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RPGs and Next-Generation consoles.

by Chris Bolts

With the advent of Dreamcast, Playstation 2 and the next-generation Nintendo console, we will be entering into an age of unsurpassed realism in terms of graphics and music. All systems uses a high capacity medium (although it is being speculated that PS2 will use a propriety format, though that is unlikely with Sony patenting the CD/DVD dual oscillator), enabling RPG developers to have the space necessary to bring worlds to life with real-time battles, realistic human and animal models, smarter enemies and orchestral music. Indeed, RPGs will be the one genre that will truly benefit from the coming of the 21st century generation of consoles.

But that is only part of the problem that will face many developers when it comes to making an RPG for the next-generation consoles. Even veteran RPG developers such as Square, Enix, Sony (yes, you read right, Sony) and Nintendo must ponder how they are exactly going to make an enjoyable RPG without falling victim to the power of the systems that they will be using to make their games (in Sony and Nintendo's case, it's obvious). As a web slinging superhero was told by his deceased uncle, "With great power comes great responsibility," this statement holds true for many of the top game developers. It would be very easy to just put together a mesh of polygons, slap in some elevator music, and throw in some crappy NPCs onto a CD and pass it off as an RPG. Many developers have gotten away with this in this current generation but were literally hung by the necks by gamers because the games were crappy and the stories were uninspiring. However, with the PS2 rumored to be pushing 13 millions polys a second with all effects on and the Dolphin being in the same ball park, it will be hard for many gamers to turn away from beauty and they will give in and buy the game thinking they've picked up a gem, only to find out that the game lacked character and innovation.

So what do developers need to do to ensure that they don't let the power of Dreamcast, Dolphin and PS2 get to their heads and start churning out crap RPGs like there's no tomorrow? Here are three suggestions that can prove to be helpful to the developer when they try to create the next "Final Fantasy" or the next "Zelda":

1. Know what you are doing. All too often, developers try to do games that they know they wouldn't try unless they're trying to fit in with the "cool" or the "I did it first" crowd. If you have never developed an RPG, make sure you plan thoroughly and carefully about what kind of game you're going to try to make. If there is one genre that can go haywire if ambitions are set too high, it's the RPG. It would be very tempting to set high goals on what you want to include in your RPG but setting goals too high can result in a Quest-like RPG. Think small, build small and be patient. You don't have to get your game out in 18 months because you want to it out before or after FFX is released. There's always a market for a niche RPG.

2. Manage the storage space available to you wisely. 4.7 Gigs sounds very tempting to put in five time periods, 500 cultures, and 80 different weapons and 20 soundtracks per time period, doesn't it? Don't. Even with 4.7 Gigs, something's got to give. If there's an abundance in one area, there's a lack of substance in another. Remember to take into consideration of collision detection, AI (both enemy and NPC), world size and other important aspects of an RPG. Try to make the game a little lengthy (40 to 60 hours is the standard length of an RPG) but don't make it a chore to play your game. A lot of useless stuff can be put into an RPG only to cause a lot of frustration for the gamer. It would be nigh impossible to create the most balanced game and no gamer wants the most balanced game. After all, we not only want to enjoy the game, we want to beat it too.

3. Innovation, innovation, innovation. Did I mention innovation? If not, then let me say it again. Innovation. I can't stress that enough. It would be easy to mimic other established contributions to the RPG genre but the games that stands out the most in gamers' minds are the ones that introduce a new tactic or technique that makes your game unique. Try to get away from random battles. It's never fun to walk into a dungeon and the second you get in there, you're already fighting some enemy that can kick the player's butt because he/she isn't prepared for it. Find different ways of allowing characters to gain levels. The fight an enemy to gain levels system is growing old and stale. Be a trendsetter, not a follower. If need be, invent a game that gets your own fan following.

With the power of the next-generation consoles, the full potential of console RPGs can finally be realized. Yet, even if that potential can be tapped, if misused a bad RPG will be the result. Brainstorm, take into consideration gamer comments and suggestions (not all of them, just the ones that make sense to you not them) and most importantly take your time. As mentioned in the first suggestion, you don't have to get your game out quickly to appease the gaming community. If this happens, then your game ends up becoming a laughingstock and it's hard for you to regain your reputation as an RPG developer. We don't want that but if you make bad games, we can easily make it happen by not buying your games. So remember, know what you are doing, manage what is given to you wisely, and innovate. If you do even two of those three, you really can't go wrong.

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