that it's any less worthy because of this.
I generally like the weapon descriptions. WOODEN SWORD: A Child's Oaken Blade 10 -> 11. And battle skills with names arbitrarily taken from norse mythology for no particular reason. Also the ridiculous stilted dialogue so off-key that it's hard to believe it was actually written by a human being (not just an rpg trope per se, my favorite is the bit in Mario 64 where there's a sign outside the ghost house reading "IF YOU MAKE IT THROUGH HERE, YOU DESERVE A . . . GHOST MEDAL!" hell yeahhh but also the people saying Welcome To Hoopsville There Is A Ghost In The Forest To The North) And that dreadful cutesy music that plays during comic scenes generally involving small children stealing bread or whatever.
I don't even mean all this ironically, I really do like these things because they are so formalized and generic they can make the game accidentally strange again. It's kind of like those old fifties comic books which are repetitive as hell and which actually share a lot of the things listed above but this is what makes them fascinating. They're so weirdly insular that it's like uh looking at a fifth-generation xerox of a frank frazetta painting or something, the source material is garbage but all the little distortions that happen during the obsessive reproduction of it gives it an offkey kind of charm.
EDIT: basically i think i'd have a lot more time for rpgs if instead of trying to paint over the inherently ridiculous/bizarre plots and mechanics with ~worldbuilding~ and ~characterisation~ (i am judd nelson being sarcastic) they actually just embraced them and took it to the next step. I mean if the basis for rpgs (games in general??) is this really formalized/literalized implementation of ideas so that combat is NUMBERS and mountains etc are just impassable blocks on the map screen than it would be more interesting to try to formalise it even more instead of diluting it all with "realism" in battles and things. Like a marriage would be signified by a terse textbox and a stat upgrade instead of an elaborate cutscene disguising what basically comes to a terse textbox and stat upgrade. Basically the vidcon equivalent of Bertolt Brecht instead of Tolkien or whoever. embrace the inhumanity of games.........
I don't even mean all this ironically, I really do like these things because they are so formalized and generic they can make the game accidentally strange again. It's kind of like those old fifties comic books which are repetitive as hell and which actually share a lot of the things listed above but this is what makes them fascinating. They're so weirdly insular that it's like uh looking at a fifth-generation xerox of a frank frazetta painting or something, the source material is garbage but all the little distortions that happen during the obsessive reproduction of it gives it an offkey kind of charm.
EDIT: basically i think i'd have a lot more time for rpgs if instead of trying to paint over the inherently ridiculous/bizarre plots and mechanics with ~worldbuilding~ and ~characterisation~ (i am judd nelson being sarcastic) they actually just embraced them and took it to the next step. I mean if the basis for rpgs (games in general??) is this really formalized/literalized implementation of ideas so that combat is NUMBERS and mountains etc are just impassable blocks on the map screen than it would be more interesting to try to formalise it even more instead of diluting it all with "realism" in battles and things. Like a marriage would be signified by a terse textbox and a stat upgrade instead of an elaborate cutscene disguising what basically comes to a terse textbox and stat upgrade. Basically the vidcon equivalent of Bertolt Brecht instead of Tolkien or whoever. embrace the inhumanity of games.........
post=1437891 - EpicnessBut my gripe is when an RPG really starts with a story that makes the main character feel very insignificant, like the first battle just has you fighting slimes with a pointy stick, and his dream is to one day become a guard or something. But instead he's eventually given the overly ambitious task of being GUARDIAN OF THE WORLD.
Most RPG plots have to do with something as big as save the world, kill the evil wizard who's going to destroy the world, get the crystals to restore the balance of the world, or at the very least bring peace among the peoples of the world. While it's a cliche, maybe people don't want to play a game where your goal is to rescue a kitten, find a lost hat, or even save the main character's lover, because it doesn't feel "big" enough. Feeling big is usually good motivation. It often works.
Say...
cleaning a basement from rats before realizing you have to save a SMALL KINGDOM (not the world hehe) would bother you Darken? =S
Saving a small kingdom is still very big, I mean if the game takes place entirely in that kingdom, then yes it is the same saving the world in a sense. However if it's very obvious that the 'world' is beyond the main character's control and influence, and he's focused on his own problems with other characters getting roped in and involved from start to end. Then I can live with that. Maybe in the save the small kingdom sense, you're traveling around the world to save it but not having a big say in what goes on in the world. I'd be okay with that.
What I'm essentially saying is, I'd like an RPG with a more down to earth feel.
edit: or are you implying "saving a small RAT kingdom?"
What I'm essentially saying is, I'd like an RPG with a more down to earth feel.
edit: or are you implying "saving a small RAT kingdom?"
post=143809
edit: or are you implying "saving a small RAT kingdom?"
hehe.. no... just a regular human kingdom...
I know what you mean... It's just that I'm making my first game and I read your post and it kinda describes my game hehe (well... it's probably a pretty standard fantasy RPG story anyway)...
My game world will be composed of three kingdoms:
The powerful, big empire. (At war with the small one)
The small, noble kingdom (home of the protagonist)
The exotic island kingdom (not gonna be visited, probably for a sequel)
Ok, I better stop writing. I don't want to deviate the topic hehe.
I do really like the concept of changing protagonist by chapters (Or have different overlapping stories for them). It has been done a lot in commercial RPGs (SNES ones for example), but I think that if done well it never gets old
post=143755
What matters first is the execution.
I'll take this as a the point of EnderX as well, because that's what I get from what he said.
The thing about execution and good/bad cliches is that cliches seem to be a way of avoiding the execution problem. I mean, anyone can to a game with typical turn-based battles. Not everyone can do a game where conflicts are decided by checkers matches. Most people could come up with a "save the world" plot. Few people could pull off a "cure my cow's disease" plot. I believe that's what's good about overused concepts. They're playing safe.
And it has something to do with what catmitts said.
About the epicness, though I'm one of those cliche-hating paladins who like weird things in games just because they're weird, I have to admit my favorite RPGs all have that epic feel. Commercial games, all of them (FF, CT). RMN games, I think Dhux's Scar... and if you've played it, you know it can't get more epic than that. Not that I've played many non-epic games to compare, but I'm guilty of liking the "wow I'm about to battle the ultimate cosmic demon from the 348973987th layer of the underworld" feel.
post=143828
Not that I've played many non-epic games to compare, but I'm guilty of liking the "wow I'm about to battle the ultimate cosmic demon from the 348973987th layer of the underworld" feel.
The most important part of a game's story is to make the player feel like a complete and utter badass.
There is an entire chapter in D&D 4e's second Dungeon Master Guide dedicated to repeating the line "make your player feel like a plane-hopping, demon lord-toppling badass" over and over for like thirty pages or something.
There are many ways to make the player feel like a badass. I think the best way is to actually allow a good idea from the players have a great effect. That means if you plan for an encounter to be difficult, but a player figures out a great way to stack the deck to his advantage, allow the encounter to get much easier than originally intended. If you can play out the encounter in a way that's it's now rather easy, but the player can see how much harder it would have been if it weren't for his great idea then he's definitely going to feel like a badass. In other situations the player may roleplay his character in a way that makes said character a badass.
Of course, there's always the risk that the players fail to make themselves or their characters come off as badasses so I guess the "let's pit them against demon-lords" idea is a safeguard where the DM tries to make make the characters into badasses if the players fail. Still, I would suggest first and foremost giving the players a chance to be badasses by their own actions. Heck the safeguard isn't really that safe, you can easily end up just making the demon-lord threat feel generic.
In the same vein, I would advice against relying to heavily on powerful sounding foes in your RPGs. Without a good writing to back it up, it's guaranteed to fail against a large percentage of players.
I definitely agree, but I think the pacing is the key here. One reason I like RPGs is that if the pacing is good it will switch activity before the current activity gets boring. By allowing the player to switch activity it's possible for the game to remain fun longer.
Also, since this topic seems to be about RPG conventions, I submit getting stronger and learning more skills. This is a so popular mechanic that many other genres became more RPG like in this respect. In fact, "RPG elements" often refers to exactly this.
This mechanic has both an advantage in terms of story and gameplay. Story wise it makes the player feel that the characters are getting better and better. Gameplay wise it's a way to introduce more options gradually so you won't overwhelm the player.
Of course, there's always the risk that the players fail to make themselves or their characters come off as badasses so I guess the "let's pit them against demon-lords" idea is a safeguard where the DM tries to make make the characters into badasses if the players fail. Still, I would suggest first and foremost giving the players a chance to be badasses by their own actions. Heck the safeguard isn't really that safe, you can easily end up just making the demon-lord threat feel generic.
In the same vein, I would advice against relying to heavily on powerful sounding foes in your RPGs. Without a good writing to back it up, it's guaranteed to fail against a large percentage of players.
3 - Town-Wilderness structure
Almost every RPG I know uses a town-wilderness structure, where towns are the places you get rest, shop and talk, and wilderness (forests, deserts, caves) are the places you fight. Sometimes you'll fight in the town or talk in the wild, but it doesn't affect the basic structure much. It's obviously very easy to avoid this formula, but people probably still use it because it keeps a good sense of pacing to the game.
I definitely agree, but I think the pacing is the key here. One reason I like RPGs is that if the pacing is good it will switch activity before the current activity gets boring. By allowing the player to switch activity it's possible for the game to remain fun longer.
Also, since this topic seems to be about RPG conventions, I submit getting stronger and learning more skills. This is a so popular mechanic that many other genres became more RPG like in this respect. In fact, "RPG elements" often refers to exactly this.
This mechanic has both an advantage in terms of story and gameplay. Story wise it makes the player feel that the characters are getting better and better. Gameplay wise it's a way to introduce more options gradually so you won't overwhelm the player.
While I agree that making the player feel badass is an excellent way of rewarding them, I dislike it when they can become so powerful that nothing can stop them. They should feel like they can beat the snot out of a demon lord, but it should still be challenging for them to do so, too! If that makes any sense.
About this becoming a badass thing, I take Fable as a perfect example of how I like it.
You start the game as a skinny youngster to has to fight his way on taking out bees. Character progression is very slow and subtle, you don't power up in big leaps... but by the end of the game, you look like this hulk elder who can take out the population of an entire city without breaking a sweat. But bosses and regular enemies are still balanced enough. So, yeah, you do feel like a complete badass, but the game doesn't actually get easier.
You start the game as a skinny youngster to has to fight his way on taking out bees. Character progression is very slow and subtle, you don't power up in big leaps... but by the end of the game, you look like this hulk elder who can take out the population of an entire city without breaking a sweat. But bosses and regular enemies are still balanced enough. So, yeah, you do feel like a complete badass, but the game doesn't actually get easier.





















