Roleplaying games are, more or less, my favourite genre of games. That’s regardless of whether they’re digital or not, but in this post, due to the nature of this blog, which, due to the nature of this site, which, of course, taking into account the nature of this company, I could actually be discussing either (there’s nothing to stop us doing pen and paper or board games, even if we find it currently in our best interest to develop digital games), yet I’m referring to digital games.
I’ve played a lot of roleplaying games on computers, consoles and lately on iPod touch. They have a lot of good features and I think some elements that are natural to the genre have universal appeal to gamers, like leveling structures. I’ve also always felt attracted to their epic themes and fantastic landscapes, even if I don’t see that a roleplaying game requires a fantasy or scifi setting. They’re just something developers do because they’ve always done so.
Elements that are part of rpgs by tradition rather than real gameplay value are also the bane of the genre. There’s a lot of stuff that most games do, without really thinking how it suits the rest of the game, or the platform the game is developed on, or, indeed, the actual player demographic. Some of them are as old as Yoda’s diapers, some of them quite new.
Well, actually, there’s one new thing and that’s imitating the 16-bit Japanese RPG look in (mostly) mobile games. Yes, I know it’s a style that fits well on small screens. But that means the game is going to be associated with the genre of JRPG, which frankly differs quite much from a western RPG. Your choice of art direction is tied inextricably to the expectations the players have for the game. And if the actual game doesn’t meet those expectations, the players are going to be disappointed, no matter how good your game actually is.
The first legacy element that plagues most of the western roleplaying games, but seems quite non-existent on Japanese ones, is the character creation. Yes, I know, it’s often an important part of the pen and paper roleplaying process, but the whole process differs greatly from the lean learning curve contemporary players of digital games are used to. If you have a character creation prior to the actual gameplay, your player has no way of knowing how the mechanics actually work. And, to be honest, personalizing the character’s stats makes a little difference in a digital game. Many MMORPGs do this well, having the player choose just the class, name and the visuals of the character. Others elements can be decided later, via level progression.
The second thing, a bit related the previous one, is the slow start. This can mean introductory cut-scenes that last for ten minutes, or wandering around in a village or another secluded place before getting to the real action. Often the player character is also given a little bit of money and told to buy something useful. As with the ability points, the player has no idea what actually is useful before getting into the real action. Additionally, too much of dialogue or cut-scenes in the beginning is a good way to get the player fed up with the story. Contrary to the previous point, this problem is more common in Japanese games.
In western games, the equivalent problem is often the rat-killing quests. Yes, you do get quickly to the beef of the game, but killing rats is hardly epic and underlines the fact how helpless your character is in the beginning. Frodo or Luke weren’t exactly kiling machines in the beginning of their respective sagas, but they nonetheless survived odds that felt much more formidable – even in the early stages of the story you could see they were heroes, not some glorified rodent exterminators.
This concludes the first part of our roleplaying game design series, more to come later!