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RPG Liposuction: How much fat should be trimmed?

Professor SnugglesworthProfessor Snugglesworth Registered User regular
edited February 2010 in Games and Technology
Recently, we've been seeing a bit of streamlining done with the RPG genre. Mass Effect 2 has been released, eliminating much of the first game's equipment management, as well as cutting down on field wandering to the point that you're practically dropped in front of each mission.

Final Fantasy XIII has already received mixed opinions over following a linear path, with dungeons reduced to a single straight line at times, and the complete removal of towns. Equipment management is also cut down.

While not enough RPGs are being streamlined enough to consider this a trend, is this something that you'd like to see as a trend? Should RPGs cut the fat and focus on its main plot without too many distractions?

Personally, I'm all for it. The RPG market has become far too bloated, and I no longer look forward to visiting "Huge RPG Town A" while spending ten minutes re-arranging my party's equipment. I have found Mass Effect 2 to be infinitely more enjoyable than the first game now that I don't have to spend so much time on managing equipment or running around overly huge areas, and instead get to jump into a mission and shoot shit up like, you know, a videogame. I suspect I'll like Final Fantasy XIII for the same reason.

I'm not saying to get rid of the oldschool ways entirely, but the simple fact is that the quicker a a game gets to the point, the more it'll grab your attention. I enjoy Dragon Age Origins because the whole is greater than the sum of its parts, but I also hate that impending feeling of dread where I go back to camp and have to methodically check each character's equipment to make sure they're up to speed, then configure their abilities, THEN sell my old junk to the shopkeeper dwarf, and THEN beef up my weapons further with "ENCHANTMENT!".

No game should have parts that feel like a chore, and RPGs have been getting away with that crap for too long.

Professor Snugglesworth on
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Posts

  • Xenogears of BoreXenogears of Bore Registered User regular
    edited January 2010
    Pffft they let in the shit that most importantly hinders the speed of the game, the fucking cinematics!

    Want an RPG with almost no fat? Go play Super Mario RPG.

    Xenogears of Bore on
    3DS CODE: 3093-7068-3576
  • Professor SnugglesworthProfessor Snugglesworth Registered User regular
    edited January 2010
    Oh, you mean that game where I have to talk to one guy, then walk all the way to the other side of town to talk to another guy, and then walk all the way back to tell the first guy what the second guy said?

    Or do you mean the good Mario RPG (the one by Square)?

    Professor Snugglesworth on
  • Xenogears of BoreXenogears of Bore Registered User regular
    edited January 2010
    ...I said Super Mario RPG. You know, the one named that. Yes, the Square one. No, it hasn't aged particularly well. Yes it manages to have a decent amount of side content and you can still beat it in under ten hours. Yes I did once on a day off from school beat it in one sitting.

    Xenogears of Bore on
    3DS CODE: 3093-7068-3576
  • Professor SnugglesworthProfessor Snugglesworth Registered User regular
    edited January 2010
    Good. Because I like that one.

    Honestly, I'm not against cinematics (at least the ones relevant to the plot). The first priority of an RPG is to tell a story, so the cutscenes are integral.

    If it becomes a choice between wandering around a town or dungeon and getting lost, or sitting back and watching the pretty graphics, I choose option B.

    Xenosaga: Episode I was at its best when it was showing off its intriguing story through cutscenes, instead of making me walk around the Woglinde for two hours while playing a very not-fun crane mini-game.

    Of course that brings up the whole "just make it an anime/movie instead of a game" debate, but that's not the purpose of this thread.

    Professor Snugglesworth on
  • Raoulduke20Raoulduke20 Registered User regular
    edited January 2010
    Recently, we've been seeing a bit of streamlining done with the RPG genre. Mass Effect 2 has been released, eliminating much of the first game's equipment management, as well as cutting down on field wandering to the point that you're practically dropped in front of each mission.

    Final Fantasy XIII has already received mixed opinions over following a linear path, with dungeons reduced to a single straight line at times, and the complete removal of towns. Equipment management is also cut down.

    While not enough RPGs are being streamlined enough to consider this a trend, is this something that you'd like to see as a trend? Should RPGs cut the fat and focus on its main plot without too many distractions?

    Personally, I'm all for it. The RPG market has become far too bloated, and I no longer look forward to visiting "Huge RPG Town A" while spending ten minutes re-arranging my party's equipment. I have found Mass Effect 2 to be infinitely more enjoyable than the first game now that I don't have to spend so much time on managing equipment or running around overly huge areas, and instead get to jump into a mission and shoot shit up like, you know, a videogame. I suspect I'll like Final Fantasy XIII for the same reason.

    I'm not saying to get rid of the oldschool ways entirely, but the simple fact is that the quicker a a game gets to the point, the more it'll grab your attention. I enjoy Dragon Age Origins because the whole is greater than the sum of its parts, but I also hate that impending feeling of dread where I go back to camp and have to methodically check each character's equipment to make sure they're up to speed, then configure their abilities, THEN sell my old junk to the shopkeeper dwarf, and THEN beef up my weapons further with "ENCHANTMENT!".

    No game should have parts that feel like a chore, and RPGs have been getting away with that crap for too long.

    I think it just depends on the game. Mass Effect 2 is very plot driven and it makes sense for it to be more streamlined. Dragon Age was also fairly "trimmed" in some areas too, though. There really weren't that many items in DA, at least not compared to the infinity engine rpg's or even final fantasies. I loved DA, but there were a few things that were annoying, like the way poisons worked, but the main draw for me was that I could customize and control my whole party. Dragon Age is also a bit more open, but it's following a very linear story, you just chose the order that you play through the middle chapters. Both games are heavy on giving the player choices that have consequences later in the story, which is a trend I support, but that's not anything new and can be called tedious from the same perspective that you have on item management.

    Raoulduke20 on
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  • Professor SnugglesworthProfessor Snugglesworth Registered User regular
    edited January 2010
    Recently, we've been seeing a bit of streamlining done with the RPG genre. Mass Effect 2 has been released, eliminating much of the first game's equipment management, as well as cutting down on field wandering to the point that you're practically dropped in front of each mission.

    Final Fantasy XIII has already received mixed opinions over following a linear path, with dungeons reduced to a single straight line at times, and the complete removal of towns. Equipment management is also cut down.

    While not enough RPGs are being streamlined enough to consider this a trend, is this something that you'd like to see as a trend? Should RPGs cut the fat and focus on its main plot without too many distractions?

    Personally, I'm all for it. The RPG market has become far too bloated, and I no longer look forward to visiting "Huge RPG Town A" while spending ten minutes re-arranging my party's equipment. I have found Mass Effect 2 to be infinitely more enjoyable than the first game now that I don't have to spend so much time on managing equipment or running around overly huge areas, and instead get to jump into a mission and shoot shit up like, you know, a videogame. I suspect I'll like Final Fantasy XIII for the same reason.

    I'm not saying to get rid of the oldschool ways entirely, but the simple fact is that the quicker a a game gets to the point, the more it'll grab your attention. I enjoy Dragon Age Origins because the whole is greater than the sum of its parts, but I also hate that impending feeling of dread where I go back to camp and have to methodically check each character's equipment to make sure they're up to speed, then configure their abilities, THEN sell my old junk to the shopkeeper dwarf, and THEN beef up my weapons further with "ENCHANTMENT!".

    No game should have parts that feel like a chore, and RPGs have been getting away with that crap for too long.

    I think it just depends on the game. Mass Effect 2 is very plot driven and it makes sense for it to be more streamlined. Dragon Age was also fairly "trimmed" in some areas too, though. There really weren't that many items in DA, at least not compared to the infinity engine rpg's or even final fantasies. I loved DA, but there were a few things that were annoying, like the way poisons worked, but the main draw for me was that I could customize and control my whole party. Dragon Age is also a bit more open, but it's following a very linear story, you just chose the order that you play through the middle chapters. Both games are heavy on giving the player choices that have consequences later in the story, which is a trend I support, but that's not anything new and can be called tedious from the same perspective that you have on item management.

    I do enjoy the freedom of choosing my characters' abilities in DA, but the problem is that you can't customize them the way you want. If your gambits (I know that's not what they're called, but face it...they're gambits) aren't effective, you'll get reamed six ways from sunday by the enemies (and even if they do match up, this will still happen. It's a fucking hard game).

    ME2 focuses more on customizing through an aesthetic point of view, and it works. I always hated having to give up a cool looking armor in the first game in favor of one with better stats. Being able to customize how I look with no consequences is more fun.

    Edit: You know what else needs to go? Obtaining lower-tier weapons when you're already carrying something better. How many times in DA would I open a chest and it winds up to be some piss-poor wooden shield? I know the main purpose is to sell it back for cash, but then.....why not just make it cash in the first place?

    Again, something ME2 did right. Boy, they really thought up some good shit with that game.

    Professor Snugglesworth on
  • Raoulduke20Raoulduke20 Registered User regular
    edited January 2010
    Recently, we've been seeing a bit of streamlining done with the RPG genre. Mass Effect 2 has been released, eliminating much of the first game's equipment management, as well as cutting down on field wandering to the point that you're practically dropped in front of each mission.

    Final Fantasy XIII has already received mixed opinions over following a linear path, with dungeons reduced to a single straight line at times, and the complete removal of towns. Equipment management is also cut down.

    While not enough RPGs are being streamlined enough to consider this a trend, is this something that you'd like to see as a trend? Should RPGs cut the fat and focus on its main plot without too many distractions?

    Personally, I'm all for it. The RPG market has become far too bloated, and I no longer look forward to visiting "Huge RPG Town A" while spending ten minutes re-arranging my party's equipment. I have found Mass Effect 2 to be infinitely more enjoyable than the first game now that I don't have to spend so much time on managing equipment or running around overly huge areas, and instead get to jump into a mission and shoot shit up like, you know, a videogame. I suspect I'll like Final Fantasy XIII for the same reason.

    I'm not saying to get rid of the oldschool ways entirely, but the simple fact is that the quicker a a game gets to the point, the more it'll grab your attention. I enjoy Dragon Age Origins because the whole is greater than the sum of its parts, but I also hate that impending feeling of dread where I go back to camp and have to methodically check each character's equipment to make sure they're up to speed, then configure their abilities, THEN sell my old junk to the shopkeeper dwarf, and THEN beef up my weapons further with "ENCHANTMENT!".

    No game should have parts that feel like a chore, and RPGs have been getting away with that crap for too long.

    I think it just depends on the game. Mass Effect 2 is very plot driven and it makes sense for it to be more streamlined. Dragon Age was also fairly "trimmed" in some areas too, though. There really weren't that many items in DA, at least not compared to the infinity engine rpg's or even final fantasies. I loved DA, but there were a few things that were annoying, like the way poisons worked, but the main draw for me was that I could customize and control my whole party. Dragon Age is also a bit more open, but it's following a very linear story, you just chose the order that you play through the middle chapters. Both games are heavy on giving the player choices that have consequences later in the story, which is a trend I support, but that's not anything new and can be called tedious from the same perspective that you have on item management.

    I do enjoy the freedom of choosing my characters' abilities in DA, but the problem is that you can't customize them the way you want. If your gambits (I know that's not what they're called, but face it...they're gambits) aren't effective, you'll get reamed six ways from sunday by the enemies (and even if they do match up, this will still happen. It's a fucking hard game).

    ME2 focuses more on customizing through an aesthetic point of view, and it works. I always hated having to give up a cool looking armor in the first game in favor of one with better stats. Being able to customize how I look with no consequences is more fun.

    DA really isn't that hard, especially on the easy difficulty. If you don't have the hang of the gambit system for the game yet, just use a default configuration and pause to issue commands to the whole team occasionally during fights. As long as you try to have some strategy to your spell and ability use in the big fights you should get the hang of things pretty quickly. And the big fights are usually pretty easy to recognize since they're huge, plot events, or feature a badass looking enemy most of the time.

    I wanted more armor in ME2 more than any other item. You have three suits really, not counting DLC, that you can mix and match the pieces of, but they all look more or less the same. You can change the color of your armor but it still looks like the same Shepard suit, which is what Bioware was going for and I appreciate that. I prefer DA's system though, where I can choose which look fits which character in my party. ME2's only party customization is a subtle alternate costume.

    Raoulduke20 on
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  • RoyceSraphimRoyceSraphim Registered User regular
    edited January 2010
    Meh, I will take less cutscenes if it gives me more actions...think about it as an equilateral triangle, with open world/exploration at one point, cutscenes at another, and inventory detail/customization at the third. I will take a sacrifice in either one of those areas to give me something special in the third. Morrowind had a lack of cutscenes but did really, REALLY well in open world and giving me a fuckton of stuff to find and like while Mass Effect had a rather dull world to explore and meh inventory system but the cutscenes kept me interested (when I wasn't trying desperately to skip them so I wouldn't watch them for the third time in a row).

    RoyceSraphim on
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  • Raiden333Raiden333 Registered User regular
    edited January 2010
    Final Fantasy XII was my favorite Final Fantasy because I didn't have to actually play it. I'd spend 10 minutes programming my dudes' AI and push the joystick from cutscene to cutscene, watching my numbers go up all the way, editing the AI whenever I got new abilities.

    This told me a lot about what I personally like and dislike in the genre.

    Raiden333 on
  • Professor SnugglesworthProfessor Snugglesworth Registered User regular
    edited January 2010
    Raiden333 wrote: »
    Final Fantasy XII was my favorite Final Fantasy because I didn't have to actually play it. I'd spend 10 minutes programming my dudes' AI and push the joystick from cutscene to cutscene, watching my numbers go up all the way, editing the AI whenever I got new abilities.

    This told me a lot about what I personally like and dislike in the genre.

    Yeah, FFXII was certainly streamlined.

    The only problem is they cut out the goddamn story.

    Professor Snugglesworth on
  • urahonkyurahonky Cynical Old Man Registered User regular
    edited January 2010
    A chore for you, maybe Professor Snugglesworth, but damn it if I love arranging my inventory perfectly every time I find a new shop.

    God I love finding new shops with new weapons/armor.

    urahonky on
  • programjunkieprogramjunkie Registered User regular
    edited January 2010
    One of my main RPG / MMORPG complaints is travel. Unless the travel is truly interesting, it should be cut. This is one area where gameplay should kidnap realism and lock it in its basement. So many RPGs are filled with excess nothing in between interesting story / combat. MMOs tend to be the very worst in this regard.

    programjunkie on
  • Raiden333Raiden333 Registered User regular
    edited January 2010
    Raiden333 wrote: »
    Final Fantasy XII was my favorite Final Fantasy because I didn't have to actually play it. I'd spend 10 minutes programming my dudes' AI and push the joystick from cutscene to cutscene, watching my numbers go up all the way, editing the AI whenever I got new abilities.

    This told me a lot about what I personally like and dislike in the genre.

    Yeah, FFXII was certainly streamlined.

    The only problem is they cut out the goddamn story.

    FFXII would be the best in the series if they released a director's cut version:

    Cut Vahn and Penelo completely out of the game, and allow you to use the other 4 characters simultaneously (instead of 3 at a time), with enemy difficulty upped to compensate.

    Raiden333 on
  • Professor SnugglesworthProfessor Snugglesworth Registered User regular
    edited January 2010
    urahonky wrote: »
    A chore for you, maybe Professor Snugglesworth, but damn it if I love arranging my inventory perfectly every time I find a new shop.

    God I love finding new shops with new weapons/armor.

    It was fine in older games when new equipment had a clear advantage.

    But these days you have to decide if the extra STR was worth the drop in DEX, while the slight VIT boost might edge out the AGI drop, and so forth.

    I'm becoming more of a fan of upgrading what I have, plus the occasional "super awesome non-DLC armor/gun/sword/gun-sword."

    Professor Snugglesworth on
  • SurikoSuriko AustraliaRegistered User regular
    edited January 2010
    I adore fiddling around with the equipment of me and my party, tinkering with stats to get them just so and generally dorking around with the complexities of games. Cinematics largely bore me, whereas exploration and phat loot give me game-boners. What you list as cruft are the reasons I play RPGs and not any other genre.

    This is why I really, really hate the increasingly simplified/streamlined direction RPGs are taking.

    Suriko on
  • KelorKelor Registered User regular
    edited January 2010
    This is part of what I love about strategy/turn based RPGs is that it cuts down on a lot of wandering around the world. So if I want to just work my way through the story (and I really like how Fire Emblem allows you to get more depth through character conversations) while not having to worry about random encounters I can crack open a SRPG.

    If I want something traditional, then I've got your Final Fantasies and Suikodens.

    Kelor on
  • CarbonFireCarbonFire See you in the countryRegistered User regular
    edited January 2010
    Suriko wrote: »
    I adore fiddling around with the equipment of me and my party, tinkering with stats to get them just so and generally dorking around with the complexities of games. Cinematics largely bore me, whereas exploration and phat loot give me game-boners. What you list as cruft are the reasons I play RPGs and not any other genre.

    This is why I really, really hate the increasingly simplified/streamlined direction RPGs are taking.
    You need to start paying rent if you're going to keep living inside my head.

    Also, I think the term MAINSTREAM'D applies here. :P

    CarbonFire on
    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
  • programjunkieprogramjunkie Registered User regular
    edited January 2010
    Suriko wrote: »
    I adore fiddling around with the equipment of me and my party, tinkering with stats to get them just so and generally dorking around with the complexities of games. Cinematics largely bore me, whereas exploration and phat loot give me game-boners. What you list as cruft are the reasons I play RPGs and not any other genre.

    This is why I really, really hate the increasingly simplified/streamlined direction RPGs are taking.

    I think it depends how it is implemented. I'd say that Fallout 3, for example, had an excellent travel system, as it had interesting things to stumble upon and also let you fast forward past just walking through worthless shit. And it's possible to have a rich selection of varied equipment to choose from that presents advantages and disadvantages.

    I'd say it isn't so much about excluding those aspects as making good design choices and emphasizing strong points while eliminating bad ones. Selling vendor trash isn't really interesting, so either make it interesting (make meaningful choices) or exclude it. Put something interesting between point A and B or exclude it. Etc.

    To give an example, SMT: Nocturne is very light on the equipment side, because the game is all about finding, leveling, and fusing demons. The game would only be poorer if they threw in shit you needed to sell, or swords of +1 to +5 you needed to find and equip. It concentrates its complexity and time spent on its most interesting, unique, and well developed part, and that is awesome game design.

    Edit: This applies to all genres, for that matter. Shooters cutting out medkits in favor of regen health for the most part has been great, because that was often dumb shit. Conversely, some shooters have benefited from keeping it, like MAG, which is team based and has medics who can heal you, or you can carry around either a personal or general use health for yourself, but it takes up some of your build points (so, do you want self-heals or claymores, for example?). Again, cutting what might seem like a standard genre convention can pay huge dividends if you think carefully about what your game is about, and why it is different from others in the same genre.

    programjunkie on
  • Professor SnugglesworthProfessor Snugglesworth Registered User regular
    edited January 2010
    Kelor wrote: »
    This is part of what I love about strategy/turn based RPGs is that it cuts down on a lot of wandering around the world. So if I want to just work my way through the story (and I really like how Fire Emblem allows you to get more depth through character conversations) while not having to worry about random encounters I can crack open a SRPG.

    If I want something traditional, then I've got your Final Fantasies and Suikodens.

    I was about to mention Valkyria Chronicles as a great example as well. You have a town, but you only visit the essential bits like the shopkeeper. All of your weapons and gear are upgradeable, and can be customized to your preference.

    The mission structure also cuts down on the wandering, and keeping the cutscenes and missions separately (you choose when to watch the cutscene, which has its own chapters) give you an equal balance of gameplay and story.

    The whole regenerating health thing is something that's becoming more commonplace as well. I'm told that not only does FFXIII do away with MP, but that your HP automatically regenerates after each battle.

    Again, that's the sort of progress I like to see.

    Also, I really don't think Fallout 3 and Oblivion quite fall into the standard RPG genre. I consider those type of games "Open World RPGs", in which case the large areas and tons of loot is okay, since the game's pacing is entirely in your hands.

    It's much different from, say, Mass Effect's Citadel, in which you're required to follow a specific objective to advance but have a ton of shit in your way.

    Professor Snugglesworth on
  • UnbreakableVowUnbreakableVow Registered User regular
    edited January 2010
    I, for one, in light of Mass Effect 2 and FFX-2 (which also plopped missions down in front of you and had very little real exploration and item management) welcome our new streamlined overlords.

    Fuck the complicated bullshit of other RPGs.

    UnbreakableVow on
  • BarcardiBarcardi All the Wizards Under A Rock: AfganistanRegistered User regular
    edited January 2010
    Really if the final fantasy series would stop kidding itself everyone would have 1 attack, 10-15 spells total, about 3 items (cure herb phoenix down), no armor, and 5 summons total that all do damage and nothing else because the status effects ones never worked anyway. So honestly its streamlined enough, too much even. I would personally prefer a bit more meat, more useful attacks and weapons and armor and items.

    Dungeons wise i have never understood the whole straight line cave thing. Half of the enjoyment i got out of some of the older FF games was wandering in a dungeon, getting lost, only to stumble upon a random chest or a really cool vista in the background that you would not have seen if you went just on the straight path. Exploration had rewards, rewards made me want to keep going till i found everything i could find. I think one or two games came out that had all the exploration, but little reward. They then threw the baby out with the bathwater instead of adding the treat at the end of the paths.

    Barcardi on
  • DarkPrimusDarkPrimus Registered User regular
    edited January 2010
    Persona 4 is a much better JRPG than most in regards to not requiring you to grind for hours in a row to get to the next bit of character interaction (though admittedly that's because you know the time limit you have to divide grinding and interacting with characters before you have to fight the boss), but even the game that turned me back on to JRPGs still has a several-hour long introduction before you actually get into the actual combat and such. It's not a boring-as-hell tutorial drag like KH2, but it still wears something fierce on later playthroughs.

    DarkPrimus on
  • UnbreakableVowUnbreakableVow Registered User regular
    edited January 2010
    What I've seriously begun considering lately is if I ever liked the construction of an RPG at all. FFX remains my favorite RPG, but time spent comparing equipment and such in that is really kept to a bare minimum, and it was the first super-linear FF.

    FFVII got me into RPGs, and I had always thought I had played too many of them in the PS1 days that by the time I got to PS2, I was nearly burnt out. But I wasn't burnt out. It was simply a gameplay system I didn't dig, and unluckily, not all of them had the solid plot and characters of the FFs to keep me motivated.

    For proof of this, I think of the inverse. ME2 and the recent FFs I find to be the best, sure, but you know what I'm really digging most? RPG mechanics in other genres, that's what I'm digging. Character progression. RPG-light elements. Action games are full of them nowadays, and I couldn't be happier, because they're essentially getting rid of the worst part of RPGs to me: the RPG gameplay.

    Mass Effect 2 is so good goddamn

    UnbreakableVow on
  • TaterskinTaterskin Registered User regular
    edited January 2010
    Bring on the fat!

    I love RPG's like The Magic Candle, where traveling overland was dangerous and time consuming. And you could whore out your party members to different jobs around town to raise cash to train skills. And remember Phantasie 3, where if one of your characters limbs got chopped off in combat, then they were screwed unless you were high enough lvl for the regen spell? I love that shit!

    When I compare them to the 'lite' RPG's today, I get a little sad. I guess what I'm saying immersion matters more to me than fancy graphics or convenience. Having different factors that directly affect the game makes it more enjoyable.

    I think CRPG's have been trending towards streamlining since their initial release in the 80's. It makes good business sense, but is bad for genre.

    "but the simple fact is that the quicker a a game gets to the point, the more it'll grab your attention."

    I disagree. The enjoyment comes from the journey, not arriving at the destination.

    "I also hate that impending feeling of dread where I go back to camp and have to methodically check each character's equipment to make sure they're up to speed, then configure their abilities, THEN sell my old junk to the shopkeeper dwarf, and THEN beef up my weapons further with "ENCHANTMENT!"."

    Funny you point this out, because I have the opposite view. To me, each character should have their own inventory, and be hampered by encumbrance. Furthermore there is no magical traveling dwarf always at your campsite to sell your loots. That way you would have to be picky about what loots you pick up, lending preference to the lightweight shiny stuff. Also coins should have weight! So you would have to use a bank in town (which you would have to travel to). Another thing in reference to Dragon Age, camping out in the wilderness should have random encounters based on the location of the map you are at. This can be expanded upon in multiple ways. Like if you are camping out in the middle of the blight, you would have more hostile encounters than along the road. Also, you could make it to if you have the dog in your party, you would less likely to be surprised. And maybe another companion would be good at hiding your campsite, so they would reduce chance of encounters.

    This is the kind of stuff I want to see in a CRPG. Personally, I wish they would devote more resources to "fatty" things and less to fluff like voice acting and cutscenes.

    Taterskin on
  • EdcrabEdcrab Actually a hack Registered User regular
    edited January 2010
    Generally the "problems" with an RPG only become apparent to me when I replay it. Normally I'm quite content to wander across town to tell X that Y says Z (with the possible exception of some extremely prolonged fetch quests like the magecraft one in Torment) but when I start all over again with a new character the replayability ends up feeling a mite stifled when I realise I have to do that particular fresh-in-my-mind segment all over again.

    ...unless there's a "just kill them" option. Which is probably why my secondary characters are invariably genocidal assholes.

    As for inventory... well. I like the big equipment, so to speak. I love screwing around with different combinations of armour and weaponry and amulets (or implants, depending on the flavour) and seeing what's what. It's the disposables that clog up my inventory and get irritating, especially because in the likes of Dragon Age you don't have the advantage of knowing you're going to need the warmth balm until you enter the next room and fireballs are getting shoved down your throat. Sometimes I wish they just sat somewhere until they were needed- not taking up any space, of course- and automatically being consumed when you receive fire damage.

    The thing is, RPGs could stand to lose a lot of traditional elements and they'd still be RPGs- but everyone's tastes are different. Some people find it really immersive to backtrack through the forest in order to tell the talking tree that you've stabbed a hermit in the face. Others would prefer it if everyone had a little videophone and you could converse with any character, any time, any place. Some people wouldn't bat an eyelid if a title had little or no combat... others demand explosions and gore for at least 64% of the whole experience. Some people know that their Vitality is their Health + .5 of their next highest physical stat and that their Immunity bonus could be doubled if they purchased the Hardcore aspect but others... they hit Autolevel every damn time and get back to the hackin' up.

    Personally? I welcome RPGs that introduce fast travel, or that have simplified (if not outright simple) inventory systems, but I can sure as hell appreciate that that's anathema to some players.

    Edcrab on
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  • KelorKelor Registered User regular
    edited January 2010
    I didn't know that FFXIII was going to restore health and mana after every fight, but I do like it. The fact that battles could be made more challenging since they know you'll have full everything at the beginning of the fight means they can focus on making them harder and more interesting as opposed to you having to ration your magic use as you progress through fights. Also now you can rape Malboros with savage glee without concern of consequences!

    Also the other bonus is I won't have an enormous pile of X-Potions left over at the end of the game.

    Kelor on
  • Alfred J. KwakAlfred J. Kwak is it because you were insulted when I insulted your hair?Registered User regular
    edited January 2010
    As long as RPGs aren't reduced down to pure grinding ...

    How are the new Mass Effect 2 side quest planets anyway? I hope they don't just drop you in a tiny area, kill the baddies and then make you leave again, like in Dragon Age. I kinda liked exploring in the first game actually, it was just totally meaningless and the side quests were dull.

    Alfred J. Kwak on
  • SpoitSpoit *twitch twitch* Registered User regular
    edited January 2010
    I, for one, in light of Mass Effect 2 and FFX-2 (which also plopped missions down in front of you and had very little real exploration and item management) welcome our new streamlined overlords.

    Fuck the complicated bullshit of other RPGs.

    Funnily enough, I would have almost completely agreed with the OP that streamlining was good if it weren't for Mass effect 2. Especially after playing Dragon age a few months ago, playing something that cut down just isn't doing it for me. The number 1 reason being getting 1, maybe 2, items for even each major mission, half of which you have to 'buy' anyway.

    Well, that and a number of interface niggles that were really annoying compared to how well ME1 felt like a PC game. You know, like having reasonable sized fonts, or at least the ability to scroll with scroll wheel, or some interface things requiring you to use wasd while others only recognized the arrow keys. Or how little sense it made to merge both the sprint and interface keys to not only the same button, but not letting you assign them to separate key bindings. And let's not even mention how poorly adapted the scaning mini-game is, where you have to keep picking up the mouse to keep scrolling, as opposed to simply holding a direction, like you would with a d-stick.

    Of course, I do recognize that I'm atypical. Heck, I'd be perfectly happy if they just saved the voice acting for only major characters/events, and heck let's even say no CG cutscenes, if it meant that they could add another major quest hub or two (filled with nameless NPCs which only have a single text box pop up when you interact with them).

    Funnily enough, one of my most anticipated games for 2010 is Alpha protocol, where your interaction is limited to 3 main options, with a occasional [headslam] 4th one. At least the 3 options aren't good/bad/neutral though, this new trend of [strike]binary[/strike] trinary morality systems can go die in a silly goose.

    Spoit on
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  • KitsunaKitsuna Registered User regular
    edited January 2010
    Raiden333 wrote: »
    Final Fantasy XII was my favorite Final Fantasy because I didn't have to actually play it. I'd spend 10 minutes programming my dudes' AI and push the joystick from cutscene to cutscene, watching my numbers go up all the way, editing the AI whenever I got new abilities.

    This told me a lot about what I personally like and dislike in the genre.

    I rather approved of FFXII because of this. It has the distinction on being the only RPG I've been able to play with my feet for an extended period of time. Just lie back, toe on joystick and away you went.

    That said, I'm not saying that complication is a bad thing, because Dragon Age has me tightly in it's clutches at the moment and I'm enjoying the hell out of it, inventory management and character levelling included, but sometimes not having to tell everyone what to do - including the character you control - can be a nice change of pace.

    Kitsuna on
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  • KelorKelor Registered User regular
    edited January 2010
    Kitsuna wrote: »
    I rather approved of FFXII because of this. It has the distinction on being the only RPG I've been able to play with my feet for an extended period of time. Just lie back, toe on joystick and away you went.

    All the Suikodens are playable one handed I think. IV+V for sure.

    Kelor on
  • EndomaticEndomatic Registered User regular
    edited January 2010
    To me, this line of thinking is a slippery slope.

    I've been playing Mass Effect 2 as well, and along with Dragon Age, I've noticed some particularly peculiar oversights and just plain lazy programming.
    Little things mostly, and I haven't been focusing on them. They are there though.

    When does it stop being "streamlined", and become "lazy"?

    Many of you might scoff, but I'm willing to bet a lot of companies will "trim the fat" and sell it as DLC.
    It's already been done.

    Endomatic on
  • DirtyDirty Registered User regular
    edited January 2010
    I'd like to see them suck some of the "fat" out of the first few hours. Some would say its more of a JRPG problem, but sometimes its hard for me to even get into a new RPG because it take 4 of 5 hours to really get interesting. A lot of times, your combat options are so limited in the opening hours of the game that combat is really just a chore.

    Nothing pisses me off more than getting 4 hours into a game only to find out the combat doesn't really get better.

    Dirty on
  • lionheart_mlionheart_m Registered User regular
    edited January 2010
    I think I'm in the more streamlined camp. Last night as I put FF8 on a break (too much Triple Triad), I went over my backlog and just sighed. I had 4 JRPGs in front of me and just recalling the first few hours of each of them made me realize that they just take too damn long to get to the "good" parts (for me anyway). It was just much simpler to pop Mario Kart and have some fun right away.

    I'll admit I like looking for loot in dungeons and managing equipment when it's done right but I don't mind the streamlining in newer RPGs.

    lionheart_m on
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  • SwashbucklerXXSwashbucklerXX Swashbucklin' Canuck Registered User regular
    edited January 2010
    This is a difficult question for me to answer for the genre as a whole. I love intricate RPG systems if they are actually interesting. I don't like things that seem to have been thrown into a game to make it "innovative" but don't add to the game. I hate hate hate poorly designed minigames in otherwise standard RPGs (FFX, I'm looking at you), but I love well-designed optional minigames, especially things like the CCGs that you can play occasionally throughout a long game.

    I'm not generally a fan of extreme linearity, especially if there are things you can easily miss without having a guide in front of you, and only one chance to access those things as you go through an area. I don't replay epic RPGs; I don't have the time for that, and I don't want a bunch of stuff hidden in my game with the assumption that I'll play again and try to find it.

    I guess I appreciate a middle ground. I want a game to have enough interesting complexity to entertain me, but I don't want needless complexity or poorly-designed additions to the game. I want to fully experience the combat system if it's interesting and fun, but I don't want to fight a random battle every 6.2 steps. I *do* want a relatively open world that allows me to return to old areas (unless there's a compelling reason not to, like they've been destroyed or occupied as part of the story) and explore them more fully.

    SwashbucklerXX on
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  • crazyjah2003crazyjah2003 Registered User regular
    edited January 2010
    What I've seriously begun considering lately is if I ever liked the construction of an RPG at all. FFX remains my favorite RPG, but time spent comparing equipment and such in that is really kept to a bare minimum, and it was the first super-linear FF.

    FFVII got me into RPGs, and I had always thought I had played too many of them in the PS1 days that by the time I got to PS2, I was nearly burnt out. But I wasn't burnt out. It was simply a gameplay system I didn't dig, and unluckily, not all of them had the solid plot and characters of the FFs to keep me motivated.

    For proof of this, I think of the inverse. ME2 and the recent FFs I find to be the best, sure, but you know what I'm really digging most? RPG mechanics in other genres, that's what I'm digging. Character progression. RPG-light elements. Action games are full of them nowadays, and I couldn't be happier, because they're essentially getting rid of the worst part of RPGs to me: the RPG gameplay.

    Mass Effect 2 is so good goddamn


    I am in a similar situation too, but I found myself playing a lot of sports games with very good rpg elements. Pro evo soccer 2010 is close to being of my favorite RPGs last year.

    crazyjah2003 on
  • TomaToma Registered User regular
    edited January 2010
    Valkyria Chronicles did away with individual character leveling in tactical RPGs. I fully support this.

    As much as I love character development (complex stat-building) in RPGs, the moment I fiirst open up the inventory and see 20 slots for equipment, I die a little. I know I will be spending hours just messing with equipment, unequiping, and selling again, only to find some item 5 minutes later that makes me have to reorganize everything.

    Add to that a horrible menu system (I'm look at you, Dragon Age) and it just makes it worse. And yeah, I know it was optimized for PC, but I played it on consoles, so it doesn't get a pass.

    I think a good example of a stripped down RPG is Breath of Fire: Dragon Quarter. Inventory is limited in what you equip, towns are easy to explore, MP is never an issue. It's just about struggling to survive the game.

    Toma on
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  • El FantasticoEl Fantastico Toronto, ONRegistered User regular
    edited January 2010
    I'm kind of mixed on this whole subject. I love me some of the design choices of late that have "streamlined" things, but I also love near infinite inventory space (FF4, FF6, Chrono Trigger) even if I was only using 2 or 3 of the items ever. I miss the days of different paths in a large-ish dungeon to find a nice accessory or weapon at the end of the route. Or puzzle solving elements like Lufia used to incorporate. A bit of challenge to the hum-drum monotony. That said, those are only fun when you're not being stopped by a random battle every other minute.

    A pretty good point was made earlier about Dragon Age throwing you garbage when you open treasure boxes. What the fuck is the point of yet another tier 1 leather piece when your guys have tier 3 or better?

    My perfect idea of a game would be Secret of Mana's large overworld. Towns were never too big and usually the only homes you could enter were shops which had useful upgrades. Inventory items that were meaningful (until you got the water spirit). Near-instant fast travel that wasn't just scrolling down a list of previously visited locations and load screen-warping there. Bring back Final Fantasy 9's equipment method of each weapon and armor teaching your mans new spells and passive skills. Then there's no question about what is an upgrade and what isn't. Sure, you'd need to wear a crappier item for a while to get that 20% str bonus, but once you've learned it, upgrade to the new armor that teaches you nothing, or a new skill entirely. Throw in a few cutscenes that tell the story in nice detail without it feeling like the boring part of a movie, and you'd have a million copy selling RPG in my opinion.

    Some games just did things right. "Antiquated" RPG methods can still be fun to people if they're done properly.

    El Fantastico on
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  • ReznikReznik Registered User regular
    edited January 2010
    Okay, I've tried to re-type this like four times and I still don't think I'm making the point I want to. But here goes.

    If you're going to 'trim the fat', so to speak, it can't be from all areas of the game. If you're going light on the gameplay stuff (inventory management, skill progression, spells/magic/biotics/the force) then you'd better make up for it with plenty of freedom in dialogue and story choices. I think ME2 does this beautifully.

    On the other hand, if you're going with a JRPG-style linear story with a pre-determined protagonist and the player's sitting through cutscenes instead of participating in the dialogue, then you have to give them freedom on the gameplay end of things. Tons of skills, weapons, armour, extra bosses and dungeons and sidequests and minigames.

    If you 'streamline' all aspects of the game, in my opinion, it becomes a boring and linear shitfest that isn't worth the $70 because there's absolutely no reason to re-play it. Might as well just watch a movie. Odds are it'll be better written, anyway.

    I used to love JRPGs. KOTOR made me start questioning them a little bit (but Revan was a mute puppet of a character so JRPGs still had the edge there). But after playing Mass Effect and now ME2, where the character still has a personality while letting you make choices? Fucking awesome. I'll play FFXIII out of obligation, but it's gonna be a hell of a chore...

    Reznik on
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  • WingoWingo Registered User regular
    edited January 2010
    Toma wrote: »
    Valkyria Chronicles did away with individual character leveling in tactical RPGs.


    Ahahahahahaha

    ahahahahaha

    ohgod I can't stop

    ...sorry. D:

    It's just that, for a while, I've been wondering: why is this stuff actually called a RPG? I mean, there's sure as hell no role-playing involved in FF XIII whatsoever. Fighting is not role-playing, as you don't make any decision as a character, but only as some kind of battle director. It gets "better" with what we typically think of as a western RPG, since there's usually more choice involved, but generally, it's more a choice between two paths.

    So I thought for myself: well, then, if RPGs aren't RPGs because of their story, then we should just accept that "RPG" is a technically wrong term for games about number-crunching. The battles have basically become what defines RPGs, as opposed to where the term originally came from. The battles are pretty much the only thing that can even be called "game", and they are usually all to some extent determined by numbers you can influence, and the rest: tactics. So, in a nutshell, if a RPG doesn't include a tactical aspect, their is no game. This, of course, only under the assumption that you aren't playing any role anyway.

    And so, the term "tactical RPG" strikes me as absolutely hilarious- because it implies there's RPGs out there which consist of NOTHING but not-game! Cutscenes, shitty dialogue, some more cutscenes, drawn-out dungeons without puzzles but a lot of random elements, some fetch quests (never much more complicated than the "fetch" part), and some starring at weird character designs.

    So, yeah. Remove all that stuff. Then, maybe, there's an actual game worth playing.

    Wingo on
  • MachismoMachismo Registered User regular
    edited January 2010
    I personally think that Mass Effect 2 is still an RPG in the sense that you role-play a character. That said, it ends with the character development and story development. Everything else is an action game. I am not saying this is bad, but it leaves most people that like RPGs wanting to enjoy more loot. Even action players probably experience a bit of a lack of reward for offing bad guys.


    My point is, RPGs are built up by a strong character development, almost always driven by player decisions. Consequently, many, many RPGs (especially JRPGs) aren't RPGs since they are linear in both plot and character development.

    Machismo on
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