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Today's
computer role-players have much to be thankful for: Diablo II, Baldur's
Gate II, Deux Ex, Septerra Core (just kidding). There has never
been a better time to take up falchion or flechette gun and romp through an
alternate reality. But for how long will the romping stay good, what must CRPG
designers do to ensure a strong future for the genre? In
short, they need to make me forget the trash, mow the grass, and paint my
house. They need to keep and enhance that immersive edge they hold over the
other genres. An obvious observation perhaps, but how best hold that edge? I
feel dialogue, combat and pacing, setting, and acting are the edge-holders.
Let me explain. First
up, dialogue. Notice that I didn't say plot, story, or any other grand verbal
machination. Until developers hire writers to pen their tales, I won't expect
good story from a computer game. No, I'm talking dialogue, the simple
interaction between characters. Too much CRPG dialogue is stilted, dead, and
way too long. Case in point is anything from Squaresoft and parts of Baldur's
Gate. We're here to play a game, folks, not study philosophy. Don't
*remind* the players that they are reading. Trim the words, add a pinch of
humor, and you'll keep a few more fans awake. Morte's passages in Planescape
Torment is an excellent example of dialogue done right. Combat
and pacing. Take a turn-based RPG, put in too many battles, and it slows to a
crawl. On the other hand, real-time combat glosses over the gamer's tactical
options --and an order-while-paused feature is little more than a band-aid
compromise. RPGs of the future need innovative systems such as Squaresoft's
Active Time Battle, Parasite Eve's real-time/turn-base engine, and Septerra
Core's time/turn-based hybrid. And while we are on pacing... it's all
about peaks and valleys --bosses should be bosses, not pushovers, or any
combat system losses its luster. You gettin' this down Monolith? Setting.
Role-playing games started in dungeons, but there is no need to stay there. So
far the staying has paid off; Baldur's Gate sold over a million copies,
and Diablo II and Baldur's Gate II are sure to amass figures
equal to Britney Spear's income. Yet like Britney, I think the dungeon's allure will
soon fade. The RPGs of tomorrow will certainly include dungeon crawls, but I
think the next big game lies in the realm of Science Fiction. Perhaps Arcanum?
Maybe Bioware's Star War's RPG? Or Interplay's Fallout Tactics? Who
knows? But I know that sooner or latter gamers will tire of swinging swords
and turn to flashing lasers. |
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Copyright 2000, Ola Balola LLC. |
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