Comments on: Notes on Designing the Perfect RPG http://tleaves.com/2005/07/26/notes-on-designing-the-perfect-rpg/ Creativity x Technology Sat, 17 Mar 2012 05:09:58 +0000 hourly 1 http://wordpress.org/?v=3.3.1 By: Kazamarth http://tleaves.com/2005/07/26/notes-on-designing-the-perfect-rpg/comment-page-1/#comment-1663 Kazamarth Mon, 06 Feb 2006 18:19:08 +0000 http://tleaves.com/?p=427#comment-1663 Back to Geo(even though it was last year): Yes Fallout 2 is the greatest game ever designed. With its intricate plot design and so many side quest that it just makes the game more fun to play. On top of this the progression is linear, but not to the point that their is only one way to accomplish your goal (find the geck!). And their is no hinderence if you are good or evil. The creator's are very culture individuals indeed, giving you the feeling of that "real world" experience while exposing you to entertaining classic anecdotes(Answer me this, what is your favorite color?). Anyways games seem to be going the same way as all entertainment these days,especially movies. They keep building a better way to watch the boom boom, but the play is so boring and tedious that I may as well just be doing homework. At least then I learn something. To the end of all video games...here here? Back to Geo(even though it was last year):
Yes Fallout 2 is the greatest game ever designed. With its intricate plot design and so many side quest that it just makes the game more fun to play. On top of this the progression is linear, but not to the point that their is only one way to accomplish your goal (find the geck!). And their is no hinderence if you are good or evil. The creator’s are very culture individuals indeed, giving you the feeling of that “real world” experience while exposing you to entertaining classic anecdotes(Answer me this, what is your favorite color?). Anyways games seem to be going the same way as all entertainment these days,especially movies. They keep building a better way to watch the boom boom, but the play is so boring and tedious that I may as well just be doing homework. At least then I learn something. To the end of all video games…here here?

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By: N. http://tleaves.com/2005/07/26/notes-on-designing-the-perfect-rpg/comment-page-1/#comment-1662 N. Sun, 09 Oct 2005 19:00:31 +0000 http://tleaves.com/?p=427#comment-1662 The fact that peterb likes Planescape's plot is telling, though I'd counter that knowing the minutae of D&D is actually /detrimental/ to the player in that game. Since most CRPGs are oriented towards fighting, it behooves the player to design their character with that in mind--which blows your ability to easily complete Planescape, since non-fighting attributes (charisma, wisdom, intelligence) are more important. I would also mention the only console RPG I've finished (OMG the boredom factor of loading battles on consoles...)--Summoner for the PS2. While there was a lot of stock in trade fighting, there were some twists that made it engaging enough to work through that boredom factor. Plot twists (wow, this game is short, *aaaaaargh* no it's not) and odd things like completing part of the game with only certain members of the party. (It is available for the PC, too.) The only other console RPGs that engaged me enough to keep me involved for more than a few hours were Wild Arms (though ultimately the ocean going portion killed it for me) and Legends of Dragoon (again, an unexpected plot twist). I disagree entirely with the person claiming that face to face RPGs are also either "rail road the players" or "pull garbage out of your butt". A good GM (yes, they are rare), knows that plot development can't be rigid. As a GM what I try to do, and as a player what I look for in a GM/game, are elements that a) aren't so wrapped up in mechanics that they over-shadow the game and players, and b) more of a plot *concept* than a *plotting*. The latter suggests prescription. The former is an idea, a frame that the game can hang on--as the players act as their characters. Sure, it's a lot tougher than point A->point B, but it's a great deal more memorable for everyone. It means that the GM has to be light on their feet, and willing to throw their own stuff in the trash in favor of working out new developments between games. But as with most things--you have to invest to reap rewards. As a player, this is why I prefer a point-based character generation where I can flesh out my character concept in a more collaborative fashion with the GM--it gives the GM things to stick into that framework for the rest of the game. The fact that peterb likes Planescape’s plot is telling, though I’d counter that knowing the minutae of D&D is actually /detrimental/ to the player in that game. Since most CRPGs are oriented towards fighting, it behooves the player to design their character with that in mind–which blows your ability to easily complete Planescape, since non-fighting attributes (charisma, wisdom, intelligence) are more important.

I would also mention the only console RPG I’ve finished (OMG the boredom factor of loading battles on consoles…)–Summoner for the PS2. While there was a lot of stock in trade fighting, there were some twists that made it engaging enough to work through that boredom factor. Plot twists (wow, this game is short, *aaaaaargh* no it’s not) and odd things like completing part of the game with only certain members of the party. (It is available for the PC, too.)

The only other console RPGs that engaged me enough to keep me involved for more than a few hours were Wild Arms (though ultimately the ocean going portion killed it for me) and Legends of Dragoon (again, an unexpected plot twist).

I disagree entirely with the person claiming that face to face RPGs are also either “rail road the players” or “pull garbage out of your butt”. A good GM (yes, they are rare), knows that plot development can’t be rigid. As a GM what I try to do, and as a player what I look for in a GM/game, are elements that a) aren’t so wrapped up in mechanics that they over-shadow the game and players, and b) more of a plot *concept* than a *plotting*. The latter suggests prescription. The former is an idea, a frame that the game can hang on–as the players act as their characters.

Sure, it’s a lot tougher than point A->point B, but it’s a great deal more memorable for everyone. It means that the GM has to be light on their feet, and willing to throw their own stuff in the trash in favor of working out new developments between games. But as with most things–you have to invest to reap rewards.

As a player, this is why I prefer a point-based character generation where I can flesh out my character concept in a more collaborative fashion with the GM–it gives the GM things to stick into that framework for the rest of the game.

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By: peterb http://tleaves.com/2005/07/26/notes-on-designing-the-perfect-rpg/comment-page-1/#comment-1661 peterb Sun, 09 Oct 2005 11:52:27 +0000 http://tleaves.com/?p=427#comment-1661 Abyss, Amusingly, I just told Chris at "Only a Game" blog that using the argument "this makes the game easier to design" was bogus (in the case of savepoints) if it improved the game, but I'm going to use that argument here: the reason most games don't put in a lot of content that is hard to find or not relevant is that there's an issue of diminishing returns. Creating content is a lot of hard work, and if most (or a substantial portion) of the players are never going to see a given side quest, haven't you just wasted a lot of precious development time and effort? That being said, I think the The Elder Scrolls III: Morrowind comes very close to what you're describing. Abyss,

Amusingly, I just told Chris at “Only a Game” blog that using the argument “this makes the game easier to design” was bogus (in the case of savepoints) if it improved the game, but I’m going to use that argument here: the reason most games don’t put in a lot of content that is hard to find or not relevant is that there’s an issue of diminishing returns. Creating content is a lot of hard work, and if most (or a substantial portion) of the players are never going to see a given side quest, haven’t you just wasted a lot of precious development time and effort?

That being said, I think the The Elder Scrolls III: Morrowind comes very close to what you’re describing.

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By: abyss prophet http://tleaves.com/2005/07/26/notes-on-designing-the-perfect-rpg/comment-page-1/#comment-1660 abyss prophet Sun, 09 Oct 2005 05:01:59 +0000 http://tleaves.com/?p=427#comment-1660 Please excuse me if I repeat anything anyone else said or says. Why dont people ever trie to go for a game that relies less on interactive comps and try to get the people that play the game to interact(oviously this would be massive oline). Also have a plot yes but make the rest of the world so intresting that you may never play it and yet still enjoy the game. By this I mean make it have a hidden plot that can be found, but only to the few great players. The plot losses a lot of its luster if everyone finshed it. Also find ways to give individual purposes out to the characters to make them fell different than the other 200 level 27 wizards. The greatness of the game is mainly based a pone the individual experience and now a days the graphics. Also game creators should also find ways to be more involved in the game when it is finish. For example being this extremly powerful avatar that hold an item that will make the one that defeats him a new unique avatar. But the creator can choose in the end weather or not they are worthy even if the creator doese loss. Please excuse me if I repeat anything anyone else said or says. Why dont people ever trie to go for a game that relies less on interactive comps and try to get the people that play the game to interact(oviously this would be massive oline). Also have a plot yes but make the rest of the world so intresting that you may never play it and yet still enjoy the game. By this I mean make it have a hidden plot that can be found, but only to the few great players. The plot losses a lot of its luster if everyone finshed it. Also find ways to give individual purposes out to the characters to make them fell different than the other 200 level 27 wizards. The greatness of the game is mainly based a pone the individual experience and now a days the graphics. Also game creators should also find ways to be more involved in the game when it is finish. For example being this extremly powerful avatar that hold an item that will make the one that defeats him a new unique avatar. But the creator can choose in the end weather or not they are worthy even if the creator doese loss.

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By: hector http://tleaves.com/2005/07/26/notes-on-designing-the-perfect-rpg/comment-page-1/#comment-1659 hector Mon, 08 Aug 2005 07:06:42 +0000 http://tleaves.com/?p=427#comment-1659 RPGs are repetitive. I've always assumed this is a matter of processing power. If developers put more of the increased disk size and processor power into individualizing battles, and less into flashier graphics, (ugh) cinematic cut scenes, and ó worst of all ó slow-down-the-loading-times voice audio, there would be less repetition. The best RPGs, with rare exceptions, are those with the best battle systems. I loved the Grandia games, because I could get into a rhythm where I could make decisions intuitively. The battle systems were so well-designed you could get a feel for them, like driving a car. An exception would be KOTOR, a game with (IMO) a somewhat clunky battle system; but the story and the graphics were so good, and the dialogue was so well written, you hardly noticed. Being a bit of a Japanophile, I'm more forgiving of Japanese games. I like the cultural distance ó I can never really tell whether dialogue is bad, or there's some cultural reference I'm not getting. Often, there are lines which I assume are supposed to be funny but for me are just mysterious. I like the mystery. With North American games, I know when the writing is bad ó which it usually is. And Japanese games don't feature the ridiculously inflated, tiresome, tiresome, tiresome boobs that American games are afflicted with (Bioware is particularly guilty on this one). Anyway, RPGs could be less repetitive if more production work was put into essentials (the battles, the writing) and less into frills (cut scenes. cut scenes. cut scenes. If I wanted to watch anime, I'd rent a DVD. I want to play, not watch!) RPGs are repetitive. I’ve always assumed this is a matter of processing power. If developers put more of the increased disk size and processor power into individualizing battles, and less into flashier graphics, (ugh) cinematic cut scenes, and ó worst of all ó slow-down-the-loading-times voice audio, there would be less repetition.

The best RPGs, with rare exceptions, are those with the best battle systems. I loved the Grandia games, because I could get into a rhythm where I could make decisions intuitively. The battle systems were so well-designed you could get a feel for them, like driving a car. An exception would be KOTOR, a game with (IMO) a somewhat clunky battle system; but the story and the graphics were so good, and the dialogue was so well written, you hardly noticed.

Being a bit of a Japanophile, I’m more forgiving of Japanese games. I like the cultural distance ó I can never really tell whether dialogue is bad, or there’s some cultural reference I’m not getting. Often, there are lines which I assume are supposed to be funny but for me are just mysterious. I like the mystery. With North American games, I know when the writing is bad ó which it usually is. And Japanese games don’t feature the ridiculously inflated, tiresome, tiresome, tiresome boobs that American games are afflicted with (Bioware is particularly guilty on this one).

Anyway, RPGs could be less repetitive if more production work was put into essentials (the battles, the writing) and less into frills (cut scenes. cut scenes. cut scenes. If I wanted to watch anime, I’d rent a DVD. I want to play, not watch!)

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By: Geo http://tleaves.com/2005/07/26/notes-on-designing-the-perfect-rpg/comment-page-1/#comment-1658 Geo Tue, 02 Aug 2005 15:16:20 +0000 http://tleaves.com/?p=427#comment-1658 The only RPG I still enjoy playing is Fallout 2 (and Fallout, even if I can't get it to run on my computer). Plot may be campy at times, but it is very involving. Anyone else like it? The only RPG I still enjoy playing is Fallout 2 (and Fallout, even if I can’t get it to run on my computer). Plot may be campy at times, but it is very involving.

Anyone else like it?

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By: cuplan http://tleaves.com/2005/07/26/notes-on-designing-the-perfect-rpg/comment-page-1/#comment-1657 cuplan Wed, 27 Jul 2005 20:21:56 +0000 http://tleaves.com/?p=427#comment-1657 I think one great thing worth mentioning is that, if you dazzle and confuse a user with options upon options of style and image configurations, they will eventually not be able to see or care how these configurations don't affect anything. Consider: WWE Smackdown: Bring The Pain. It's a pro wrestling game, which I guess means it's somewhere between a fighter and a sports game. The character creation system allows a shocking amount of flexibility with respect to creating a character's build, clothing (both in and out of the ring), entrance, music, pyrotechnics, and wrestling moves, that even someone like me (who has participated in game design and who doesn't care a pile for pro wrestling anyway) forgets that, fundamentally, none of this changes the inevitable, linear progression of the character's wrestling career. But pro wrestling is a world of style over substance, and we all harbor fantasies of glamor and badassery. Giving users the ability to make any likeness they desire and empower it with a customized buttkicking style makes the creation and management of style far more fun than anything else. Outside of that, the game sucks. I've still had many a fun evening with friends making wrestler avatars of each other and giggling when we strut into the ring. I think one great thing worth mentioning is that, if you dazzle and confuse a user with options upon options of style and image configurations, they will eventually not be able to see or care how these configurations don’t affect anything.

Consider: WWE Smackdown: Bring The Pain. It’s a pro wrestling game, which I guess means it’s somewhere between a fighter and a sports game. The character creation system allows a shocking amount of flexibility with respect to creating a character’s build, clothing (both in and out of the ring), entrance, music, pyrotechnics, and wrestling moves, that even someone like me (who has participated in game design and who doesn’t care a pile for pro wrestling anyway) forgets that, fundamentally, none of this changes the inevitable, linear progression of the character’s wrestling career.

But pro wrestling is a world of style over substance, and we all harbor fantasies of glamor and badassery. Giving users the ability to make any likeness they desire and empower it with a customized buttkicking style makes the creation and management of style far more fun than anything else.

Outside of that, the game sucks. I’ve still had many a fun evening with friends making wrestler avatars of each other and giggling when we strut into the ring.

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By: peterb http://tleaves.com/2005/07/26/notes-on-designing-the-perfect-rpg/comment-page-1/#comment-1656 peterb Wed, 27 Jul 2005 16:28:45 +0000 http://tleaves.com/?p=427#comment-1656 I have no point here, I just like saying "Bortboz." I have no point here, I just like saying “Bortboz.”

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By: Brian Hook http://tleaves.com/2005/07/26/notes-on-designing-the-perfect-rpg/comment-page-1/#comment-1655 Brian Hook Wed, 27 Jul 2005 15:06:06 +0000 http://tleaves.com/?p=427#comment-1655 Elvis: Your complaints about CRPGs can pretty much be used to sum up most issues with, say, fantasy novels. I mean, hell, you could generalize more and just say "The problem is that every story is about some protagonists that must overcome some set of obstacles in order to achieve their goals". =) I also disagree that there was really that much freedom in pnp RPGs. If your DM has just spent two weeks lovingly hand crafting an adventure to take place in the Mountains of Zorflor and the PCs first action is "We jump on a ship to the Deserts of Tybizia!", well, one of two things happen: 1. A sudden storm comes up that destroys all ships and the PCs are forced to go through the Mountains of Zorflor. 2. The DM creates an ad hoc adventure on the fly that will, invariably, suck more than most DM adventures already do. Elvis:

Your complaints about CRPGs can pretty much be used to sum up most issues with, say, fantasy novels. I mean, hell, you could generalize more and just say “The problem is that every story is about some protagonists that must overcome some set of obstacles in order to achieve their goals”. =)

I also disagree that there was really that much freedom in pnp RPGs. If your DM has just spent two weeks lovingly hand crafting an adventure to take place in the Mountains of Zorflor and the PCs first action is “We jump on a ship to the Deserts of Tybizia!”, well, one of two things happen:

1. A sudden storm comes up that destroys all ships and the PCs are forced to go through the Mountains of Zorflor.

2. The DM creates an ad hoc adventure on the fly that will, invariably, suck more than most DM adventures already do.

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By: psu http://tleaves.com/2005/07/26/notes-on-designing-the-perfect-rpg/comment-page-1/#comment-1654 psu Wed, 27 Jul 2005 15:03:57 +0000 http://tleaves.com/?p=427#comment-1654 I thought those two plots describe basically what happens in any modern game that claims to have narrative. I thought those two plots describe basically what happens in any modern game that claims to have narrative.

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