what do you want in an rpg?

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Javolenus
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what do you want in an rpg?

Post by Javolenus »

I'm new to the rpg genre. I played about a dozen so far and found some things I liked, some things I didn't. But I've never finished an rpg. At some point I've always given up, either through boredom or frustration or whatever.

I began to wonder what elements I'd like to see in an rpg and thought I'd list them beow. I'd be interested to read other folks' rpg wish list. I'd also be glad to hear of any rpg recommendations that match (or nearly match) the list below . . .

Basics: I’d like a game that’s more about the ‘story’ than about ‘winning’, more about the ‘journey’ than ‘arriving’: so even if you lose, you still feel like you’ve had an amazing adventure. I’d like a game with a lot of replayability, where different choices can take the game in a totally different direction. I’d like a game about decisions, where decisions really matter. I’d like the basic format of the game to minimize mouse clicks in favour of making key decisions and letting them play out automatically.
Character creation: I’d like some randomization. For example, astrological/numerological attributes based on birth date and name selection. I’d like more ‘social interaction’ attributes (e.g. personal ‘style’) and some subtle gender differences. I’d like some backstory for character immersion.
Levelling up: I’d like a more dynamic, life-like system, where it’s possible to blunt performance by overuse (i.e. ‘burn out’); and maybe a ‘give/take’ system, where you improve performance in some areas but worsen it in others.
Equipment: I’d like access to suitable ‘class’ equipment from the start, with options for improvements as quests are completed. I’d rather receive equipment as rewards for achievements rather than loot from enemy corpses or random finds in random chests etc.
Travelling: I’d like to minimize on mouse clicks by simply choosing where to go on the map and then journeying automatically. Journeys can still be dangerous or fortuitous, but it’s all done automatically without lots of mouse clicks. Maybe you switch to a ‘travelling’ screen or something . . .
Combat: I’d like to minimize mouse clicks in combat. I’d like a system where you can prepare for combat and then let it play out. I’d like combat to be about preparation, planning, luck and not a button-mashing clickfest. I’d like combat styles to reflect character class (so you can play your role). I’d maybe like a designated combat screen for stylized combat. I’d like different forms of ‘combat’; for example, answering riddles, winning bets, or trading insults - not just armed combat.
Quests: I’d like background info for quests – map clues, hints etc. I’d like quests to be challenging but achievable in a variety of ways. Although it’s good to have choices for quests, once a choice has been made, I’d like gameplay to focus on the resolution of that quest (like opening a new chapter). I’d like significant rewards for completing quests, significant punishments for failing them.
Environment: I’d like a game where the environment is the major character – a place with identity, a place with atmosphere. I’d like a coherent art style to reflect a believable (but not necessarily realistic) world environment. I’d like to be able to savour the environment and soak up the atmosphere (but not necessarily ‘open world’).
Loot: I’d like the gaining of loot or rewards to have a rationale (not random finds in dungeons or chests); for example you won a bet, or answered a riddle, or completed a quest etc.
Journal: I’d like a journal that records your key decisions, thus allowing you to preserve your games and make a story out of them.
Currency: I’d like a game with alternative currencies such as ‘reputation’ or ‘honour’ – not just gold.
Consequences: I’d like a game where your actions have significant consequences, where you can’t do things casually but must think it through.
Pace: I’d like a game that accommodates different playing styles or whatever tempo you're happy with.
Story: I'd like a more mature story, perhaps based on mythology - maybe a journey that is both physical and spiritual. I'd like a story that is engaging and thought-provoking - and not necessarily dark or bleak or horrific.
Setting: I'd like a game with a distinct setting and corresponding aesthetic: so it might be Ancient World, Dark Ages, Medieval, Gothic, or even Victorian or Art Deco.
Focus: I'd like the focus to be on character and decisions - not weapons and spells (although these would probably play their part).
khaooohs
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Re: what do you want in an rpg?

Post by khaooohs »

I don't like too much all these rpg games with incredible 3d graphics or great effects or whatever I prefer the old school rpg games like Baldurs Gate, Icewind dale, Lionheart, diablo I and II, and stuff...with good rpg base and plot (baldurs gate, icewind dale) and good action and speed (diablo I and II, Lionheart) but a good thing about these new 3d rpg games is the great number of alternatives of classes for your character and the evolution of the class (ex: nov, warrior, axeman, grand axeman...) also I like the diversity of equipment and weapons like D2 with common items, magic, legendary, rare....
mix all this things, and I will play that game :wink:
sorry for my bad english
deathknight1728
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Re: what do you want in an rpg?

Post by deathknight1728 »

What i want in a rpg?

Im very picky. Basically, anything that is made by spiderweb software or soldak entertainment (or resembles) i will beat. Anything that has something but doesn't have almost everything the before mentioned, I will play but will never finish. Ive played way too many rpgs and whenever i feel like I've seen that before, i get bored and never finish the game. Thats about it.
"As long as 60% of the things you do are good, it doesnt matter what the 40% is."-PQ

His face turns a twisted grin. Its a little disturbing. "Vicious vermin, I'd like to strangle every one of them."-Captain Johnson, Avernum
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Lord_P
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Re: what do you want in an rpg?

Post by Lord_P »

Small bits of realism (like hunger, thirst and fatigue) never hurt. I don't want carpal tunnel from travelling, but a bit of wandering brings an adventure-like feel. :) Games with too much quick travel is like taking a taxi.

I'm not a friend of class system, because they are too limited. Only if classes bring diversity to the game (like in Diablo) its nice. Otherwise I prefer freedom.

Hmm... Single character versus Group I cannot decide. It's good if the group supports class system, but I don't want that to be the only reason to have one. Baldur's Gate handled it well, why don't modern RPGs do that too?
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sirdilznik
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Re: what do you want in an rpg?

Post by sirdilznik »

Combat: Turn-based or real time, I can go either way, I have no clear preference. Real time works better for some games, turn-based for others. More than anything I like having alternatives to hack & slashing your way through everything (i.e. a sneaky option, a diplomatic option, an underhanded/sly option, etc...)

Perspective: Again, no clear preference, I'm fine with anything from overhead/isometric to first person. Overhead/isometric works better for party-based, while first/third person works better for single player. Adjustable perspective I guess is ideal.

Single player vs. party based: I generally prefer party-based games. If it's a single player game it's nice if I can have a companion or two once in a while. Note: By companion I mean someone who actually helps out, NOT an escort mission.

Setting: In order of preference: Steampunk, cyberpunk, hard sci-fi, modern/contemporary, space opera, low fantasy, high fantasy (high fantasy has been done to death).

Level/Stat/Skill system: What Bethesda has done with the Elder Scrolls games is ideal. Increasing skills by actually using them is by far the most intuitive system ever made. It's brilliant in its simplicity.

Story: I like a deep, complex story with a branching plot and real consequences for your choices. Preferably a lot of political stuff in there rather than the standard "find the sacred sword to slay the risen ultimate evil". In other words, what CD Projekt RED did with The Witcher 1 & 2.

World: Preferably open/sandbox, though this is often at odds with having a good focused story.

Loot: Except for loot em ups (Diablo, Titan Quest, Torchlight, etc...) I actually prefer less loot and having my progression more based on skills. I liked how seldom you got armor in Gothic/Risen, it felt like a real achievement getting a new suit of armor and it also served as a status symbol.
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deathknight1728
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Re: what do you want in an rpg?

Post by deathknight1728 »

My favorite view and probably the only one i play is isometric. I cant help it, ive been spoiled by those games such as baldurs gate, icewind dale, planescape torment when growing up. I used to be into first person shooters when i was younger, but i got into rpgs when i really just liked the aspect of stat-heavy games.

One of the things about the eschalon series that i like is that you can play as a character class in many ways. A fighter or fighting class can be played in many different ways just the same as a archer/throwing character. For example, you can play eschalon book 1 as a regular fighter that specializes in swords and maximizes dexterity and maybe a little strength for a high to hit and armor rate. He wont do as much damage as he relies on dex more, but will hit more and be hit less.

In retrospect, you can put all your points into speed for a high armor class and higher damage rate than previous build. This class will require more skill points per lvl invested into weapons but again will be a completely different experience. You can see how this is largely different but it works for other classes as well.

Take the archer class. You can specialize like most with all your points into dexterity, or you can make a high perception and put all your points into concentration. This wont have a high armor class but archers get hit less by melee anyway. This build will be completely different as you will still be deadly in ranged but will also be able to disarm and spot traps much better, making you an awesome thief.

Those are just a few combinations of how good stat systems rock :)
"As long as 60% of the things you do are good, it doesnt matter what the 40% is."-PQ

His face turns a twisted grin. Its a little disturbing. "Vicious vermin, I'd like to strangle every one of them."-Captain Johnson, Avernum
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