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R P G A M E R . C O M   -   E D I T O R I A L S

Sewing Up Story Seams
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Jason Villemez
STAFF EDITORIALIST



A simple sensory overload - graphics, sound, and gameplay - can take a game far. For non-RPGs, that trinity is the Holy Grail; do those right and odds of high sales go up tenfold. Add in a meaningful or popular subject and they'll be flying off store shelves. But for the genre which proved there is more to gaming than fast-twitch reflexes and mindless entertainment, there is one more essential component: the story.

RPGs live and die by the story. If Final Fantasy or Earthbound didn't have cohesive plot lines, there wouldn't be much to do, unless you like 30 hours of nothing but random battles. For clarity, I'm talking traditional, turn-based attack and heal battles. Players don't have to have exceptional reflexes or dexterity to excel at fighting a monster slime. Patience and planning, perhaps, but even those are virtually given to you on a silver platter in most cases. I honestly can't remember the last time I died in a boss battle, and I'm almost ashamed to admit it.

So if the gameplay mechanics are monotonous, and graphics and sound wear off after the first few minutes, what's left? Like opening a good book, fancy adjectives and metaphors help things along, but if the driving force behind them isn't strong, the words fall flat, and readers close up shop. The story always comes first. I play most RPGs to experience and interact with a well-developed world of characters and the lives behind them. Sadly, stories and interaction in modern RPGs simply haven't lived up to their predecessors as of late.

It isn't the subject matter or the characters. Like a lot of promising films or books, you could have an interesting premise and superb actors, yet the sales simply aren't there. Why, why, why? I'll tell you why. Flow. In gaming's case, it's keeping the storyline tight, and minimizing distractions. There are far too many distractions which detract from the storyline, making things too time-consuming or plain boring.

Random battles are one such distraction. You walk along and suddenly everything stops, and you're taken to a graphically bland set with your characters and enemies. That's 3 minutes players are forced to concentrate on beating the enemies because your stats aren't high enough, and 3 minutes away from the ultimate purpose of advancing the story. Chrono Trigger did this one right. Keep the mechanics of random battles traditional, but keep everything on the same screen. That way the extreme pauses are eliminated, and it's less of a shock, keeping players more focused. And, leave the world map for travel, not battle. CT made sailing from story development to battle smooth and easy.

Writing is another problem. Why does most game writing feel like a grade school student's paper? I know games have to attract a wide audience, but it is possible to keep writing fresh and engaging without a New Yorker level vocabulary. Harry Potter is one example. Maybe it has to do with budget, and having the funds to hire a real writer. But still, with all the freelance writers out there *ahem* I don't buy that excuse. Switching the sentence structure up, and giving NPCs more than one response is a great start. Putting that little extra effort would increase a game's quality tremendously, and make players actually want to explore every town and talk to every resident.

Finally, and I know this will draw some ere, FMVs. Keep them limited to the beginning and end, and maybe once in the middle. I'd rather see in-game cinemas and be spared the graphical upgrade, than have to get re-acquainted with the characters in mega-panelized form. And, like I've been getting at, in-game cinemas reduce the pauses in story dialogue and action. The same thing will be accomplished, and just think, it'll mean longer beginning and ending cinemas, making them that much more impressive and meaningful.

For the love of god developers and writers, just try minimize gaps in the storyline. That's all I'm asking. One game with a coherent, cohesive, flowing plot. And maybe some exotic characters too. And a fun locale like Rio. And a go-go... aww, forget it.




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