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Page 1: What is RPG? Exploring the genre

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Page 2: What is RPG? Exploring the genre

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PGs have conquered the world,"

declares Snowblind Studios' Michael

De Plater, design director on IheLord Of The Rings:War lnThe North."Just about every game has RPG

systems in it now."

And it's true. A genre that was once the exclusive

reserve of spoddy, stay-at-home types has

managed to evolve to the point that its principles

now permeate pretty much every other kind ofgame there is. Seriously, RPG gamers used to be

their own downtrodden subclass, referred to as

'beardy weirdy'and 'pointy-hatted', even by othergamers. Lionhead's Mike West, senior designer on

Fable lll, remembers that era well."Back then," he reminisces, thoughtfully stroking

his Iong, bushy, role-playing gamer's beard, "the

main market for videogames was a customer

\ base who understood how computers worked;-.tech-savvy kids who wanted copious amounts

-4 ofstatistics. Stories were pretty lacklustre affairs,graphics were crude, but the gameplay was very

" tactical and thoughtprovoking."And, at this point, the retelling of RPG history

is picked up by Max Schaefer, CEO of Torchlight'developer Runic Games and co-creator of the

massively influential Diablo series. "The audiencegrew from those willing to rigorously use theirimaginations as well as keep track of myriad stats

and rules, to include people," he explains, "who

IS AN RPC,? ITs n RoLE-GAME, BUT DOES THATANY GAME IN WHICH YOU

A ROLE IS AN RPCI NO. IS ITGAME WITH LOADS OF NUMBERS

IT? NO. WIZNNDS? DEMONS?SWoRDS? No, No AND No.THE HELL IS rI THEN? Xsoo

THE EXPERTS...

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\r- appreciate the sights and sounds possible

"15 :l in modern games, and who maybe have av. , slightly shorter attention span. Like me."

And now many of the biggest titles are RPGs,

and virtually all of those that aren't, somewhere

along the line, make use of conventions thatoriginated in the genre. "ln particular," specifies De

Plater, "experience points, character classes and

custom isation, level-based progression, combat

system design, morality systems and co-operation.

Features that were at the core of Dungeons &

Dragonsin the beginning are in the biggest and

best games today - from Call Of Duty b AtyVille;'

The story ofthe RPG genre is like that oftheugly duckling. Once marginalised and maligned,

it's matured into such a beautiful and elegant form

that every other game genre looks on enviously

and emulates it in any way it can. But with such

rapid evolution behind it and such widespreadpermeation of its ideas surrounding it, the genre

faces something of an identity crisis. No one can

agree on exactly what makes an RPG an RPG any

more. Casey Hudson, executive producer oftheMoss Effect series, outlines the issue in a nutshell:'At BioWare, we've always believed that a great

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RPGQK NOTRPG

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ls it an RPG?

Yes

What kind of RPG?

Character-driven interactive-story-exploratio-.ritoritation-third-person-shooting

RPGLvJrvr "'*

rlo* is id an RPG?

we thinklhat ideal design lies"'

CASEY HUDSON,EXECUiIVE PRODUCER

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MASS ETTECT 3

"With Moss Effect3, we are looking at the last game we

t"uJ" r"a integrating playerfeedbackwith our own

urnUiaJont, to pJsh th6 exferience as close as possible-to an ideal balance of gameplay' story' progression

anJ exploration. At this [oint, there are.certain aspects-'

of u'g.*e that we feel are important' and we are

.onitintfy evolving the exper'ren:t t9.*?,tds where

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most for turning the genre's fortunes around can

shed some light.

'All genres are now taking virtually the same

direction, offering a realistic world to experience;

be it FPS, action or RPG," says Yoshinori Kitase,

currently the producer on F nal Fantasy X ll-Z having

already directed and produced no fewer tharl 12FinalFontasytitles. Back in the mid-Nineties he

directed a game that would prove more pivotal

for the genre than any other ever: Final FantasyVll.

Anyone who remembers seeingfootage of FFVII

for the first time back then will also remembergenuinely not being able to comprehend how

it could possibly even be an RPG. lt looked far

too good. Somehow Kitase and his team had

managed to create an epic, cinematic, visually

spectacular experience that nonetheless had

loads of rules, stats and strategy at its core. lt also

borrowed heavily from other genres with its racing,

snowboarding, fighting and real-time strategy

mini-games, showing, of course, that the cross-

pollination of genre conventions works both ways.Final Fantasy Vll was the genre's first ever global

mainstream hit, selling almost 10 million copies and

completely revolutionising gamers' expectations

of games with stats, levelling and turn-taking.

RPG fans rnrere second-class gamers no more. Andsince Final Fantasy [//l Kitase agrees, the genre's

boundaries have become gradually less defined."Ever since the early days featuring lower-fidelity

graphics,' he recalls, "RPGs have undergone

evolution: for example, by taking inspirationfrom other media like films as a tool to tell a

story. They are games in which the player acts

as the protagonist to explore a fictional world orstor). lorvever, with the evolution of the genre

Know

"WITH Mnss Errucr 3, wE ARE PUSHINGTHE EXPERIENCE AS CLOSE AS POSSIBLE TOAN IDEAL BALANCE OF GAMEPLAY STORYPROGRESSION AND EXPLORATION,,role-playing experience supports several keypillars, such as a character-driven interactive story,

exploration, progression and customisation, and

a combat and/or gameplay system that integrates

the unique abilities you've chosen to develop. But

these are arguably just parts of ony great game

experience, and most other genres of game arenow integrating these components."

Smart-arses have long argued that any game

could be classed as an RPG because you play a

role or roles of some sort in any game, but that'swilfully ignoring where the term came from. ltoriginates from tabletop pen-and-paper games

like Dungeons& Dragons,which were called

role-playing games in order to distinguish themfrom board and card games. ln tabletop RPGs

you weren't just a player;you were a character,

and that's what made them different at the time.Playing your role was as much part of the game

as the laboriously complicated rules and statistics.

It's ironic, then, that when RPGs started appearing

in digital form, it was the rules and stats thatdefined them as RPGs, and not the actual role-playing. lt's only more recently, as games have

become more cinematic and their storytellingmore important, that actual role-playing has

returned to the fore. lt's quite confusing, really.

Rolr BACKIt's true, though, that every game has you playing

a role and, whether it's visible to the player or not,

every game uses rules and stats to determineoutcomes - essentially that's what all game code is

doing behind the scenes. So we're really no closer

to an answer to the question of what makes an

RPG. Perhaps a man who can take more credit than

I

!:

RPG OR NOT RPG?

Ftxnt-FnNrnsY XIII2

ls it an RPG?

Yes

What kind of RPG?

Lon g, satisfaction-based, world-narrative-

consequence-playerprotagonist-

progression-strategic-thinking-

experience RPG

How is it an RPG?

"ln our FFXlll-2 project, the strategic

elements of the FFXI// battle system are

being enhanced further for the new title.Following the ongoing release of ever-

higher-spec consoles, the graphics are

now comparable even with cutting-edge

CG movies. We are currently making new

attempts with FFXI ll-2."

YOSHINORI KITASE, PRODUCER

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Xr^ considered,traditional genredefinitions

l{f,{ frave been crossing each other over theirv'trt respective borderlines."

And when asked to define what makes an RPG

today, Kitase chooses his words very carefully:

"RPGs tend to have a more narrative nature and are

based more on elements of character progression

than other genres. They allow the player to be

immersedinto an alien world for a longer space

of time than they may in other genres, and to get

satisfaction in consequence. Also, when it comes

to game mechanics such as battle systems, RPGs

depend on strategic thinking, whereas it takes

good reflexes to play [action games]."

Notice there's no clear-cut definition in there

- it's all relative and comparative. He uses words

like'tend','longer' and'more' and this reflects the

simple fact that there's a whole lot of grey area

between game genres these days, especially where

RPGs are concerned.

"Yet for some," chimes in Casey Hudson, "the

term 'RPG'means very specific things, right down

to how an inventory should work and what the

underlying combat rules system should be.""l regard the term more broadly than most,"

offers Max Schaefer. "lt is not necessary to use Olde

English or to play a role other than yourself."

$defines the senre, not the setting."

'r, \utuxtsg\T\NcIt's not even that simple, though. You arguably

grow a character inCallOf Duty: BlockOps

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multiplayer, but that's not an RPG. Arguably this,

arguably that - perhaps the most important point

is that it's not actually worth arguing about at all.

According to Casey Hudson, BioWare doesn't really

think of itself specifically as an RPG developer, or

waste time and effort establishing what it would

even mean if it did.

"While there is a lot of disagreement about

how to define different genres," he admits,

"there is actually a much clearer consensus about

what the Moss Effect experience is supposed to

be. lt's a lot easier and more productive to work

towards the ultimate evolution of a specific aame

concept than to try and capture a widely debated

genre definition."

Wise words - and he doesn't even have a beard.

It's almost as if he's saying that our question doesn'1

matter. So maybe we'lljust come clean now and

admit that we never had any intention of answerin(

\_ RPG onTHr Lono Or Tur RrNcs] "Many people believe that if the player wields a

I sword and fights dragons then it must be an RPG," t

! says Mike West, his beard swaying authoritatively in

I the breeze, "but it is the growth of a character that

Wan IN THI Nonrrrls it an RpG?

yes

Whatkindof RpG?Classic com bat-character-progression-\oot-exp\oration_co_operation-console

action_RpG

How is it an RpG?".The.Lord

Of The Rings:War lnThe Northrs a brilliant next_gen evolution of the

cassrcconsole action_RpG formula that>nowbtind defi ned with Baldur,s Gate:

DarkAllionce!,

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tet-#lltl-iltP{- r 1- i;-

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*,ii it categorically in the first place. The point(5iv is that tnere isn't a universally correct- " oraccepteddefinitionofanRpG,nor

would it be especially useful if there were one. Wecan all agree that stats, character development,epic stories and strategic gameplay are RpG_ishcharacteristics, and that most games feature atleast some of these to a greater or lesser extent.How much emphasis on each must there be fora game to be rightly considered an RpG? Who

cares? Surely, as BioWare believes, identifying andfocusing on specific Aame concepts is what ieallycounts. That's how good games come about, role_playing or otherwise.

Whether the term 'RpG, itself continues to berelevant or not, Yoshinori Kitase sees a brightfuture for role-playing in games, regardless ofpigeonhole. For him, itt all about the charactersand the connection players build with themover the course of a game,s story: ,,1

expect thatcharacter expressions will continue to improve;both graphically, and with regards to Al too.We may come to the day soon when peopleworldwide long to be like some heroes andheroines from the worlds of videogames; just like

.HlrrtNGDEMoNS wITH MAGrc swoRDS

AND POSSIBLY FINDINGA COOL NEWIIElyr AS A RESULT. Ir'rners NoT CLASSTC

RPG Irvt Nor sunr wHnr iso'- ^ -

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people did, and do currently, long to be like starsfrom the worlds of movies.,i

The incredible popularity of characters fromKitase's games among cosplayers suggests thathe might just be onto something there. Br,t toLionheadt Mike West, the ultimate aim is tc,caterto as wide an audience as possible, presentingan RPG thatt appealing to the mainstrea:"n whilestill catering to core RpG values.,,l believe thechallenge to developers

ofRpGs

in the future,,, hepauses, beard poised,,,is to make games that areaccessible for the more casual market, but to adddepth and complexity for those who want to findit. I know personally, as I work on RpGs, I am awareof the hardcore RpG fan such as myself who wantsa challenge, wants tactical depth, wants to feelan achievement when they progress past aparticularly fearsome enemy. And yet, at thesa.me time, think of the larger market of playerswho enjoy playing through a game, not gettingfrustrated or confused with overly elaboLte co-ntrolmechanisms or having to read pages of statisticsto be successful. The Holy Grail is a game that isenjoyed by both. Watch this space!,,

He'stalking about Fable tV.probably. )

Know

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RPG oR NoT RPG?

Ee.gLr IIls it an RPG?

Yes

Character-growing-customising_

morphing-player-choice-moment_to_

moment-third-person action_RpG

How is it an RpG?playing of a character as they grow

the story and the player,s choicehow that character improves are deepset in the RPG genre. Fable ilt allows

player to customise how their herothe way they level up, and the new

they gain, which, in turn, morphthe character model. At a number of

in the game the player is also givenchoices, which affect the outcome

the game - another common elementof the RpG genre.,,

MIKE WESI, SENIOR DESIGNER