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

All for One and One for All
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Jason Villemez
STAFF EDITORIALIST



Does an ensemble cast hinder the traditional "role-playing" experience?

One of the main charms of role-playing games is the ability to experience a game through a lead character's eyes and develop an intrinsic bond with the character's story, which the player ultimately relates to as his own. More often than not, you'll say to yourself "I died" after losing a battle rather than "Cloud died." This type of transference comes naturally after spending hours upon hours controlling the character and helping them succeed. Having such an intimate relationship with a character is why people become so attached to specific games and series', almost vehemently defending them from any wrong. It's very much like a parent-child relationship, complete with worry and stress over their reputation and well-being. No other game genre allows players to get as close to the characters. I'm sure having an intimate relationship with a car or sports star is possible, but it just isn't the same. Plus, it's kind of weird.

But what happens to the player's relationship with the character when forced to split play time with multiple characters? Does it dilute the intimacy between the two? Think of Suikoden III. Coming off the undisputed best of the series, the third iteration had players controlling three separate storylines, Chris, Hugo, and Geddoe. Although each storyline intertwined with the other two, we still had to control three main characters, each completely different with little linking them together. What's more, Chris was often times on horseback, which furthered the divide between her, Hugo and Geddoe. The game experience changed completely from behind each main character. Even such simple tasks as running through the plains to get to the next town were changed based on who we controlled, and who we saw running on screen.

While I enjoyed Suikoden III, I felt that my connection with the main characters suffered because I had to switch between them. I suppose the point of ensemble games is that they give you a broader picture of the world around the characters, not just any one in particular. But I missed that depth which no other format could provide. That depth is what makes up, in my mind, the good-old traditional RPG. For me, there simply is no other way to truly experience the genre.

This isn't to say that great games can't be had with ensemble casts. One on many gamer's best-ever lists, Final Fantasy VI, had a wonderful ensemble and memorable characters. And I thoroughly enjoyed it, despite being predisposed to Locke. But for me, what defines a true RPG experience is that depth and intimacy shared with the main character. Obviously, a crucial aspect of this one-character preference is that the character absolutely must be engaging and likeable. There have been countless horrible lead characters, which have made for more often than not a horrible game. But if done right, a great main character makes the game equally such. They are who we control, and even though we're running the show as the gamer, the main character has an essential role in drawing us into their world, and making us feel a part of everything going on around them.




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