My Love/Hate Relationship With RPGS

You might be surprised to learn this, but for a good chunk of my life, I considered RPGs to be my least favourite of the major video game genres. I played several, but I usually felt them to be more frustrating than fun.

My rogue surveys her domainEven now that I’ve matured a bit and learned to appreciate RPGs more, there’s still a very significant part of me that’s constantly rolling its eyes and cursing under its breath as I play them. I’ve coined the term “RPG BS” to describe the more irritating habits of the genre, and my opinion of an RPG usually boils down to how much it can minimize this “BS.”

So why do I keep playing RPGs despite loathing many of their fundamental aspects? I asked myself that question, and I’ve come to the conclusion that I love the fantasy of the RPG, but that the reality of the genre often doesn’t align with that fantasy, and in many cases, even actively works against it.

Fantasy versus reality:

At its heart, the RPG genre is about putting the player into the classic hero myth. Start from humble beginnings, go through many trials and tribulations, learn from those experiences and grow into a more powerful hero, and achieve glorious victory.

That’s an awesome concept for a video game. You take the most core and powerful human story, and you put the player center stage. A good RPG is like a brilliant novel or a masterpiece film, but even better, because it’s not some abstract character you’re watching from the outside. You’re living it. It’s your story.

Even if you’re someone who doesn’t pay a lot of attention to story in games, it’s still a thrill to go through that archetypal journey. We’re just hardwired as a species to be drawn to that concept of growth, trial, and achievement.

My wizard posing with Eirena in Diablo IIIThis is what draws me to RPGs. To live the fantasy of the epic hero.

But a lot of the traditional mechanics of RPGs are completely divorced from that fantasy, or outright harmful to it.

I’m sure a lot of purists will sneer at me this, but the obsession with numerical balancing acts is one of the worst aspects of the RPG genre for me. Everything in these supposedly epic adventures boils down to math.

You’ve got to carefully pick and choose where all your stats go, and there’s generally very little thought to it since there are rarely more than a handful of ways to build a character effectively. Rare indeed is the RPG where a warrior stacks intelligence.

Boiling everything down to math rips me right out of the fantasy. I don’t recall Shea Ohmsford having to reach at least 35 points of strength or learn the “Mystic Sword Mastery” talent to wield the Sword of Shannara.

A lot of the restrictions RPGs place on characters based on their stats are completely illogical, too. You level up skills or attributes so that you can wield powerful weapons or spells. Logically, it should be the other way around. You practice with melee weapons; you get better at melee weapons. You try a new spell and slowly become more adept at it.

The Darkspawn march through the Dead Trenches in Dragon Age: OriginsGranted, in a lot of games it functions more or less this way anyway since you’ll generally be using the same fighting style the whole way through — God forbid a player have the chance to experiment — so a melee fighter will slowly work their way up to more powerful weapons. But having to think excessively about your stats or your build distracts from the fantasy and detracts from the adventure.

Winning on the character sheet, not the battlefield:

In the end, success in the majority of RPGs relies much less to how you play your character and much more on how you build your character. Aside from detracting from the heroic fantasy, this also sucks a lot of the fun out of the gameplay. Combat isn’t very exciting when you know the outcome has likely been decided long before it begins. It devalues things like reflexes and snap decision-making and makes one feel unheroic.

Excitement comes from narrowly avoiding boss attacks, executing perfect combinations of abilities, and making sound strategic decisions in the heat of combat, not from Googling a theorycrafted build, equipping some phat lewt, and facerolling your way through enemies.

The reason I loved the original Dungeon Siege was that it was a game that got out of its own way and let you live the heroic fantasy. You just picked up whatever kind of weapons or magic you wanted to use and got fighting. The more you used melee weapons, the more skilled you became with them. Want to be a combat mage? Just start throwing fireballs. You built your character by playing the game, as opposed to playing the game by building your character.

The logo for Dungeon SiegeThis focus on building over playing is compounded by the fact that most RPGs make changing builds difficult, costly, or outright impossible, thus punishing mistakes or experimentation. I don’t mind The Secret World’s dependence on build choices for success because swapping abilities is incredibly quick and easy. It’s an element of gameplay, not a chore. Plus, it encourages experimentation, rather than discouraging it.

Thinking of TSW and its adaptability, another pet peeve of mine about RPGs is how they limit players and force them into such narrow boxes. Most force you to pick a class, and there’s generally little opportunity to customize these classes in truly meaningful ways. You can be a warrior who specializes in swords, or a warrior who specializes in axes.

This one isn’t so black and white. Classes do have a positive impact, as well, because it gives people readily identifiable archetypes and allows them to jump into a game and know what kind of experience they’re going to have. Most people are going to gravitate to certain playstyles, anyway.

But still, I wish games would be a little more creative with their classes or at least offer some more diverse ways to customize them. Given the choice, I’d probably play every game as a plate-wearing mage who dual wields swords. Or maybe an arcane archer.

Humble beginnings:

There is one way that RPGs are good at sticking to the heroic fantasy, but it’s the one way that they probably shouldn’t: the idea of starting as nobody.

My hunter on the Wandering IsleStarting from nothing and working your up to a great hero makes for a good story — though I think the “humble beginnings” angle is overplayed, myself — but it doesn’t make for exciting gameplay. I don’t particularly enjoy running around in rags and killing boars with a rusty kitchen knife.

In my experience, single-player RPGs are getting better about throwing you into the exciting stuff immediately, but a lot of MMOs still have the nasty habit of forcing you to wade through level upon level of tedium to get to the good stuff.

Gear:

And we come to my final gripe.

The idea of iconic weapons and armor is very core to a lot of heroic stories. Frodo had Sting and his mithril tunic. Perseus had his mirrored shield and winged sandals. Tirion Fordring has the Ashbringer.

Nothing says “fantasy hero” like slaying a terrible beast, collecting a weapon of incredible power from its hoard, and using this weapon to bring justice to the world.

My Dragon under the moonlight in Blue MountainRPG developers recognize this and make gear core to progression in most games, but therein lies the problem. They’ve made gear so central that it’s fallen away from the original fantasy.

See, Frodo didn’t replace Sting with the Bloodied Handaxe of Savagery, and then replace that with the +1 Giant Stick of Compensation.

The whole thing about iconic weapons and armor is that they’re iconic. RPGs have made gear so meaningful that it’s become meaningless. You never grow attached to your equipment. It doesn’t become a core part of your character’s identity.

I’m reminded of a game I played in my youth called Drakan: Order of the Flame. It wasn’t exactly an RPG, but it had elements of one, such as gear. But in Drakan, new items were relatively uncommon, and really good items were even rarer. I remember one weapon you could find in act one, the Mace of the Hand, was so good that you generally wouldn’t replace it until act three. That’s how gear should work.

In the case of MMOs, gear is especially problematic because it becomes a treadmill. You need to regularly perform gear resets and make people start over again. My characters in WoW aren’t any more powerful now than they were when I joined back in Wrath of the Lich King.

My mesmer showing off her gear in Diessa PlateauI like how The Secret World handles gear, because they don’t do resets. They add new forms of progression instead. Gear upgrades are also rare enough to feel meaningful. My Dragon used his sword from last year’s Mayan event up until just a few weeks ago.

The later Mass Effect games also had an interesting take on gear. Rather than making new pieces of armor numerically superior, they just granted different kinds of bonuses. Gearing was a strategic choice, not a matter of “this has bigger numbers, so I’ll equip it.”

Making everything depend on gear also devalues the concept of your character as a hero. My WoW characters are weak as kittens without their gear. That’s not exciting; a hero should be a badass no matter what they’re wearing or what weapons they wield.

* * *

RPGs have become more interesting since I was a kid, and they are amazing games when they can effectively capture that heroic fantasy. But far too often, they’re bogged down in mechanics that do more harm than good.

WoW and TSW: What I’m Up To + New Article

With all the news related to Human Again and BlizzCon lately, I haven’t had much time to talk about what I’m actually doing in my games of choice, so I thought I’d do a quick update of what’s been going on in World of Warcraft and The Secret World. We’ll start with WoW.

Siege of Orgrimmar:

A first person view of tanking the Sha of Pride in World of WarcraftI’ve now killed Garrosh on both my rogue and my warlock, and my monk is closing in. On the whole, I think Siege is a pretty cool raid, though it’s not going to go down as one of my all-time favourites. It’s a bit visually bland, and the lack of fights actually taking place in Orgrimmar is a bit disappointing. Plus, it’s got a case of Ulduar Syndrome — a lot of filler encounters that just don’t need to be there.

On the upside, though, I love all the little details and cameos. Bringing so many iconic characters together for an epic brawl is just awesome. I like how a lot of the bosses are recognizable characters, too. It saddens me that Nazgrim had to die to show his true nobility. I always thought him a bit of a goon.

And the fights with Garrosh and the Paragons are just epic.

I liked how the story ended, too. It was a very satisfying conclusion to the Pandaria arc. I still wonder where we can go from here, and considering they’re already hyping the PvP zone in the next expansion, it seems the answer is, “nowhere.”

But even if it turns out to be pointless in the long run, Pandaria was a great ride while it lasted, and in my books, it’s going down as one of the better Warcraft games in terms of story.

My rogue meets with Lorewalker Cho following the Siege of OrgrimmarChronic altitis:

Now that my monk’s finally max level, you know what that means: It’s time to make yet another alt!

This time, I’ve decided to give being a hunter one final try. Since there are no new classes or specs next expansion, I might as well try to get my archer fix from the one available option. Fourth time’s the charm, right?

I was planning to make another Blood Elf, but I think I’ve probably got enough Elves. Worgen was tempting, but I’ve got too many Alliance characters these days. So I decided to roll a female Pandaren.

I still don’t like their one and only face that much, but it looks better when it’s animated, and I like everything else about their look and animations. Plus, they’ve got really cool voice-overs.

Thus far, I’m enjoying myself more than I expected to. Being able to shoot while moving and the removal of minimum range help a lot. Without minimum range, I can do like I did with my warlock and level without pets. Too early to say if it’ll stick this time, but being a hunter is not as boring as it has been in the past.

My hunter on the Wandering IsleTo be fair, a lot of that may be down to revisiting the Wandering Isle. It’s one of the more pleasant starting zones, and it’s been long enough since I played it that it feels fairly fresh to me.

Spooooky:

Meanwhile, in the dark days, I’ve played through both of TSW’s Halloween events.

Yes, both. In addition to bringing back the Cat God storyline from last year, they added a new mission chain that had the player collecting ghost stories from around Solomon Island for Danny Dufresne.

Surprisingly, I found the Cat God didn’t quite live up to my expectations. The story was rather confusing, and a lot of missions were little more than busywork. The boss battle at Stonehenge was pretty cool, though. I managed to solo it, even though it’s supposed to be a group dungeon.

Battling the Cat God at Stonehenge in The Secret WorldOn the other hand, the spooky stories chain was awesome, despite being obviously done on the cheap. Gameplay-wise, it was a bit dull — mostly every story boiled down to “go to a place and kill a thing.” But the stories were all so brilliantly written and downright creepy that it made the whole thing worthwhile.

After nearly a year in TSW, I’ll admit the game had started to lose its intimidation factor. I felt like I had seen the worst the Secret World had to offer, and sent it home bleeding.

After reading those stories, I realize how wrong I was. I have barely scratched the surface of the horrors Funcom can come up with.

My favourites were Carter’s, Sam Krieg’s, and Tyler Freeborn’s stories. Carter’s had a great twist, Krieg’s gives us a whole new perspective on his character, and Tyler’s was just a brilliantly surreal and horrifying piece of mind-frackery.

My Templar in her "Angel of Death" Halloween costume in The Secret WorldI also enjoyed the new costume pieces. The Baron Samedi jacket looks great on my Dragon, and I decided to dress my Templar up as the Angel of Death for the occasion.

The Venetian Agenda:

The last week has also seen the release of issue #8, “The Venetian Agenda.” This is the first issue in a while to not offer much in the way of story content. Its main purpose is to introduce the new augments and scenarios.

Considering the lack of story, I’m enjoying this issue much more then I expected to.

Scenarios turned out to be far more fun than I expected. They’re very challenging, but they’re intended to be something for the true hardcore players to do, so that’s to be expected. I doubt I’ll ever be able to attempt the harder difficulties, but I’m enjoying normal.

Scenarios are supposed to be training simulations run by the Council of Venice. Think the virtual reality training room the X-Men have. The interesting thing about them is that they are heavily randomized. Random enemies, random weather hazards, random Filth outbreaks, random NPC betrayals.

The intro cinematic for the Castle scenario in The Secret WorldEvery scenario plays out differently because there are just so many different variables. Even among one enemy type, there’s significant variety. I’ve run across at least three different kinds of ghouls in the Hotel Wahid scenario, not counting bosses.

TSW is all about being able to adapt to new situations, and scenarios distill the essence of that. You’re constantly thinking on the fly and making snap decisions.

Augments are a bit less exciting. Their drop rates are appallingly low, and they don’t really offer much in the way of character customization. They’re mostly just bland percentage bonuses.

To my surprise, scenarios have greatly divided the community. The forums are ablaze with debates over their difficulty and mechanics, with many believing they’re vastly overtuned. Meanwhile, others say they’re just right.

This would be typical for other MMOs, but TSW’s community tends to be a bit more harmonious.

Caught in a dust storm during the Hotel scenario in The Secret WorldFor my part, I’m in favour of scenarios. Considering they were intended for the top 1%, they’re still quite doable for us mere mortals, and the variety of difficulties and flexible group sizes ensure pretty much everyone should be able to make headway with them.

I’m not a good player by any means, but I’m consistently getting silver or gold on solo normal. I even got platinum in group normal at one point.

I just wish I could get some damage augments to drop.

Brief though it may have been, I also liked the story of issue #8. It’s a testament to the writing in TSW that Arturo Castigleone’s character came through so strongly after just one cutscene. I can feel how the Council’s impotence is grinding at his soul. I hope we’ll see more of him going forward.

But then again, I tend to hope we see more of pretty much every character in this game.

Arturo Castigleone in The Secret WorldNew article:

My latest WhatMMO article is about the top 7 Types of MMO Forum Posts.

“Never gonna give you up…”