My son recently referred me to your Gaming Intelligence website. Nice
to know that there are people out there who actually still care about
RPGs (the numbers are dwindling).
I am a somewhat "older than normal" female RPG fanatic. I began playing
my first RPGs on a "dumb terminal" in 1979, online. The first computer
RPG I had was for my first Apple II+ back in 1980, on the old large
floppy disks (in the "olden" days when computers didn't have hard
drives).
And, I have continued to loyally play RPGs from that time to the
present, on Apples, a Lisa, IBMs and clones, various Macs from regular
to "Power" to the new "G3." Along the way, my son grew up, and together
we have played RPGs, when available, on the original Nintendo, the 64,
the Turbo-Graphs 16 (with and without the CD), and all of the various
Segas (Master, Saturn, Genesis (with and without the CD). We have all
of those original games still, plus the notes and dungeon diagrams we
hand-drew and wrote, and some (not too often purchased) "game guide"
books.
So, I guess you could say that I'm somewhat experienced in this area by
now. To put it bluntly and succinctly, the older games were
well-written, creative and many were unusual and a lot of fun... and the
majority of those done today are boring, badly written, etc.
But the worst problem is that you can't get through many of the recent
games without a game guide because (as I am always screaming now in
frustration) the "links" to the various sections of the games are not
tracked properly, and, often, you don't know where you are supposed to
go next because someone simply was not detailed enough to ensure
accurate and complete instructions to the game player.
In one game, it let you actually teleport out of a dungeon while the
countdown was in progress, then the dungeon completely disappeared, and
the game proceeds normally... until... at the very END of the game, the
player finds out that a crucial item was in the dungeon and you can't go
back to retrieve it, and you need to start the whole game all over
again.
In another game I am playing now, there are clues in the dialogue to
where the player must go next, BUT they must be written down
immediately, because there are no repeats anywhere in the game. If you
blink and miss the information, or if you press the game buttons too
fast while you are reading, then the information can be lost forever.
There are no repeats, even from the same character who gave you the
information, even if you immediately talk to that character again. And,
no hints to that same information anywhere in the same town, or in any
other town.
Another example... I was playing a game recently that had a description
of an item in the booklet that came with the CD. I assumed that this
item did what the booklet said it did. At one point, having that item,
I got stuck in an area of the game. Then I found out, from a "game faq"
that this item actually had a function that was DIFFERENT than that
described in the booklet. This shouldn't happen in a well-designed
game. Players should be given accurate information (no, it wasn't a
translation problem -- the information was missing, as if the game
people just didn't care).
Have you also noticed that some games require one to purchase food, yet
if you run out of food it makes absolutely no difference at all? And,
some games make it almost impossible for a character to die, which, when
you discover this fact, makes the game a lot more boring. RPGs are NOT
supposed to be that "user-friendly!"
Too many games now waste too much time before you get the airplane or
transporter, or dungeon escape spell, or other faster methods of moving
around. It seems as if the programmers are trying their best to waste
people's time, so they don't need to worry about more creative places to
go until almost the end of the game.
I have found most of your comments on the frequently-used conventions in
modern RPGs to be (unfortunately) completely accurate, too. But those
don't bother me as much as the increasing frequency of bad programming
and insufficient information given to the game player in the game and
the guidebook.
After playing these games for so many years now, I fully expect to be
able to reasonably play the game, know where to go, and be able to
survive to the end of the game, without needing any additional
information, other than the little booklet with the CD, and the
information contained in the game itself. I shouldn't need to look up
"Game Faqs" on the Internet, or buy a game guide, or call the company
for hints. A properly programmed game should be entirely
self-contained.
Well, this isn't a "rant," but it is a commentary on the state of the
RPG games in general, and a somewhat sad commentary on the lack of real
creativity in RPGs anymore -- it seems that the quest for money, and the
much higher costs of marketing, and the increasing rarity for successful
small enterprises, are depressing the creative geniuses in this area.
Sigh.
- Paulette Caswell
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