Fallout: New Vegas dev: some RPG advances "undermine" thrill of exploration
Avellone on journals, quest compasses and auto-maps.
Obsidian designer Chris Avellone believes some of the advancements made in role-playing games over recent years "undermine" the genre.
Avellone, who played a key role in the development of a number of RPG classics while at Interplay, including Fallout 2 and Icewind Dale, told Eurogamer sister site IndustryGamers that while mechanics designed to aid players can be useful, they do have a negative impact.
"I'll say the 'advances' have been more for player convenience, sometimes good, sometimes bad, in my opinion," he said.
"Journals, quest compasses that point directly to the goal and show you the route, auto-maps, etc. are helpful, at the same time, I think it undermines the thrill of victory and discovery and a lot of what makes an RPG an RPG (exploration, notably)."
More successful advances in RPGs are, according to Avellone, making player decisions have consequences and better voice-acting.
"In terms of non-interface elements, I feel the idea of morally grey choices and more focus on actions and consequences has been great for RPGs across the board," he said.
"Lastly, fully voice-acted characters has been something to adapt to since Knights of the Old Republic 1, and the amount of localization, recording and audio work required is substantial, but I feel it's a net positive for the player."
RPG elements are now a part of many video game genres. And RPGs are also evolving - see the Mass Effect franchise.
This blurring of the line between genres is something Avellone is delighted with.
"I enjoy the fact that role-playing game mechanics are bleeding into other genres, and the 'genres' aren't as clear-cut any more," he said.
"Developers are seeing the worth in customization, levelling, dialogue, choice and reactivity and other elements that would normally be considered RPG mechanics and introducing them into multiple titles."
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Comments (46) Latest comment 2 months ago
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The joy of my character raising his arms every few minutes to peer under his own armpits to shoot at monsters clipping through walls...
I loved the game, but please more/better QA before giving pointers...
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I hope another developer ventures into the 'Fallout'-genre and creates a game that works. Sorry Obisdian/Bethesda, you have had your turn. Multiple times in case of the latter.
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The blurring of lines is great for the fps and racing games and whatnot but it's quite bad for old school rpgs since it makes them non-existent.
Reducing the scope and choices for voice acting is something I don't know why is considered great.(especially when it's second rate acting).
Well I guess it's more of a success in point of view of the 12 year old attentionspan lacking kids.
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The thrill of discovery and victory needs to be tempered with good design and good execution, which sadly is where New Vegas all too often fell down, because at times I was like "Thank **** for that, right, next."
And I like dialogue choices, I just wish they weren't so daft. So you decided to swim in a mutagenic pool of green goo and now are unhappy you're a mutant eh? Why don't I have the dialogue choice, "What did you think was going to happen?"
I think they need to start considering what PLAYERS think, not what they think we should be thinking.
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Jus' sayin'
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The characters in Skyrim have a handful of things to say, and that's all they ever say. For example, I stopped the town of Dawnstar's nightmares and felt very pleased with myself. Went to see the Jarl and she treated me just the same as she always had, with no new dialogue or reactions.
I'd rather have the older Morrowind style of voicing. Have some "flavour" voice recordings so that towns aren't full of mutes, but keep the meat of the conversations in text form. Not goingn to happen though is it
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On the subject of blurring genres, RPGs have always been that way, perhaps more than any other genre. People have been having the "is it an RPG" argument as long as RPGs have existed. I really don't care either way anymore (though I certainly used to). When people dismiss something on the basis its "not an RPG" (such as an earlier poster did with Mass Effect), I think it is kind of a shame. If its fun, play it and enjoy it. Equally, if it isn't fun, qualifying as an RPG won't save it.
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sorry to veer away but mass effect, not an RPG... that’s Role Playing Game right... so you assume the ROLE of Commander Shepard and you PLAY the GAME with him in revealing his story, which you also help narrate with you're choices albeit a rigid Saint, Neutral or Devil 'morality' system.
Levelling - Check
Classes with varied abilities - check
Ability Tree - Check
Loot - Check
weapons & weapon Mods - check
Sure it's got more action elements and cover based mechanic but it fits the universe and the character set its not as if it was just a random design choice which has no place in the game.
why can you not have an action based, story driven game complete with RPG elements and it not be an RPG? An RPG doesn’t have to involve wandering about a huge map with little trinkets to find with elves, trolls and the like. I’m all for open games like Bathesda have been making this gen loved all of them but come on be a bit more open minded.
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these days we have less and less time, more and more games, more forms of entertinament including internet tv players and 100's of channels, instant gratification syndrome. I dont want to waste hundreds of hours on these RPG's aimlessly checking every square inch of map for bit and bit of pieces of loot when I could have play 3 or 4 games in that time spent romaing aimlessly around a RPG map
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Now I have bought Skyrim, i can't kill some of the dragons - one flys backwards into the mountains and becomes out of reach to kill with anything.
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Personally I don't care about full-voiced acting. First thing I do is switch subtitles on, and I skip to the next piece of dialogue after I've read each bit. So really I just read anyway, except there is the background noise of someone speaking the first few words of the sentence.
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You know following your logic everything is an RPG.
ME in praticular lacks any morality.
You are either good or evil and even then, in most cases the dialogue no matter what you choose comes over as some badass gungho speech.
Varied clases? Can't even tell them apart most of the time you just go around blasting people with rifles or shotguns.
More like an interactive movie with fps elements than an RPG.
In its own category I guess it is good but that does not qualify to me as an RPG.
Not to mention so called RPGs nowadays lack even the illusion of choiche.
The biggest issue is that I have with today RPGs its the lack of details.
Sure Skyrim is wast but lacks detail to it like the boring NPCs and etc.
ME has little content and even that isn't fleshed out accordingly.
You know at least in FA:NV I liked the way Obsidian handeld the sotry and conversations, in most cases giving you an illusion of choiche.
Between this blurring of lines and cinematic immersion or whatever the small details and nuances suffer, that made old rpgs so memorable.
Those are the small things that people only notice when its not there.
Thats why you have old rpg fans getting angry that the new games are boring and unimaginative.
As for the no time to play big RPGs well then don't.
RPGs are timesinks if you don't have time than watch a movie.
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Just a shame, whenever I make.a long journey on skyrim, my game freezes alot of the time when i'm so close to thr destation
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And I loved the maps in Farcry 2. Actually having to look down at them and away from the game added a sense of realism. Also why no Hardcore mode in Skyrim?? That was the best thing about New Vegas. Really kept you on your toes throughout the whole game. I can understand it not being compulsory but I would have thought the option would be there.
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I have compass turned off in Skyrim, as well as crosshair, so the game is completely HUDless, and it is glorious.
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Anyway, I do agree with him to an extent that the map markers take away the exploration. I found this especially detrimental in Fable. The breadcrumbs, while a good idea in theory, took out any deliberate mental effort afforded to the environment. This changes the environment into a meaningless backdrop, instead of the thing which keeps the narrative together.
Taking away the map markers is not enough though, because serendipitous discoveries as occur in Skyrim, while fun in itself, are also not exploration. Exploration is contingent on volitional mental effort beforehand, so they still need to then design the game so that it implicitly points you in the right direction. This is of course very difficult, for an open world game especially. It's also why I hate the minimaps in Rockstar games; it facilitates lazily recreating an existing world and calling it a rap, instead of the main focus of the gameplay interaction model.
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Would really like to know what you consider an rpg...
ME was like an interactive movie (film grain option springs to mind). Tho I consider it an rpg but not in the old sense.
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The more tools like this a player has access to, the better. It means everyone can play their own way - the design and story of the game should be strong enough so i can spend 90 hours wandering aimlessly exploring while another player can get straight through the main quest and enjoy the story in 20 hours without having to worry about getting lost.
I think Skyrim has got it spot on.
If in doubt, developers just need to include the option to turn something off.
And i think voice acting is good but the text is good also - a nice mix of the two is my ideal - afterall i tend to read the subtitles and skip listening to most of it anyway, unless it's a particularly interesting \ dramatic conversation.
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Yeah I noticed, tho it is a reasonible compromise I still think the rockstar style is better, say ur going along and bandits/a dragon attacks or a wheel falls off would be sweet
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That said, Dark Souls has a fairly compact and content-dense game-world. I do wonder whether a game with a larger but more sparsely populated world (such as New Vegas or Skyrim) would be able to pull it off quite so well. The original Baldur's Gate had a lot of very open wilderness exploration - which was massively pared down for the (undoubtedly superior) sequel.
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All the classes felt the same? Please. Even in something as combat orientated as the Solider and Vanguard, there were massive differences in how they played. The different between the base line solider and the engineer was massive. To say theres no difference reeks of 'i dont like this game, so i'll just make something up that sounds right to me'
You were asked what you version of a 'good' rpg was. I'd love to know what you are going to recommend. Baased on your criticsms, i doubt theres a decent RPG left
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I think you mean Action-RPG.
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Example 1: In Fallout 3, I have my nice map marker so I knew exactly where to go for a quest, but what's this building off to the side? It looks guarded. Why would it be guarded? I'm going to go check it out, and then get back to following the quest marker.
Example 2: In Borderlands, I select a quest and get an immediate compass point and map marker so I know exactly where to go. If I need to find X pieces of Y, I know exactly where to go for each piece, so I don't have to waste my time scouring the map for them. Instead, I can spend my time checking out this scary looking tower tucked away against the cliff.
Example 3: In Final Fantasy VII, I'm told that the place I need to go to is on an island to the SW. It's not here. I've searched every bloody island, where is this stupid place? Gah, I've wasted 45 minutes searching for this stupid thing! Ugh, I don't know what people see in this game. That's it, I need to go look up where this place is online, or I'm going to spend the whole night searching.
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The only way around this is to have a more advanced text to speech system. I am surprised the sound card manufactures don't get together and define a chip and libraries just like directx that can do text to speech.
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By "old rgps" that are "so memorable" I assume you're talking about the classics, like Dragon Quest from 86, and Final Fantasy from 87. Ah, yes, those were truly pinnacles of morality, choice, and interesting NPCs.
Or are you excluding Easter RPGs from your rose-tinted look at the past? Well, then, you must surely be talking about 1980's Rogue, which brought us such game shaping choices as "Should I quaff this bottle, or shouldn't I?"
Let's face it, for every Planescape: Torment or Fallout 2, there were dozens of RPGs that lacked morality, choices, or interesting NPCs. Early RPGs didn't even have characters, as both JRPGs like Final Fantasy and CRPGs like the AD&D series had you pick or generate generic PCs.
Go back and play those RPGs. Personally, I feel that RPGs as a whole are in a much better place now than they were 10 years ago. I view the fact that we now have JRPGs, CRPGs, Action RPGs, FPS RPGs, SRPGs, MMORPGs, and whatever Valkyria Chronicles is (Real-time Turn-based SRPG?) as a very good thing. It means that RPGs are thriving, and that players can get their RPG fix no matter what their persuasion is. Modern Warfare fan? You should try Borderlands, which may then send them towards Fallout 3 or Mass Effect, and then we have another RPG fan.
And while Mass Effect has limited dialog, and all of it comes off as "badass gungho speech", it offers the player so many choices, that even two people who made all the same "big" choices in ME1 may find their worlds very different in ME2. And while many RPGs strive to have you shape the world around you based on your choices, most do it via a Fallout 3 / Dragon Age "Big Choice of A or B". ME has those, certainly, but it also has all these small little choices that you don't even think twice about, and you may not even notice the effects they have until you talk to your friend or do a second playthrough. Many RPGs could learn something from the smooth and transparent way in which ME shapes your world. The Witcher is the only other RPG that made me feel that even the smallest choice may have repercussions.
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Top tip: don't use fast travel in Skyrim. The game is vastly more entertaining when you have to walk everywhere. A trip to a quest location takes hours as you get side tracked by caves and forts, you have to consider which loot to keep rather than just fast travelling to a vendor and you'll run into loads of random events. It transforms the game.
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I love exploration, but I'm very thankful for the icons that show up on my compass.
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