No its not stagnating, but has to be done right. A bad RPG is usually due to bad storytelling or bad combat.Liquidlizard said:Hi, I'm new here, and before you all start bashing me for this provocative title of the topic, I'd like to explain this idea a little more.
I love RPG genre. It allows great story telling, non-linearity, it's addictive, you can explore etc. etc. But in spite of all this potentitial don't you sometimes get this feeling that developers are wasting it and just making a game that leave you feeling like this:
http://www.epictail.com/2009/04/06/gameplay-and-narrative/.
In other words:
It's a grindfest that goes on and on, and then is interrupted by script scenes that are not even always interesting (they can deploy a convoluted and lengthy story, but still filled with cliches and completely shallow).
I know that there are a lot of RPGs, but some to my mind just follow one formula and don't even try some more interesting approach how to spend gameplay time and how to expose narrative throughout the game.
What are your opinions on this matter? Is the genre stagnating or not?
You know, I don't think that game design is still in it's infancy or that the games industry struggling to make interactive narrative. I think that the problem is that there is not enough people who are educated on how to understand what games are communicating to them. Game appreciation if you like. This means that the industry doesn't really bother communicating through game design and tries to shoehorn in other media that are seen as being valued by society.VariableGear said: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.
I like how you mentioned Persona 3, because that does so manythings different from other RPGs, but still sticks to the regular formula. BTW, if the combat is fun enough, doing the same thing over and over isn't annoying.More Fun To Compute said:What they need to do is make the combat good instead of just a time sink. A central pillar of good game design is something repetitive and engaging. Not repetitive and trivially easy.
The RPG is sort of stupid in that it rewards you for doing easy things over and over. Good games reward you for doing things really well and improving your own abilities. It isn't normal for a modern CRPG to have a system to force you to push yourself instead of boring yourself. When they had things like time limits people complained as it added difficulty but games can be improved by adding a little challenge. Persona 3 has time limits but it still lets you grind until you get sick of the game, but maybe most JRPG fans have more tolerance for grinding.
I do not believe I agree with this. It may not be in its infancy, but video games are still very, very new when compared to other art forms. Only time will tell, but in a thousand years, we will be considered to still be painting on cave walls.More Fun To Compute said:You know, I don't think that game design is still in it's infancy or that the games industry struggling to make interactive narrative. I think that the problem is that there is not enough people who are educated on how to understand what games are communicating to them. Game appreciation if you like. This means that the industry doesn't really bother communicating through game design and tries to shoehorn in other media that are seen as being valued by society.
In a thousand years time they will look at video games, TV, cinema and radio and see them all as being in the roughly the same state of infancy. Or maybe not, do we look at Homer's Odyssey and call it the work of primitive infancy?the antithesis said:I do not believe I agree with this. It may not be in its infancy, but video games are still very, very new when compared to other art forms. Only time will tell, but in a thousand years, we will be considered to still be painting on cave walls.
I also don't think it's that people do not understand what games are communicating so much as developers don't know how to communicate using gameplay. So they just make a little movie instead.
Don't you mean a "W"miracleofsound said:There appears to be a letter 'J' missing from the title of this thread.
Careful now, or I will whip out my over compensatory Shingen giant sword of the Dusk Flame...UncleUlty said:Don't you mean a "W"miracleofsound said:There appears to be a letter 'J' missing from the title of this thread.
miracleofsound said:Careful now, or I will whip out my over compensatory Shingen giant sword of the Dusk Flame...UncleUlty said:Don't you mean a "W"miracleofsound said:There appears to be a letter 'J' missing from the title of this thread.
I don't know if it's cheaper, but it may be easier in that developers can just crib from film on how to make the cinematics rather than figure out how to make good gameplay that says what they're trying to get across. And this has been going on for a quarter of a century since the NES days and when cut scenes [http://en.wikipedia.org/wiki/Cut_scene] were invented (which was apparently was as early as 1985). I remember the cut scenes in Ninja Gaiden (NES) was a big deal for many, but no one, players or developers, noticed that this was not gameplay. And, oddly, tended to have little to do with the gameplay, really. In the last twenty-five years, I think this had just gotten ingrained into the industry so that gameplay became a secondary concern, if that, so that now gameplay design is almost a lost art.More Fun To Compute said:If people, especially game reviewers, understood gameplay as well as movies then they would be complaining a lot more and developers would have to change strategy. Do you think it's cheaper and easier to make a high production value cinematic game than a pure gameplay game?
UncleUlty said:miracleofsound said:Careful now, or I will whip out my over compensatory Shingen giant sword of the Dusk Flame...UncleUlty said:Don't you mean a "W"miracleofsound said:There appears to be a letter 'J' missing from the title of this thread.
I got my limit break waiting for you
That's some good investigative journalism right there lol, I probably wouldn't have twigged.Fraser.J.A said:That's about right. The genre itself isn't stupid or becoming stupid. It's possible to argue that more bad RPGs than good RPGs have been coming out lately; actually I think that is what the OP is trying to say, but it's not what she/he asked in the title.
By the way, I'm suspicious that this is a thinly-veiled attempt by the author of the linked comic to drum up traffic to his/her webcomic. A webcomic that started on the internet four days ago. A webcomic that is fixated on lizardmen. The OP's name is Liquidlizard. Hmm.
I agree that gameplay design is almost a lost art in some ways but that doesn't mean that it's in it's infancy. The idea that the games industry is struggling to bring it to the front just doesn't ring true to me.the antithesis said:I don't know if it's cheaper, but it may be easier in that developers can just crib from film on how to make the cinematics rather than figure out how to make good gameplay that says what they're trying to get across. And this has been going on for a quarter of a century since the NES days and when cut scenes [http://en.wikipedia.org/wiki/Cut_scene] were invented (which was apparently was as early as 1985). I remember the cut scenes in Ninja Gaiden (NES) was a big deal for many, but no one, players or developers, noticed that this was not gameplay. And, oddly, tended to have little to do with the gameplay, really. In the last twenty-five years, I think this had just gotten ingrained into the industry so that gameplay became a secondary concern, if that, so that now gameplay design is almost a lost art.
I have some (self-) education in how games communicate, and that's lead me to believe that the vast majority of video games aren't communicating much anything of note.More Fun To Compute said:You know, I don't think that game design is still in it's infancy or that the games industry struggling to make interactive narrative. I think that the problem is that there is not enough people who are educated on how to understand what games are communicating to them. Game appreciation if you like. This means that the industry doesn't really bother communicating through game design and tries to shoehorn in other media that are seen as being valued by society.
LOLmiracleofsound said:UncleUlty said:miracleofsound said:Careful now, or I will whip out my over compensatory Shingen giant sword of the Dusk Flame...UncleUlty said:Don't you mean a "W"miracleofsound said:There appears to be a letter 'J' missing from the title of this thread.
I got my limit break waiting for you![]()