Postby TriezGamer » Thu Apr 24, 2008 7:22 am
There is certainly a place for games with great gameplay. I'm not about to argue that point -- I'd be foolish to do so, being that I'm obsessed with a lot of games merely for the gameplay.
But what is the point in merely average, repetitive gameplay -- that is, almost every RPG with a rare exception here and there -- if it can't even support itself with a decent story?
Let's face it -- most RPGs aren't actually fun to PLAY, they're fun to WATCH. At least, that's how it is for me. Many games even have battle engines that emphasize this, Final Fantasy being one of the notorious ones, with intricate and long spell, skill and especially summon animations.
Part of the problem is that most RPGs seem to have a difficulty curve designed for the average player. When it comes to numbers and statistics, I excel greatly, and thus any apparent necessity of 'strategy' is really just developing a rather short series of mental IF->THENs that are essentially never challenging to ME as a player, outside of a boss battle. And even then, most boss battles merely become a longer chain of the exact same sequence used to handle random encounters, instead of throwing out situations I'm not actually prepared for. I realize that's a slight over-simplification, but if anything, my gambits on FFXI over-emphasize the fact that, often times, RPG 'strategy' can be reduced to a '12-step program' (Gambit) for each character.
It is BECAUSE most RPGs are too easy and too repetitive that I'd rather they sacrifice gameplay for the story in most cases. There are exceptions to the rule, as with any standard regarding entertainment. But it holds true for the most part.
There's really only four classes of challenging RPGs that I can think of:
1) Games where the enemies have a significant statistical or numerical advantage over the player. These games are often 'artificially' hard, and rarely actually have a well-built AI.
2) Games with a genuinely good AI. Depending on who you ask, these games may not even actually exist.
3) Games where the enemy is not restricted by the same rules as the party. Depending on how it's handled, this may be a fun game or a terrible game. The worst example I can think of is Xenosaga Ep 2, where in order to effectively fight even random battles, you often had to waste two turns allowing the enemy to beat on you for free. This is dangerous territory, since even though people have different standards and opinions about how hard or easy a game should be, a frustratingly ANNOYING battle engine will kill most people's interest VERY quickly. I've only met one person who actually thought XSII's battle engine was a cool thing.
4) Games with a high degree of unpredictability. These are the ones that actually challenge me as a player because I cannot simplify them, and it is these games where I wouldn't sacrifice the gameplay for the story.
The kicker: In many cases, unpredictability is not a popular design decision in RPG-land because it increases the difficulty signficiantly and renders the game frustratingly unplayable for the majority of audiences.
To put it into extremely simple terms:
Predictability
My party
Melee-damage-type: 6000 HP, 3500 damage (+/- 250), 95% accuracy
Melee-thief-type: 5500 HP, 3000 damage (+/- 200), 98% accuracy, high speed
Healer-type: 3200 HP, can recover 1500 (+/- 100) damage to a single target or 1000 (+/- 75) damage for all targets, has an ability that will half physical damage taken for 5 turns.
Wizard-type: 2800 HP, can deal 5000 (+/- 500) damage, but is slow
Boss
130000 HP
Boss has three attacks which it can use with an even probability.
Standard attack deals 1500 (+/- 50) damage to a single target with 95% accuracy.
One special attack deals ~2500 damage (+/- 100) to the entire party and cannot miss, and is a magical attack.
One special attack deals ~3000 damage (+/- 500) to a single character with 99% accuracy, and is a physical attack.
Because my melee characters serve no other purpose than damage output, and combined they can deal approximately 3500 and 3000 damage a turn, respectively, with a minimum 95% accuracy rate, as long as neither character dies, the maximum expected duration of this battle should be 23-24 turns.
The wizards damage output brings this estimate down to about 14-15 turns, however the wizard will use an item to recover the healer's mana if the healer's mana drops below (1 / turns taken -2)
... and so on.
This battle proves to be far simpler than the unpredictable battle below:
UNPREDICATABILITY
My party
Melee-damage-type: 6000 HP, 3500 damage (+/- 2250), 55% accuracy
Melee-thief-type: 5500 HP, 3000 damage (+/- 1800), 65% accuracy, high speed
Healer-type: 3200 HP, can recover 1500 (+/- 500) damage to a single target or 1000 (+/- 300) damage for all targets, has an ability that will half physical damage taken for 5 turns.
Wizard-type: 2800 HP, can deal 5000 (+/- 3000) damage, but is slow
Boss
130000 HP
Boss has three attacks which it can use with an even probability.
Standard attack deals 1500 (+/- 1000) damage to a single target with 60% accuracy.
One special attack deals ~2500 damage (+/- 1500) to the entire party and cannot miss, and is a magical attack.
One special attack deals ~3000 damage (+/- 2000) to a single character with 65% accuracy, and is a physical attack.
What did we just do to the strategy required?
Ignoring the fact that the boss would completely thrash the party in the second scenario without a lot of luck involved, the point is that learning to adapt to a dynamically changing condition of battle in the second scenario is going to be far more of a challenge than the original scenario which is highly predictable.
YES, unpredicatability means a stroke of bad luck can render a fight unwinnable. By the same token, a stroke of luck could render a supposedly hard fight simple. This is a good thing in my eyes.
Your mileage may vary.
Edit: And I will re-emphasize -- I buy games to be entertained, not to play a game. If the 'game' can entertain me by being a 20 hour long 'interactive movie', I consider my money well spent.
Embraced by a gentle breeze, my heart breaks as I think of you.
All alone at the top of the hill, I watch as the seasons go by.
--
Wishing for courage softly, I pray.
There's no going back now, to those tender days when you held me in your arms.
MOES "I can has Sane Sig now?"