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

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, 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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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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