Showing newest posts with label RPG. Show older posts
Showing newest posts with label RPG. Show older posts

Friday, August 22, 2008

Upcoming Xbox 360 RPG Releases, Part One


While the release of Final Fantasy XIII may be a long ways off, Microsoft managed to secure a large selection of RPGs for their console. Many are slated to release this year, including a handful of new IPs from Square Enix. Some can be considered traditional RPGs, but they all feature action-based gameplay and look polished with something to like in each. While the console hasn't been known for the genre, they have gradually been expanding their palette to fit a wide variety of game titles. Although Microsoft is doing well in America, they're hoping these new titles will boast their market share in Europe and especially Japan. Paid exclusives aren't new in the industry, but some point fingers at them for questionable business tactics and bullying. But with the console struggling in two of the three major regions, these games look to help a troubled market while filling in a genre gap. With this article separated into two parts, I'll first look at two upcoming RPG releases, Namco Bandai's Tales of Vesperia and Square Enix's Infinite Undiscovery.


Tales of Vesperia has recently released in Japan and has already become a big hit. The Xbox 360 has been doing very poorly in the region, but the game has already caused the console's limited stock to be sold out. The Tales series and RPGs in general fare much better there, but that should be a good indication of the game's quality and how it should fare here in America. Although not as big as Final Fantasy or Dragon Quest, Tales of Vesperia is the first of many exclusive RPGs for the 360 and is the first game in the series to make the leap to current-gen consoles. The title looks to have a strong production team with Ah! My Goddess creator Kosuke Fujishima as character designer, animated movies by Ghost in the Shell studio Production I.G, and much of the same team that worked on the previous games. Tales has very clean anime-style graphics, looking to seamlessly blend gameplay and movie segments. The story follows former knight Yuri Lowell as he journeys outside the sheltered towns and gets wrapped up in a plot to use ancient technology called blastia for evil purposes. Tales utilizes a real-time battle system like previous games, but has a handful of additions. The "overlimit" gauge can unleash various effects or powerful Burst Artes attacks and can be stacked to one character or spread out to the whole party. A new equipment-based skill system, and encounter linking add to the gameplay while traditional elements like weapons quests and collectable costumes round things out. With the game's August 26 release date just around the corner, it looks like a good time to jump into the Tales series.

Many jokes have been about its name, but Infinite Undiscovery is the first Square Enix RPG to be released on the Xbox 360 since the port of Final Fantasy XI Online and is touting "true evolution" for the genre. Everything happens in real-time, with each decision can lead to new discoveries and affect future gameplay events. Exclusive to the Xbox 360 and the first of many Square RPGs slated for release on the console, the game is looking pretty good. The title uses a real-time action-based battle system where your party of up to eighteen characters gets placed in situational battles. Rather than mindless encounters, each fight will be more important as the solution to each battle won't always be so obvious. An example used utilizes the game's day/night cycle to infiltrate an enemy base rather than barging in. The combat itself looks very fun, with a variety of regular attacks and skills at your disposal. A new gameplay feature called "Connect Action" will allow you to control enemies, allies, or other NPCs to unleash different attacks or unveil new story elements. The puzzle-solving aspect to the situational battles looks very intriguing and allows for a lot more ways to finish off a fight. The story begins with a flute player named Cappell, who is mistaken for Sigmund the Liberator and is thrown in jail. An unlikely hero at best, he gets caught up in a wide cast of characters, including the real Sigmund, as they unravel a larger plot. Infinite Undiscovery is set for a worldwide release with a North American date of September 2 and other regions following a few days afterwords. The game looks to preserve its traditional elements while maintaining a wide appeal to non-RPG gamers. It hasn't received much hype, but Square Enix's first original 360 RPG is looking pretty good.

The Xbox 360 has plenty of quality games in most genres, but RPGs always seemed to be lacking. They look to finally fix this problem with two great games coming in just a couple of weeks. Tales of Vesperia is already a hit in Japan and Infinite Undiscovery is shaping up to be as well. With even more great RPGs coming this year and beyond, Microsoft seems to have things well covered. Look out for part two sometime soon.

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Tuesday, August 12, 2008

RPG Clichés: Boss Battles

A typical boss battle in the Xbox 360-exclusive RPG, Lost Odyssey.

For anyone who is familiar with the genre, traditional/console RPGs, or role-playing video games are infamous for their trademark gameplay aspects and unspoken “rules” or clichés that many of the games follow. Planned as a recurring column, I hope to provide background information for those unfamiliar with the genre and give some insight and commentary on their role in the RPG genre as a whole. While boss battles aren't unique to traditional RPGs, they can feature certain elements that can be more annoying or questionable than bosses in other game genres. Clichés like multi-stage boss fights, scripted battles, and ridiculous enemy stats make RPG bosses more of an encumbrance at times rather than a true challenge.


Whether it be action games, first-person shooters, platformers, or RPGs, many games feature a boss of some kind. Usually seen at the end of a level segment or a dungeon, they are meant to be the culmination of the enemy characters in that area and are usually much more of a challenge. While other genres depend more on skill, weapons, strategy, and scripted AI to dictate the outcome, RPGs use statistics and leveling as well to control the battle. They are usually a monstrous-sized creature and sometimes relate to the story. Leveling up your characters adequately becomes critical to avoid death and harder battles. While most RPG bosses will be throwaway enemies, they still maintain that epic scale and feel to them. This is especially true as the game nears its end as you face the primary villains. Because final bosses can be very unpredictable when it comes to expectations, many save their items, magic/skill points, and other helpful tools until the very end. This tactic makes them useless in everyday battles, but are usually a requirement to ensure victory. However, multi-stage boss fights take this annoyance to another level.

The Final Fantasy series (FFX pictured above) is well known for their elaborate boss battles.

The final boss in any RPG is usually the most dreaded. Before the final dungeon or area, they allow you a period of freedom to get any secret weapons, extra quests, or whatnot before there's no turning back. It's hard to gauge if your party is prepared for the battle and you never know if you should expect multi-stage boss fights. This is when you not only fight any sub-bosses that come by, but having to fight the final boss in multiple forms and stages. The dungeon itself is usually enough of a challenge that you will end up using some of the items or skills that were being saved for the final fights. Since story is so intricately weaved within the battles, you never quite know when it's over. One of the worst battles is when the final boss returns for a second time even stronger before you even have a chance to recuperate. They often force you to use your entire party, half of which ends up much weaker than your core members. While I love a challenge as much as any other, I always hesitate when entering that last portion of the game. Developers have become a little more forgiving in recent games, making the bosses a little more balanced. But I would much rather prefer feeling a sense of accomplishment for defeating a hard boss rather than cursing at my television for having to fight the battle multiple times and sit through story scenes I can't skip.

Scripted battles are more of a minor annoyance rather than a true hindrance to the game. The story-heavy nature of RPGs manifest themselves in fake battles that are at times more obvious than others. Most will show how invincible the enemy is, where your party will quickly fall as the villain gloats about his power. But at other times, the battle will seem like a true fight you are supposed to win. This leads to wasting valuable healing, attack, or support items that have been used in attempts to stay alive. Conversely, a tough boss fight may seem like a scripted battle that can't be won when it's only a really hard battle. These type of battles aren't seen as often, as consoles are powerful enough to show more elaborate and rendered story segments without using fake combat as a crutch.

PSone Square RPG, Xenogears had its own share of epic and frustrating battles.

Another annoying aspect of many bosses is that they are immune to almost any status effect you have at your disposal. Many spells like poison, sleep, confuse, or paralyze are useless as they aren't needed for regular battles and can't be used in boss battles. Some enemies would also have attacks that would inflict multiple status effects on the party, having to use expensive healing items or healing spells with a hefty magic cost. This is also more of an annoyance than an unfair advantage, as it just adds to the challenge of the fight. But with traditional RPGs going more with an action-oriented combat system rather than turn-based fights, this leads to new kinds of experiences and more flexibility with strategy and attacks.

Most boss battles are annoying for their sheer difficulty, but RPG bosses can be frustrating for their ridiculous clichés. The genre is gradually evolving and pushing away from them, which is a good thing for the overall experience. Whether you prefer the story or the gameplay, needlessly annoying boss fights shouldn't break the immersion and fun.

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Thursday, July 3, 2008

Chrono Trigger Makes Triumphant Return on the DS


One of the most beloved, innovative, and lauded console RPGs of all time is finally making a return. Before the merger between Square and Enix, Squaresoft assembled a "dream team" that consisted of big names such as Final Fantasy creator Hironobu Sakaguchi, composer Nobuo Uematsu, and Dragonball/Dragon Quest artist Akira Toriyama. Originally released on the SNES back in 1995, the game pushed the limits of the console and the genre. The original Playstation saw a re-release of both Chrono Trigger and Final Fantasy IV in Final Fantasy Chronicles, and now both games will be making their big North American DS debuts this year. The recently announced CT remake is slim on details, but the game is looking to retain the original’s 2D look and feel. New features include full touch screen functionality, dual screen presentation, and a wireless play mode. A new dungeon has also been announced, but there is no word yet if it will simply be a side quest or an addition to the story. With the remakes of FFIV set to come July 22 and CT this Holiday season, there is no better time to own a DS.

One of the first screenshots of the DS remake from Japanese magazine, Shonen Jump.

Chrono Trigger’s time-traveling story, innovative gameplay, and multiple endings are only a few reasons why the game is critically acclaimed. The story begins in 1000 A.D. with the silent protagonist Crono, mechanical genius Lucca, and princess Nadia disguised as Marle. As they meet at the Millenial Fair and witness Lucca’s teleportation device, that soon begins an epic adventure that spans across multiple eras, a wide variety of characters, and the discovery of a global catastrophe that needs to be stopped. The game’s overall focus on time travel and large scope allowed for pioneering devices such as character-driven subplots, side quests, and multiple endings. The gameplay was unique for traditional RPGs because it discarded random encounters for visible enemies on the field map. Battles occurred directly on the map rather than a separate screen, and utilized a new version of the Active Time Battle System created in Final Fantasy IV. The magic/skill system was called Techs, which allowed for a wide array of character skill combos to create Double or Triple Techs. Much like the previously released Square action RPG, Secrets of Mana, Chrono Trigger was a part of the classic 16-bit era of RPGs that also saw multiple games from the Final Fantasy and Breath of Fire series.

Crono, Marle, and Lucca unleashing the Triple Tech, Delta Force.

The game’s re-release on the Playstation saw newly animated anime cutscenes by Akira Toriyama as well as a slew of unlockable bonus features like a bestiary and art gallery. One of the other innovative features Square introduced in Chrono Trigger was the New Game Plus option. After completing the game once, this feature allows future playthroughs to retain certain character stats and non-story related equipment for easier run times and unlocking other possible endings. A PSone sequel was made called Chrono Cross, which featured many innovative ideas of its own. Some confusing story elements, pacing problems, and a large departure from the original CT were some of the more negative criticisms fans had with the game. Despite these issues, the game was almost universally praised for breaking convention. While Chrono Cross may not have stood well as a sequel, the game was great as a standalone title.

With a return as large as this, there is excitement buzzing throughout the community. It may not be receiving the 3D overhaul that Final Fantasy IV is receiving, but keeping the classic feel may be better for the game. Since Chrono Trigger is one of the most demanded RPGs for a proper sequel, hopefully this is a good sign for things to come.

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Thursday, June 26, 2008

Square Enix Recreates FFIV Splendor

Dark Knight and Red Wings Commander Cecil with his crew aboard their airship from the SNES (left) and DS versions.

Originally released in the US as Final Fantasy II, the fourth title in the series is getting a DS makeover with a graphical overhaul and many enhancements. Final Fantasy IV is one of the more highly regarded FF titles, as it made its debut on the SNES with a sweeping story, new Active Time Battle combat system, amazing music score, and impressive graphics. The game’s original release and subsequent localization was met with many roadblocks, as game difficulty, edits, script changes, censors, and other changes were made. While some of these issues were resolved in subsequent re-releases for the original PlayStation and Game Boy Advance, the new DS remake is getting a complete overhaul. Three quarters of the script was left out of the original game, so some of this content will be worked in through new scenes and flashbacks. With the game running on the FFIII DS engine as well as a slew of new features and additions, this looks to be the definitive version of the game.

Cecil Harvey and girlfriend Rosa Farrell.

Final Fantasy IV takes place on Earth with an Overworld mostly populated by various human character classes and a rocky, magma Underworld filled with dwarves. They live with races from the planet’s two moons, the humming-speak Hummingway and the wizard-like Lunarians. The story begins with the Dark Knight Cecil as he commands the kingdom of Baron’s Red Wings, their army of airships. Ordered to seize the planet’s four elemental Crystals, he gradually uncovers a plot by the evil Golbez as his childhood friend Kain, lover Rosa, and other warriors join him throughout the adventure. FFIV’s wonderful character-driven story is what caught the attention of many gamers. As the first game in the series to really exhibit the amazing gameplay, story, and presentation that Final Fantasy is known for, it holds significance especially for those who played before FFVII popularized the genre into the mainstream. The DS version looks to only magnify the game’s presentation with its 3D upgrade, FMV cutscenes, and its seemingly solid English voice acting. The fact that they managed to fit all of this on a single DS ROM card is truly amazing.



While gameplay retains the original ATB system, some additions were made. The Augment System was added to allow character-specific abilities to be learned to other characters as well as full command-menu customization. Standard control inputs are preserved, but there are optional stylus inputs as well. A new summon monster mini-game, New Game Plus mode, Namingway sidequests, a bestiary, and a music/video player have all been added with the new scenes and story segments. Small changes, like viewing the party leader’s thoughts on the current story are nice touches. They have also added personality and uniqueness to each location, which they couldn’t do in the original because of space limitations. Compared to the size of the DS version of FFIII, Final Fantasy IV is a much bigger game. While FFIII DS developer, Matrix Software is handling the game, original members of the SNES FFIV development team are also supervising the project.

Although FFVI still remains my favorite game in the series, I can’t wait to see what all this new Final Fantasy IV will have to offer. The enthralling story will be amazing to see in its reworked fashion, with new flashbacks and scenes looking to only enhance the experience. The lush graphical design and new game features also make this feel like a worthy re-release rather than a cheap ploy to gain sales. With a scheduled US release date of July 22 and European date of September 26, it can’t come soon enough. For those that are impatient, especially those in Europe having to wait even longer, importing is always an option. If you’ve been turned off by classic 2D RPGs, perhaps the new DS version of Final Fantasy IV will change your mind.

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Thursday, June 19, 2008

RPG Clichés: Evil Empires

Final Fantasy VI features the evil Gestahlian Empire.

For anyone who is familiar with the genre, traditional/console RPGs, or role-playing video games are infamous for their trademark gameplay aspects and unspoken “rules” or clichés that many of the games follow. Planned as a recurring column, I hope to provide background information for those unfamiliar with the genre and give some insight and commentary on their role in the RPG genre as a whole. Although I briefly touched upon villains in stock characters, I’m going to go more in-depth into the entire evil force that fuels the plot.

No matter the time period or setting, the evil that is corrupting the world usually ends up being a giant empire. A small band of heroes then leads an uprising to overthrow this evil empire and bring peace to the world once again. It has been so ingrained into the RPG genre, that you usually don’t expect anything else. While you almost always have a charismatic lead villain, s/he usually commands or works for this empire. This isn’t even limited to RPGs, as it is more of an archetypal device. You saw this type of plot very often in 16-bit era gaming, with the SNES and Sega Genesis seeing their fair share in games like Final Fantasy, Breath of Fire, and Suikoden. The evil empire usually went hand-in-hand with the medieval fantasy setting, perhaps gaining inspiration from classic Dungeons & Dragons scenarios and historical conflicts. Although Final Fantasy VII was a big turning point for the genre, even it didn’t shy away from this faction. Sephiroth took center stage, but the evil Shinra Electric Power Company was responsible for killing the planet in attempts to reach the much-desired Promised Land.

Since FFVII, the increased popularity of the genre allowed for a wider variety of plots and villains. The Megami Tensei series has been known for its unique plot and modern-day Japanese setting, with such spin-offs like Persona and Digital Devil Saga making its way stateside. The .hack (pronounced dot hack) series has taken a page from MMO games and included a rich storyline about a fake offline virtual world. However, this recent trend has not necessarily eliminated evil empires altogether. From basic RPGs like Pokémon to complex ones like Xenosaga, many include some stereotypical evil faction attempting to rule the world. While they are starting to go away from the typical fantasy setting, the villains have been largely staying the same. You still fight incompetent soldiers in battle, save cities from being conquered by the empire, and go up against a slew of commanders before taking on the final boss. Like I’ve said before, the tolerance level for many clichés will vary from person-to-person. But this has sadly started becoming more of an expected occurrence rather than something to actively try to change. With story a much more important part of the experience in traditional console RPGs, creating an involving plot and multi-dimensional characters take precedence over something like an archetypal plot device.

The primary complaint with evil empires is their stereotypical nature of the ‘David and Goliath’ good vs. evil story. After seeing countless plots with characters with little motivation and seeing the heroes overcome insurmountable odds, it gets pretty tiresome. Recent titles are providing a new spin on this story idea. Final Fantasy XIII turns things around with the government of utopian city Cocoon and lead character Lightning involved in an ambiguous plot about rebellion and the battle to preserve humanity. Tales spin-off, Tales of Symphonia: Dawn of the New World looks to feature a more objective battle between two united worlds with opposing viewpoints and increased tension among the peoples. The current generation of consoles is inspiring developers to take things up a notch and create new ideas instead of depending on old standards. Rather than a black-and-white, good vs. evil storyline, the lines are blurred and morality is more subjective.

Some of the best console RPGs feature a standard RPG plot with a motley group of heroes fighting the large evil empire. SNES title, Final Fantasy VI remains my favorite of the series, and is about a resistance group called the Returners going up against Emperor Gestahl, Kefka, and the Empire. But modern-day RPGs are becoming more mixed, showing off a nice variety of classic RPG stories and remixed plot ideas. While it’s sometimes fun to root for the supposed ‘underdog’, it’s nice to see a little change every now and then.

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Tuesday, June 10, 2008

PS3, Xbox 360 Battle For RPG Rights

Final Fantasy XIII is one of the most anticipated RPGs for the current generation of consoles.

The current generation console war tells a different story in each region. While just about every region shows the Nintendo Wii on top, the battle between the Xbox 360 and PS3 is a bit different. Europe and Japan show bigger sales of the PS3, while North America has the Xbox 360 in a wider lead. Each console is known for their specialized genres, and the PS2 is still the leader in traditional console RPGs. While consumers assumed this to carry over to the PS3, its smaller user base and more difficult development issues have caused many games to go multi-platform or exclusive to other consoles. Despite PS3's popularity over the 360 in Japan, many RPGs are going exclusive to Microsoft's console either indefinitely or after a set period of time.

Valkyria Chronicles is developed by Sega and features a unique cel-shaded look and action/strategy gameplay.

Only a handful of RPGs have seen release on the PS3, and most of them have not been released outside of Japan. Western RPG, Elder Scrolls IV: Oblivion was developed by Bethesda and its port to the PS3 arrived with critical acclaim and a polished feel. Bethesda also took over the reins to action RPG Fallout 3, which will arrive at the end of the year on both platforms. Mediocre RPGs, Enchanted Arms and Untold Legends: Dark Kingdom came early on in the PS3's life cycle and were disappointments. Since then, other forthcoming titles are scarce. Eternal Sonata has already been released on the Xbox 360, but the PS3 port looks to be Japan-only. It follows the dream world to music composer and pianist Frederic Chopin, and features unique music-themed elements and soundtrack. The much anticipated Final Fantasy XIII and Final Fantasy Versus XIII aren't set to release until 2009 at least, and the Sony-published White Knight Chronicles has yet to see an official release date outside of a rough 2008 time frame. Another exclusive PS3 release is the action/strategy RPG Valkyria Chronicles, which looks to provide a unique experience with its varied gameplay and cel-shaded look. It has already been released in Japan, with a Fall 2008 release scheduled for other regions. PS3 exclusive Disgaea 3 : Absence of Justice is coming from famed strategy RPG developer Nippon Ichi and will include a customizable pre-order bonus soundtrack.

Mass Effect gained mainstream media attention for its sexual content.

Despite the Xbox 360 being primarily seen as an FPS-heavy console with games like Halo 3 and Gears of War, it is becoming the console of choice for both traditional and western RPGs. The US-developed console already saw great western-style RPGs on the original Xbox with Star Wars: Knights of the Old Republic, Fable, and Jade Empire as some of the major exclusive titles. With the 360, Mass Effect and the forthcoming Fable 2 have already created a lot of buzz and hype. Microsoft hasn't left out traditional RPGs, with Blue Dragon and Lost Odyssey both created by former Final Fantasy developers and Eternal Sonata exclusive to the 360 outside of Japan.

Square Enix is known for its lavish RPG titles such as Kingdom Hearts, Final Fantasy, and Dragon Quest.

However, the biggest news comes from famous RPG developer Square Enix. Known for their popular RPG series like Dragon Quest and Final Fantasy, console development has been announced for some forthcoming titles. Star Ocean: The Last Hope is the fourth game in the series and will see release on the Xbox 360 only. Square Enix has said it is only "for now", but this will be the first game in the series that hasn't been released on a Sony console. A new IP called The Last Remnant is confirmed to be multi-platform, but will be out on the Xbox 360 first with a PS3 version coming sometime later. Another exclusive Square title called Infinite Undiscovery is being touted as 'true RPG evolution', with real time changes and discoveries.

Although the PS3 is the technologically superior machine, the Xbox 360 has locked in developers with its easier development, larger US fanbase, and paid exclusives. As development costs continue to rise for major disc releases, multi-platform games will most likely become the norm. But with the PS3 still trying to find its place and ease development issues, this exclusivity trend will continue to rise. While the Xbox 360 is still plagued with hardware problems and the infamous "Red Ring of Death", the robust 3-year warranty has seemed to ease this problem in consumers' minds. These exclusivity battles are disappointing, as this current generation makes it more expensive and difficult to support every console. This is only good news for the Xbox 360, but some unfortunate blows to the PS3 and the underpowered Wii.

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Thursday, June 5, 2008

RPG Clichés: Fetch Quests

Suikoden II allowed you to undertake quests to recruit members to join your party.

For anyone who is familiar with the genre, traditional/console RPGs, or role-playing video games are infamous for their trademark gameplay aspects and unspoken “rules” or clichés that many of the games follow. Planned as a recurring column, I hope to provide background information for those unfamiliar with the genre and give some insight and commentary on their role in the RPG genre as a whole. The third entry in the column will cover a feature seen in many different RPGs of all kinds: fetch quests.

For those unfamiliar with the term, fetch quests usually involve tedious tasks requested by non-player characters to retrieve special items, kill specified creatures, find other NPCs, or other mundane chores. They usually force the player to fight through a “dungeon” or any locale filled with enemies in order to accomplish any given goal. In console RPGs, these missions often take place in-between major story events and are often required in order to progress through the game, gain important story information, and continue the storyline. While console-style RPGs tend to integrate these quests into the storyline and use them to further the plot or flesh out characters and the game world, western RPGs and Massively Multiplayer Online RPGs use these quests as a more blatant means of gaining experience, equipment, currency, and leveling up your character.


This fundamental difference is one aspect that divides gamers’ opinions on the two main RPG genres. Much like the gameplay vs. story argument mentioned in my stock characters entry, this also fuels the debate. Some prefer to be immersed in the storyline and experience the pre-defined characters and scripted adventures, while others argue that it doesn’t truly represent role-playing. Computer-style RPGs such as Fable and World of Warcraft follow a less linear experience usually at the expense of a more detailed and crafted story, instead allowing the player freedom and customization. Given the more open-ended nature of western RPGs, fetch quests are usually at the leisure of the player but are more straightforward and less exciting. Console RPGs try to make them more interesting by including story and personality to these quests, adding variety to the battles, cut scenes, and exploration. Both include mandatory and optional fetch quests, but console RPGs are known more for the mandatory kind.

The Xbox 360 release Lost Odyssey includes classic RPG elements and is developed by Mistwalker and Final Fantasy creator, Hironobu Sakuguchi.

These are such a staple in console RPGs, it is difficult to provide a list of games that do not have them in one form or another. It could be seen as a primary gameplay feature, as fetch quests often provide opportunities to explore various dungeons, learn more about characters, and expand the story. There are often rewards for completing these quests, but they are often apart of the regular flow of the game or are non-essential in completion. This is opposite of western-style RPGs, with fetch quests’ main objective is to improve the character and for more ‘stat-tracking’ purposes. Traditional RPGs have been accused of using them to artificially lengthen the game or using them as poor plot devices. They have been generally accepted as part of the game, usually forgiven if used sparingly. I tend to agree, as it gives excuse to take time and enjoy the game rather than rush through to finish the story. But as gamers’ time becomes more valuable, I think they will be used and integrated in more innovative ways. Much like random encounters, tolerance will vary from person-to-person. I hope that pointless and more time-consuming tasks such as traversing the world to complete something simple will be discarded for ways to further immerse the player into the game.

I think gameplay elements such as fetch quests will gradually become influenced more by western RPG ideals and action-oriented gameplay. Since they are so mundane in nature, providing an exciting experience and good rewards will be nice ideas to curb the more negative aspects of them. The definition of traditional RPGs are slowly changing, and I think this is just one way they are evolving.

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Wednesday, May 28, 2008

RPG Clichés: Stock Characters

Alex and Luna from Game Arts' Lunar: Silver Star Story are classic examples of traditional characters.

For anyone who is familiar with the genre, traditional/console RPGs, or role-playing video games are infamous for their trademark gameplay aspects and unspoken “rules” or clichés that many of the games follow. Planned as a recurring column, I hope to provide background information for those unfamiliar with the genre and give some insight and commentary on their role in the RPG genre as a whole. My first entry covered random encounters and this week’s entry will go over stock or archetypal characters.

Console RPGs tend to follow a general outline that comes from its roots in tabletop games. They use these stock characters because they are easily recognizable by the consumers and are classic depictions of the traditional storyline. One of the most used is the small-town hero/protagonist. He usually dreams of exploring the world, leaving behind his humble beginnings in favor of adventure. Classic examples include such games as Lunar, Arc the Lad, and even the famed Final Fantasy VII to a certain extent. The hero is often brash and adventurous, getting into trouble as he gradually discovers the larger plot and a greater evil. Depending on the setting and gameplay, he traditionally wields a sword and shield, as well as some sort of magic or special skill. Another personality utilized is the strong, silent type that allows the player to choose branching dialogue and mold their personality as they see fit. I think this classic hero character is so often used not only because it’s timeless, but also because it allows you to see and experience adventures through the eyes of a young dreamer. Seeing him make a name for himself as he and his party explore the world is a satisfying feeling no matter how many times it is done. While the repetition of the character in many games can wear thin, it’s hard to be too critical. Like many archetypes, it’s done so well that it’s hard to criticize. However, game developers sometimes use this as a crutch instead of coming up with new and unique character ideas. As voice acting and storylines become more immersive, it’s a must to do something unique and different instead of the same old thing.

Upcoming PS3 exclusive White Knight Chronicles is being developed by Level-5 and looks to feature similar archetypal characters.

The next stock character often goes hand-in-hand with the classic hero. The female childhood friend/love interest/healer/priest is rarely seen without the small-town hero and helps facilitate necessary gameplay and story elements. She is the one that keeps the hero in-check and provides the magical assistance in battle to complement his physical aptitude. She also ends up being one of the first people to join your party as you meet new people along your travels. As your group fights to finish off the great evil, she also serves as the romantic side story with an occasional rival love interest added in. She is used so often because she fits well with the hero and she serves so many different needs for the game. While both archetypes serve as outlines for the character personalities, each game often adds their own touch that makes them different from other games. When done right, they can be interesting characters that offer a nice subplot for the main story. Much like fantasy or romance novels, you come with certain expectations and wait to see how well the creator executes their ideas. The good games make their characters stand out more than their archetypes, while others follow too closely and make them seem shallow and one-dimensional.

Square Enix has created memorable villains such as Final Fantasy VII's Sephiroth.

The villains also get their fair share of stock characters. The Final Fantasy series popularized the long-haired, pretty villains with guys like Sephiroth from FFVII taking center stage. While they all come in different forms, their motive usually doesn’t extend farther than taking over the world. What makes each one unique is their personality and charm. It’s important to have an antagonist that has good chemistry with the protagonist and one you can really love to despise. Another popular example is Kefka from FFVI. Serving as the Emperor’s court mage, his strong personality and classic evil laugh keeps him as one of the more memorable villains. As with the protagonists, the important thing is personality and execution.

An important part to any RPG are the NPCs, or non-player characters. They make each town feel alive instead of just a row of shops and houses. They usually follow a certain path or stand in a specific spot, offering insights that flesh out the universe or aid in puzzles, plot points, or gameplay advice. Since they are mostly not significant to the plot and are usually background characters, essential story information isn’t usually given to them unless specifically stated. Many gamers avoid talking to NPCs, preferring to progress further through the game rather than read non-essential text. You will typically see the gossiping women, children playing, and the townspeople complaining about the oppressive evil. I actually enjoy talking to the NPCs, so it’s fun to see what they have to say and how they can add to the experience. But when they have a lot to say, it can become more of a chore. Some can underestimate their importance, as they are critical to making the world more three-dimensional rather than just a series of battles strung together.

I don’t really see stock characters as a bad thing, as long as they are done in fun and unique ways. But as developers rely on them more, you start to appreciate the ones that do something new and different. While console RPG fans may be more forgiving, it’s easy to see how this may be a turn-off to others. This could also lead into the big story vs. gameplay debate, but that’s for another time. Since story remains an important of the game, the characters should show some uniqueness that make them stand out from their archetypal roots.

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Tuesday, May 20, 2008

RPG Clichés: Random Encounters

The Final Fantasy series (FFVII pictured above) is well known for its random encounters.

For anyone who is familiar with the genre, traditional/console RPGs, or role-playing video games are infamous for their trademark gameplay aspects and unspoken “rules” or clichés that many of the games follow. Planned as a recurring column, I hope to provide background information for those unfamiliar with the genre and give some insight and commentary on their role in the RPG genre as a whole. The first entry will cover a staple in many games, random encounters.

Many narrative or gameplay features seen in RPG video games can be traced back to tabletop RPGs such as Dungeons & Dragons. The Dungeon Master would use different tables and information to give player characters various scenarios and battles to fight. Often used to wear down the character, challenge and level up players, or as filler in-between story events, even then players were questioning the fun and frequency of these encounters. As video games became more popular and advanced, RPGs started to take form on PCs and video game consoles. Random battles became more known in such console game series as Dragon Quest, Final Fantasy, and Pokémon. Typically occurring on the overworld map, game developers would use different algorithms to change the type and frequency of battles, monsters, and item drops. With gameplay largely revolving around these encounters and to level up the characters, the overall opinion remained split on random battles versus optional encounters and visible monster spawning.

The SNES title, Chrono Trigger was one of the earlier games to forego random battles in favor of visible encounters.

As games continue to improve as technology changes, players and developers have been calling for and integrating less random encounters in favor of a set number of battles in a given area with visible representation. While action RPGs, strategy RPGs, computer RPGs, massively multiplayer online RPGs (MMORPG), and other subgenres share many of the same ideas, they approach gameplay encounters differently than typical console RPGs. With a bigger focus on story, console RPGs placed less emphasis on nonlinear gameplay or world exploration. With many games of the genre traditionally coming from Asia and specifically Japan, the term JRPG has become more popular in describing the genre despite the fact that games aren’t exclusively developed in the area. With most games of the genre featuring turn-based battles, other elements such as action-oriented gameplay and timing-based attacks have been used in various titles to decrease the monotony and add variety to encounters.

Recent console games such as Eternal Sonata for the Xbox 360 and PS3 are getting rid of random battles in favor of visible encounters.

The criticisms of random encounters include the frequency of battles, the determent of exploration, and the effects level grinding and item farming can have in the game. Level grinding is the act of constantly fighting battles for the sole purpose of gaining experience and skills, while item farming is undertaking tasks such as fighting battles in hopes of obtaining certain items through drops or other means. However, these same criticisms can also be seen as positive points on why people enjoy or don’t mind random encounters. Some enjoy the repetitive nature of the battles and grinding, preferring to gain experience, raise character stats, and obtain items rather than necessarily progressing through the game immediately and continuing the story. But with RPGs becoming longer and more involved, random encounters have become less frequent in games as people have less time to dedicate to the game and fight constant battles while trying to progress. Visible encounters have become the norm, with many gameplay systems allowing mechanics to gain advantage and a pre-emptive strike in battles.

RPGs nowadays seem to fit more into subgenres such as action or strategy rather than the traditional console RPG umbrella. With companies such as BioWare and Nippon Ichi putting out titles such as Mass Effect and Disgaea, the traditional RPG and its trademark random encounters have become tired and less frequent in recent games. And with each new console developed, it is time to stop depending on tried-and-true formulas and start implementing new and innovative gameplay ideas. Whether looked at as a necessary evil or good game mechanic, I think it is time to retire random encounters and use battles and gameplay in fun and different ways.

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