Roleplaying Concepts & Designs
Saturday, January 13th, 2007 | Games, Roleplaying

RPGs aren’t that rare anymore (good ones are), especially not on the console. Developers like to copy previous used techniques and concepts as it reduces the effort needed to finalize their own product, ànd this gives a familiar look which mostly means guaranteed sales. But are these mechanics good enough? Do they work? Are you roleplaying or watching a scripted scene full of soulless characters? Let’s have an in-depth look at nowadays Roleplaying Games with their biggest strengths and weaknesses.

There is so much to be seen and done in a typical RPG, it’s impossible to write a short article about. Instead, let’s review some of the basic and most used aspects of computer/console Roleplaying games. Below is a short breakdown of several concepts. They will get updated regulary, hopefully.

  1. NPC interaction techniques | Watch NPC reaction videos! >>
  2. Correct Item Placement
  3. (Over)world systems and travelling
  4. party building
  5. member customization
  6. battle sequences: random or not?
  7. do’s and don’s of level grinding

I should warn you however, before you continue to read one of the article’s contents. Some negative criticism can be rather subjective. If you disagree and would like to enlighten us further, please do leave a comment as everything is of course open for discussion. Oh and there could be slight spoilers present without my direct knowledge. Sorry about that.

Most console roleplaying games have their own unique feature but gamplay-wise they lack the progression and direction the “western” RPG took. This can be a good or a bad thing. Almost every RPG game was influenced by either the Wizardry or Ultima series. Since then, PC RPGs kept on introducing new concepts and ideas while their console counterparts always were some steps behind. The Final Fantasy series lent the command-driven battle system and introduced the active time battle system which further streamlined the well-known battle overview method. I’m sure you can see the similarities. Until Final Fantasy XII, the series stayed (somewhat) true to their roots. The best example for console players is Dragon Quest VIII. The battle, party, character and interaction systems are all very basic and date from 1990 and back. But the game itself is far from bad, and still fresh thanks to the excellent cel-shaded art and voice acting.

wizardry - ff

Might & Magic borrowed the First Person perspective view while travelling through dungeons. The Bard’s Tale even allowed you to import characters from two different games: Ultima III and Wizardry. Those games introduced the revolutionary western firs-person dungeon crawling Roleplaying subgenre, creating many excellent spin-offs each heading their own direction. (Betrayal at Krondor, Eye of the Beholder, Ultima Underworld, …) The evolution from Wizardry I to Wizardry 8 can be easily split up into several large parts: WIzardry I-V, Wizardry VI-VII and Wizardry 8.

As you can see in the article banner, Baldur’s Gate was heavily inspired by another game set in the Dungeons & Dragons campaign, Dark Sun, released in 1990. Take a good look at the screenshot portion on the left. Baldur’s Gate II’s random encounters while travelling through woody area’s look exactly the same. Of course Baldur’s Gate was the game which made RPGs popular again, while Everquest increased the interests in multiplayer roleplaying. The Infinity Engine was also used for Planescape: Torment and Icewind Dale (II) making both game series closely related to BG.


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Reiola
December 6, 2009

I do think the Arcanum NPC reactions are great,but I don’t think Oblivion’s that bad.I’d say Oblivion AIs sucks for Role-playing,but are better for a fantasy sandbox-type of game.(sadly,you can’t talk your way out)At least most of the time they respond to you being attacked or you stealing the stuff and all that.

Dragon Age:Origins is the even worse than Oblivion : You can be attacked by bunch of monster in a castle while the nobles stand behind you unharmed.And they pops up generic dialogue like Japanese RPG.

Wizardry got a great NPC reaciton system,very fun,but not much impact (you can’t make people go crazy or anything,a lot of stuff cannot be talked to,can’t solve quest with talking)……

Japanese RPG usually are quite linear,because their main attraction is charming characters(if you have the same taste as them) and story - it is more like a non-interactive storybook.Some of the game offers you decisions,but most end the same way ultimately regardless of your decision.One shining example of japanese RPG that gives you a bit more freedom/choice is the Shin Megami Tensei series.

(Pardon me for my bad english,I am chinese,and Pardon me for long passages >.<)

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