what would be your "perfect" RPG?

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Lordmarkus

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Simple, Fallout 1 or 2 with Fallout 3's gameplay mechanics.

Though I'm rather sure it will loose its charm then...
 

Blanks

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Mar 17, 2009
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Final Fantasy 7 and 10, Golden Sun are currently the RPG's i find to be perfect

Final Fantasy 13 and 14 may be added to the list
 

zehydra

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Oct 25, 2009
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Blanks said:
Final Fantasy 7 and 10, Golden Sun are currently the RPG's i find to be perfect

Final Fantasy 13 and 14 may be added to the list
Amen, Golden Sun is an excellent rpg series.
 

YoUnG205

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Oct 13, 2009
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i would like elder scrolls 4 but with more choices you know like more stats races and weapons
 

Poomanchu745

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Story for an RPG should be the first and foremost on any developers mind. Combat or character customization cannot stand on its own. However a good story can pretty much stand alone, to some degree. While some people go nuts over character customization I don't think it is very important. Maybe give us a few sliders but I don't need to spend an hour making my toon. I think the 2nd most critical aspect of an RPG is combat mechanics. Combat has to be fun and engaging keeping you interested and entertained throughout the entire game. If you get bored because you are only hitting 2 buttons then the game is not going to last very long. Other than that it just gets too specific and I don't feel like writing a book.
 

Tiny116

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May 6, 2009
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Cargando said:
Oblivion. Just with the depth of Morrowind and the character customisation of Fable II.

That would be my perfect RPG.
and the voice acting of fallout 3 ;-)
 

Umwerfer

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Nov 3, 2008
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Oh, it has already been made. dark messiah. gameplay-wise it was perfect, but it was 'stillborn' because of the world's worst story and tons of bugs. if someone did it again, better graphics, some polish....make that a lot of polish and an entirely different plot. Then we'd be getting somewhere.

oh, and characters that, ideally are deeper than a puddle.
 

Svenparty

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An unique world with varying landscapes and no set timeline: One moment your in a lavish town of wealth like Rome and the next your in a rich detailed jungle or in some futuristic city.

Concequence for your actions: Kill the King of a City and face a mighty battle against an entire army or overthrow the king gaining the ability to control the entire city etc.

Deep story that you develop: No "Generic Main Quest" YOU decide your finest hour.


Variety in general: Want to become a Great Noble Swordfighter? or a Ray gun touting badass? it's all there.

Deep quests that aren't repetitive: Featuring ones that explore dream worlds and surreal landscapes(Caused by Drugs or reality shifting itself etc)
 

Julianking93

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Waaaayyy too long to explain here, but think of it like this.

Think of the story and likable characters of the Kingdom Hearts series mated with the vast world of Oblivion and had a baby, meanwhile, the Customization of Fable and the immersion of Fallout 3 had a baby and those two babies met and fucked, that would be my perfect RPG

This is the product of Baby Fucking

(cookie for the reference)
 

Hurr Durr Derp

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1.GAMEPLAY: what game gave the best gameplay experience? And why?
Tough choice, but if I were to make an RPG it'd have to be a mix of Jagged Alliance 2 (tactics) and March of the Black Queen (strategy). The only problem being that it'd be hard to keep the pace of the game interesting enough when combining those two.

2.*IMMERSION: what game drew you in (the game and the experience) and made u care for the characters (if it actually made you) as well as made u relate to it for some reason?
An even tougher choice, especially considering how there are different ways to draw you into a game. Morrowind did a great job with the world (and the music!), while games like Planescape:Torment and Baldur's Gate did it with the characters you meet.

3.CHARACTERS: what game do you think offered the best in character: making, personallity, tactical ability, and AI control?
As said, Baldur's Gate 1&2 had great characters, as did Planescape:Torment. Jagged Alliance 2 did a great job giving its characters a lot of personality even though they didn't have a lot of depth; this just goes to show how important good voice actors are.

4.*STORYLINE: We all know that RPGs all offer a great storyline which one was it for you? (Base your game on it (or at least as close as you could))
Planescape:Torment had a better-written story than pretty much any other game I played. I likes how it was a very personal quest rather than a huge "save the world" deal, and it still managed to capture that epic feel that most RPGs strive for.

5.GRAPHICS and SCENERY: polygons used to be okay, but nowadays games (RPGs involved) are going up inside the over high-tech indulgence in the gaphics deparment; So this one is a matter of personal opinion. High quality graphics over the top scenery, or should it be kept moderaly simple with focus elsewhere?
I'm a sucker for good graphics, but if it means making sacrifices elsewhere I'd rather do without. The main thing here is that graphics should serve the gameplay. It should always be clear what's going on just by looking at a situation.

6.*and my favorite THE BAD GUY or VILLAIN: TO me the villain always seals the deal in making a great RPG, my favorite all the up to this day has been Sephiroth. SO which game gave/offered you "the best villain, and why?
Skipping the subject of how Sephiroth is without a doubt the most overrated villain in videogame history, it's hard to choose just one as my favourite. Some of my personal favourite videogame villains are Luca Blight (Suikoden 2), Kain (Legacy of Kain, though it's arguable whether he's a villain or an anti-hero), Kane (Command & Conquer), SHODAN (System Shock), and Jon Irenicus (Baldur's Gate 2).

7.*WEAPONS: I for one am ashamed of the travesty that Final Fantasy 12 was because of the weapon section. IT SUCKED FOR ALL THAT IT WAS WORTH. To me the point in weapons was to make the player focus on making great decisions/tactics/judments ahead of time by giving each character only one weapon and making him/her stay with such. Which all so made their specials/limits/overdrive or whatever you might call it unique and really awesome to watch.
So the question is do u think multi-weapon characters are better or should they remain single-weapon based characters?

I like customisation. No, lemme rephrase that: I love customisation. I don't mind certain characters coming with certain strengths and weaknesses, but I generally dislike it when characters are pre-molded to a certain role in the party. If I want to give the wizard a machinegun then I should be allowed to do so (within the preset limits of the game of course - no machineguns in a pre-industrial world, for example).

8.TRANSPORTATION: I bet even you have notice this one the transportations are losing spotlight in some RPGs making the player walk from one end of the "world to the other" dinamic. Which can get annoying after a while. If you could put any vehicle, what would it be?, how would it move? and How long the charaters could use it?(begin of the game, mid-game, end-game)
It would depend entirely on the setting of the game of course, but in most games transportation is either little more than an afterthought to slightly speed up travel (Fallout, Oblivion), or a purely plot-related thing (for example, you need to find the boat before you can move on to the island) (most/all Final Fantasy games). I wouldn't mind a game without such travel methods at all, since it rarely has a significant impact on the gameplay anyway.

9.NPCs: There is noting more annoying than an NPC that would not tell you what you just want to hear, or make you do stupid quest to make an effort in extend the lenght of the game. This one again is a matter of opinion; would you regulate the interactions of NPCs with the main character or would you still keep allowing the to give you the annoying sidequest? (NPCS are still pricks regardless of your answer in my opinion.)
NPCs play a vital role in making the gameworld come to life, but there's no reason to have every NPC be a quest- (or quest related info) dispenser. Just have NPCs in places that would make sense (like cities), and have them go about their own business unless they are of plot-related significance somehow. Just as long as the whole world doesn't just stand around for the hero to speak to them.
 

Jonesy911

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My perfect rpg is some sort of combination of: Final Fantasy 1,2,3,4,5,6,7,8,9,10 ans crisis core, Kotor, Mass effect, dragon age, chrono trigger, the world ends with you, kingdom hearts, Pokemon and Disgaea. Probably because those are my favorite RPGs, it would be like 700+ hours long though
 

Svenparty

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If they had made Shivering Isles a whole game on it's own (Obviously with much more land etc) that might qualify as My perfect game(Though maybe Bethesda aren't too amazing at Surreal and crazy themes as they think)
 

Moosebomber

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I am incredibly sorry for the gargantuan length. You have been warned.

1.*GAMEPLAY: To me, Oblivion is a fantastic model of great gameplay, for me, combat in a game is a huge factor, I am not one of those guys that gets angry at mass effect because I can not kill everything anytime I want to, but combat is vital and oblivion had great amounts of it. It also had (Mostly) amazing quest in it that differed. Most games, in terms of quests, have to choose between Quantity, or Quality, Borderlands for example, took Quantity, While Fallout 3 took Quality. But not only does oblivion have more quests than Borderlands, and about five times the amount of quests as fallout 3 (Yes, I counted, 158 Oblivion [pre-dlc) somewhere in the thirties fallout [pre-dlc]). One of those quests for example was for the assassin guild, the Dark Brotherhood, which tasked me with killing an entire house full of people and do it without getting noticed, and I could talk to them, watch them get more and more nervous, and possibly even urge them to turn on each other. Also I really like the sim-ish aspects of Fable 2, like being able to buy whole towns. I would have prefered if I had more action over a town, like changing it entirely, imagine taking Bowerstone, and turning into bloodstone, a capital of sex and sin. And watching the city change and the people that inhabit it. I also love it when a game has factions that actually mean something, It would have been nice to side with a faction in Fallout 3. Like becoming a Raider, an Outcast, a Brotherhood of Steel member, or a mix. And for example, that managment thing would have worked great in fallout 3. I could work to become the ruler of megaton and lead it into an age of prosperity, doubling it in size, or I could be a raider and rise in the ranks with an assorted mix of murder and theft jobs, then leading an assault on Megaton, becoming ruler, and leading it into a dark age full of raiders shooting up on Psycho and having strip joints and brothels everywhere. One last note for combat. For god's sake, no turn based or random encounters.

2.*IMERTION: Immertion is not a huge thing in games for me, being able to sit down in Fallout/ Oblivion was pretty immersive, or at least it helped. Not much to say on this factor.

3.CHARACTERS: RPG's need to have one of the two, a good character creator, or a lots of choices to customize a pre-made one. Fallout and oblivion (sigh, again?) both have in-depth character creators and fantastic ways to customize him, while fallout just had fantastic ways to customize him/her, and that is still good. I would love to see more RPG's have more skills in them or perks like Fallout did. Basically anyway I could design my character around certain play styles. Most RPG's have that kind of thing, but fallout did a good job, like having perks that had great things for sneaking and such.

4.*STORYLINE: This one I can talk about the least. I do not give a rat's ass about stories, remember Bioshock, the fantastic game that had such a wonderful story? I played through it twice. And I was busy having fun to care, I did not even know you were under control and they told you directly! That is why I do not like games like Kotor and Mass Effect that rely on stories and make gameplay take the back seat. Heavy Rain is fine because this isnt a good story with a tacked on game. This is just a story. Also, If I wanted a good story, I would read a book.

5.GRAPHICS and SCENERY: Graphics do not phase me. Scenery does. Oblivion has the best setting I have ever seen, Cyrodil. It is just so beautiful I would spend time outside in the game admiring everything, and saving at the bottom of the list so that the screen picture for the file is something pretty, like talking a picture. I just love the outdoors in video games. Where I live (Florida) the outdoors is not that great, but god damn does Cyrodil look beautiful.

6.*and my favorite THE BAD GUY or VILLAIN: I really don't care. Again. As long as he is not cartoonish about his plans I really don't care. Lucien was a good villain in Fable.

7.*WEAPONS: Weapons are a huge huge factor, again, like quests, it is not always quantity (Sorry Borderlands) it is quality that matters, so that is why Borderlands, with 17.5 million guns, Fallout with its hundred or so takes the cake. I want some inventive weapons that are not just reskins of the same ones. As for abilities, I want them to be all "Woah". That is why I prefer mage characters in RPG's. A warrior has his sword, big woop, I cast fireballs and have lighting rise up from the ground to kill my foes. I am all for style anyways. Speaking of style, I am a huge fan of Style over efficiency. In Modern Warfare 2 (I know, not RPG, but here me out), I could run around with an amazing gun and rack up the kills, but I choose to run around dual-wielding Magnums because it looks badass.

8.TRANSPORTATION: I need a way to traverse. Fallout and Oblivion with their fast travel rock, Oblivions horses are not bad for just getting to places. Just something to speed things up during fetch quests.

9.NPCs: NPC's are not a huge deal. As long as most of them are genuinely interesting and have some sort of Backstory I will be happy.
 

Gebi10000

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Aug 14, 2009
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Gameplay: mostly like the legend of zelda TP, but with better fighting ,a more advanced inventory,and lots of different weapons(sword,speer,mace,ect)

Immersion:to make the world immersive you have to make it more detailed. have NPCs react to you in different ways according to the situation.not only have them stand around, but let them go about their daily business.have small things that change over time, little story's that grow along side yours. let the NPCs have a character.

Characters :the player(THE HERO) ,some iconic main charaters(NPC's ,Not companions),and a large cast of minor characters.


Storyline:I'd go for something simple for the the main plot, and have lots ob sub polts to explore(as in zelda TP).

Graphics:mid-range to make them accessible to more people but not to low.

Mr. 3VIL:make him unlikeable and elusive.he sends his minions to do his bidding. he need not be troubled by something as trivial as the hero at the beginning.

Weapons:after the appropriate training, just about any medieval weapon you can think of(swords,mace,halberd,speer,bow,kusarigama)learning more about each as you go along.

Transportation:a personal horse(think epona) and ships(big ones or ww style).

NPCs:see imersion
 

ilion

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Aug 20, 2009
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sigh i just mentioned system shock 2 and planescape torment. and nobody cared. iam getting old.
 

Carboncrown

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Oct 17, 2009
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Warhammer 40+1k

Something like this:
"Really really big ork boss united all the orks and they now rule the galaxy. Achieve lots of dakka."

A mix of spore, Zone of The Enders and Golden Sun. You are born as an orc in a junkyard planet and start building a bad-ass-allmost-all-logic-defying-orc-mecha to go on a violent adventure to the infinity and beyond.

And make that an MMORPG.