Secrets to an Amazing Role-Playing Game

Role-playing games are a very specialist type of game that really need a far greater attention to detail than other less immersive genres. As the computerized version of the genre took off there were a lot of money hungry companies who decided to storm into the genre without really trying to understand what the vital elements of a role-playing game are. In some cases, these companies have actually had the audacity to buy out smaller companies who did know the genre and they destroyed long-held legacies of great traditional games.

Considering that this may have an impact on the future of computerized role-playing games I have felt it to be of importance to educate these gaming giants in an effort to help them understand the only thing that matters to them. In order to sell role-playing games you need an audience willing to buy the product and if a company consistently puts out dodgy shooters in the guise of apparent role-playing games they’ll only destroy their reputation and go bankrupt. I know that the word bankrupt is a word that these money hungry companies recognises and so I emphasise one point, try to sell dodgy shooters to role-playing fans and you will go bankrupt!

Personally, I have been a role-playing gamer for about thirty years and I fell in love with only two systems that I probably can’t name because of article writing guidelines. What I can say is that very few game producing companies have come even close to the pen and paper versions of the best role-playing games on the market, you know, the ones that people actually enjoy playing. I will say that I rejoiced when role-playing games became computerized as it meant I could do my role-playing without the need to hunt for people with similar tastes and even though some games have risen to become great role-playing games, they are sadly few and far between. On that note, of the styles of role-playing games that include pen and paper, computerized games and online games, there is only one type that can meet the fully immersive needs of a role-player and I’ll reveal why later.

Okay, what are the elements of a great role-playing game then? I’ll give you one at a time but the very most important piece of advice to keep in mind during this whole discussion is immersion. To be a truly great role-playing game, it has to grab the players attention and not deliver diversions that allow the player to slip back into the reality of the real world. The player must be kept in the fictional world if they are to feel that they have experienced a great role-playing game.

One of the most vital elements of immersion is a storyline; a really believable and yet gripping storyline. A role player doesn’t want to load up the newest game and find to their dismay that storyline consists of the flimsy idea that they have to kill heaps of things to get enough experience to kill the apparent bad guy. Who wants to play a game where the bad guy is designated the bad guy without good reason? Have you played a game where you are part of one group of people and you’ve been chosen to defeat the other group of people but there’s no actual evidence that shows why the other group is bad? The worst of these are the recent thug games where one criminal organisation wants to defeat another criminal organisation and you’re the hitman. Who is really that stupid to fall for such a terrible storyline? It’s certainly not for intelligent role-players.

A good storyline can’t be a shallow excuse for a war and it has to be something you’d want to be a part of. The storyline also has to be included in the gameplay itself and delivered in a way that doesn’t interrupt the reality of the gameplay either. There’s nothing worse than a big cut-scene that drops into the middle of the game and makes you sit idle for more than a minute or two. For role-play gamers, the immersion of the game comes from being the character, not from watching the cut-scenes as if you were watching television. What’s next… advertisements?

Another part of a great game play experience is being aware that you have been a part of the fictional world since you were born. This is conveyed by knowing where things are in the world and knowing who the current leaders are, along with knowing current events. This can be done cleverly by feeding snippets of information in a natural manner during conversations with non-player characters. Some extremely vital information can be revealed in otherwise meaningless banter, just like in the world you’re immersed in right now.

One thing that will jolt a role player out of a game is a sudden unwanted conversation with a hastily introduced character who explains where the next local town is and that you have to be careful because there’s a war on or some such thing. This is only done in games where the maps are updated as you discover places of interest. Making a major city that lies not ten miles from your current position something that you have to discover is ridiculous at best and only suits scenarios where you’ve been teleported into a new reality or you’ve lost your memory although the latter should be used sparingly as there are already too many games out there that rely on the character having amnesia. Discovery can be implemented in far more subtle ways by having secret areas within already well-known places and it is this that gives a role-player a sense of discovery.

Another immersion problem is the introduction of a love interest in a game without any participation on your part. You’re playing away, minding your own business and then all of a sudden, one of the infatuated characters that you never knew existed, has an impact on gameplay because of a supposed vital role they play in the group you’re a part of. They should, at the least, allow a bit of flirting in the conversation paths before a love interest is thrust into the mix. For me, someone suddenly having that kind of interest is an immersion breaker because there was nothing at all that prompted a relationship. If there is a love interest possibility in the game, then it needs to be introduced in a believable way and shouldn’t be out of the characters control.

There was one game in which this happened and the involvement of two love interests was the excuse for one of the non-player characters to do worse at being a support while the other became a great support. Sure, the idea was novel but it was also very childish because it assumed that these two love interests were so enamoured with the player that neither could do without him. It was worse than watching Baywatch or Desperate Housewives.