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Wednesday, December 30, 2009
 
Seven Things That Annoy Me About Modern CRPGs... Sometimes
So yesterday I tackled some old-school computer / console role-playing game features (I won't call them conventions... some were merely experiments that were seldom repeated) that bug me, but suggested games and situations where these otherwise annoying elements could actually be fun and interesting.

Sascha challenged me to do the same for modern "features" or trends in top-shelf RPGs that annoy me as well. This is a little bit more of a challenge, because modern RPGs typically have had the worst of the rough edges polished off. For me, the problem is more that they have some of the coolest, most innovative features polished off as well, so we end up with a product which, for me, is very nice and mildly enjoyable throughout, but really fails to inspire me.

A perfect case-in-point for me was Final Fantasy XII. The game was brilliantly executed in almost every category. With the exception of the confusing and extremely long intro / tutorial, I found very little to dislike about the game. But... I didn't find anything to like, either. I gave up about nine hours in out of sheer boredom. Like many modern RPGs, the game played it too safe, and thus became unremarkable.

In spite of this, I've come up with some modern trends / features / problems in certain styles of modern RPGs that definitely make me want to smack some designers around with a controller. Oh, I mean keyboard. Because I'm playing this game with a keyboard and mouse, when it was obviously written with a console game controller in mind... (but that's another rant...)

1. Leading me by the nose.
I hate getting lost and confused in games. And it's easy to do in these big 3D games. But is making me feel like I'm playing connect-the-dots on my ever-present automap really the answer? RPGs (even the eastern 'jRPGs') used to be more about exploration and... yeah, searching. But now we get more linear plotlines (but with well-defined scripted branches that can be completed in any order!) and step-by-step instructions.

Solutions / Exceptions: Yeah, sometimes I find myself getting frustrated looking for somebody in THE WRONG TOWN because I had a massive brain-fart. There are times like these that I really would like some explicit instructions to make up for my cerebral malfunction. But let me work it out a little on my own before solving the puzzle for me, please!

2. Stupid Choices
Ooh, hey, a dialog option or moral quandary! I have three choices: The goody two-shoes decision that is asking to be taken advantage of, the despicable jerkwad response, or the I-can't-be-bothered-to-give-a-crap option. All three suck. For bonus annoyance points, have the game judge me based on my initial response, not how I eventually resolve the problem.

Solutions / Exceptions: The idea here is a good one. But heavily scripted decision points or dialog options are only part of the answer. First of all Let's get away from the whole "good / neutral / evil" idea and look at some really new, experimental, and avant garde ideas like... I dunno... like stuff Lord British was doing TWENTY-FIVE YEARS AGO? And instead of relying almost exclusively on scripted, carefully contrived decisions, let the player "choose by doing" in a more dynamic, interactive world. Let them choose their own balance of self-interest, charity, and honor by their actions.

3. The Magical Mind-Controlling Monologue: Getting Suckered Into Boss Fights
Okay, I know I'm walking into a big boss fight. I used stealth to peek through the door, dang it. So I prepare my party. I buff up. I position my party carefully in formation. And then... I get a big ol' cut scene that I can't skip through fast enough, and by the time it's done my buffs have almost worn off. Oh, and to top it off, my entire party has now walked into the CENTER of the big bad boss's lair, allowing themselves to be flanked and surrounded. Apparently the villain's monologue had mind-controlling powers that made my whole party turn stupid.

Solutions / Exceptions: Okay, high drama and storytelling aren't well-served when the protagonists do the SMART thing and nuke the villain's lair from orbit (it's the only way to be sure...). But games should try to avoid nullifying all of the player's preparations for the sake of drama. Or at the very least, provide a rational explanation for why the player character allowed herself to be pulled from an excellent sniper position to the center of the evil overlord's throne room, surrounded by guards.

4. Butt-view and Retardo-Cam
So I guess at one point, designers decided that first-person shooters on the consoles sucked because players couldn't figure out where "their guy" was, so they invented the "third-person shooter." Probably inspired by Laura Croft. So you get this great view from behind your character's head by default, so that you can see the beautiful animation of your character's backside. Cool, except when you can see your own butt, but not an attacking enemy!

The awful camera controls make this problem even worse. The "smart" camera tries very hard to keep as much of your own character's anatomy in the picture as it slowly thinks about wheeling around to look at something that you might consider interesting, like the narrow bridge you want to walk across or that guy who has shot you three while you tried to convince the camera to look at him.

And somehow, this seemed like a good idea for RPGs, as well.

Solutions / Exceptions: Okay. I don't hate this viewpoint. And on a game controller, with an entire thumbstick devoted entirely to panning the camera around, it almost works. Kinda. Sometimes. Good thing nobody plays games on the PC anymore, or they'd really be screwed! Anyway - while developers tend to optimize the game for this viewpoint, most games provide options to allow you different camera views that are designed to actually play the game instead of admiring the artists' work on your avatar. So this is ultimately a very minor gripe.

5. Buy the Rest of This Game With DLC!
This one's just starting to rear it's ugly head. I have nothing against capitalism or premium DLC in principle. And I've enjoyed expansions for RPGs for decades, now. The advent of digitally distributed add-on content is certainly an awesome thing for gamers and game-makers. But there have been some suspicious hints of a trend towards cutting back on the core experience and then selling it back to players via premium DLC.

Solutions / Exceptions: Avoid the appearance of evil, publishers! Trust built up over years and many titles can be destroyed with a poor decision, here. Yeah, it's a double-edged sword... making the game feel "complete" without the DLC makes it harder to sell the DLC - but fighting the perception that you are only selling the players two-thirds of a game in hopes of making an extra buck or two on DLC could be far worse.

6. Level Scaling
No matter how much you progress, the bad guys seem to level up right with you. It pretty much invalidates the whole leveling up / character progression mechanic.

Solutions / Exceptions: This is a good idea with often poor implementation. This deserves three or four articles of its own.

7. Kill Ten Rats and Come Back For Your Reward!
Somehow, the awful, creatively bankrupt MMORPG "quest" that were nothing more than structured grinding made their way into single-player RPGs this last decade. And so we get these quests that encourage us to go out and battle randomly spawning monsters in hopes of collecting X trophies for some kind of quest-based reward.

Solutions / Exceptions: Okay, while I'm not personally opposed to a little bit of optional grinding, a game should never encourage the player to engage in a fundamentally repetitive, meaningless, un-fun activity. Now, if you happen to be out killing them anyway and the game offers a reward for the activity anyway - like paying you individually for collected kobold ears that you are acquiring ANYWAY - that's a little different story. It's a fine line.


I have probably missed some big ones here. What are some modern trends in RPGs that annoy you? How can they be fixed?

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Comments:
The big one that drives me up the wall with many modern 'CRPGs' is that they aren't, in any meaningful sense, RPGs. Diablo? Not an RPG. Twelve zillion bad clones of same? Not RPGs either. Sticking a Diablo-esque loot system/skill tree into your FPS? Does not an RPG make.

Second beef - voiceovers. Now don't get me wrong, I love a good voiceover (and in a pinch I can play with the sound off and subtitles on if the voice acting is awful). But unskippable, repetitive voiceovers will drive me to uninstall your game. Lots of people beefed about the elevator sequences in Mass Effect, which I thought were fine. The glaring idiotic whoever-was-responsible-should-be-put-up-against-a-wall-and-shot problem with ME was having to sit through ten lines of dialogue you'd already heard fifty or sixty times every time you wanted to buy something, with no option to skip past 'I want to buy a new gun.' 'Oh, it will be making this one of the most supremely orgasmic ecstasy to show you its fine selection of premium items.'
 
Nice list! You nailed most of my pet peeves, particularly with #3 and #7.

A little more in regard to #7:

Quote: "...like paying you individually for collected kobold ears that you are acquiring ANYWAY..."

I'm fine with (and actually kind of like) this sort of "quest" or task, where the player receives a reward -- cash, reputation, whatever -- on a per item basis. I think this is acceptable to me because I have the freedom to gather as many as I want, when I want, and still receive a reward.

However, I do not really like when the task is "batched", i.e. the item can only be turned in as batches or bundles (e.g. 1 gold per 10 kobold ears), since then I'm either forced to spend extra time completing a batch, or I'm left with a few extra bits that are useless and typically just wasting inventory space.

I'm not really fond of quests where the the task is defined more rigidly, like "Go get 42 rat butts, and don't come back until you do!". And I get particularly bent when the required item doesn't drop off the requisite mob, e.g. "What? The last rat had a butt! Why doesn't this one?!"

I've seen some particularly egregious quests like this in WoW. In one that comes to mind, you have to hunt turtles and gather turtle meat, but only ~10% of the turtles actually drop meat! Lame and utter nonsense! All turtles have meat, right?!

Quick note to designers: Players will accept some weak, arbitrary design as long as:

A) It isn't obviously just time-sucking filler.

B) It's generally consistent with the context defined by the game world.

C) If A or B are not achievable, then -- at the very least -- it must make sense within the context of the real world!
 
I particularly empathise with number 3. That alone (along with a few other things) totally destroyed NWN 2 for me. The other thing I hate is forced cross genre actions. For example, platform jumping puzzles are fine in an optional side quest, but shouldn't be part of the main quest line you are forced to do. Same for space sim battles, car races, twitchy shooter sections, you get the picture.
 
What drives me nuts is the "you don't start getting credit for kills until you accept the quest" and the "this item doesn't drop until you accept the quest". I can kill 20 rats because I'm having fun, but that doesn't count at all to the person that wants me to kill 10 of them. None of said rats have tails that I can gather until I am asked to get the tails.
 
I think the title of this post is misleading, because it's pretty much a response to Dragon Age.

I share your gripes about the game. But let's face facts: Dragon Age's strength lies in its graphics and everything else took a back seat. The balance is flaky. The items are randomly distributed. The story is duller than a beach ball. The only interesting character (Morrigan) is severely flawed.

But damn, does it look good. I wish I could combine its graphics with Oblivion.
 
Damn that was fast! How do you find the time to write so much stuff every day?!

I think I have ranted already enough about DAO but I can sympathize with Joshua here.

What bugs me too is a game starts with a boring story or quest. In NVN2 the harvest fair at the beginning really gave it all a stale taste for me because it was so boring. I know it could be skipped, but still this felt lame. There seems to be a trend with holding the player's hand in the beginning of the game (or all through the game) instead of throwing him/her right into the action (which is the more interesting way to start a good story, as every writer will tell us).

About point 3 ... yes! Another cut-scene-related problem is when you finished a long a difficult fight and then get a 12 minute long cut scene without the chance to save your game in between.

And my biggest turn-off with modern RPGs is that every dev/publisher plays save content-wise! Remember some of the golden-age RPGs and how fancy they were? Wizardry, Might & Magic, Alternate Reality, the dozens of sci-fi RPGs that were made back then, etc. Today there's like 99% your standard medi-eval fantasy realm and the rest is something else, like Mass Effect but not much better in the innovation department. In today's games I miss the creativity that was put into those old classics. It now seems all just about the best voice-acting, the most realistic graphics and about trying to make the player not think too hard because.
 
SHH! I haven't played Dragon Age yet. Don't spoil it for me! (But I was thinking of some other Bioware games for some of those gripes, so it doesn't surprise me too much).

@sascha - yeah, I ended up spending a couple of hours on it that would probably have been better put into working on FK. But hey, at least I'm somewhat responsive...
 
My random gripes:

Cutscenes
Old way - Longish cutscenes, effectively introducing a 'level' or area, then hours of action.
New way. Warp to new area - cutscene. Area loads - cutscene. Walk two feet ahead - cutscene, leaving you in front of a quest-giver. Talk to him - cutscene. Leave room - cutscene. A barely interactive cutscene does not a fun game make. Give me the story (if I want it), then let me explore myself.

Morality - Totally agree with #2. I say I'll save the village, -5 with the 'bad' character. I then burn the village down.. no changes. Also, why doesn't relationship affect reactions to decisions? I.e. if someone 'loves' me, should they not give more leeway than if they were neutral or hostile? I could go on for a while (like how threatening to break an aged priest's legs if she doesn't bless me is fine, but a sarcastic quip makes me 'evil'.)
 
Another great post! But I had to laugh at #4. I don't play first-person shooters, and I'm terrible at any kind of "real-time" combat. Commonly, with melee combat in Oblivion, I'll have a terrible time finding any opponent who moves around a lot. They dance around me while I'm lumbering to and fro, struggling to hit them at all. Heh! So I can understand the point of "butt-view," at least.

#6, level-scaling? I just don't know. As I say, I'm terrible at "real-time" combat. But I could play the Elder Scrolls games by just keeping my level low. And I could go everywhere in the game, since my enemies stayed at an equivalent level. Without that, I'd have probably been limited to a small area in the gameworld, shut out of any place with high-level monsters.

With turn-based games, I don't want level-scaling. But I'd have trouble playing "real-time" games without it. Well, unless the "easy" setting is really easy, anyway...
 
Level scaling is probably the single one most annoying thing in modern rpgs for me. You level up your character, manage to slay arch-devils, ancient dragons, legendary wizards... then you struggle against street thugs(DA) and orcs(nwn2)!

Not to mention fighting road bandits wearing adamantite armors, obsidian weapons... and finding that no matter where you go, there's nothing *really* dangerous for you. (Oblivion)

Level-scaling can be good if subtile, if done with tact. I heard that BG2 had some level of level scaling. I personally never noticed it and that's the great way to implement it! But overall, it should be mostly avoided.

Open games need these places you fear, these places you avoid because you know they are just plain too difficult for you at the moment. It just makes the whole world much more interesting. Oblivion and to a lesser extent, Fallout 3 suffered heavily from this.

More linear games need to adapt. If you want to give some freedom to the player, then make it so that leveling is slow. So that the character doesnt quickly become much more powerful just because he solved a few quests. It's not that hard to do! It just seems that designers are getting lazy!
 
Regarding DLC, there are often hidden benefits in profit motive and "capitalism" that make up for the "annoyance" of the publisher making a profit.

Games made with the intent to sell DLC have to be _good_ games. If the "core" content isn't worth the money, then don't buy the game in the first place - that's how the market works. But we should be happy with the idea that DLC means more money/profit incentive for companies to make truly good games.

Think how games are priced. They are virtually all the same cost. If DLC means we pay 5-30 bucks extra for great games, then that will probably be a good thing. A great game is certainly worth several times more cash than a bad game, in terms of value and fun.

Games that come to mind when I think of DLC are Fallout 3 and Dragon Age, which were terrific games, especially Dragon Age, which is off the charts good, imho.
 
So how do you feel about Depths Of Peril considering your hatred towards the "Kill 10 rats" style of quests? I mean, that game is almost exclusively made up of those.

Sure, I understand that it is all pseudo-randomly-generated and having meaningfully involving quests in such an environment is a nightmare to do, but it still makes for fairly uninteresting gameplay (after a while, anyway). Don't get me wrong though, as a purely Diablo-like hacken-slash, it does admirably.
 
Really good point, LachlanL. Catching another exception for me.

You know, I make a lot of allowances for something like DoP with procedurally generated quests that I might not make with a different game. I was the same way with Daggerfall. There does come a time when those fill-in-the-blank quests get kinda old, of course.
 
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