I’m going to talk about my favorite genre, and why it consistently frustrates me.
Role playing games are built on numeric systems that calculate almost every way in which the player interacts with the game world. This is because they were originally played with pencil and paper, and everything took place in the players’ imaginations. It was the only way they had of interacting with the game world. Oddly enough many role playing games that are played in the virtual world of a video game pull these systems from their predecessors without much modification in almost blind adherence to genre tropes. But why does a video game need an attack percentage when the player and the enemy are represented visually, and the player character’s actions can be manipulated directly? I loved Phantasy Star Online, but swinging my sword at a creature only to have the word “MISS” pop up over its head due to some hidden roll of the dice always struck me ass odd. Unlike the old pen and paper RPGs a video game can simulate combat without relying on die rolls.
The counter argument to this is that role playing games should be about the character’s abilities rather than the player’s, but I ask why can’t it be both? For all of its flaws, and bizarre features this is one thing Fable 2 does well. Leveling up your character doesn’t increase his chance to hit enemies with a sword. You control that directly. It increases how fast he can attack, what attacks he can use, and how hard he hits. These are things out of the player’s direct control, and still under the reign of the numeric system. Mass Effect and Fallout 3 work in a similar manner. If the player can aim properly at an enemy’s head he will hit their head. How easy that is to do is modified by stats. Holding the sniper rifle steady becomes easier in Mass Effect the more the player invests in that skill. Picking locks in Fallout 3 becomes easier as the skill increases, but it is still up to the player to manipulate the tumblers with the pick. This is much more engaging than a system that relies on a pass/fail roll of dice, and still takes the character’s abilities into account.
Why does a video game need a menu based combat system to tell the player’s character to hit an enemy with a sword? The simple answer is that it doesn’t, but the RPG genre clings to these old ways as if they are what defines a game as an RPG. The problem is when RPGs made the translation to video games there were no ways to really play a role so they took the systems instead of what makes an RPG a role playing game, and have clung to them ever since though advancing technology makes them obsolete. Final Fantasy and other Japanese RPGs in particular still use strange and convoluted menus and systems to determine combat. In the days of the first Final Fantasy when there was no better way for a single player to control an entire party of characters this was necessary, but no longer. In Mass Effect the player controls a party of three characters. The main character is under direct control of the player, and the others in the group can be given commands without the need for a turn based menu. It is true that a menu is used to do this, and pauses the action while the button for this menu is held down, but at least it is an evolution of the system. Online multiplayer allows for another answer to the multi-character problem by giving different players control over the various characters. This was done at least as early as Diablo in 1996, but that wasn’t a true action RPG because it still relied on hidden dice, and while the number of people who can play online at one time has increased dramatically the way in which they control their characters has stayed essentially the same, which brings me to Massively Multiplayer Online Role Playing Games.
The MMORPG genre has the potential to become the electronic equivalent of what really defined pen and paper RPGs; a group of characters exploring a massive world together, but they invariably stumble on the game play by sticking to the old systems. Everything is number crunching, and there is a corresponding disconnect between the player and his or her character, which I believe is fatal to an RPG’s all important immersion. Clicking on a target and then an icon to activate an attack rather than pressing a button to attack while standing in front of an enemy might seem like a small difference to a non-gamer, but any fan of action games will know it completely changes the feel of a game. Why do these games that have so much potential retain the use of outdated systems? Lag. Players and developers alike are afraid lag will adversely affect more direct control of characters, but lag will make you just as dead in World of Warcraft as it does in Counter Strike. The scale of the worlds may be much larger, but the ability to bring large numbers of players online simultaneously has constantly increased. I keep waiting and hoping for an MMORPG that takes the chance on action oriented combat, but so far I have been disappointed.
While some developers and players cling to the old ways of relying on die rolls to hit their enemies there is really no reason to do so except personal preference. There will always be people who prefer the old systems, but they are no longer necessary( the systems; not the people), and more developers should feel free to abandon them in favor of game play that takes advantage of what video games can do.
