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Cheap Thrills for RPG Players |
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by Kris Schnee
One of the Playstation 2's commercials was a spoof advertising the
Playstation 9, a mysterious sphere beaming virtual reality directly to your
brain. While inventing computer power like that would allow for some
impressive graphics, there are things RPG designers can do right now to make
games more fun with much less effort. Here are some easy-to-implement
features which would improve the next round of RPGs on today's hardware.
Not-So-Hopeless Battles
It's common for a boss early in a game to clobber the heroes with 9999
damage attacks. Once players realize they're going to lose and that the
story will go on, they have no incentive to waste powerful attacks or items,
and can quit resisting. Seeing 0 damage after using your ultimate attacks
isn't satisfying. Instead of giving the unbeatable boss impenetrable armor,
how about giving him infinite hit points so the heroes can at least see
they're doing some damage? If the heroes can do N points of damage before
losing, have the boss drop a nice piece of armor or pay them a compliment as
he finishes them off. Then players will have an incentive to fight hard even
when destined to lose.
Sir Cyan's Minstrels
The battle theme is the most important music in an RPG. The player hears
this song more than any other, so it must fit the pace of the battle system
(Star Ocean 2 and Final Fantasy Tactics have good examples)
and not be repetitive. The best way to have a battle theme which won't annoy
players after 500 repetitions is to let the players choose one! A party of
heroes deserves to hire a minstrel who learns several heroes' themes and
battle songs to choose from. The minstrel doesn't have to be a real party
member; call it a magic music box if you want. Selectable music adds
interactivity to an RPG at little cost.
Long Item Descriptions
What if it were not just a "Healing Potion" in your inventory, but "A smoky
glass bottle filled with glittering blue fluid?" Star Ocean 2 did a
great job of attaching descriptive blurbs to items, making more of them than
the usual two- or three-word names RPGs give them. Descriptions can be cool,
as with the Veil Piercer sword ("This blade cuts not only flesh but also a
warped mind. Forged by a forgotten smith,") or funny, as with the Spicy Cake
("Gak! Did you read the recipe?") Just a few lines of text per item, popping
up when an item is selected, turn RPG inventory cliches into unique,
memorable treasures.
New Game +
Why doesn't every new RPG have New Game +? Square's Chrono Trigger
showed us how to add replay value to a game: let players who've finished the
story start over with their experience and non-story items from the last
play-through. Maybe they can even beat the standard "unbeatable" boss and
get a special ending, but that's not necessary. The New Game + feature is
simple and well worth adding to a game.
Gratuitous Interactivity
One of the problems with modern 3D backgrounds replacing the tile-based
worlds in RPGs is that they are nothing but backgrounds. You don't
interact with an RPG world so much as passively move through it. At the cost
of four frames of animation, though, a tree could rustle as the player walks
by. One line of text would put titles on those one-book bookshelves so that
they'd no longer just be decorations. A little effort by RPG coders and
artists would add effects like these to every new game, but today they're
forgotten even in some of the best games. Star Ocean 2's detailed
rendered backgrounds were non-interactive. In contrast, Grandia 2 had
the heroes accidentally knocking things over in towns -- an easy way to
convince players that the towns are more than still pictures.
Collateral Damage
The lightning bolt sizzles, ripping through the enemy party and leaving
behind... nothing. Where's the collateral damage in RPG battles? Deus
Ex may be the only RPG in which an explosion leaves char marks on the
ground, even for a few seconds. Terrain damage would be easy to add, though.
Let's say we make an array of 10 entries for each area in a game, with each
entry recording a damage type and X and Y location. Then when someone
smashes monsters with a spell called "The Shredding" (a favorite from
Suikoden II), a small crater/char mark/whatever can be placed on the
map, and remembered the next time the player enters that area. Storing the
last 10 pieces of property damage done by the players would cost at most 30
bytes of memory per area, a small amount.
Alternate Sprites
In Final Fantasy V and Final Fantasy Tactics, a big part of
the gameplay was the elaborate class system. Players could change their
characters to different types of warriors like knights, thieves, and
wizards, and see their appearance change. In FF5 there was a sprite
for every class, for each of five characters; in FF Tactics there
were two sprites (male and female) for each class. This feature rewards
players for their progress by making the heroes look cooler and stronger
over time. Yet in most RPGs today, the heroes' appearance never changes. Why
not bring this feature back? There are several ways to do it, including
different weapon animations (as in FF6), a small group of sprites for
only one character (FF Tactics), or simple palette-swaps (Kid
Icarus!). It doesn't have to be hard to make the heroes physically
reflect the power they've gained.
The Conversation Matrix
Inside FF6's airships, the heroes milled around waiting to be
included in the party. When talked to, they said one thing; Sabin's main
comment on the quest to save the world was "Riiiiight!" There's a way to
take advantage of a headquarters area with a small group of heroes, to
create a hint system and add character development. Imagine a grid showing
every combination of two heroes talking. For each combination, write two or
three lines of dialog. That's 100 short conversations for a game with 10
characters (if "A talks to B" is different from "B talks to A"), enough to
have the characters interact without taking up too much of the
scriptwriters' time.
Other variations are possible. If the player always controls one hero, the
combinations become fewer and it's practical to have multiple conversations
for different points in the game. Ditto if characters say the same thing no
matter who talks to them. With either variation, the player could even
choose from several topics like "What should we do next?" or "What do you
think of [character]?" No matter how it's done, a conversation matrix would
give characters more personality.
Getting A Reputation
In his editorial "Cliches And Conventions: Know Thy Enemy," Andrew Bartkus
writes: "I should be able to convince the enemy that I'm not worth fighting,
maybe from my sheer strength, intimidation, persuasion, or plain bribery. If
we fight, I don't expect my enemy to fight to the last; if 3 of my buddies
were cut down, I'd run like hell! Especially if my foe were busting out
crazy magics and such."
Good idea! How about giving certain pieces of equipment and certain moves
an "impressiveness factor?" Monsters who see your characters equipped with
the Legendary Super Armor and using the flashiest (not necessarily the
best!) spells would run away. And you could reward the player for using
smart combinations of attacks -- a well-timed 3-way strike would impress the
enemies a lot more than hitting Attack, Attack, Attack. Eventually the
player could get a reputation from, say, all the enemies on one continent,
earning pre-battle comments like "Oh no, the Light Warriors!" -- or better
yet, a party name the player gives in response to the obligatory "Who
are you guys!?" Other effects would include attracting rare,
interesting monsters who want to see what the fuss is about, and a big drop
in random, boring encounters with easy foes. With a Reputation system,
players would be rewarded for showing off and would find that the monsters
knew who they were.
No one can afford to create perfectly realistic worlds for RPG
players to explore. A key to RPG design is to choose what elements of
gameplay will make the experience most fun with minimal effort to program /
draw / etc. While many of today's RPG companies have gameplay ideas beyond
simple combat, none is taking full advantage of today's hardware to make
improvements in gameplay. There are many things which could be done to make
combat and exploration more rewarding without costing huge amounts of cash
or computer power. If today's game companies stop pushing for super-detailed
graphics for a moment and try taking some cheap shots at gameplay,
tomorrow's RPGs will be a lot more fun.
Kris Schnee is a
left-handed humanist furry sci-fi writer at MIT.
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