What makes a great RPG?

Even more than Skyrim. Skyrim had flexible enemies but they also had bounds on their stats and dungeons were linked to when you first encountered them.
 
I think (it has been a while) that I liked Morrowind's gameplay better. Wasn't Oblivion already more plagued with auto-scaling the enemies? Less so than Skyrim, but still?

They removed both the auto scaling and the randomized loot in the Morrowind world. The Oblivion world is just like the regular oblivion, only everything from Morrowind carries over. So there are two different sets of every armor and weapon in the game, you can use spells that weren't available in Oblivion and so on.

I personally think Oblivion is a lot more fun gameplay wise, mainly because they removed the miss/hit chance mechanic, but also because physical combat is a lot more skill-based and diverse. Aside from that it is practically the same though, it did not evolve much.

@yung.carl.jung do you envision your game to be more quest and dialog driven (like Skyrim) or more "I can mostly skip the story if I want and just go kill monsters?"

A true open world RPG will always allow the player to skip any quest, though especially the main questline, and just go ahead and do his thing. Which should not only be killing monsters and getting stronger, but also making friends and enemies, getting to know and use local fauna and flora, discovering a provinces culture and traditions and so forth. A (main quest) driven game that forces you into doing certain things in order to play/have fun/keep up is not what I envisioned.
 
Like first waffles, I think most first characters in an arpg are throwaways. Designers should take this into account when building the initial encounters characters have.

Interesting because I play completely differently. I seldom make more than one character and hardly feel motivated to replay any of the TES games besides MW. And even in MW it is only for the role playing and nostalgia factor, not because I think a new class would offer me something interesting or different (because sadly, most of the time they don't)

I've played like 100 hours or something now and am still on my first character. I obviously regret making her a mage, because magic is utterly castrated and way less fun in Skyrim, but I feel like I have to stick with it at this point :lol: Skyrim has so few meaningful differences between races and classes that I don't feel tempted to replay the game at all, I''ll just finish the interesting parts with my one character and then scratch it.

However I play every TES game exactly like @Lexicus . I always wander off first, start two or more guilds and sometimes finish them, explore the most interesting dungeons and cities and then get to work on the main quest. That way you already have a network of locations to travel to, people to sell to, enchanters, smiths, spellmakers.. And so on.

Get to it then.

I haven't quite seen other games where your choices are so limited by your original build and affiliation.

You start with a choice of who you get to be - will you start as a bodyguard to a certain NPC? A thief sent to rob him? A trader sent to deal with him? An assassin who has to kill him? A conman to swindle him?
You can complete the game as a pure talker or a pure fighter (but quests might be totally different).
You can attain godhood, or (lot more likely) end up double-crossed and dead in a ditch.
And based on your starting build you may absolutely not be able to even penetrate certain areas.
This would be disappointing and/or intimidating in a huge open world, but this is what the game does not have. Instead, it is of manageable size and length - you'll complete a run in a day or two.
Therefore you will likely complete it at least half a dozen times, intrigued by the story, trying to see different angles, manage one outcome or another and generally just trying to figure out what the hell is actually going on in this universe.

That game sounds super intriguing. I'll do that after I finish my Skyrim / Diablo II run.
 
What makes a great RPG, from my own personal POV

Disclaimer: I don't really play RPG games much at all these days. But I used to play dungeon crawlers, some Ultima games, Elder Scrolls, etc. played Skyrim for a while, so I know what I would like in an ideal RPG. But yeah, basically assume that I am not even familiar with recent RPG games and related culture, trends, innovation, etc.

- The inventory system needs to work well. This is used constantly throughout the game, so it has to work well, be intuitive, and make it easy for you to see what you have, what you're wearing, and make it easy to perform all related actions like putting on hats or taking them off or putting things inside of other things.

- The story being told needs to be engaging and well thought through and written, same with the characters. This is easier said than done, but it's a big part of the experience, so if the RPG is to be good, the imagined realm has to work well logistically, but also be engaging from a storytelling pov.

- Level progression of your character(s) can't rely on "grinding", i.e. running around killing rats or collecting shrubs for days or whatever. The gaming experience has to be fun throughout, even the early parts. Make it so you do have to kill some rats if you want, but just not over and over and over. As soon as a part of the gameplay feels like it's a mobile game, then the RPG has stepped in the wrong direction.

- Combat and magic are very important. The UI design choices here are key to making the game successful, IMO.

- Other than that there are other game balance considerations, graphics, sound, overall game GUI has to be user friendly.

I have been thinking about the attribute/skills part of the game. What you propose sounds like a sensible way to do it, but perhaps execution and related GUI are the big questions. I think if my above 5 points are done well, this part of the game is more or less up to the creator/author/artist/etc. In the end a simpler approach would probably not bother me as long as the main things I listed above are executed well.
 
^ what you look for in a game is very similiar to what I look for. functionality. ergonomic, fluent design. my view of the perfect game is, of course, very gameplay centric, because if you have a solid groundwork you can port that into any setting.. ninja pirates, gay space opera, generic medieval tolkien style fantasy bs and so on.

I have an overaching design philosophy for race/attributes/stats/schols/specs that I am too scared to publish, it ties in well with the lore, the most important in-game ressource and is relevant to the menus.
 
Interesting because I play completely differently. I seldom make more than one character and hardly feel motivated to replay any of the TES games besides MW. And even in MW it is only for the role playing and nostalgia factor, not because I think a new class would offer me something interesting or different (because sadly, most of the time they don't)

I've played like 100 hours or something now and am still on my first character. I obviously regret making her a mage, because magic is utterly castrated and way less fun in Skyrim, but I feel like I have to stick with it at this point :lol: Skyrim has so few meaningful differences between races and classes that I don't feel tempted to replay the game at all, I''ll just finish the interesting parts with my one character and then scratch it.

However I play every TES game exactly like @Lexicus . I always wander off first, start two or more guilds and sometimes finish them, explore the most interesting dungeons and cities and then get to work on the main quest. That way you already have a network of locations to travel to, people to sell to, enchanters, smiths, spellmakers.. And so on.



That game sounds super intriguing. I'll do that after I finish my Skyrim / Diablo II run.

I've played over a 1000 hours in all of the recent TES games, most in MW, but I find to enjoy them as a RPG you have to provide the limitations yourself. Works better for me than the arbitrary limitations of D&D style classes.
 
For me, the core of what makes RPGs enjoyable is the storytelling - both the actual story being told, and feeling that I'm interacting with the story. It's the latter part which for me sets RPGs apart from other story driven games like, say, The Last of Us - being able to chose how your character acts and reacts to events, shaping their personality within the story, even choosing how the story plays out (even if the choice is just a decently disguised illusion). I'm not a big fan of the open world / sandbox type games of the genre - I can certainly see the appeal, but I find them rather boring for the most part, and much prefer a more focused story driven game. Basically, Bioware rather than Bethesda.

One thing that does frustrate me is the recent tendency for putting a lot open world content into the more story driven games (e.g. DA: Inquisition, PoE2: Deadfire). When the bulk of the content is disconnected from the plot, you end up with a story that makes no sense - if I'm being told that the big bad is going to destroy the world, how come I can spend months exploring with no consequences? Having some side content and areas is fine - I can temporarily suspend my disbelief in the fact that the world never changes unless I advance the story - but when a bulk of the game is totally at odds with the story, I find it highly immersion breaking. And immersion is a huge thing in RPing. If a game could implement story and open wold in a way that wasn't contradictory - whether through not having a story that has implied time constrictions, or having parts of the story where you have to rush and parts where you've no clear leads on where to go next and thus can explore, or even having the balls to go the whole hog and let the big bad win if you ignore him for too long - I'd be OK, though I'd probably prefer resources were focused more on the story aspects rather than what I consider side content, but that doesn't seem to be something that's done. Instead developers take a typical RPG story and throw in open world with no thought on integrating the two in a way that makes sense.

Regarding character (mechanical) development, I tend to prefer class based systems to classless ones, at least for CRPGs (PnP is a different beast). While the latter allow for greater variety of character concept, I've found that class systems tend to result in more variety of gameplay, and, as someone who will typically replay a good RPG many times, having different gameplay each time really helps with the replayability. The problem with classless systems is balance. And while a single player RPG doesn't need to have anywhere near the level of balance a competitive multiplayer game does, I do feel you need some degree if it - if some builds are significantly out of whack compared to others, you can easily end up where a player accidentally makes a character that is way stronger than the game is designed for (and thus boring) or way weaker (and thus frustrating). Classless systems allow for far more combinations of abilities thus increase the chances of breaking something, and to avoid this, there's a tendency to homogenise abilities and not allow for highly distinct playstyles. A well designed class based system can go in with the goal of making each class highly unique but roughly balanced. This isn't by any means a dealbreaker for me (and I've experienced some really boring class based systems), but it's a definite preference.

Combat gameplay wise, I prefer systems which generally involve combining my character's stats/abilities with my brain. I don't want to have to do things like dodging or blocking incoming attacks, or aiming my spells/arrows. My character should have attributes and skills which define how good they are at those things instead of basing them on my (bloody awful) reactions. Give me tactical combat, not action combat. Preferably RTwP, but I can live with turn based if the game is good in other aspects. And unsurprisingly, given this, I like party based games rather than ones where you're on your own. Not only does it add to the tactical gameplay but also to the story and character (personality) development. As for how much of a dealbreaker this is, it generally depends on the setting of the game - I can live with action combat if it's something like Mass Effect where, being a sci-fi game, it plays like a shooter (preferably 3rd person), but I generally dislike action combat in fantasy game where I'm expected to be able to swordfight. Just not a type of gameplay I particularly enjoy.

I'll just add a side note on "action RPGs". I don't really consider them RPGs - and I don't mean that as a criticism of them, it's just a reflection of them providing very little opportunity to roleplay - but I do enjoy that type of game. Jumping in, killing loads of monsters and finding some cool loot is fun and relaxing. When it comes to designing them, frankly, just look at PoE. The current "clearspeed meta" is exactly what I want. Fast and, for the most part, quite simple killing of shed loads of monsters using cool looking abilities. It's not the deep and immersive game I look for in a RPG, but it's a great way to work off some stress after a hectic day's work. And if the skill tree looks terrifying, well, that's what online guides are for.

And best RPG ever? Planescape: Torment of course.
 
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I've played some RPG games, my favorites are Dragon Age: Origins, Mass Effect, Knights of the Old Republic, and Star Wars: The Old Republic. I've also enjoyed Skyrim, Venetica, and Fable 2.

I've played Dragon Age like five times, I just really loved how that game worked, everything just felt so very perfect to me, you know? I liked Star Wars The Old Republic better before its expansions, I don't like how everything's become lately, it just doesn't at all feel the same to me.

For me what's most important is your story, I really enjoy when you can settle things through talking. Fighting can be fun sometimes, but I like it better when maybe only half your game or so is battle, otherwise I get pretty bored sometimes, like I really felt Dragon Age 2 totally over did it, you know what I mean? I'm also not really big on games being high difficulty, I almost always play on "casual" even when I'm an expert, because I like to play for enjoyment and not for frustration. I do enjoy a little bit of a challenge, but one I can overcome without too much work, I do need to feel like I've accomplished something but I don't want to have to turn my game off, which I'll do if I'm struggling too much.

My favorite character in The Old Republic was the Jedi Consular, I really loved how you solve many of your missions, especially if you focus on Light Side options.

I love when you can earn things, like in Mass Effect how if you make your choices right all game, you can talk Saren out of your fight with him, I just loved that! And I love when your choices matter and build to something, like in Dragon Age when you're fighting in Denerim, and you've got all your armies you've built up all game coming to aid you, I feel like all your adventures really matter, because you'll have different options like between Werewolves or Elves, Templars or Mages, Dwarves and Golems, and your Legion of the Dead and such, you know?

I also like lots of customization, boring outfits are boring, but realistic ones please, like no boob-shaped breastplates or bikini armor and such. But I don't understand why things so often just have to be grey or brown, how about colorful ornamentation and such? And I don't know why beautiful capes and cloaks aren't more common, at least for like when you're riding and so on. One of my favorite things in Skyrim was just riding around the province, I understand they're going for a real drab color scheme there.

I couldn't care less about multiplayer, I prefer to play those types of games by myself, and at my own pace for enjoyment, and I feel like when you do it multiplayer it just isn't the same and it's not as immersive. And I sadly just don't really have any interest in games where you don't have a female protagonist or can't at least choose your character's gender, I might sound really shallow but I just don't have any interest in playing a male hero, I'm so very sorry.

I've tried playing games like Divinity: Original Sin and Pillars of Eternity, but I found those sort of boring and difficult for me to get into, I felt very overwhelmed and not really sure what to do. I do enjoy when my quests are sort of clear cut as to my objectives, I like playing for ambiance and I get tired easily if I have to work too much. I've also played Diablo 3 but I feel that's really more like an action game, and it's kinda fun but I felt it gets boring because you basically just do the same thing over and over, and it's obviously nothing but killing things, which to me does get tiresome and doesn't hold my attention for long. Oh another one I played for a while was Grim Dawn, which I thought was interesting but I felt like I was really confused about my progression and I sort of gave up and I haven't played for a long time.

Oh dear, I hope I haven't rambled on too much, I don't know if my insights are valuable, but I do feel like not a lot of games are made to appeal to my tastes, I'm really sad sequels to games like Dragon Age and Mass Effect aren't as fun for me as their first ones. I hope I've helped you even in some way. :)
 
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Oh another one I played for a while was Grim Dark, which I thought was interesting but I felt like I was really confused about my progression and I sort of gave up and I haven't played for a long time.

Did you mean Grim Dawn here?
 
It's fine, Grim Dark rang a bell but I realized it was because I played Grim Dawn recently, and when I googled Grim Dark nothing came up. Pretty good mindless dungeon-crawl, I played through the game and the expansion once and I plan to do so again with a different character.
 
For me, games aren't a great story-telling medium. What they do better than books, movies and television shows is allow the player to participate. What annoys me in games is when my actions don't seem to matter. I forget which game it was now, but there was an RPG with reasonably well-written dialogue that didn't ultimately matter; I tested the "dialogue tree" by selecting options along one route and then reloading a save-game and selecting the other options throughout the same dialogue, and I ended up the same place. The player's choices during the dialogue had no impact on its outcome. To me, that made the whole game pointless. As non-interactive fiction, every CRPG I've ever played has paled in comparison to even run-of-the-mill television. An episode of Grey's Anatomy is better-written and better-acted than Mass Effect or Fallout.

Something I'd like to see in an RPG is the ability to fail. Even strategy games these days are loathe to challenge the player, because the game needs to know what to do if the player fails. One issue is that (a) RPGs rely on the player's character progressing through the story, (b) challenges are frequently in the form of combat, and (c) combat is usually lethal. So that means if a player fails a challenge, their character is dead and the story is over. Even in the case of a puzzle, the game has to be prepared for what happens if the player doesn't solve the puzzle. Imagine a door, with a clever locking mechanism that the character must decipher in order to get through the door. What happens if the player is unable to decipher the puzzle? In most games, the story cannot continue, and the frustrated player looks up the answer on Google. That's not a game, that's just homework. I would be interested in a game that had an actual answer to the question: What happens if the player is unable to decipher the puzzle? The character's inability to get through that door is now a plot-point, a crisis. So what happens next?
 
^ what you look for in a game is very similiar to what I look for. functionality. ergonomic, fluent design. my view of the perfect game is, of course, very gameplay centric, because if you have a solid groundwork you can port that into any setting..

Yeah exactly, if the gameplay is good enough then I will often even ignore inferior graphics or the fact that parts of the game are relatively simple or even unpolished.
 
It's fine, Grim Dark rang a bell but I realized it was because I played Grim Dawn recently, and when I googled Grim Dark nothing came up. Pretty good mindless dungeon-crawl, I played through the game and the expansion once and I plan to do so again with a different character.
Oh dear, I might've gotten confused, that game is rather dark after all! :queen:

I was playing as a sort of combination of a rifle user and summoner, so I had a bunch of animals aiding me, and I was running around shooting things while my wolf and such kept my enemies busy. But I just found that like nothing I was picking up was suitable for me, so I hadn't had any improved equipment in ever such a long time, and I was sort of getting bored and frustrated. Pretty much I think one thing I loved about Diablo was how you're always finding something new, and I feel I sort of get a rush of excitement when something interesting appears I can use that's all green for my character, you know what I mean? I also didn't like how your health sort of erodes, if you know what I mean about how like when you take damage and if you don't heal immediately, your bar kind of decreases? That always made me feel panicky, and like I said above I prefer to play casually to relax, lol.

I know some people just looove crazy difficult challenges, and I totally understand, that's why I think I love difficulty settings, so people like myself can play on "casual" mode and not worry about potentially frustrating things other people enjoy, you know what I mean?
 
Oh dear, I might've gotten confused, that game is rather dark after all! :queen:

Naturally ;)

I was playing as a sort of combination of a rifle user and summoner,

Haha, that's funny. I didn't know what I was doing so I went with rifle/mage, which meant I was a ranged god able to destroy carpets of mooks without breaking a sweat....as long as they stayed away from me. If I got within melee range usually I'd die before I even realized my health was going down.

Next time around I'm planning for a more balanced approach, possibly the Shaman (two-handed weapons, summoning) with some other kind of mage, or maybe mage+soldier. Not sure, have to look at the different classes again. Won't be doing this for a while as I'm still trying to figure out how to play HOI4, I've just given up trying to play as Germany because it seems completely impossible, now trying to conquer the world as Stalin.
 
My character was the same, if I was touched by anything I'd die like so fast, so I always had my wolf go run at things first so he'd draw all the attention away from myself. I feel I probably would've kept playing if I was finding new equipment regularly.
 
I also found the amount of useless stuff I found to be a bit of an annoyance, but I did get lucky enough to keep me going. I'm not sure whether you got into the crafting at all but I actually got the best rifle I had from crafting.
 
I was trying to get into crafting, I remember I was breaking things down a lot I think. Oh dear, it's been so long since I've played, and I don't remember what my important measurements were, but it was like maybe my combination was just wrong or something and nothing I picked up was of benefit to my needed skills, you know? I wouldn't have minded if things were rare, but I picked up literally nothing I could use, and I felt like I was pretty far into the game. I'm so sorry, I don't remember what quest I was on or even what section, I remember there was some armor and weapons I had a recipe for or something, but I felt I needed more rewards to keep my excited, if I'm making sense?

Maybe I was just spoiled by Diablo, where it felt like every hundred feet I was finding something new! :queen:
 
You're making sense. With crafting IIRC you craft like, a rifle using some ingredients and it will spit out a random rifle with random enchantment. I'm not 100% sure though and I'm not sure I was using the system to its full potential either. I remember doing the random craft a bunch of times in a row, getting mostly crap, but then I got a rifle with higher stats than the one I was already using.
 
Ooooh that's right, I forgot you get random things! I think sometimes I'd get something, but very rare. If I remember right, you get enchantments for your skills, but I never could seem to get ones that had my right combination, I don't remember what I needed exactly but it's like one would be really good, but I couldn't afford to lose the other, you know? Oh well, maybe I'll try that one again sometime, even if it was a little depressing and maybe a little too much fighting lol, I did find the mysteries intriguing. :)
 
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