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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - General Gaming - What Are the needs of what you believe the best RPG's are made of? | |
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elixirnova

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Posted on 02-23-05 02:00 AM Link | Quote
My mind just began wondering this question and as i was looking around at group made RPG's with RPG maker and thought how many of them must be boring So im going to do a study on what common things do the best rpg's in history have, based on storyline, gameplay, music, color schemes, 2d or 3d, types of magic, legacies/legends, hero/villan, romance, battle system, their world, fine details, controlls, characters, time period its set in, religion, and how did the creator "hook" the player. And also things within it that helped you connect your emotions into the game. Do respond i hope to get many replies
The Guru of Furu

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Posted on 02-23-05 06:38 AM Link | Quote
Oh, this sounds fun.

Character wise-Usually some sort of love relationship is good. It is even better when something is drasticaly hindering that relationship, IE they are on oposite sides of the law/society/wealth/beliefs/etc. Also, some sort of trajedy should happen to one of the characters, to give them a viable reason to do what they are doing. With the villains, you want someone who is dark and mysterious. Also, a villain that is utterly badass, who can destroy entire cities at will is a great thing to have.

Setting-It depends on how you work it, you just want consistency I guess. If it's mediviel, keep it mediviel, if it's high tech, make it high tech. Interesting things with this though, in blending different situations, is where there is a group of people that have access to higher technology than others, this can be a lot of fun.

I think character dialogues should have pictures of the characters next to the text box. I don't know why, but I always liked that in games. Also, the quintesential element of any rpg, the music. I can't think of any great rpg that didn't have a great soundtrack. I'm not saying it has to be classical or any sort of genre, just something that fits absolutely. CT, CC, FF, and XG have great symphony style music, but EB also has a great, quirky soundtrack that really only fits that game, but nothing else would've worked for it.

I guess that's all I can think of right now.
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Sesshomaru
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Posted on 02-23-05 08:09 AM Link | Quote
Siliicon.

Sorry, I had to.
Banedon

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Posted on 02-23-05 04:07 PM Link | Quote
The most important thing for me is that I only have to keep track of one character...RPG's get too complicated when I have to track five or six characters simultaneously.
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Posted on 02-23-05 04:40 PM Link | Quote
Well, a RPG is good as long I don't need to battle in the same area for hours just to get the required amount of EXP. That's something I find so boring.
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Posted on 02-23-05 05:37 PM Link | Quote
IMO, the Story makes or breaks the RPG, if the story sucks, the RPG is gonna suck, if the story's good, then the RPG will be good.
Colleen
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Posted on 02-23-05 11:29 PM Link | Quote
I'd definitely have to agree with the story aspect; most of the great RPG's have had good stories, background, mythology, etc. At the same time, these are role playing games and therefore most of the game should be spent playing instead of sitting through cut scenes.
Darth Roflbbq

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Posted on 02-24-05 12:56 AM Link | Quote
I think with RPGs:

First, it has to look at least somewhat pretty (since I do NOT like spending half my life playing games, then discovering I was looking at the hot chick, thinking it was the main character)

Second, there has to be a super hot chick

There will be no thirds in my lists.

Fourth, the battle system must be somewhat enjoyable

Fifth, there has to be some form of ninja (very personal, dont ask)

Sixth, there needs to be the essentials, good story, insane villian, addictive minigames, huge swords and/or guns, death, etc. etc.


That's my personal list, I dont know about everyone here.
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Posted on 02-24-05 02:46 AM Link | Quote
It depends on the players, really.

I know several people who play RPG's for absolutely NOTHING but the storyline.

I'm not like that at all though. Yes, having a great storyline [FFVI, CT, SoM, Suikoden 1 and 2, etc] makes the game even better, but I personally still look for good gameplay mechanics.

There's even some games where I enjoyed the gameplay much more than the storyline itself, even if it had a medicore storyline. [Arc the Lad Collection]

Music and the setting also make the game more lively, like you can feel it. With RPG Maker, that can be harder to do, but I can asure you there's been plenty of RPG's for the SNES and other older systems where I've completely loved the setting and musical style.

So really "I" myself like balance in RPG's. An RPG can have an incredible storyline, but I could dislike it if it had horrible gameplay, or vice versa. Maybe that's being picky, but that's my opinion on this.


(edited by Xeogred on 02-23-05 05:46 PM)
Silvershield

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Posted on 02-24-05 05:49 AM Link | Quote
Though I'll not address the whole list now, I will comment on what I'd consider a pivotal element of any RPG: the villain. Just as in a convincing novel, the absolute prime factor when creating the bad guy is making him believable. Certainly, his ability to level entire cities with a snap of his fingers is badass, but then how do our valiant heroes manage to overcome him? They probably possess no such power, yet they succeed somehow.

I'm tired of the mega-villain who wears all black, dons a flowing cape, laughs evilly, and is so incredibly mysterious and reclusive that even the simplest details of his person are unknown. A clear and present enemy can be just as effective, I think: when your antagonist is in plain sight, perhaps serving in a public office or holding some sort of status within the society, the situation becomes all the more interesting.

And he needs flaws, as well as human traits, always. "Well, the protagonists kill him, so he must be flawed somehow" is not acceptable. He may be unrepentingly evil, but maybe he yearns for a lost love. Perhaps he has a taste for fine cuisine. Maybe our villain actually prefers cute puppies over snakes, ravens, or demons as pets. Maybe he's human. "Wanting to conquer the world" is possibly an acceptable goal of his, but it can't be the motive as well; give your villain a reason for what he does, and you'll add volumes to the story. And, we can all agree, the story makes the RPG.
The Guru of Furu

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Posted on 02-24-05 08:33 AM Link | Quote
Good point, I went back and read what I posted and realized that there was a strong Xenogears leaning in about everything I was writing. That probably is attributed to the fact that I just started playing it again so maybe my suggestions are just what I love about Xenogears and not necessary for every game. But I definately agree that the villain has to be done right for any game to be succesful.
Colleen
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Posted on 02-24-05 08:37 AM Link | Quote
Fifth, there has to be some form of ninja (very personal, dont ask)

If that's what tickles your fancy, then go play Inindo for the SNES. You'll have your FILL of ninjas after that one.

I'm sure there's been RPG's before with stellar storylines but average gameplay. I can't think of anything specific off the top of my head but I'm sure there's some that people slugged through just to see how things winded up. For the best examples of "average/generic storylines with good gameplay" you'd have to go back to the 8/16-bit days.
Kario

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Posted on 02-24-05 10:08 AM Link | Quote
Don't ask me why, but I find there is one thing lacking from every game in every genre. No game has it. Characters should be able to trip. Your runnning down a path to a magical giant earthworm, and there happens to be a rock, you trip over the rock and smack your face into the ground. Can't ya just see it?
Darth Roflbbq

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Posted on 02-24-05 10:21 PM Link | Quote
Ooh... Wait, dont they sometimes trip in Tales of Symphonia?

I think that was it, but it might have been some other game. I've played too many lately (well, it's been too long in between games).

Anyway, I think of EVERYONE's essentials, there is a general like of:
a) A good villian and good protaganists
b) A good storyline
c) Some, but not overpowering, humor
d) Likeable music, graphics, etc.
e) Not unbeatable, or seemingly unbeatable fights/areas (Ultima 6, I couldn't even find out how to get out of the first area. I hate that game )
f) A hook to make it different from other games, or just a good review, a good series, etc.
g) A hot chick ()
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Posted on 02-25-05 01:33 AM Link | Quote
Villain: A Villain has to be strong, and have radical plans for the world. He doesn't have to be mad, he can be completely level headed to want to destroy the world.
Also, he's got to be tied into the story and the main character so the agenda becomes personal.
He's got to be tied into the plot from an early stage. Nothing ruins an RPG more than a villain that is introduced after the mid point. FFVIII and IX spring to mind for suprise final bosses / villains (In VIII's case, Seipher would've made a more appropriate final boss).

I hate to say it, but a hot female character does help It's the classic fairytale save the princess plotlines that provide a lot of motivation in RPGs

Tamarin Calanis

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Posted on 02-25-05 03:30 AM Link | Quote
Originally posted by Kasumi-Astra
Nothing ruins an RPG more than a villain that is introduced after the mid point. FFVIII and IX spring to mind for suprise final bosses / villains (In VIII's case, Seipher would've made a more appropriate final boss).

FFIV screwed up there, too. You spend most of the game chasing Golbez, then you go a while without knowing who the main villain is, then Zemus/Zeromus come out of nowhere.
Xeolord

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Posted on 02-25-05 03:40 AM Link | Quote
Originally posted by Tamarin Calanis
Originally posted by Kasumi-Astra
Nothing ruins an RPG more than a villain that is introduced after the mid point. FFVIII and IX spring to mind for suprise final bosses / villains (In VIII's case, Seipher would've made a more appropriate final boss).

FFIV screwed up there, too. You spend most of the game chasing Golbez, then you go a while without knowing who the main villain is, then Zemus/Zeromus come out of nowhere.


But, Zeromus was cool.

But yeah, it's still true and does delude the feeling of that "cool villian" in a game.

I definintely have to agree with Silvershield and what others have said though, a "cool villian" brings an interesting idea.

Here's a fact though!

A villain who's a god and almighty = sucks.
A villain who knows pain, has their weaknesses and shows that = rocks!

Basically an overpowered villain who is just some super / unstopable almighty being in my mind is just completely lame.

I can't really put into words what I'm trying to say here.
But really, a villain who's "human" and just has his "ideas and opinions" that, to him seem good, shows a cool and good villain.

This goes for heros / main characters too.

The ultimate [super FF] cliche', you're some normal guy with some abnormal super power bent on saving the entire world.

This is where I thought the Suikoden series mastered. By the end of the games, you come to realize you've saved, a country, not the world, yet if done correctly it's probably more rewarding.

Again, that's ... really roughly put into words, so sorry.
Grey the Stampede

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Posted on 02-25-05 08:00 PM Link | Quote
I've always loved RPGs that have some kind of strong individuality, or an interactive battle system. I got a kick out of Legend of Dragoon for a while because you actually participated in battle. Same with M&LS and Paper Mario. I loved Earthbound (and still think it's the greatest RPG ever made) because it was just so way far out there that no other RPG could match it in quirkiness. I mean, come on. It's got its own BLUES BAND, and one of the strongest bosses is a tiny little toy robot thingie that you don't even get to kill.

As far as story goes, it all really boils down to "save X from Y and win the game" anyway, so I can't say main plot is as exciting as character development. I enjoyed Suikoden III not because of the engaging story, it was really good, but I paid more attention to the character development (especially in Geddoe's crew).

Graphics are not a must; the only situation where I think they'd be a boon would be if you happen to have long, drawn out summoning sequences that you really use constantly (E.G. FFVIII). If you're gonna see those summons all the time, you might as well think they're pretty to look at.

I think psychotic villains that start out small and grow gigantic, like Kefka or Pokey, are the best of the lot. Realistic villains are cool too, like Rufus or Delita, but they're only really realistic if they're exactly on the level with your heroes, which is why I gave Delita the nod in this one. He's a bad guy for sure, though he doesn't show it til the very end of Final Fantasy Tactics, but at the same time, when it comes right down to brass tacks he's not really that strong.

Love stories are good; I just hate the "Helpless heroine" angle, and thereby hate Aeris, whom many people I've met use as the example of a perfect romantic subplot character (especially in conjunction with Guru's claim that an RPG needs a tragedy to happen to the heroes). There is no reason whatsoever why a girl should be portrayed as weak or helpless in a video game, and that statement is justified, ironically, by the existence of Aeris' opposite, Tifa. Tifa is what I would call a good character for a romantic subplot. She's physically and emotionally strong, one of the better characters in FFVII to have in battle and capable of handling stressful situations with ease (see also: execution chamber, followed by bitch slap fight with Ruby). I know for a fact if I were an RPG hero, I wouldn't want my girlfriend getting hurt by the horrific forces of evil, so I'd make sure she was able to defend herself before I dated her.

Unorthodoxy, again, helps out a lot. Sometimes, having a hero that's on the opposite side of the law (like Laharl or Barrett) can be just as heroic as having one that obeys every law presented in front of him with no questions (Steiner, Chris from Suikoden III). Even the bad guy turned good angle works well, especially when you consider what happened to Bowser in SMRPG, or Beatrice in FFIX. The trick is to make it implicit, you can't just have a bad guy go "Oh, I made a mistake so I'll join you now", you have to have them come to some kind of realization over time.

So, characters, spells, plot, romance, unorthodoxy, and what am I missing... *reads TheMageous' post* Ah, humor! You can't have an RPG that doesn't make you laugh somehow. Even FFVIII had moments I thought were funny, whether they were intentional or not, and I hated FFVIII. Just goes to show that a little humor can go a long way.

Barring all of this, an RPG can still be good if there's some kind of deepness to it. Kingdom Hearts has some of the most uninspired (read: DISNEY) characters in it that I've ever seen, yet I still loved it because of the little things I noticed, like the Ansem Reports or the dozens of little side quests you can do. Not only that, even though the characters were transparent and derivative, the relationships between them were made extremely clear, and helped enrich the game to a point where I can't wait to see what happens next, even if I somehow already know. Plus, there's always room for a plot twist.

OK, that's about it from me, I'm sure you're all bored to tears with what I've said by now. If I have anything else I wanted to add, I'm sure I'll post it anyway. Good luck keeping your eyes dry then.
The Guru of Furu

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Posted on 02-25-05 09:32 PM Link | Quote
Oh, good point about the badguys. I thought Delita was one of the best villains in a game, because you knew he wasn't a purely evil person, it was just his circumstances and stuff that forced him down that path. Definately FFT had some of the coolest character development, all the different factions and alliances constantly changing, that was cool. I think having a great number of "villains" who are constantly switching sides and stuff was a great idea, but it really only works in a game with that kind of setting.
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Posted on 02-26-05 05:15 AM Link | Quote
Grey gets dap of the highest order for invoking Laharl. Disgaea's got some of the keys to a good RPG:

* Not falling into the cliches of standard-issue RPG's (hiya, Cloud... FF7...pretty much everything everyone else has ever complained about regarding the Final Fantasy series).
* A GOOD sense of humor (Laharl getting used do demonstrate the most dangerous of tasks, like not letting yourself getting gangbanged in fights).

And I haven't even gotten very far yet at all.

Love stories, I don't care about. Especially if it neuters a strong character. Oh, and SS's got a point. No flowing capes. For anyone. And no comically huge implements or body parts. We get it. (continues being crochety)
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