Many of the problems that afflict video-game RPGs also afflict paper-and-dice games, too.the antithesis said:I think one of the main reasons is because they're based on paper and dice RPGs.
Their only fault would be picking up bad games like Oblivion.Vern said:Speaking as a person who spent two hours exploring the shoreline in Oblivion today jumping after deer and breaking their backs with my fists, and finding nirn roots, and thoroughly enjoying it I must say: RPGs are what you make of them. It's best when they allow you to do things outside the main quest line and allow you freedom. If they do that, and you still think it's boring because you can't think up anything fun to do aside from the main quest, then it's your fault.
As I happened to write a B.A. paper on this topic, I definitely agree with you that game medium is still searching and exploring its way of storytelling, because for now it just "borrowing". I'm sure that the current methods will remain, because you can't get away from them far, because traditional textual and 20th century movie narration is something very fundamental. But I do hope that there will be more exploration in the question of how to make you "play the story or live it" instead of pausing to watch it or read it and then go back to your dungeon.the antithesis said:All the time.
Exactly what's wrong with them and why I'm still so attracted to the genre anyway baffles me. I mean, I don't like sports games. So I don't play them. Problem solved. Why, then, can't I leave RPGs alone? And why am I constantly disappointed by them?
I think one of the main reasons is because they're based on paper and dice RPGs. Your character has abilities that are improved by gaining experience. On the surface, this is a good thing for a game and adds to the play time, which publishers like to announce on the back of the box. "Over 80 hours of play time!" They just fail to mention that you'll be fantasizing about slitting your wrists for every second of those eighty hours. I think it may be time to stop with the improvable character abilities since that's the source of most of the grinding anyway.
Another thing is the story. For a lot of them, especially Japanese RPGs, the story just plain sucks. But I think it may be deeper than that. Braid's Jonathan Blow at the 2008 Montreal Games Summit gave a lecture about games and storytelling [http://www.gamesetwatch.com/2008/11/braids_blow_how_to_make_games.php] (his blog on it is here [http://braid-game.com/news/?p=385]). His basic point is that you can't. Not using the same traditional storytelling methods, at any rate.
Robert McKee in his book on screenwriting states that to use voiceover narration or an opening crawl is not properly using the medium of motion pictures to tell stories. i will say that to use cinematic cutscenes in games is similarly not using the medium properly. You aren't playing a game at that point, you're watching a movie. Even some games like, say, Half Life which allow the player to run around the room as what is essentially a cutscene play out is just the same god damned thing, no matter how they try to hide it. This is not telling story in a game. This is tacking a story on to the detriment of the entire experience.
The topic of storytelling in games is a difficult one as it is still relatively new or at least just starting to gain some sophistication. But what would help make RPGs not be so disappointing is if playing the game tells a story. The kind of stories that could only occur in a games. Whatever that may be.
MaxTheReaper said:If you were to ask me what genre I feel is stagnating most, I'd probably pick the FPS - it's the same thing every single time, and it got old a long while ago.
Oh, I could spend days on what's wrong with paper and dice RPGs. For most, the problem is social more than anything. This is because many who play RPGs are, to put it bluntly, socially retarded. This is not an insurmountable problem, but it often leads to a game group forming with a poor group dynamic and steps to change are rarely taken. If we take the Tuckman Stages of Group Formation, [http://en.wikipedia.org/wiki/Forming-storming-norming-performing] many RPG groups never get past stage 2- "Storming" where conflicts come up and differences are resolved. Generally these differences are not resolved, only covered up.Alex_P said:Many of the problems that afflict video-game RPGs also afflict paper-and-dice games, too.
I'm not sure if I would call them fundamental. They keep being used because it's an easy way to do it, but I don't think they're necessary in the slightest. I really liked the original Legend of Zelda on the NES and it lacked most of that, in the game at least. You could read the manual to learn the story but the story didn't really matter and you didn't have to read it to play the game. I later tried Legend of Zelda: A Link To the Past on the SNES and it was not as good. Sure, it had snazzier graphics and extra weapons and such, but it also had this convoluted storyline and the talking-to-people mechanic that is in many RPGs, which is one of the worst and most time-wasting activities that has ever been put in a game.Liquidlizard said:I'm sure that the current methods will remain, because you can't get away from them far, because traditional textual and 20th century movie narration is something very fundamental.
Thank you really, it's so refreshing to see some one on this forum who understands just how great turnbased combat can be.ThePlasmatizer said:As a Golden Sun fan this post insults me deeply.FightThePower said:I feel that the entire RPG genre is stupid. There's very little I find exciting about repetitive grinding, turn-based combat and oceans of stats I care very little about.
Mind you, Earthbound isn't bad.
I think grinding is the wrong word to describe all rpg's as, it's negative and it's a word that makes it sound repetitive, which mmorpg's are guilty of more often than solo rpg's, but if you're enjoying the gameplay, enjoying the battles and enjoying the experience and loot gained from battling it's not a grind and just becomes enjoyable levelling.
Oceans of stats I don't care for either and when people make perfect stat builds I feel it kind of detracts from the experience because then you need the patience of a saint and it really does become a grind.
Turn-based combat is one of my favourite forms of combat ever, the hybrid turn based combat types we've been getting a lot now imo don't work and make combat clumsy and messy. The joy of turn based is making strategic decisions and not rushing through the combat. It makes battles a lot tougher because it's possible to win real time battles quickly and sloppily but with turn based it's a lot more demanding and punishing because you're restricted.
Exactly!the antithesis said:I think that last sentence cuts to the heart of it. The problem with games in general is that many of them have low-level engagement because higher level engagement is more difficult. This leads to unsatisfactory games.
I completely agree. Games are still in their infancy, and that means developers are still struggling to learn how to present narrative to players in interactive and fluid ways, but that doesn't mean that we should be satisfied with what middling attempts have already been revealed.the antithesis said:Robert McKee in his book on screenwriting states that to use voiceover narration or an opening crawl is not properly using the medium of motion pictures to tell stories. i will say that to use cinematic cutscenes in games is similarly not using the medium properly. You aren't playing a game at that point, you're watching a movie. Even some games like, say, Half Life which allow the player to run around the room as what is essentially a cutscene play out is just the same god damned thing, no matter how they try to hide it. This is not telling story in a game. This is tacking a story on to the detriment of the entire experience.
The topic of storytelling in games is a difficult one as it is still relatively new or at least just starting to gain some sophistication. But what would help make RPGs not be so disappointing is if playing the game tells a story. The kind of stories that could only occur in a games. Whatever that may be.