The Essence of Role Playing Design

After reading the balance section, his is a good read, it makes a lot of sense. It really opened my eyes as to what makes a game good.
This should be required reading for all developers.
 
I find the reading to be a bit wishy washy. It brings up some incredibly good points, but I can't seem to get interested in the style.
 
I love the article. I recognize many of my own ideas, which isn't surprising as I never thought of them as being very original, they just don't seem to have any bearing on mainstream game development, which mostly means game development in general.
 
Mu's article is a mix of both MMORPG and CRPG design observations, and he is another that has been around to witness when writing talent had to fill in what graphics and empty hype obviously couldn't sell. Actually, not having what constitutes a "game" was what didn't sell then. We've bantered back and forth over some items, but for the most part he is correct.

It seems bleak, and it is. This is one of the reasons that jaded players of MMORPG's and CRPG's have gone back into the roulette game of pen and paper, hoping against hope to find a GM and/or players who do not suck. As a general rule, though, most people do suck, and are incapable of telling an RPG from a glorified shooter, which is what many so-called RPG's actually represent. It is my fervent hope that the RPG, particularly the MMORPG, will rise above the level of "bad Doom with character levels" and manage to present an immersive and compelling storyline that draws players in, rather than continuing on their current slide.

To this, I have to state that it is no surprise, as the imaginative people who have read more than Dragonlance and R.A. Salvatore's moronic version of Forgotten Realms have gone back to playing P&P, considering how the current state CRPGs in general (particularly D&D CRPGs) seem to be little more than copying bad R.A. Salvatore plots.

There was jack shit for writing talent the first time around, riding his coattails for crappy combat might be apropos, but doesn't do any favors for the genre. Especially when people could point to Ultima in a "Simpsons did it!" sort of fashion. Ultima sold - it wasn't because it appealed to anyone of any genre with a bad case of OCD.

Why is P&P coming back into fashion? Simple. CRPGs are becoming dumbed down and mindless, designed for the average idiot to pick up and play a la Final Fantasy: Mystic Quest.

Gone are the puzzles from Wizardry, Might & Magic, Ultima, and many other old greats. Now we have stupid logic puzzles from first grade taking their place. Difficult combat that requires the player to plan ahead and think is also replaced - with crap that any moron capable of clicking on an enemy and whacking the spacebar can passively watch. All for the sake of lacking attention spans of players of unrelated genres in the hopes of "broader appeal", and to cover up how unimaginative the combat system has been constructed. The end result is that combat becomes little more than a repetitious chore that in fact only becomes more repetitive now that you have made it faster and more passive.

Gone are the hidden secrets that might be uncovered by doing something unusual or suggesting a topic of discussion like in Wizardry; now you have context menus that will tell you exactly what to do and where; it really begs the question as to how far are some developers going to try and make the game play itself for the player to pay $50 for the experience. Then the developers try to act miffed when people say the game is ass, and roll their eyes when the developer is going to claim to do something that was done far better on 1/100th the RAM and processing capacity.

Conversation is being treated the same way. What was originally a clever way of conducting discussion with the interjection of new topics, in the hopes that the player would actually THINK about the world and come to some logical conclusion versus being led by the nose, has now been taken down the road of a scripted time waster that does little to add to the environment's depth other than lead to the usual information/combat/leave trio of options.

And, supposedly, some "CRPG developers" are "innovating" the genre, but I have yet to see this by those who are credited so in any other way than graphics and token items for "blockbuster" titles still in development.

Joy.
 
There Is a Reason why CRPG's will never be better than PNP in the way of roleplaying imho, and that is because a computer mostly removes any new approatches to a problem. While in a PNP game you can use your creativity and get something done in every situation, i.e. make use off your surrondings, herd a rustmonster against ia villain, and such stuff, a computer game forces you to take a (to a degree) predetermined path to reach a goal, mostly using force.
The fact that most games also are combat based is a big issue for me, and such I tend to wiew most CRPG's as a study in the combat system on wich it was based, and a way to find out what exploits should be dealt with before I play/DM it with PNP players......

Just my 0.5 euros....
 
Computers may be limited, but not as much as the imagination of developers seems to be.
 
Roshambo said:
We've bantered back and forth over some items, but for the most part he is correct.


This isnt suprising at all Rosh, i was hesitant to post this here considering the fact that you are Mu yourself, or you knew him =/

Anywho... good thing to present, maybe sticky? hehe

Edit: Along with your recent thread
 
Nocturne said:
...While in a PNP game you can use your creativity and get something done in every situation, i.e. make use off your surrondings, herd a rustmonster against ia villain, and such stuff, a computer game forces you to take a (to a degree) predetermined path to reach a goal, mostly using force...

As a DM, I have seen players that are on both ends of the spectrum as to playstyle. I've seen the players that find some interesting solutions to common issues (including combat) and I've seen those that use brute force...period.

I would say that for the most part as a DM and Game Developer, a computer simply can't come up with answers to some players more "eccentric" play styles. Not to mention that too many people are coming to think of a CRPG as just "hack and slash". This is a hard stigma to break and some publishers seem to be afraid to push the envelope back to the "good ol' days".

The question is, how do you end the cycle?
 
I think the problem is that thats not where the money is at...

The people who have enough money to make games dont want to risk making a crappy engine that doesnt have good combat... but might have great interaction systems... and if nobody likes the combat the bafoons that think they know that a badass RPG involves a l33t stat system and lots of cool weapons you can choose from.

But... I like a lot of Mu's ideas on world balance and it seems that they would be that difficult to program...

Just wish a developer had the guts to make something truly RPG
 
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