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Author Topic: What makes an RPG good?  (Read 13930 times)

Offline zuhane

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What makes an RPG good?
« on: September 27, 2009, 04:09:35 PM »
I've been playing a lot of RPGs and I get bored of some, get glued to others. I've compiled a list
of what I like to see in an RPG. Please add your own, as I want to know what makes you people tick!

1. Music. An engaging soundtrack is a must in my opinion. A beautiful song can make you cry without
anything even happening.

2. Atmosphere. It's rare for me to favourite a game just because of its atmosphere, but that's probably
why I love FFX so much.

3. Extreme involvement. I like to know precisely what each stat does, why it does it, the formulas behind
attacks etc. I hate games with little description.

4. Character individuality. It's always cool to have a very exclusive character that you've worked hard to make.
Disgaea and Pokemon allow lots of individuality.

5. Exciting characters. I DESPISE games with a "I must try my hardest!" protagonist with a sword (excluding FFX).
I like the characters tto have unique relationships, disagreements and hangups!
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Offline X_marks_the_ed

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Re: What makes an RPG good?
« Reply #1 on: September 27, 2009, 06:02:50 PM »
1 - Difference. I try to avoid Sword-and-shield RPGs nowadays.

2 - Interesting Battle system. Impress me with something. Anyone can just make a simple menu-based one, if one is used, it should have something that makes it unique to others, i.e. Earthbound's rolling HP meter or SMRPG's action commands.

3 - Not every character needs to crap excellence. Make the characters lovable and not just as epic as the last one. I found FFVIII entertaining because I liked Zell's personality, for instance, and Seifer (or whatever)'s trying-to-be badass blade holding stance just annoyed me and made me want to avoid the battles with him.

4, and my most important requirement - I MUST KNOW WHAT TO DO! I cannot tell you how easily I get lost in RPGs because I miss that one single dialog that tells me where to go to next. I've tried Breath of Fire, and a mere twenty minutes into the game, I'm already clueless. I'm running around killing blobs in the main map. PM:TTYD easily solved this problem with a fortune teller charging a mere 5 coins for a hint on your next objective.

5 - Movesets - I should not have to spam a move several times to get by. God of War: Chains of Olympus had this problem. I think I had only maybe two ways to fight, and they both got annoying very fast. That is, if you can consider the game an RPG. I haven't decided on that factor. Earthbound also had this problem, too, but it had many alternatives. Paula's PSI Freeze worked just as well as Ness' PSI Rockin', but at least I could swap the two and they'd work just as well as the other.

I could go on, really, but I don't really care to dig out others I've played for examples.
« Last Edit: September 27, 2009, 06:08:47 PM by X_marks_the_ed »
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Offline zuhane

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Re: What makes an RPG good?
« Reply #2 on: September 27, 2009, 06:27:56 PM »
I can't agree with you both more. Yeah, Jessica's chest definitely added a few playing hours to the
game. I felt DQ had so much potential and had a beautiful atmosphere... just VERY boring.

PM:TTYD is one of the finest games I've played in my whole life.

I try to limit button-mashing attack-only RPGs. I also hate cliche RPGs with a sword-wielding
hero, then a quiet, sensitive healer girl. That's why I'm trying to make my game as insane
and un-textbook as possible!

Another point. Cool weapons. I think rather than having swords and bows, having something weird
like a whip or something is much cooler!
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Offline Grandy

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Re: What makes an RPG good?
« Reply #3 on: September 27, 2009, 08:17:49 PM »
 I cannot stress this enough:

 Character Interaction.

 How many RPGs I played in which the character said a few lines when joining and then remained silent ever after? For the characters to be interesting, they've got to talk to each other, not only in plot important events, but small things like discussing what to get for meal or after all how old are you again?
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I general I'd say I agree 98% with Grandy's post above.

Offline zuhane

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Re: What makes an RPG good?
« Reply #4 on: September 27, 2009, 09:32:54 PM »
Yeah, character development and interaction is a must. I love it more when
parties actually argue and stuff about stupid topics.
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Offline CrossStrife

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Re: What makes an RPG good?
« Reply #5 on: September 27, 2009, 10:30:29 PM »
My main things are:
1. Universe - It has to be a BIG place toe explore. Galaxy big. (props to KotOR 1 and 2)
2. Memorable lines and characters - I'll never forget HK-47's classic line: "Meatbag."
3. Choices - Should I kill the laigreks and save Joran, or just trick him into coming out and getting eaten? Decisions decisions...
4. Good and Evil - I want a choice. Either I'm saving the world, or I'm blowing it up. One or the other.
5. AI for party - KotOR and other moderately action RPGs do a great job of this one.
6. INTELLIGENT Party AI - Read: KotOR.
7. Big. Freakin'. Surprises. - I'm talkin' "finding out you're the former evil mastermind but you don't quite remember it" big.

Yeah, KotOR is coming up a lot for me... Must just be the AWESOMENESS!
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I bathe my blades in blood, and the way is opened to me,
I bathe my blades in oils, and the way is cleared of peril,
I bathe my blades in water, and the way is full of friends,
I bathe my blades in the church, for tonight I fight in hell.
Work in Progress: World of Crystal Flames

Offline Bluhman

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Re: What makes an RPG good?
« Reply #6 on: September 28, 2009, 12:42:06 AM »
The RPG, and any game, practically, can get separated into three distinct rings of quality:

1. Gameplay
How well does the game play, generally? Is it enjoyable? Well thought-out? Well executed? Does it try to break the monotony with features such as item-creation, minigames, different enemy types, unique bosses, or class changing?

2. Story
Is it compelling? Does it actually dare go beyond just compellingness, and go the extra mile, exploring characterization, applicable themes, and other such ideas? If the story can stand up on its own without a game, then that's a very good sign.

3. Aesthetic
Does the game look and sound good? Are the settings and graphics unique? Is the music appropriate, and perhaps catchy? Do the graphics match one another? I find that this is generally the hardest section to do competently in, unless you are an excellent artist.

I believe that, if a game can do well in these three arenas, then you've got yourself a winner. Pretty much any RM2k game could be applied to this and rated in the three arenas to come out with a general idea about how good it is.
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Offline HobomasterXXX

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Re: What makes an RPG good?
« Reply #7 on: September 28, 2009, 04:21:51 AM »
Quote from: CrossStrife on September 27, 2009, 10:30:29 PM
6. INTELLIGENT Party AI - Read: KotOR.
*walks into mine*
*almost dies*
*walks into another mine*
*dies*
I mean what.
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Offline Archem

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Re: What makes an RPG good?
« Reply #8 on: September 28, 2009, 04:26:43 AM »
All friendly AI has issues.

At least we're not talking about Rainbow 6: Vegas. They stand in the open and stare at you while hostiles shoot the piss out of them. They know nothing of cover, and playing on the "Realistic" difficulty is a pain. I might as well be by myself out there.

I use them as decoys while I run to better cover. I revive them when the lead stops flying.
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Offline CrossStrife

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Re: What makes an RPG good?
« Reply #9 on: September 28, 2009, 08:50:57 PM »
Quote from: HobomasterXXX on September 28, 2009, 04:21:51 AM
*walks into mine*
*almost dies*
*walks into another mine*
*dies*
I mean what.
That's because either one, You set them to aggressive with melee when you should have swapped 'em to a blaster and picked Ranged, two, they have a blaster and you STILL have them at aggressive, or three, you didn't stealth mode remove the mines.
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I bathe my blades in blood, and the way is opened to me,
I bathe my blades in oils, and the way is cleared of peril,
I bathe my blades in water, and the way is full of friends,
I bathe my blades in the church, for tonight I fight in hell.
Work in Progress: World of Crystal Flames

Offline SaiKar

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Re: What makes an RPG good?
« Reply #10 on: September 28, 2009, 09:00:11 PM »
Meh, the mines were just dick moves. And they were EVERYWHERE. It really slowed the game down.
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Offline supasora

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Re: What makes an RPG good?
« Reply #11 on: September 28, 2009, 09:02:10 PM »
1. story/atmosphere. Other wise it sucks.
2. No silent protaginist, that annoys the crap out of me except zelda.
3. No cliches, Give traditional fantasy a break, unless you can bring something new to the table.
4. Music, I'm still waiting for a sci fi rpg with rave music.
5. Characters that are intreasting, I cant think of any examples at the moment.
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Offline Legacy of Elecrusher

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Re: What makes an RPG good?
« Reply #12 on: September 28, 2009, 09:56:39 PM »
1. Gameplay
2. Characters
3. Story
4. Music
5. The Bad Guy
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Offline zuhane

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Re: What makes an RPG good?
« Reply #13 on: September 28, 2009, 10:35:04 PM »
I'd like to see more Mario RPGness in games. By that I mean the ability to just dodge an attack
if you have lightning-fast reflexes!
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Offline X_marks_the_ed

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Re: What makes an RPG good?
« Reply #14 on: September 29, 2009, 01:38:35 AM »
Quote from: zuhane on September 28, 2009, 10:35:04 PM
I'd like to see more Mario RPGness in games. By that I mean the ability to just dodge an attack
if you have lightning-fast reflexes!

The whole stage concept in Thousand Year Door made it epic! With power coming from crowd appeal and the use of Stylish commands! :D
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