in the year 2000
1.29.2000»
You know, lately, there has been a large debate over where RPGs are
headed, what new elements RPGs will incorporate. Almost every RPG coming
out in the next year has its own "spin": Lunar 2: Eternal Blue is a remake
of a retro game, Rhapsody is a "musical RPG." You can't swing a dead
hamster without hitting a Pokémon clone. With all this hullabaloo going on,
I figured I'd write this editorial as sort of an "open letter" to RPG
developers, present and future, telling them what I would like to see in the
next generations of RPGs.
Larger Parties.
Now I know a lot of people absolutely
despised SaGa Frontier, but there was one thing I really liked about it: the
almost obscene amount of people you could have in your party at one time,
up to fifteen. I'd like to see this implemented in future RPGs.
On a related Note, it also doesn't make
sense why the game ends when the current party is wiped out. I mean, you have
a bunch of character sitting in the wings, do they all commit ritual suicide
when the main party dies?
Better Menu Systems.
There have been recently several RPGs that
I was forced to stop playing because the menu system was so aggravating,
namely Suikoden and Pokémon. My main gripe with Suikoden is as follows: If
you're going to make a game with so many playable characters, you've got
to make it much easier to switch equipment from character to character.
Pokémon commits a similar sin with its monsters: I don't want to have
to trek back and forth to predetermined places to switch party members if I'm
going to be doing it as often as these two games seem to want me to do.
Pokémon also commits a sin that seems
peculiar to it: Indecipherable items. It takes at least ten minutes to find
the machine you want to use on a pokémon, because all of them have numbers
instead of names. Name your items clearly, especially if you're going to have
a limited inventory.
More Interesting Battles
Final Fantasy VIII was a step in the right
direction here, with the "Boost" ability, alongside the "R1" attack of
Squall's gunblade and the interactive limit breaks. However, I feel more
could be done here.
First off, I'd like to see more in-depth
attacks. For instance, take Final Fantasy VI's Mog and his "Dance Attack."
If I were implementing such an attack in an RPG today, I would make this
attack similar to "PaRappa the Rappa," so that pressing buttons in time to
the music would contribute to the success or failure of the attack.
Another thing I'd like to see would be
randomized attack animations. For example, a character could have multiple
ways of swinging his sword at the enemy. This would be a purely cosmetic
change, but would make random battles more interesting to watch.
Another good idea would be smarter enemies,
especially bosses. How many times have I fought a boss while my characters
have been equipped with fire-type armor and the boss repeatedly uses fire-type
attacks. I'd like to see enemies who are cunning and out for your blood.
I'd also like to see a switch to a Chrono
Trigger-style system of being able to see random enemies before you have to
fight them.
More Detailed Interactions with the Environment
Xenogears took a first, if flawed,
step in this direction with the addition of a "jump" button. I cannot count
how many times I have been frustrated in a maze by being unable to pass a
stream of water I could probably step over. Additionally, why does it seem
that no RPG characters can swim?
I'd also like to see parts where you have
to sneak around, such as in Metal Gear Solid. It would bring a new
element to the game, and was already done somewhat in Final Fantasy VII
(During the raid on the ShinRa Building.)
Maybe this belongs in the previous category,
but I'd also like to see a return to the Chrono Trigger system of having the
battles on the exploration map. It would be neat if your battles could also
affect the environment, as well. Say, for instance, a character casts a fire
spell and it sets the grass ablaze (Kartia has this feature already.)
It could work the other way, as well. For example, there could be a
thunderstorm occurring and lightning could strike battlefield at random.
More Detailed and Mature Story
First off, I'd like to see characters
interact more like real people, with their own wants, fears, and desires.
I'd like to see mercenary characters that don't always "come around" to the
idea of saving the world. Or maybe have a villain who fits a stereotype
traditionally filled by a heroic character, such as a rebellious princess.
I'd also like to see more of a blurring of
the lines between good and evil, more like real life. Why not have the hero
end up having to kill the traditional "Mysterious Female Magic User" character
because her power really is too dangerous.
Another thing I'd like to see abolished is
the fact that you always seem to solve all the world's problems when you beat
the final boss. It would be more interesting to see characters go home to
have to rebuild houses, cure diseases, and other reconstruction-type
activities.
As a final note on this particular subject,
when I buy a sequel to a game, and the sequel is supposed to be set in the
same world, I do not want it to be a thousand years in the future. I do not
want an entirely new cast. What I want is to see the same world with a new
adventure. I'd like to use some of the characters from the previous game.
and the ones I can't play as Id like to at least meet during my quest. I want
to have my actions in the previous game to have an effect on this one.
(Attention: That previous paragraph was written with the creators of Chrono Cross and the Breath of Fire series in mind.)
There are also many other things I would
like to see in RPGs, such as more and better minigames, more non-combat
abilities like the refining in Final Fantasy VIII, and more
sidequests. However, I believe I covered the elements I consider most
important to keeping the genre from stagnating.
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