The best RPGs follow a specific formula, and the rest are crap.
Now you might be thinking, "Hey wait a second! Are you saying that every RPG should be a cookie cutter replica of every other in order to be good?" Calm yourself, reader, that's hardly what we're implying. Of course every game should be unique and we're all for originality. However, there are definite rules that should be adhered to when creating an RPG. Think of them more as guidelines that, if followed somewhat closely, should result in a fabulous playing experience. Granted, not every good RPG religiously followed every single one of these rules but the important thing is that they make up for it by excelling in the others.
Rule 1: An Aesthetically Pleasing Opening
Someone once said, "Don't judge a book by it's cover." Well, dear readers, we say, "Judge away!" The fact of the matter is, a well done opening sequence really sets the tone for the rest of the game. It should draw the player in and excite them for the oncoming game. There's nothing like the beauty of a well rendered intro coupled with an inspiring song, whether it be an orchestral piece or a Japanese pop song.
Kingdom Hearts is particularly well known for it's lovely openings. They're well done, and give an artistic insight to the game's actual plot without giving away any actual cut scenes. This subtle type of symbolism is always pleasant in intro videos because you don't feel as if you've already played the entire game without having even started, yet, you still have a good idea of what you're getting yourself into.
Once again, the opening to Tales of the Abyss doesn't use actual cut scenes or battle shots that leave you feeling like you've just had the whole game spoiled for you. The art style is pleasant and the upbeat music makes you feel like you could run outside and fight vicious monsters and psychotic martial arts teachers singlehandedly (you can't, trust me).
Rule 2: Outstandingly Entertaining Gameplay
Only a few gamers are willing to sit through a game with horrific gameplay, no matter how involving the storyline is. I (Player Two) have given up on several RPGs because of how inaccessible their control schemes are, or how horrendous their battle system is. It's just not possible to enjoy a game if you're constantly flipping through menus, or cursing your character's inability to follow orders, or complaining about how the boss just keeps scoring these cheap hits because you can't figure out which analoge stick actually moves your character.
Star Ocean 3 has a system that is very similar to Tales of the Abyss. These games feature non-linear encounters, where the players can freely assign special skills to buttons for use during battle. The very simple and precise nature of this battle system allows for the player to strategize when they need to (Arietta, I'm looking at you), but also gives the player the chance just to hack and slash when they're facing weak enemies. I think one of the standout features of this system is that 98% of the time I'm battling, and during 2% of the time that I'm in the menu, it's for easy tasks, such as assigning items for my characters to use. Kingdom Hearts 2 features a variation of this streamlined battle system.
Now I'm not going to discount games that utilize the menu during battle. Final Fantasy VII and Persona 3 are excellent examples of games that stick to this old formula, but offer enough variety and tension in their encounters to ensure that the player will continually hit the "Attack" button for hours on end. These games feature menus that are more complicated than games like Star Ocean or Tales of the Abyss, but simplistic enough that it's easy for the player to find whatever they need in a minimal amount of time. These systems are also incredibly handy for when the player wants to level grind, since pressing the X button with your foot while you play Pokemon on your DS is an incredibly easy task (I would know.)
Rule 3: New Twists on Old Themes
Rather than viewing these themes as clichés, we should perhaps see them as allegories of the RPG universe. Well of course you've seen the magic wielding/summoner love interest again and again, she is a symbol of what's keeping the main character from going off the deep end (except for Sophia, she's a symbol of all that is suck). These character and plot types are easily recognizable but, at the same time, are easily customizable to each RPG they make an appearance in.
Rule 2: Outstandingly Entertaining Gameplay
Only a few gamers are willing to sit through a game with horrific gameplay, no matter how involving the storyline is. I (Player Two) have given up on several RPGs because of how inaccessible their control schemes are, or how horrendous their battle system is. It's just not possible to enjoy a game if you're constantly flipping through menus, or cursing your character's inability to follow orders, or complaining about how the boss just keeps scoring these cheap hits because you can't figure out which analoge stick actually moves your character.
Star Ocean 3 has a system that is very similar to Tales of the Abyss. These games feature non-linear encounters, where the players can freely assign special skills to buttons for use during battle. The very simple and precise nature of this battle system allows for the player to strategize when they need to (Arietta, I'm looking at you), but also gives the player the chance just to hack and slash when they're facing weak enemies. I think one of the standout features of this system is that 98% of the time I'm battling, and during 2% of the time that I'm in the menu, it's for easy tasks, such as assigning items for my characters to use. Kingdom Hearts 2 features a variation of this streamlined battle system.
Now I'm not going to discount games that utilize the menu during battle. Final Fantasy VII and Persona 3 are excellent examples of games that stick to this old formula, but offer enough variety and tension in their encounters to ensure that the player will continually hit the "Attack" button for hours on end. These games feature menus that are more complicated than games like Star Ocean or Tales of the Abyss, but simplistic enough that it's easy for the player to find whatever they need in a minimal amount of time. These systems are also incredibly handy for when the player wants to level grind, since pressing the X button with your foot while you play Pokemon on your DS is an incredibly easy task (I would know.)
Rule 3: New Twists on Old Themes
Rather than viewing these themes as clichés, we should perhaps see them as allegories of the RPG universe. Well of course you've seen the magic wielding/summoner love interest again and again, she is a symbol of what's keeping the main character from going off the deep end (except for Sophia, she's a symbol of all that is suck). These character and plot types are easily recognizable but, at the same time, are easily customizable to each RPG they make an appearance in.
Oh, yes, the protagonist's mysterious headache. Used in so many RPGs, this plot device is usually a sign of evil or, in some cases, shocking revelations. They range from mild migraine to head splitting horror but all are of equal importance to the plot as a whole. Aren't you curious now?
I (Player One) have always been a firm believer that babies are cuter when they come from a test tube. Luckily for me, this is the case for most RPG protagonists. Whether they're clones or simply genetically altered, main characters are always significantly cooler with a little gene manipulation.
Of course, who could forget the loyal and lovable best friend? It seems like most protagonists have them and Luke from Tales of the Abyss and Fayt from Star Ocean 3 certainly do. You know the type, blond, choker-wearing BAMFs with lady troubles. Who's complaining though? Not me, that's for sure.
Rule 4: Voices that Aren't Painful to Your Ears
An RPG can have amazing gameplay, stupendous characters, and beautiful graphics, but all of that is for nothing if the voice acting is terrible. I (Player Two) mean, who wants to listen to a protagonist that sounds like a three year old, a love interest who sounds like a chain-smoker, and a villain whose voice could shatter glass? I know that Player One and I certainly don't, and I'm pretty sure you don't either.
Now, when voice acting is good, it's amazing. Some of the most stand-out examples of voice acting for me would have to be from Tales of the Abyss. Although some of the one-line characters are not outstanding (one of Astor's burly guards sounds like a five-year-old girl for crying out loud!), the main cast is stupendous. Just listen to this:
How could you not love it? The Kingdom Hearts series and Persona 3 also have great voice acting casts.
For me, voice acting is one of the most essential aspects of an RPG. Voicing over script makes the dialogue come alive, and helps the player emphasize with the characters. Although Final Fantasy VII was an incredibly moving game, just think of the dramatic effect it could have achieved with the dialogue voiced over. Certainly hearing a character's last words or their comments on the last battle makes more of an impact on the gamer than just reading their reactions in the same tired text boxes.
So what do you guys think? Are there any elements of RPGs that you feel really work? Let us know! We'd love to hear about them.
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