This is a list of factors that I personally think make for a good Role Playing Game. Note that this only applies to the Western RPGs. The reason I specify it to Western RPGs is because Japanese RPGs tend to be somewhat different and have other features that make them good. Now not all of these factors are necessary for an RPG to be great, but the more the better. So let’s begin…
- Fantasy becomes Reality – Creating an Immersive
World
Perhaps not an
essential feature for a good RPG, but it certainly is one that almost
guarantees a person to love the game, even if the gameplay is somewhat
repetitive. This is about the game engulfing the player into its world and
making them feel like they are part of it. There is a difference between simply
playing the game and actually living inside it, and a good immersive world is
what’s needed for that transition from the former to the latter. This is
perhaps the main reason as to why series like ‘Mass Effect’ and ‘The Elder
Scrolls’ are so highly received by both critics and fans alike, and why so many
people can play these games for hours non-stop.
There are several
aspects which make the game’s world immersive. First of all, it has to be large
and open. It has to overwhelm the player, but in a good way. Secondly, not only
it has to be big, but also rich in detail and provide backstories on virtually
everything there is in the game that matters. It has to have a lot of history
and different cultures in it. And another important feature is to make
memorable non-playable characters (NPCs). In nearly every RPG, a player will
interact with lots of NPCs, and it sure makes the game’s world more immersive
if these NPCs are well-developed and act like real beings with their own
personal goals, desires, and fears, as well as styles of speech.
- I am what I am - Full Character
Customization
There is another
factor that is quite important to draw the player into the game’s setting, and
that is to allow them to be who they want to be. Sometimes we don’t want to be
just some random guy that the game assigns us to be, or what if we don’t feel
like playing as an angsty teenager and want to be someone mature, or maybe we
wish to play as a female for a change rather than a bulky dude. This is where
full character customization plays wonders. You experience the game’s world not
through a generic avatar, but through whoever it is you wish to experience it
from, whether you’re creating a replica of yourself, or perhaps your dream
warrior girl, or maybe even the weirdest looking character that your
imagination can conjure up.
Many of the older RPGs don’t have this feature, and for them
it’s forgiveable, since gaming technology was not as good as it’s now. However,
nowadays there is no excuse to pass this feature up. If it’s not included in a
game, it’s a step behind the competition. And I don’t only talk about changing
the character’s gender and race, but detailed customization of the entire
appearance. The more customization options, the better it is.
- The More the Merrier – Adding
Variation
This is perhaps the most important point on this list. This
has the tendency to make or break the game if taken to either extreme. In the
end, no matter how interesting the game’s story is or how good the characters
are, nobody wants to be killing the same enemies in exactly the same manner in
the same-looking environments. Some other video game genres might get away with it, but not an RPG.
A single player campaign in an FPS game for example might only last 5 or 10
hours, but in an RPG it will last on average of 30 to 40 hours, and so
variation in gameplay is crucial.
Variation involves many aspects, all of which are important:
a) Variation
in playstyles of different character classes
b) Variation
in gameplay within the same class
c) Variation
in the challenge
d) Variation
in the environments
From above, points (a) and (b) refer to how the player
actually interacts with the in-game challenges – new skills and abilities
learned, new weapons and items acquired, and so on. Point (a) is about having
multiple different ways to play through the game, whether someone prefers to be
an up close fighter or a stealthy assassin or a mage, you name it. However,
point (b) is also important, because even within the same class there should be
enough variation so not to get the player bored after first few hours.
Variation in the challenge (point c) refers to the variation
in enemies, bosses, traps, and all sorts of environmental hazards. It has to
keep changing so to keep the player on their toes. It can get extremely boring
if the challenge does not increase and does not force the player to try out another
technique.
And finally, variation in the environments (point d) is
mostly about the visual aesthetics. People like to see a variety of colours and
different locations. Going through dungeons which look identical to one another
can get very repetitive and boring, even if there is variation in the skills
players can use and the enemies they meet. Of course there are many games out
there which try to have a theme, for example the post-apocalyptic theme, or a
horror theme, or a dystopian theme, etc, but even within each theme it is
possible to create different locations, and a good developer will know how to
get that done.
- I always have time for you - Good Side
Quests
In a good, open-ended RPG, there are going to be plenty of
side missions to do apart from the main story. This means that side quests will
take up a substantial amount of your time when playing these games, and
therefore this aspect needs to be executed properly as well. Unfortunately
there is a limited number of possibilities as to what sort of side quests can
be put into the game. Many of them involve very similar mechanics, whether it’s
to go and fetch an item, or to rescue someone, or to kill a certain creature,
etc.
There are ways, however, how repetition can be avoided. For
example, each side quest could have a little backstory. These backstories are
important not only for adding some variation between the quests with similar
mechanics, but also for getting the player emotionally attached to the quest.
You know – why should I care to go into the cave and get that sword for some
character? What importance does that hold for them?
There is another important thing that needs to be
considered, and unfortunately even good developers often overlook it. Oftentimes
I notice that side quests are only fun the first time through. On the second or
third playthrough I frequently feel like I can’t be bothered doing them again,
because I still remember way too well what needs to be done and what I get for
it. Because of that, the side quests must not be too linear. I think the player
should be given choices of how to complete them and perhaps can even lead to
entirely different outcomes (more on choices, see point number 6).
- What happens next? - Good Main Story
Every good game needs a direction of some kind, an ultimate
goal to accomplish. Most times it takes a form of the main questline. You could
be introduced to a huge, immersive world and have fantastic side quests, but
there must be a central conflict somewhere at the heart of the game, something
to drive it forward. Now, although many RPGs have a main story, some of the
time the story ends up being quite overused or even insignificant and falls
onto the background.
This can often be the case when the game is too open and has
a lot to explore and a lot of side quests to do. In a way there is a payoff. If,
on the other hand, the game concentrates on the main story too much, then it
becomes a bit too linear and loses on the flexibility and exploration aspect.
However, this is not always the case. It is well possible for a game to have an
intriguing storyline and at the same time very fun side quests and places to
explore. Games like ‘Deus Ex’ and ‘Vampire the Masquerade: Bloodlines’ are good
examples of games which succeeded in finding that golden balance.
- Master of My Destiny – Choices and
Consequences
The final point I’ll discuss is the idea of making choices
in the game, choices which affect how the story progresses and which characters
are no longer going to be part of it. A good role-playing game should make the
player feel in control. It’s not enough to simply play the game from the
beginning to the end, like a one-way road. In a good RPG, the player starts at
the beginning, then follows a variety of paths which branch off from each
other, and finally gets to one of several possible endings. Being able to make
a variety of decisions assures that no two playthroughs will be the same. It
keeps the experience fresh. It makes people interested to know what would
happen if they made a different choice. Sometimes they even present very
interesting moral dilemmas, forcing us to sacrifice one thing for another.
The important thing to note here is not only being presented
with a variety of choices, but to be presented with choices which actually affect
the future events. If a choice presents no difference to anything in the game,
then it’s useless and shouldn’t even be in it at all.
I’ll mention ‘Deus Ex’ again, because that was one of the
first, if not the first game that
revolutionized the idea of making choices and then reaping the consequences
later on.