Theorycrafting – Does the RPG genre really need to exist?

When one interprets the term “RPG” they tend to associate it with Dungeons And Dragons. The problem is, this doesn’t tell us what an RPG actually is. If you look at Dungeons And Dragons today and break down all of its elements, you can clearly see connections between DND and other genres outside of RPG’s.

Doom for example is loosely inspired by DND, this is made even more apparent by the Astral Dreadnought’s face being cropped and made into one of Doom’s most iconic enemies, the Cacodemon. ID software were clearly fans of DND and they took inspiration from it. The maps in both Wolfenstein and Doom can be seen as replications of possible DND maps, the first person maze-like structure of the game’s levels are similar to that of Akalabeth which was also inspired by DND.

One could argue that Doom and The Elder Scrolls Arena are the same game on the surface with the only differences being the lack of RNG elements, character building and replacing the direction of sword swings with the aiming of the crosshair. Mapping isn’t the only thing DND was known for but it’s definitely one of its defining traits as mapping was a big part of the game. The same could be said about Doom.

So what truly makes an RPG an RPG? If we look at all the elements of DND we are left confused as to which elements truly matter within the context of an RPG. The point I want to make is that the context does not matter. Every single gameplay element of DND is important, not just in RPG’s but videogames in general. The problem is that the games we define as RPG’s were merely games that were built to imitate DND much like Toukiden Kiwami and God Eater Burst are built to imitate Monster Hunter. That is not to say that they don’t have their own unique elements, these games did solve problems, it’s just that the problems they solved aren’t as clear to us today because we’ve taken them for granted.

One could consider Role Playing Games to be a sub genre of strategy games. The thing is, DND is exactly that, it’s a strategy game that uses dice rolls to manipulate variables to encourage more experimental gameplay and more replayability. The dice roll is merely a facade that covers a deep strategy game built on player intuition. The player’s choices are the strategy, the dice roll is the manipulation of the variable values that influence the outcome of the strategic choice the player makes. The reason for this is likely to solve a problem.

Strategy games like Warcraft Orcs And Humans are a lot easier to figure out than DND because they focus less on RNG and more on methodical design. That’s not to say that Warcraft Orcs And Humans is entirely a methodical game. However the fact that it is named “Real Time Strategy” and not “Real Time Role Playing Game” makes it pretty obvious that it wasn’t trying to be like DND, it was trying to be more akin to wargaming but in real-time. Then Warcraft 3 came along and introduced a leveling system. This isn’t something that hasn’t happened before. Games like Chainmail did this way before Warcraft 3 ever did. Does this mean that Warcraft 3 and Chainmail are RPG’s? Well apparently not as many consider them to be strategy games. So if leveling systems have nothing to do with what makes an RPG then what does? Just to make things clear, Warcraft 3 does have elements of RNG. A good example of this is Grom Hellscream’s critical strike skill which has a chance to deal double the hero’s base damage.

So this technically means that RNG and stats also have nothing to do with RPG’s since they can be applied to strategy games and they should be applied to strategy games, at least in my opinion. Why? Because they are wonderful gameplay mechanics that helps keep games from stagnating. Random elements can make anything intense because you can never be so sure of the outcome, sure said outcome can be manipulated but only to a certain extent through the use of RNG. The thrill of getting that critical strike chance is awesome because it can turn the tide of battle very quickly.

Now if we were to break down the definition of a Role Playing Game, it essentially means that you’re playing a game in which you represent a role. The truth is, this is the case for a lot of games these days. We have moved on from games such as Tetris and it seems that most games these days involve role-playing in some shape or form. Halo might be a first person shooter but you’re playing the role of Master Chief. What people don’t understand is that back in the day, games in which you played roles were few and far between, games were more abstract and as such it was far more difficult for games to portray a role for the players to play. There are games like Tetris in which you don’t play a role whatsoever. These games still exist today and as such they’re massively outnumbered by games that can be labeled as RPGs and if we were to name these games RPGs then the term itself would serve no practical purpose.

I can however state that most games are RPG’s these days and the mechanics that traditional RPG’s are known for have flooded into other games such as Borderlands. Does this mean that the term RPG has no meaning anymore? Well yes and no. The mechanics traditionally used in RPG’s are very meaningful, the ability to play a role is also very meaningful. What isn’t meaningful is the genre used to define a specific type of game. The term RPG is misleading. If you were to ask whether you wanted to make an action game, a strategy game or an RPG, which one would you choose and why? Action and strategy games have plausible reasons for their existence. Some people enjoy slow-paced thinking games, other people enjoy adrenaline pumping rhythmic games. There is a completely different audience for games like chess to games like football and each audience has their own set of preferences.

This is why many people were outraged when Final Fantasy decided to focus on real-time gameplay. The usage of the menu system in Final Fantasy XIII didn’t flow particularly well with the fast paced real time gameplay. Adding an auto battle option merely served to limit the player’s choice and navigating the menus took way too long for players to do due to the fact that every single choice is presented in a long list the player has to navigate through. As such the combat of Final Fantasy XIII was a recipe for disaster and the reason why people despised Final Fantasy XIII becomes clear.

Personally I dislike Real Time Strategy games as I don’t enjoy having to quickly think about what i’m going to do, I prefer to take my time. Real Time Strategy games rush you to make decisions and while making quick decisions might seem like a good thing to some, it doesn’t to me. Strategy games on the other hand aren’t so bad. Mount And Blade is a good example of a well paced and cleverly structured strategy game as the pacing of the game is only as fast as the player wants it to be. It is what I like to call “Synchronized Time Strategy”.

Believe it or not, the same applies to action games. Valkyrie Profile 2 is a “Synchronized Time Action” game which is something you definitely don’t see everyday. This is what makes Valkyrie Profile 2’s combat system one of a kind as many of its gameplay elements would never work in a real-time game (which most action games are). If I was to compare this style of gameplay to any other game series it would be the Mystery dungeon series. Unlike Valkyrie Profile 2 however, the Mystery Dungeon games are not considered to be RPG’s, rather they are considered to be “Roguelikes” which Valkyrie Profile 2 is not.

I really think that people under appreciate the value of synchronized time in videogames. It allows players to play games at their own pace. Pacing has been an issue for quite some time now and if more games were to use this style of gameplay, I believe it could help alleviate the problem of slow-paced gameplay. Synchronized time is not exclusive to RPG’s, so this doesn’t make it less important than any RPG mechanics in an RPG.

The point is, people need to start looking at the structural elements of game design more closely rather than trying to come up with thematic definitions for game genres. It’s one thing calling a game a first person shooter but is it a rail shooter or a free moving shooter? Both can be in first person and involve shooting but both are completely different games. Unlike RPG’s however, at least the term “First Person Shooter” makes sense as it categorizes gameplay that involves aiming via camera movement. The term Role Playing Game makes no sense whatsoever as it only categorizes gameplay which involves playing a role… which is in the vast majority of videogames released these days.

I do think genre definitions can improve, however I can see the importance in thematic genre definitions as they help newcomers discover a genre they can feel comfortable with. Not everybody is going to want to play a shooter because many shooters contain violence. Sure not all first person shooters are violent, Pokemon Snap is a good example as to how you can design a first person shooter without having to kill things but until people become more accustomed to gaming, I don’t think genre definitions should change. Perhaps if gaming becomes more acceptable in popular culture, we can improve our definitions of games by breaking down their individual mechanisms and sectioning them off into their own categories, we need an alternative definition for these games as the current definitions too vague. The problem is that there are so many different games labeled as RPG’s and we would have to break them down individually to find out what they really are.

If we did break them down, I think critics would have a much easier time measuring a game’s caliber. Of course it is still important to measure the levels of growth in a videogame and since RPG mechanics are directly linked to growth it can be as easy as simply looking closely at these mechanics and measuring them to see how well they accompany the core gameplay mechanics and how much of a rewarding experience they provide.

So I think we’ve found the true meaning of the term “RPG”. The genre label of RPGs given to games that use heavy RNG based mechanics and variables as a form of influencing decision-making and growth. The biggest problem with this label is that every other genre of game is adopting this system and thus they become RPGs. This means the way we look at games needs to change, we need to look at other games and how they implement elements of growth and experimental gameplay because this has become the norm now. Role Playing Games are no longer a genre exclusive to the stereotypical games that focus on heavy narrative (which was never the case to begin with, we just grew accustomed to this definition and by we, I am talking about the masses).

So what is to become of those games? Are they to be judged independently as either action or strategy games? Or will we find a new definition? Whatever happens, the way we critique these games should be no different. It is still important to focus on the mechanics that make the game’s growth and decision-making process engaging. We just need to start acknowledging these games as either action or strategy games or whatever is left when the RPG mechanics are ripped out of it. That way, we can help people understand what the game actually is without getting lost in the fog that is the term “Role Playing Game”.

It is important to note that this is not the responsibility of the critics. Critics cannot change something until it is widely accepted by the masses and as such we need to be patient. We cannot simply shove these definitions down people’s throats nor should we confuse the masses further by completely boycotting the definition. Instead we need to work on breaking down each individual game and discuss what makes these games great or otherwise. Once we know what makes a great game, we can discover new methods to motivate and engage players by analyzing the systems games use to provide the best possible experience for the player and share our ideas with other people so that not only do we get better games but people can finally understand what truly matters to them in game design.

This is a slow and arduous task that I alone cannot do but I can shed some light on it hence the fact that I chose to write about it. The RPG genre label needs to disappear and all games should be judged on growth and how well they implement growth because growth is practically everywhere now, people enjoy growth and as such, people enjoy RPGs. That’s not to say that everybody needs it but I do think that people enjoy it. Ultimately it all comes down to the way it is implemented. People have argued for way too long as to what makes an RPG an RPG and it’s time we put a stop to this, permanently by banishing the label from existence and accept that each of these games are different.

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Theorycrafting: Maintaining Engagement – How Do Games Keep Us Engaged?

One of the biggest challenges game developers face is maintaining engagement. As such it’s important to understand what keeps us playing the videogames we like and what stops us from playing the games we can’t get into.

Star Ocean 5 Stream – Star Ocean Vs Tales, Issues with modern consoles, Mount and Blade, Multiple Endings, RPG’s not Localized in the UK

0:00 – 9:15 Introduction

9:15 – 26:25 Talking About Mount And Blade Warband, Paid mods, what makes Mount And Blade so great

26:25 – 29:25 Talking About Star Ocean 5’s private actions and replay value

29:25 – 42:00 My opinion of the Tales series, comparing its visuals to Star Ocean and why I’m burnt out on it

42:00 – 44:20 Talking about DLC and why it could have been a good thing

44:20 – 52:10 Comparing the combat system of Graces and Xillia

52:10 – 1:00:00 Talking about Tales Of Symphonia and how Star Ocean Till The End Of Time doesn’t feel like a Star Ocean game.

1:00:00 – 1:03:33 Talking about how my standards have changed since seventh generation and why I expect more from the Tales series.

1:03:33 – 1:07:50 My theory on how tri-Ace have funded their games and how their budget has shrunk due to have been taken over by Nepro Japan. Also I compare it to Namco and their Tales Studio’s budget.

1:07:50 – 1:13:54 My views on censorship in videogames and why I don’t care much about it.

1:13:54 – 1:25:23 Talking about sophisticated RPG’s with mature themes, mainly Final Fantasy Tactics and Valkyrie Profile.

1:25:23 – 1:37:35 Talking about the original Odin Sphere

1:37:35 – 1:39:11 Talking about Nier Automata and RPG’s we never got in the UK.

1:39:11 – 1:49:50 My issues with E3, modern consoles and why I play PC now. plus talking about the problem with making games all digital.

1:49:50 – 2:25:35 Talking about the Star Ocean series and tri-Ace in general.

2:25:35 – 2:28:18 Talking about articles I regret writing.

2:28:18 – 2:34 00 Talking about Multiple Endings/Playthroughs and why I don’t like them

2:34:00 – 3:00:00 Talking about Final Fantasy, Xenogears and games we never got in the UK that I really want to play.

3:00:00 – 3:12:31 Future for my Youtube channel and talking about Cynical Gaming Blog

What makes MMORPG’s so successful?

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This is a topic that I have had in my mind for a while now, MMORPG’s have been widely successful in the past few years, however their popularity has started to slowly deteriorate in recent years. Looking closely at the genre as a whole, it is easy to see that there are a lot of reasons why people play MMORPG’s and almost all of them have a psychological impact on a player’s approach to such games. This makes MMORPG’s one of the most diverse genre’s in gaming which is appealing in itself, sometimes to a fault. This is ultimately what has led to the success of the MMORPG genre as a whole.

The reason why people enjoy MMORPG’s however is tough to answer. We all have different tastes as games and MMORPG’s offer a diverse quantity of activities to engage in. Let’s look at World Of Warcraft for example. There are many different types of World Of Warcraft players and the game attracts an extremely wide audience for this reason however there is one thing that grabs the player’s attention almost immediately. That would be the game’s theme. Warcraft is known for having a very strong lore and setting. You could say that in theory, an MMORPG is the best way to accompany such a title, this is evident with the release of Star Wars The Old Republic, a game based on a series that has built up a massive fan base through its iconic lore and setting which rivals that of World Of Warcraft.

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As such, themes are an important component when developing an MMORPG, it may appear to be quite silly at first but when you consider the vast amount of MMORPG’s on the market it kind of makes sense. The most popular MMO of all time, Word Of Warcraft has a theme that a lot of people can identify with and that many people have likely already invested themselves in. So a strong theme is usually the first thing that grabs people’s attention but what makes a strong theme?

A strong theme is a byproduct of engaging lore which is a byproduct of strong world building and iconic characters. Allow me to break things down for you by using Star Wars as an example. A lot of people are strongly invested in the Star Wars universe for many reasons but when you look at popular culture the most prominent character in the Star Wars universe who appears to have shaped the series is Darth Vader. What makes Darth Vader stand out from the rest is his back story, much like Arthas was in Warcraft 3, Vader was once a noble jedi who fought against the dark side of the force under the name of Anakin Skywalker but after performing what is known as one of the most notorious face-heel turn’s in pop culture, he turned to the dark side of the force and betrayed everybody who trusted him.

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It’s funny how both Star Wars The Old Republic and World Of Warcraft are so very similar in the sense that they both use the same trope for their most prominent characters but that is not to say it is the only way to approach a game’s theme. The face-heel turn trope was simply executed in a way that strongly impacted the connection between the person and the character. I think the reason why this worked so well is the fact that it allowed players to experience two sides of the same coin or as I like to call “multiple perspectives” as mentioned in my previous article.

What does this all have to do with MMORPG’s you ask? Well when you consider the vast amount of MMORPG’s on the market and the ones who succeeded the most, you will recognize the importance of the game’s theme. An MMORPG without a theme is a very shallow experience and while many successful MMORPG’s exist without having an established theme prior to the game’s release, these games haven’t aged too well.

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If we look at Ultima online for example, it is based on a series which is comprised of 9 other games filled to the brim with world building content, Lord British being one of the more prominent characters in said game. Ultima Online was the first MMO to gain recognition by the masses and essentially pioneered the genre. Afterwards games such as Runescape, Everquest and Tibia followed suit in an attempt to cash in on the success of Ultima Online, it wouldn’t be long before World Of Warcraft itself would take hold of the market and make what was quite possibly the most profitable decision Blizzard have ever made. They had a huge opportunity and they took it at the cost of the series’ lore (which I’m still salty about to this day).

As such World Of Warcraft’s strong theme grabbed the attention of the masses quickly and became a juggernaut. In fact, World Of Warcraft has become so successful that many people have forgotten the RTS series that made it so big in the first place, Warcraft. This has ultimately proven to be detrimental to the series as a whole from a lore enthusiast’s perspective as it has catered the series’ storyline to a broader audience causing many problems for players who were highly engaged in the original trilogy’s storytelling.

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As one of those people, I am very cynical towards the MMORPG genre as a whole but that isn’t the only reason. MMORPG’s have the tendency to focus primarily on psychological engagement often using microtransactions to exploit the consumer’s lust for growth by providing them the option to pay for services with real money. This often comes at a cost to the gameplay itself. Games such as GTA Online is notorious for making progression a tedious grind by making their obstacles more of an ordeal to overcome rather than fun and rewarding players with low amounts of experience and in-game cash in order to psychologically influence people to spend their hard-earned money on shark cards.

MMORPG’s as a whole rely on slow progression in order to maintain engagement. What they’re forgetting is that they are catering to a massive audience. I personally believe this is partially what has led to the slow drop in popularity of the MMORPG genre as people simply do not want to invest any more time into these games anymore. For example the age demographic of Runescape players have grown up and this caused a severe drop in player activity among other things. The addition of microtransactions was implemented for this very reason. Instead of improving the game, Jagex decided that the best cause of action was to seek an alternative method to making money, much like other companies in the gaming industry, Jagex will do everything in their power to avoid improving their games and maintain a solid income to keep their servers running and keep their staff paid.

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I feel that a lot of MMORPG’s have grown to rely on this feature since their drop in popularity but this is definitely not the answer we consumers want, this merely solves a one-sided problem and that being the developer/publisher’s need to make money. It is evident that MMORPG’s focus less on releasing quality content and more on quantity that is supposed to keep people playing the game but that is not how the rules of engagement work.

Engagement requires players to be invested in something, it requires motivation and motivation requires a rewarding element. The problem isn’t the lack of rewarding elements however, rather it is the time investment required to earn said rewarding element. As such MMORPG’s need to find a new way to keep players engaged and microtransactions are not the answer.

 

MMORPG’s have the tendency to focus primarily on psychological engagement often using microtransactions to exploit the consumer’s lust for growth by providing them the option to pay for services with real money

 

So we have found the problem but what is the solution? This is where creativity comes into play, something that developers seem to have forgotten about. MMORPG’s are certainly a challenge to design as they are designed to attract a wide audience. As such it is difficult to figure out what players ultimately desire in the game and as a result there is no absolute method to keep players engaged.

The only way that MMORPG’s are going to maintain relevance is by narrowing their target audience. I know it sounds counter-intuitive in a genre that is designed to attract a massive audience but I do believe that it is needed. To know what audience you need to attract you need to find out what said audience wants. There are what I like to call the 3 core audiences in MMORPG’s. These are commonly known as PVPers (Player Vs Player), PVEers (Player Vs Environment) and RPers (Roleplay). The first two audience are easier to cater to as they represent the masses.

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To cater to the PVP audience you need to understand the concept of false choices and how they can be detrimental to your game. PVP is all about balancing. Games which focus on PVP are often criticized for having balancing issues. As a result having more choices and options does not automatically make your game better, it can actually make your game worse unless it is properly managed. I do think that having some level of choice is important to gain the player’s interest but it is important to realize what each choice brings to the table and what their strengths and weaknesses are.

This is where the tricky part comes in. The more choices you provide the harder it is to balance the game because every choice acts as a weight to the scales. It is not as simple as merely dumping ideas on each side of the scale, you need to consider every single facet of each idea brought to the table and how it affects other ideas. Only then can you properly balance it. Think of it like solving a rubix cube. As you move one side, the other side will change as well until you can get each face to show only one colour, you have yet to solve the puzzle. This is the process of balancing and it can be an extremely strenuous task to take on.

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Then you have PVE also known as player vs environment. The process of designing PVE is similar to that of regular RPG’s. Provide the player with a scenario that involves working together to overcome an obstacle. The goal of PVE is to give players a challenge that forces them to work together to overcome it. Most MMORPG’s rely on inherent complexity to create devious obstacles that require both a strong mind and team co-ordination to overcome. The problem with this however is that many of these obstacles often lead to trial and error and this can irritate players. Many RPG’s tend to focus on inherent complexity due to the fact that they complicate their rules with the intent of presenting players with many false choices in order to keep things interesting.

Sadly this can be applied to all strategy games that are focused on single/co-operative play and as a result there is often a barrier of entry to these games, MOBA’s are the worst offender for this relying solely on Inherent complexity to provide a challenge. With inherent complexity being an important component in designing an engaging PVE experience, this can heavily divide the audience of a game’s player base and is quite possibly one of the biggest reasons why players tend to get frustrated playing MMORPG’s.

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 Path Of Exile may seem like a mindless action game on the surface but its character management systems are inherently complex..

But to focus on PVE, you will need to add some level of complexity, there really isn’t much of a choice really. This is why World Of Warcraft has so many different statistics. It is not simply to get players to gaze in awe at the many parameters, rather it is to essentially overwhelm the player with many different choices, many of which being false choices. Ultimately I would say that the best way to approach PVE is to give purpose to each choice in some way or another. If you don’t use *insert ability here* on one boss, you might want to use it on another boss. Keeping a diverse range of obstacles is the best way to keep players engaged. It’s important to encourage players not to rely on the same methods when it comes to PVE and instead have players experiment with different methods and see which works best. Don’t forget to test those methods in order to fine tune your difficulty.

Experimentation is key and as such you will want to focus your game on experimental design rather than methodical design. This is what makes RPG’s so unique from other genres as they tend to combine inherent complexity with experimental gameplay in order to present a challenge for players to overcome. There are also games such as Child Of Light which are surprisingly very simple and focus on emergent complexity with the cancel mechanic allowing players to time their attacks in order to cancel out the incoming attack. This cannot work for MMO’s however simply because MMO’s are built to last and games such as Child Of Light do not last in such an environment because those games are quickly “beaten” and the strategies are quickly set in stone as they are easy to learn.

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The biggest issue is the unfortunate eventuality that all MMORPG’s will eventually be beaten. In fact, you could say that these games tend to be beaten faster than one would think. This is due to the fact that MMO’s tend to have groups known as “first world clans” which are clans dedicated to becoming the first group to overcome the obstacles and are often the first people to establish the solution. This information is then spread to the masses and afterwards the game becomes a monotonous grind as players already know the solution to the obstacle, the challenge is simply getting all players informed and keeping the team coordinated which is a lot harder than it sounds.

So PVE in MMO’s often tends to revolve around using complicated mechanics to influence a heavy focus on team play. Understanding this is only half the battle though, finding the answer is a different kettle of fish altogether. Is there really an answer to this problem or will MMORPG’s continue to stagnate in the PVE department. If you are going to tackle this then you have to be a better man than me. As someone who prides himself on his intuition, even I have become mind-boggled by this and as a result I am unable to find a solution that will work for everything, at least not without completely changing the game from the ground up. I do have some ideas though, developing an MMOFPSRPG might be one way of solving this problem as FPS games tend to have a lot of room for emergent complexity as it adds the extra layer of challenge in the form of movement and aiming.

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You could argue that these games are the future but I would also like to bring your attention to a game I’m quite fond of, Mount And Blade Warband. Already, Mount And Blade Warband has managed to surpass the MMORPG genre in my eyes. Sure the experience is more solitary but the scale of things are much bigger and more immersive. However what I would like to focus on is the gameplay. By using its simplistic yet intricate blocking system, Mount And Blade Warband has a lot of emergent complexity to the point that the multiplayer has a very strong learning curve. Sure anyone can simply swing a sword but how do you approach an attacking foe?

Mount And Blade, much like in real world combat is all about mind games and reflexes. In order to control a battle, you must be constantly aware of the enemy’s actions and know the most effective method of countering said action, plus the dexterity to pull it off. This is what makes Mount And Blade so unique in comparison to other games and the silly thing is that its multiplayer tends to focus on PVP rather than PVE. However modders have managed to incorporate PVE elements into the multiplayer adding bots for the players to fight against as a team. This makes for some really exciting gameplay as players are constantly on their toes performing actions with the utmost of dexterity and intelligence.

Mount And Blade standing together

If you ask me, I’d say that the ideal game is one that manages to incorporate the gameplay of Mount And Blade with the universe of Warcraft. Now imagine if World Of Warcraft inherited the gameplay of Mount And Blade. That is my philosophy on how to make the best PVE experience possible in an MMORPG.

Finally we have RP otherwise known as “Role Play”. Not to be confused with “Role Playing Game”, role play is what I like to call an adult version of “playing house” but on a much larger scale. Basically you put yourself in a persona that is your avatar and you act out your avatar in-game. Yes it is very nerdy stuff but A lot of people are engaged in it and I would definitely say that it is an important component of any MMORPG.

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Role playing has been given a bad name over the years. This is often due to the blatant elitism of Role Players. If you are planning on targeting Role Players as a whole, the MMORPG genre definitely isn’t for you. This is because tabletop RPG’s are the best platform for just about any roleplaying experience as it negates all of the elitism that comes with it by allowing you to play with other people and respect one another allowing other people to learn how to roleplay more effectively rather than being shunned by a condescending player base who are hiding behind their anonymity.

Of course this doesn’t mean that computer games shouldn’t keep role players in mind. Role playing in computer games has become very popular and it is a good idea to accommodate these players. It is important to remember however that the game you are designing is a game to be played. My advice is that if you wish to focus on Roleplay, you will want to incorporate more story-focused elements in your game rather than just simply giving players progression. This often means that you will fall into the trap of having to artificially lengthen your game through slow progression.

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However, games with an established theme need not be too concerned with story elements as they already have an established lore. These games simply need to give roleplayers the tools and the environment to impact their role-playing experience in a positive way. Role playing is essentially a metagame attached to most MMORPG’s and while it is a popular activity, it should be recognized as such. It is impossible to mechanically strengthen role playing in any videogame and any attempt to do so any actually cause more problems than it really needs to such as having players make choices such as “do you want to be Alliance of Horde?” This only serves to limit the player’s possibilities in roleplay rather than make their roleplay more engaging as they are only able to roleplay from a single perspective which is kinda limiting.

Of course there is no limit to the player’s imagination, the purpose of implementing roleplaying elements is to avoid disorienting the player with aesthetic limitations. As such, the goal of all role play focused computer games is to give players a diverse amount of aesthetic tools such as costumes and skins to keep the player immersed and engaged in their role play. This can work with just about any game, just don’t forget that personalization is a rewarding element and that role-playing gives purpose to personalization. In a way, you are given a free ticket to engagement by this player-made metagame so take advantage of this by rewarding players with more cool cosmetic outfits.

path of exile Microtransactions

This is another thing that MMORPG’s have exploited with the use of microtransactions as many MMO’s use cosmetic microtransactions to fund themselves. This is almost a universally accepted method of incorporating microtransactions but it is certainly not the most ideal method from the consumer’s perspective. There are so many ways to reward role-playing but this is best left to the players themselves as it is essentially a meta game. This is where tabards in World Of Warcraft come into play. By giving players an emblem printed on their outfit, they feel rewarded for partaking in role play. What games need to do is provide clan leaders with more options to reward players for their role playing efforts with cosmetics.

Now that you know how to cater to your audience, you need to execute the solution but it is not quite as simple as this. Since MMO’s are built to last, the process of problem solving must be repeated time and time again to maintain a strong player base. This is what I believe most MMORPG’s seem to be forgetting. Problem solving is important for games to maintain their relevance in popular culture and when a game is built to last a long time, many problems will need to be solved to keep the game fresh and attract an even bigger audience to keep those numbers high. Taking all these things into account, developing an MMORPG is no easy task.

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If your goal is to develop a successful MMORPG I strongly advise you to reconsider. The most successful MMO’s are often byproducts of already successful franchises, a place for fans to gather and socialize. When I asked players what they enjoyed the most in an MMORPG, most who responded told me that the social aspect of the game is what keeps them engaged, not the gameplay, the story or the aesthetics. Do we even need MMO’s to be games? Or do they serve a greater purpose than simply providing players with engaging activities? Perhaps MMO’s are designed to bring gamers together in a heavily social environment. In a way you could consider Playstation Home to be an MMO as it does just that. Games such as Club Penguin did the same thing, people didn’t play it for the minigames, they played it to stand around and talk to people in a world that was built primarily for such interaction.

As such, social interaction is the core focus of all MMORPG’s regardless of gameplay and just about anything else a game needs and it is logically impossible to control a social environment as it is shaped by the players and only by the players. You could argue that MMO’s serve as the ultimate platform for metagaming and you wouldn’t be far from the truth. It is important however to provide guidelines to help players adapt to the social environment and this is where the gameplay comes into play. Rather than focusing way too hard on providing a difficult challenge, try to provide activities that require good coordination that aren’t too inherently complex.

 

Do we even need MMO’s to be games? Or do they serve a greater purpose than simply providing players with engaging activities? Perhaps MMO’s are designed to bring gamers together in a heavily social environment.

 

Games like football for example are a social activity that is not inherently too complex but has a lot of emergent complexity and focus on teamwork. Trying to fit such an activity in a virtual space is ultimately the goal of all MMORPG’s. It is the biggest reason why games like Fifa and Madden are so popular, and one of the biggest reasons why games like Rocket League became so successful. Social interaction plays a big part in these games for better or worse and as such designing the game in a way that allows you to manage the social interaction indirectly is what every MMORPG needs to do.

My personal stance on MMORPG’s as a whole is that they contradict themselves. The two rewarding elements commonly associated with MMORPG’s are invested empowerment and personalization. Both are single-handedly crushed by the simple fact that these games are designed to be played online. This means that when the servers go down, the player’s progress is essentially taken away from them as well as the personalized avatar that they have grown attached to.  This is why I tend to prefer games such as Mount And Blade Warband which are single player games that can be played offline and all the data is stored directly on the player’s hard drive. In addition, Mount And Blade has a lot of design elements that rewards player intuition as well as demanding player intuition in order for them to make progress.

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Add to this the fact that you are given an army to control and that technically makes Mount And Blade Warband the best MMORPG ever made… and it’s not even an MMORPG. As such I don’t personally enjoy playing MMO’s, while I used to play World Of Warcraft back in the day, after my account was hacked and my character lost, I realized that all of my efforts playing World Of Warcraft were futile, especially when games like Need For Speed World get shut down by EA, what is stopping Blizzard from doing the same?

My advice to anyone who wants to develop an MMO is to ask yourself “how can I make this game more rewarding?” and I don’t mean improving what is already there. In theory, what you need to do is find a new niche in the form of rewarding elements. Invested empowerment and personalization has been proven to be ineffective in the long run.

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This leaves kinetic empowerment and exploration and most MMORPG’s don’t focus on these rewarding elements and that’s not to say that they aren’t there, rather the lack of social interaction revolving around these two rewarding elements causes them to be far less emphasized as they can often detract from the social experience. Invested empowerment creates a hierarchy which influences the community and gets players to feel as if they are inferior/superior to others based on how much investment they have in the game.

Personalization allows players to define themselves in the social realm so that they can portray themselves through imagery, it also lets them create a cool/trendy avatar that allows them to show rather than tell. It’s a psychological thing mostly but it works. Now what does exploration and kinetic empowerment have to do with social gaming? How often do you see people chatting in public lobby’s in first person shooters and how often do they say anything of value? This is because players are way too absorbed in kinetic activity to put their efforts into communication.

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As for exploration, exploring a world is an isolating experience because your eyes are fixated on the aesthetic awe rather than connecting with the other players. It would be cool if people would band together and explore a world together, maybe there are role-playing groups that do this but if such things do exist then they are incredibly niche. As such it’s difficult to focus on these rewarding elements because they tend to divert players away from the social interaction in which an MMO is supposed to revolve around.

In any case, MMO’s will always have these problems so long as they strive to be Online social simulators, so I doubt the genre will ever appeal to me as much as it used to. However there is still a demographic for it and as such I feel the need to voice my opinion on it as well as give people ideas on how to make these games better. I do hope that you have taken something away from this and that it will hopefully impact the MMORPG genre in a positive way.

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Still, if you are thinking of developing an MMO, take time to consider the other routes and see which is best for you. MMORPG’s may sound like huge, massive and successful games but this is only the case in the circumstance that the developer can give the genre a needed boot to the ass by solving some of its many problems. Only that way will the genre return to its supremacy and will another MMO ever rival the likes of World Of Warcraft. Blizzard’s multi-million dollar game has a weak point, you just need to hit it for massive damage!!!

Special Thanks to Zombz for the Images

Mount And Blade: Warband Review

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I’m a bit late with this one, too busy playing Mount And Blade Warband to make this review but alas, the time has finally come to review this awesome… if unpolished game. Mount And Blade Warband is the best WRPG ever made, it’s better than Skyrim, Dragon Age, Gothic and pretty much every other WRPG on the face of the earth, I say this loosely because Diablo 1 exists and whilst that is a timeless classic, this game does so much more than Diablo ever did. Put simply, if you want an RPG where you can truly forge your path in an epic medieval world, you’ve found the right game.

Now Mount And Blade isn’t a fantasy game… so it loses a few points for that… oh wait, no it doesn’t, there are fantasy mods, heck there are even Sci-Fi mods. Mount And Blade Warband is everything you could ever want in a WRPG… but there’s more. Mount And Blade Warband is more than just an RPG, it’s a simulation… should you want it to be.

Everybody line up for your beating!

Now sure, pretty much everything about the game centers around war but you can do pretty much anything you want to in this game. Enjoy getting bored trading goods from town to town if that’s what you enjoy, heck you can also be a cattle farmer and heard them to the nearest village where you can sell their meat for a profit. Nevertheless, there is obviously more to Mount And Blade Warband than just that. Mount And Blade Warband is all about gathering a huge fucking army and raiding villages, killing armies of bandits, joining one of the many factions as a vassal/mercenary or even saying “Screw you guys, I’m making my own kingdom and if you try to stop me I will fuck you up and throw you in my dungeon bitches!”

Welcome to my bitch dungeon motherfucker!

Of course war is the centralized feature of Mount And Blade Warband and eventually you’re going to be at war no matter what but there are plenty of other things to do on the side too should you want a change of pace. Admittedly though, you will typically find that this can become a tad repetitive over time but to me, war never gets old. That being said, I can easily recommend this game to anyone who enjoys medieval warfare, go get it right now, you are seriously missing out. For the rest of you… keep reading.

Shot through the heart… and you’re to blame!

Where Mount And Blade excels at is it’s intricacy. Ruling a kingdom is no simple task, let alone being a vassal and you are encouraged to do so only late on in the game. On the other hand you could just choose to stick with your chosen faction… if you want to be a hipster, go ahead. Should you choose to become a ruler, you need to pay attention to your right to rule. Not just anyone can rule a kingdom, you have to be a renown adventurer who has proven him/herself worthy of leadership.

One interesting factor of Mount And Blade Warband is it’s character creation. Upon creating your character you select your gender, facials, character background and base stats. These are secretly the game’s difficulty rating in disguise. The difficulty of Mount And Blade Warband can be customized to your liking. Personally I turned saves on and fight easy ai with reduced damage but I played as a commoner who grew up as an iron smith. The next minute I’m riding off into the wilderness taking bounties and working my way up the ladder, eventually becoming a vassal of the Nords.

Riding on into the sunset…

I spent many years fighting with the company of the Nords… however things started to get out of hand when the Rhodocks, the Sarranids and the Kherjits declared war on the Nords simultaneously due to the Nords recklessness, I thought I could do better, so i rebelled against the Nords and set up my new faction, The Brotherhood Of Arms and though it was a difficult ordeal at first, my past experiences had developed me into a strong ruler that managed to conquer many of my former faction’s lands.

Now of course I make it sound easy, I was playing on the lowest difficulty which just happens to be the default difficulty. I didn’t bother turning it up because I enjoyed the thrill of charging into battle and just wailing my sword around like a mad man. Of course if that’s not your scene then you might choose a harder difficulty or even to remove saving completely so you cannot reload the game. Should you choose to do this though you will really have to think about your actions considerably because if you make one wrong move, you’ll screw everything. Taking over Calradia may seem like a simple feat on the easy difficulty but if you’re playing on the hardest difficulty with no saves it can be nigh impossible. Of course even on the easiest difficulty it’s no free ride but I could play more aggressively as a result which suited my play style.

Once you start the game, you will need to enlist new men into your army. You will be able to hire companions along your journey who can level up and develop as you do (well it is an RPG after all). Character management is a huge part of this game as you don’t just level up your main character, you need to level up your entire army. Of course, leveling up your units is simple enough, they generally start off as farmers with pitchforks/hatchets but they can grow into powerful warriors, archers and even mounted knights. This is where the character management comes in, as your character develops, they will be given multiple branches which can develop them into a completely new type of unit.

Body Surfin’

In other words you can develop your army however you want. Of course the customization for regular units is limited and this is where companions come in. Companions are essentially party members who level up conventionally as your main character does. This means they can have skills which you don’t making up for your character’s weaknesses. Choosing the right companions makes a huge difference, it all depends on your character’s build. If you chose to be a strong, powerful dumbass, you might want to hire a medical companion to heal your troops after battle, you may also want to hire an engineer for raiding enemy castles easier.

Siege towers… the bane of my existence… they take forever to build and once they’re built you have to wait till it reaches the walls…

Of course it’s not that simple, you see some companions just don’t get along and will leave you if you put them with someone they don’t like. This is why it’s important to choose your companions wisely. Worse comes to worse, you can send them on other jobs for a while such as spying on enemies and stuff to calm things down. You can also persuade them to stay if your persuasion skill is high enough.

As a ruler, you will need more than just a single army. Most rulers have several armies in their own faction, so taking them on solo won’t be efficient, especially if your leadership is low. You need to hire other leaders to help you lay claim to Calradia. Upon starting your own kingdom, you will want to hire lords to fight at your side. However, lords won’t fight for you without a cause and you must persuade them to join your cause.

In addition, you will also need to grant them feifs (villages, towns, castles) that you own in order to reward them for their efforts and show your appreciation. That being said, in some cases the tongue is mightier than the sword. Talking your way into people’s recognition for you can often yield great results. One time i approached Knudaar, a nordish lord. Our past endeavours together back when i was a vassal of the Nords had made us close friends… in a bit of a tricky situation, we were on opposite sides. Instead of just lopping his head off, which I could have done, i asked him if he would like to join my new order.

See that red text on the map? Those are feifs, the red text indicates feifs I own… which is all of them. Beat that!

After some careful consideration, he chose to join me against the Nords and with it, all the feifs he had acquired through his efforts as a vassal of the Nords, effectively giving me more territory than the Nords as a result. This just happened to be my turning point in the game. Whilst I barely survived the Nords onslaught on my measly kingdom, by bringing one of their men to my side, I had taken nearly half their nation, essentially becoming equal in power to the Nords.

However, as a result, you must bear in mind that the same can happen to you. Vassals come and go and only the most trustworthy vassals should ever lay claim to a town/castle should you want to keep hold of your territory. Trust works both ways though. If you grant feifs to someone else, a vassal will dislike you more. Once you find yourself with a lot of vassals, this can become difficult to manage so you don’t always want to have so many vassals, sometimes a small team of trusted comrades can become a juggernaut in itself which can lay siege to countless fortifications at your command. On the other hand, recruiting lots of lords can outnumber enemy lords and you can send them on other tasks whilst you’re pounding them in their castle.

It all depends on the lord’s personalities and the only way to test them is by experimenting. As dangerous as this can be, you don’t need to panic as it’s usually pretty easy to tell the greedy lords from the content ones just by seeing which lords get mad when they don’t get a feif. At the start, most lords will want feifs for themselves so it becomes really difficult to balance things, later on however these lords tend to nominate other lords who they deem worthy of claiming a feif. This makes things a little easier. At some point you will find a lord that begins to dislike you. At this point you have the option of either keeping him in your army and pray he stays, grant him a feif or indicting him for treason. The latter will make all the other lords dislike you more so it is only used as a last resort. If you only gave them villages, the first two options are the best choices. Whether or not you should give them a feif depends on their worthiness and greed. Do they have a powerful army? If so then you might want to consider giving them more feifs, if not then just leave them to rot.

 

“Screw you guys, I’m making my own kingdom and if you try to stop me I will fuck you up and throw you in my dungeon bitches!”

 

There are multiple ways to recruit lords. One way is by recruiting exiles, I generally opt to keep exiles in my court. The problem with this is that your court will get full and you won’t be able to get bonus relation gains with current lords when you host feasts. On the plus side, these lords are incredibly patient and leaving them in your court makes other factions considerably weaker. You can also recruit companions, I thought this was a cool idea. Companions are a mixed bag but better than exiles imo.

Begging for scraps at the emperors table? I think not. Executioner, to the dungeon with them!

Instead of begging to join your faction, companions have no intention of holding a feif until offered. Some companions are satisfied with this, others let the power go to their head and get greedy. Oh and companions can betray you as well so be careful. It’s also important to recruit noble companions as common companions will make other lords hate you yet should you want to be a king who values equality, you may choose to do so.

Ok guys… time for a cleanup

There are so many different intricacies to ruling a kingdom and I’m not going to cover all of them but I think you get the picture. Mount And Blade is more than just a simple action game and even the mightiest warrior can lose to politics. Then again a politician with no fighting skill will find their lack of leadership and weakness in battle to cause them great losses in the long run.

Now as i said, there are so many mods for Mount And Blade Warband and whilst native (the vanilla version) takes place in a fictional medieval setting, there are many mods which take place in real life historic settings, fantasy settings and more. If you’re into history and want to experience historic warfare, you might be interested in these mods.

Should you choose to stick with native, there is a diplomacy mod which has a lot of other features which improve the intricacy of ruling, personally i stuck with native but I’m not going to rule out any conversion mods in the future.

Gameplay Video:

Now Mount And Blade Warband isn’t without its issues. It’s not the most polished game out there. There are a few glitches such as the siege tower not moving, clipping and a few other issues here and there. The graphics aren’t the best either, visually the game is ok but nothing special. The heart of the visuals comes from watching the epic battles. There can be 100’s of enemies on-screen which can also make the framerate drop a little, though you can decrease the battle size should you need to fix that.

The AI are godlike… literally

One of the biggest issues with Mount And Blade Warband however is memory leak. After a while, the game hits a massive slowdown and there are also graphical glitches everywhere. This often happens when you’ve had the game on for so long. The best thing to do is to restart the game to recover from this. Aside from that, the game runs fine.

There ain’t nothing a good boot to the balls can’t solve

The combat is very simple. You basically press RMB to attack and LMB to block, basically like Skyrim but you can also press E to kick people. If you’re not using a shield, you have to time your blocks precisely as your weapon can only block one direction. You can attack in different directions based on how you move the mouse. if you move the mouse forward, you will do an overhead smash, moving the mouse left you will do a cleave to the left, moving the mouse right will cleave to the right and moving the mouse backwards will stab the enemy. Guarding is very much the same in this regard so be careful which direction you’re blocking (though in single player, well-timed blocks are automated to block in the direction the attack is coming from). On horseback, combat is slightly different, you will either slash to the side or stab to the front. I never really grasped the controls very well, this is just the gist of it.

Using a lance however is different. The animation is slow and it does 0 damage however if you hit an enemy directly at high speeds with this motherfucker, they will get shafted and likely die instantly. Lances are great for killing mounted units… but not much else. They’re only viable for mounted combat though.

Get off yer high horse knave!

Archery is quite difficult but satisfying to pull off, you have to time the shot just right to avoid reticule bloom. At early levels you will suck at it badly. Later on, you will be more accurate. Throwing weapons have less accuracy but deal more damage. Crossbows have a long loading time but don’t have reticle bloom (from what I can recall).

The soundtrack can be best described as contagious. I can’t help but hum to every tune in battle. The music really gets you pumped up for battle. I personally challenge myself to synchronize my kills to every beat of the music. No other game manages to capture the intensity of battle with it’s music as well as Mount And Blade Warband

There is also a multiplayer mode, i haven’t played much of it because i get killed all the time. I have no comment on it other than it’s totally inaccessible for new players simply due to the huge skill gap. As such i never really enjoyed it personally but others may do. If you have friends and can convince them to play the game, it might be a good idea to try it.

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Whoops…

Ultimately, Mount And Blade is an experience like no other, it manages to capture the feeling of medieval warfare perfectly. If you’ve ever wanted to lead an army into battle, Mount And Blade Warband is the game for you. If you’re not into medieval warfare, you might not enjoy it as much as others. Still if you’re an RPG fan and find this game cheap on steam buy it!!!

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Story/plot: As good as you make it
Presentation: Mediocre
Gameplay: Great
Music: Great
Lifespan: Infinite (though it can get repetitive)
Would you replay: Yes

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Overall: Excellent

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This game doesn’t need conventional scores, it’s the concept itself which makes the game so fun. Mount And Blade is in a league of its own so I highly recommend it if you’re into medieval warfare.

Value: £40.00+

Purchase Mount and Blade: Warband (PC DVD)