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Editorial: Reasons Your Role-Playing Game Is Disappointing

By Pete Haas: 2008-09-06 22:41:56
Hyp on N4G
Editorial: Reasons Your Role-Playing Game Is Disappointing While it's my favorite genre, I have to acknowledge there are many persistent problems with role-playing games. Having these problems doesn't ruin a good game and solving them doesn't save a bad game but either way, it's a real kick in the teeth to encounter them.

Slow Beginning
The weakest part of many role-playing games is the first hour or so. Why? Because they take so damn long to get started. Developers decide they have to ease the players into the game so they begin the game at the main character's military academy or peaceful rustic hometown. The latter is the worse of the two, by far. An RPG that begins in a small country village always starts something like this: "Hello child, can you fetch me some apples? Don't forget the festival is in town today! Your rambunctious friend said he'd meet you there! OH MY GOD MASKED MARAUDERS ARE BURNING THE VILLAGE, SAVE YOURSELF!!!" Examples that come to mind are Fable and Neverwinter Nights 2.

All I'm asking is that you start the game in a way that grips the player quicker. Final Fantasy 7 begins with Cloud attacking a power plant - good! Mass Effect begs with Shepard answering a distress call on a nearby colony world - good! I didn't like NWN2's opening but the Mask of the Betrayer expansion starts with the protagonist waking up in the middle of a tomb thousands of miles away from his home - much better. I understand that players need to be taught how to play and developers think they need to integrate that learning process into the actual game somehow but it's really not that obtrusive to just have a window pop up in the corner of the screen and tell us the controls. It's not distracting - we're used to that sort of thing from other genres by now.

Oh, and another thing about beginnings: don't fill the first zone of a game with characters who answer questions that the main character would clearly know the answers to already. Way too many RPG's allow the player to walk around asking the main character's friends and family, "Who are you? Where am I?" Instead of being disturbed that their relative/friend has suffered brain damage, these other characters then reply, "Are you feeling okay?" or "Heh! You must be sleepy!" before launching into an exhaustive information dump. Why do we need to have everything spelled out for us? Is it that hard to figure out that the character who lives next door to the protagonist, is the same age as him, and wants to go to the carnival with him is his friend?

Errand quests
No, I don't want to deliver your fucking letter to Lady Rottencrotch. If you want to give some fresh bread to Griswold the burly innkeeper, go do it yourself or find a courier who isn't wearing platemail and carrying a flaming sword. The original Baldur's Gate did a lot of this but so did many, many other games. A quest that consists of walking up to one person, receiving an item, then walking up to another person and handing them that item isn't challenging or entertaining the player - it's testing them for a learning disability.

The only good thing about the genre being riddled with these stupid quests is that it sets players up for a surprise. For example, there's a quest in Knights of the Old Republic where you're asked to deliver a box to a crime lord. Sounds like a basic courier quest until you try to open the box and you're promptly sucked into it. Also, I don't mind these quests if they're driving the plot in some way rather than being filler. The steampunk RPG Arcanum begins with a zeppelin crash. A severely wounded gnome crawls from the wreckage and hands a ring to the only other survivor, the player. He then tells the player to give it to "the boy" before dying. This sort of thing is the exception rather than the rule when it comes to errands, though.

Repetitive combat
Combat for a role-playing game can come in many forms it should adhere to one principle: the player character(s) should gain abilities as the game progresses and so should the enemies. That seems simple enough but apparently not. This has gotten worse with the advent of "action RPG's" and the transition from turn-based to real-time combat. Combat in these new games feels like a brawler or a FPS except with less buttons and the enemies just blindly run toward you.

Fable comes to mind with this category because melee combat consisted of an attack button, a block button, and a button to break your enemies' blocks. There's nothing wrong with real-time combat but if you're going to make your combat like an FPS or a brawler, at least have it play like a half-decent FPS or brawler. Combat might not be as central to a role-playing game's success as it is for an action game but it's still the primary way players are challenged. While a game can skate by with crappy battles on the strength of its other features, tiresome battles will limit the game's ability to appeal to anyone besides hardcore RPG fans.

Slow travel
When bragging about the size of the game world they created, developers will usually say something like, "It takes two hours for players to run from one end to Jerkoffia to the next!" Which begs the question: why the hell would I want to run for two hours in a video game? Luckily, many developers have recognized how un-fun commuting to a game is and now include options for fast travel in their games. Usually they'll have some sort of ferry to get you from city to city - very thoughtful RPG's even include mass transit in the largest town so you can get from one end to the other instantaneously.

This particular problem is bigger in MMORPG's because they're subscription-based. The more time the developers can get you to spend on travel, the longer you'll play and the more money they'll make. Either that or they all really love jogging, because that's what you'll be doing until you scrape together enough money or levels to buy some sort of mount. In World of Warcraft, you buy a land mount at level 40 30, a faster land mount at 60, a slow flying mount at 70, and finally a fast flying mount when you get your hands on an ass-ton of money. While I do like exploring game worlds, the novelty of the journey wears off after the first time. I think Elder Scrolls: Oblivion had an excellent travel system that allowed players to instantly travel to any location they visited once before.

Awkward inventory
It's no fun to fritter away hours jogging around the game map, and it's even less fun to spend time rummaging through your character's backpack. I'm not talking about games that have detailed inventory systems and require your to customize your equipment; I'm talking about games that give you no assistance in organizing the loads of crap you collect over the course of the game. You know, the games where you have to scroll for ten minutes just to find a health potion (or whatever weird name it goes by in this particular game).

Mass Effect is a good case study for this subject because its inventory system is really good and really shitty at the same time. You can break down any unwanted items into Omni-Gel that you can then use for repairs and lockpicking. Unfortunately, you'll get about ten thousand unwanted items and items of the same type don't stack so you have to flip through every item individually. Eventually you run out of bag space and you'll be prompted to discard some of the items that just dropped...except the game doesn't display the stats of these items that just dropped so you're just trashing shit at random. Obviously inventory issues aren't nearly as important as other game features but it's disappointing to see a contemporary game as good as Mass Effect have an inventory interface clunkier than a Super Nintendo RPG.

Tips N4G

RELATED: editorial, rpg, mass effect, fable, neverwinter nights 2, final fantasy 7, baldur's gate, knights of the old republic, arcanum, oblivion

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  1. Marskutel Says:

    Totaly agree except with Neverwinter Nights 2.
    There is so much more to this game just the Campaign on the CD. It includes a development toolset that lets gamers build their own RPG games. So there are tons of other gamers out there that feel the same you do and so they have develped their own epic modules that gamers can download for FREE! new adventure without the bland starting story. Easy to script adjustments to the invetory and game play.

  1. PeteH. Says:

    Oh, I think NWN2 is a solid game overall. It starts slow (and it's buggy) but once it gets going, it's a good game.

  1. Marskutel Says:

    for myself my PC met the system requirement but wasnt till I bought the Mask of the betrayer and patch 1.12 was released till I was able to play it. BS to wait that long but had NWN1 to keep busy with all the community made games for that too. so I finaly got to game the original campaign and played through with no problems. so now they still strongly need to fix the multiplayer & dungeon Master issues.

  1. Charlie Says:

    Great article, I particularly agree about the MMORPG travel time. Thankfully some like Guild Wars have a 'map travel' system that makes getting places fast, but my favorite is still City of Heroes/Villains in that it actually makes traveling *fun*. There's nothing like being able to zip around with super speed, fly through their air, or leap tall buildings in a single bound, and you can do it very early in the game (nowadays you can get a temporary flight pack by level 6 if you know where to go). It's so much fun that the game's community will sometimes organize impromptu races, and every person I've ever met spent their first 30 minutes after hitting level 14 (when you get a travel power) speeding around the city just to see how fast they can go. My epic flying mount in WoW just doesn't compare!

  1. Stacy Says:

    FYI slow ground mounts are now attainable in WoW at Level 30. It's still a pain in the butt to grind and quest to 30, but its a whole 10 levels difference. Still, I don't get why they lowered the level requirement for the standard ground mounts to 30 and left the epic ones at 60.

  1. PeteH. Says:

    Ah, whoops. Noted and changed, Stacy. Forgot they patched that.

  1. Zamaris Says:

    I agree with your article, but these are only some reasons the "RPG" in MMORPG fail. Here are a few more:

    Exploration. Most MMO's have thousands of square miles of space that is filled with what? Hordes of wandering monsters and not much else. Some games have some breathtaking terrain that fall flat when you get there (if you can even get to it) because there is nothing there. No ruins, no tribes of lost people, no haunted caves, heck even a gopher hole would be something. Thus, going to your point of slow travel; it is even more excrutiating due to the fact there is nothing to see or DO along the way besides kill monsters.

    NPC Reaction and Impact: The simple fact is all NPC's say the same thing no matter what your progress is in the story. In short, you cannot impact the current MMO in even a superficial way. I understand that I cannot be the only one who kills the evil dragon, but having some of the towns folk acknowledge that I did kill it would go a long way.

    And this leads into your repetitive combat issue.... simply that combat has no meaning. The only thing it is good for is loot and experience/SP points. While fine for grinding, it takes the "role" right out of the mobs. Having more "named" mobs that aren't always uber would help a little, but the whole combat scheme of MMO's would have to be changed.

    Growth...in Roleplaying growth of a PC is measured by more than just the latest leet gear and spells. What about contacts, friends and loves? To be sure I am not saying MMO's need to have full blown relationships, but the ability to call upon a friend or contact would have more meaning than fetch a loaf of bread for the king type quest. Likewise, the ability to make enemies would be a nice touch and would actually lend more meaning to combats...

    I could go on, but these are some food for thought.

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