Simplifying RPGs, Yay or Nizzay

Mass Effect 3

A battle is coming. You must prepare. Who will you choose to be your companions for the upcoming challenge? The mage, for her ability to decimate groups of foes, or a warrior who uses his heavy armor to protect his allies? Will the mage be carrying a staff that will add +10 to fire damage or a staff that gives a bonus to healing? Is the warrior leveled high enough and is he speced correctly to take the punishment from the enemy? Is everyone equipped with epics? How many healing herbs do you have in your inventory? Better stop by the town shop to load up. If there has ever been an exercise in extreme micromanagement in games, it has been in the RPG genre. Old school RPG fans love to be able to customize, but game developers are moving towards more simplified and mainstream interfaces for their epic adventures. Are developers going the right direction by simplifying these games or are these new “improvements” only making unfulfilling, shallow experiences?

Call of Duty LoadoutAs you might expect, it really depends on the game, the player, and the experience the game wants to provide. Mainstream games like those in the action genre are now taking on characteristics of the RPG genre. Call of Duty has its multiplayer progression, Team Fortress 2 has random drops of bonus items, and Crysis 2 has suit upgrades.  RPGs, on the other hand, are borrowing from the action genre as well, with more action oriented combat like in Mass Effect 2 or the Witcher 2. The series in the action genre are evolving into better games by blending these genre characteristics from the RPG, but when this happens the other way around, the RPG games become simplified and some RPG elements get cut.

When RPGs move toward the action space, sometimes gathering loot takes a back seat. Mass Effect 2 completely lost its inventory system to the change (relative to a typical RPG), toting a mere 22 different weapons where it really made no difference whether you were carrying the M-3 Predator Heavy Pistol or the M-6 Carnifex Hand Cannon. The armor didn’t matter either, being mostly for aesthetics and not effecting your performance in combat. The companions were barely customizable, only allowing weapons to be switched out.

Witcher 2 monsterIn the Witcher 2, for a game that is about a guy who is a monster hunter by profession, playing through the game I only fought three giant monster bosses which were skinned or dropped something upon death that could be made into a set of armor . That part of the game was freaking awesome, but it never happened again. In an RPG, I would expect that kind of encounter to happen at least four to six times, giving me three or four epic monster armor sets before the end of the game. What happened to fighting a ton of giant bosses throughout a game, gathering up all of the mystical items they somehow end up eating and looking like a complete badass by the end of the game?

I am all for changing and blending genres to make them more appealing to the mainstream, but the evolution of the RPG genre is much more than that. Adding more exciting moments through action oriented combat and set-piece sequences gives the game widespread appeal, but the focus of these games has shifted to provide a more immersive experience than the games that have come before them. Characters now have full conversations with each other, towns are vibrant and alive with residents going about their business, action is more like it would be in real life, fast paced and intense with all of the RPG dice rolls and statistics effects being pushed behind the scenes, and the overall story-arches play out as if they were straight out of Hollywood.

Mass Effect 2 and Witcher 2 were absolutely fantastic games, but carrying the RPG categorization automatically sets expectations for a truly epic, fully customizable, micromanagy adventure to be completely intact. If one of those features is missing or not up to par, it is hard to help but feel like something is missing from the experience especially for a hardcore RPG gamer.

mass effect 2 companionsBut I like the way that the RPG genre is evolving. Developers are learning to cut the fat from the old ways and are creating more intuitive and more meaningful games. Mass Effect 2 may not have had as many guns as the first game in the series but that allowed the game to flow better by not taking you out of the moment to have to drop into a menu and switch out gear. The companion characters had their own distinct look and personalities showing instead of looking like a generic soldier who went dumpster diving for armor. Witcher 2 kept the main plot in focus, emphasizing Geralt’s need to move forward without diverting him (or the player) with meaningless boss battles (although one or two more would have been cool).

Focus has shifted from the tedious activities like grinding and inventory management to where it matters most in an RPG, the story and the immersion of the world, now I can’t wait to see how good these games are going to get.

What do you think about the newer mainstream RPGs out on the market in terms of gameplay and features? Is simplifying the RPG genre the way forward or do developers need to take a few steps back? Let us know in the comments.

 

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  • KO

    Yeah, I’m a big fan of customizing everything. Always has been one of the coolest things about RPGs. I’ve heard Skyrim simplifies armor a little bit, or keeps it simpler like Oblivion did as compared to Morrowind. I wasn’t a fan of the change in ME2 from ME when it came to customizing Shep and co. Hopefully it doesn’t become a slippery slope to RPG games that are all storyline and character development without armor/inventory and party customization.

    • Lisamunro1979

      I agree with you 100%. ME2 was great but not as good as ME purely because it felt a little bit like HALO (which I hate). I want a little more from ME3 and see a return to weapons and armour customizing. Remember Final Fantasy 7? I think that was the one where you had to add ‘orbs’ to your weapons and armour and all types of fantastic weapons and attacks could be created. There were tons of side quests, extra bosses you could fight if you wanted to go hunting for special items and loads of unlockable areas that you could explore. If I’m going to play a role in a game then I want it to feel like I can control that character as much as possible. Wandering around having conversations inbewtween your next shoot out isn’t really my idea of role playing and if it hadn’t been for ME then I would have found it very difficult to relate to the second installment. Heads up game designers. Don’t ram down peoples throats what you think is best, listen to what people say. The music and film industry is in a bad enough mess without the same problem eating into the games industry.

      • KO

        Yeah. Final Fantasy VII had the materia slots on each weapon and on certain other items, creating situations where you might have to decide if you want a little bit more magical prowess at the expense of brute force. Equipping too much affected your HP. I liked this system a lot. You had a pretty wide variety when it came to what each character could equip, and some was unique and some was universal. Very cool. I don’t mind deciding what goes on each part of my character’s person, down to choosing each shoe separately based on their features, if that were an option, and then how to modify each piece. There’s a huge part of loot-finding that depends on this desire, in my opinion, otherwise I’m really just collecting money for money’s sake, and things that I can sell for money, again, just to build my stack of money.

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