The tune that has been incessantly blaring in my head of late is the slow death that the traditional RPG is dying today. WAIT! BEFORE YOU WALK AWAY LET ME ASSURE YOU THIS WILL NOT BE AN ELITIST RANT ON WHY HAND HOLDING SUCKS AND HOW MUCH I HATE PEOPLE! I SWEAR! HONEST!
Ok, now that a few of you sat back down, allow me to make some things clear about exactly what I mean when I say that the traditional RPG is dying a slow death. The key piece here is in how I define the term "traditional", as that is not a terribly specific, pre-defined industry term.
What is "Traditional"?
First off, I can tell you what I do not mean by the term "traditional". It is not a synonym for JRPG, single player RPG or fantasy RPG. Many games that could be described in these ways do not qualify, in the definition I will furnish, as a "traditional" RPG, though some do. I don't want anyone reading this and thinking I am about to evangelize the golden age Square JRPG's of the SNES era and claim that everything since has been bunk (but geez were they GREAT!) If anything, Square has been instrumental in poisoning the well.
Within the context of this article, "traditional" really means "adhering to the core gameplay philosophies of the genre". While I could
There was a time when every game within the RPG genre made these mechanics central. RPG's in the 80's and most of the 90's were judged largely upon two things. One was the quality of the narrative. The other was the depth, challenge, diversity and balance of the games' system for customizing and progressively empowering your character(s) over the course of your quest.
The idea here was pretty simple but compellingly unique: instead of dictating the capabilities of the hero from the start and having them remain static, let the player decide what the hero looks like, what they are good and bad at, what type of weapons and equipment they use and what kinds of amazing powers they will wield. Then give them some rules and a framework to work within, as well as a wide variety of challenges and obstacles and then let them figure it out.
The end result was an experience that rewarded creativity, planning, problem solving, resource management and out of the box thinking. Learning and mastering these systems and investing time and effort into a successful character capable of carving a unique path to the end of the game was a truly challenging and rewarding experience.
Things Take a Turn.....
I'm not really sure when or why these changes started to occur, but they did. Little by little, these systems have been made less and less sophisticated. RPG's today offer fewer choices, less depth and less player input in crafting their character than they ever have. Discerning the genesis of this shift is best left for message board flame wars. What I find more interesting, and more threatening, is that it happened right under the noses of the stalwart RPG faithful and seemingly with our consent. As a result, the few RPG developers with enough resources to produce a AAA product have decided that they no longer care to "make 'em like they used to". And the sad truth of it is: we deserve it because we just keep giving them our damn money.
I could fill a book with examples from the past 10 years, but I don't need to. For a perfect example of the good and bad of this phenomenon, one needs look no further than the progression of gameplay systems in the popular Blizzard property, Diablo.
Case in Point
WARNING - the following paragraphs may contain acronym-alicious terminology, math and/or multifarious other forms of nerdery. I will try to keep it readable for all, but you have been warned.
When Blizzard released Diablo 2 in 2000, it was a watershed moment for action RPG fans. The game expanded upon its predecessor in every imaginable way, setting new standards for replayability, combat, itemization and character building in the Action RPG (ARPG) genre. With it's clever mix of fast paced, visceral combat and cavernously deep character planning and customizing, Diablo 2 (D2) and it's subsequent expansion, Lord of Destruction, became enduring classics. 11 years later, people are still playing them while while eagerly awaiting the release of Diablo 3.
We stand now, days from the beginning of the closed beta test for Diablo 3 (D3). The development process has been quite a bit different from that of D2. Actually, that may not be entirely true. The process may be quite similar, but the way in which the fans experience the development process has changed radically. We have twitter feeds to follow, developer interviews to watch and tons of message boards to exchange info and insults on. Sure, we had the Internet back then but that was Web 1.0. Now we have Web 2.0 socially-connected-everythingness! Dev teams and fan sites have near constant contact and the result is a front row seat to major design decisions as they happen. Sometimes this is awesome for both the fans and the developers. And sometimes it isn't.....
There's no need to draw this out, the development team on D3, headed by the always quotable Jay Wilson, has made some very controversial decisions in the past few months and with each one, Mr. Wilson has done his best to explain why these crazy calls (each crazier than the last) are going to make D3 a better game. In another era, we wouldn't even be hearing about internal play testing and design decisions, but in this one, we can do a Google search and find 20 minute long interviews with the project lead discussing his thought process. Here are some of the monumental changes that Jay and his many supporters in the player base feel will evolve the Diablo franchise:
-Players will no longer be allowed to distribute their character's attribute points (strength, intelligence, et al). These will now be distributed by the game automatically.
-Players will no longer detail a specialization for their character on a skill tree. As you level, all skills will become available to you.
-Players will no longer assign differing numbers of skill points to different skills to decide how relatively powerful each of their skills are. All skills will level in a uniform manner as the player character does.
-Players will no longer decide upon a set of skills and stick with them. Instead the player may choose 6 skills to hot key and switch these out freely whenever they choose.
-An in-game, player-to-player auction house will be established where, for the first time legally, players will be able to use real world currency to purchase gear and items if they do not wish to take time to earn or find during normal gameplay.
If you know the first thing about RPG's, you are, at this moment, scratching your head. Unless your idea of an RPG is Final Fantasy XIII. In that case, you can probably stop reading about now.
You read correctly. Blizzard has entirely automated the lion's share of character development and differentiation (one of the cores of RPG gameplay) for their decade-in-the-making sequel to the most successful ARPG of all time.
Let's hear it for progress?
The Aftermath
The first thing you need to understand is that these decisions were not made and announced all at once. They were made gradually and trickled into the drip-drop information i.v. that the hardcore fiends keep themselves tapped into from dusk 'till dawn. This was certainly a good thing for Blizzard because each of these announcements incited mini-riots on fan sites all over the web once they were brought to light. But as many times as that happened, Jay Wilson stepped up to defend and explain his team's decision.
To his credit, Jay Wilson seems like the kind of guy I would have a beer and a game of Dominion with. He really looks and talks just a like a complete RPG nerd, and I mean that in an entirely complimentary way. Normally, that is exactly the kind of dude I would want designing my next RPG or D&D campaign. But despite the good will, I initially had trouble getting behind the spin he was putting on these decisions.
Essentially, the "Jay Wilson Defense" goes something like this: "Over the decade of people playing Diablo 2 it became clear that system "X" was broken or frustrating for the player. We tried to fix it for Diablo 3. After many iterations and redesigns we did extensive internal testing, during which we just couldn't find a solution we were happy with. Therefore, we decided to remove system "X" from the game entirely. We think the result is a better game."
Now, admittedly, what Jay says about D2 is true, but if you ask Jay how the player will influence the strengths and weaknesses of their character in light of all these changes, he will quickly remind you of the different gear and items you can equip.....the gear and items you could already equip before the removal of all these other methods of customization. So we are being told that the only remaining method of customization is suddenly a viable stand in for the all the methods of customization it used to work in tandem with? Hmmmmm.
When challenge them about how these changes may limit the amount of control the player has on how their character develops, Jay or his message board supporters respond by championing how free and nonrestrictive the new system is and that you can do anything with your character now. Meanwhile I'm thinking, "Yeah, everything except, you know, change their attributes, decide which skills they have access to at what point in the game and which skills are their strongest ones.
I try not to be a cynic but it has been hard to stave off the feeling that Jay and company are trying to sell me a car without the engine while calling it the next big thing. Common sense tells us that no sensible automobile enthusiast would swallow that line, but one trip to the official Diablo 3 community site says otherwise.
Believe it or not, the same people who mapped out character builds down to the last skill point for over a decade in Diablo 2 are mostly overjoyed about these changes. According to them, planning out a character build is "tedious". They find having to stick with their character decisions "punishing". They won't even debate with you whether or not the few character choices that remain have long term consequences. They flat out concede that they don't and they love it. That bears repeating:
There are no long term consequences to any of the decisions you make in developing your character in this Role Playing Game and the players think that's awesome.
Apparently, everything I know is wrong.
So Now What?
Diablo 3 is only the most recent example of how developers are removing/ommiting large chunks of character building and other core gameplay elements from their RPG's. The Mass Effect series, Dragon Age 2 and Final Fantasy XIII are also part of the new "less is more" school of RPG design. There have even been talks of the ever-hardcore Elder Scrolls series getting streamlined for the fifth game in the series, Skyrim, which hits stores this November. The easy conclusion to draw would be that companies have decided to dumb down their products in exchange for the opportunity to to sell to the masses. But as averse as I am to this growing trend of "streamlining", I think evil CEO's and shareholders are just convenient scapegoats, not the real issue.
The real issue is that RPG gameplay conventions suck.
Ok, let me rephrase. The execution and implementation of traditional RPG gameplay elements has not improved in any significant way during the last 2 decades. If you go back and look at many of the great traditional RPG's and ARPG's made in the last 20 years I am sure you can find a gameplay element in each that was either imbalanced or not fun. Maybe it was equipment management, currency, character building or the exploration of dungeons/towns, etc.
Without mentioning exact games, I can say that I have made equipment choices that had next to no bearing on the outcome of combat and I have wandered around boring, generic villages for hours exchanging pleasantries with retired fishermen and belly dancers alike, until I finally find the one person who I need to speak with to trigger the next event. I have often spent more time in menu screens contemplating character skill decisions than I have actually using those skills, only to have those choices be nearly inconsequential to my party's success. If I could convert all the gil/munny/G/rupees I have pointlessly stockpiled by the end of all the RPG's I have played into dollars, I would make Warren Buffett look like Antoine Dodson (pre-Bed Intruder).
But was any of that fun? Well of course it was.....to ME! I'm a crotchety old RPG player who hates myself! But as it turns out, most people don't hate themselves nearly enough to pay $60 for 30-100 hours of self-induced torture. Go figure. And here I thought masochism was "in" this season!
It isn't to say that traditional RPG gameplay is inherently bad. Quite the contrary actually, at least in my opinion. The problem is that it hasn't gotten any better since MC Hammer. No one has been trying to figure out how to make exploring a town as engaging as fighting a dragon. No one stepped in after Final Fantasy VII and said, "Hey, maybe letting players turn all their characters into gods who can cast/do anything isn't as cool as it seemed on paper." No concerted effort has been made to make in-game currency have value to the player. As a result, these gameplay elements have festered over the years, becoming the very things players hate about RPG's rather than the reason to play them.
Average Joe gamers, and even hardcore RPG gamers are kind of over dealing with broken systems and they have dealt with so many that very few them have the desire to sink countless hours into another one only to find out its as broken, imbalanced and inconsequential as all the ones before it. Which brings me full circle to Diablo 3.
People have had 11 years of practice for Diablo 3. If Blizzard were to release a game with systems anything like Diablo 2's or its many clones, and it wasn't both revolutionary and flawless, players would have the system's loopholes figured out inside of a week. With the character development decisions trivialized, the game would devolve into yet another workman-like slog through RPG tedium. Fully aware of this possibility, the team chose, as so many other dev teams have, to stop trying to fix the "Old Yeller" that RPG character creation has become and just put it out of its misery. They decided to sacrifice many of my favorite RPG elements upon the altar of fun. While it's difficult for me to admit it, I think it's for the better.
That said, in my ideal world, developers would have been searching for ways to truly improve and tighten these gameplay elements all along, so that this eventuality could have been avoided. Truthfully, they weren't given much of an incentive. After all, we did keep forking over our money. We kept buying the same games, with the same flaws. Then a game like Mass Effect comes along and says, "to hell with these antiquated battle systems and let's make this a shooter/RPG!" and the crowd goes wild. Is it a "traditional" RPG? Heck if I know, but it's a damn great game. Who knew?
I think Diablo 3 will be a great game too. For better or worse, it won't be a thing like Diablo 2, or even its spiritual successors, Torchlight and Titan Quest. In the end, Jay Wilson isn't trying to sell us a car with no engine so much as he's selling us a Dodge Viper with an automatic transmission and launch assist. While I still hope someone out there can figure out how to bring the tried and true RPG elements of yesteryear into the 21st century without marginalizing them, for now I'm more than happy to settle for just having fun.
Death to the Hammerdin! Long live fun!