Rocket propelled grenades are... eh. Wrong RPG. Let's
start again.
Role-playing games are exactly what it sounds like: a
game in which the player assumes roles. Any game that has the player
take on the role of fulfilling a specific duty qualifies it as an
RPG. By this logic, all games are RPGs. You're playing a game about a
treasure hunter who follows clues around the world to find something
that may or may not actually be real? Uncharted has you playing the
role of a treasure hunter. Are you taking control of an airplane that
moves vertically and horizontally across a horizontally revolving
screen? That means you are playing as a pilot in Resogun.
However, the term RPG generally refers to games that
have the player controlling characters of multiple roles. Most of
these games happen to take place in a fantasy universe such as Dragon
Age or Final Fantasy. The most common roles played involve some basic
archetypes such as the Warrior, the Mage, the Archer, or even the
Cleric. Many RPGs have branched from these archetypes to make their
own character classes, but the base formula is present in all
existing RPGs.
The thing about classes in most RPGs is to see which
characters the player feels most suited for. Let's say you are the kind of person who feels like you
could take on the world. If someone looks at you funny, you just want
to sock them in the face and let them know that you keep your hair
messy on purpose! That is the personality of the Warrior. Warriors
typically rush into the heat of battle, can take as much damage as
they can deal, and are just so intimidating and unstoppable. Or maybe
you like to fight from a distance and want to dispatch your enemies
without causing too much of a ruckus. Archers are great at that. You
like to deal damage from afar and can run away when things get too
hectic.
That's the great thing about these kinds of games. Any
role you want to try and fulfill, the character classes allow you to
do just that. Granted, not every RPG branches far beyond the base
four types, but if you play enough, you can find your niche. I
personally like the guy who is extremely hard to kill. I do not mind
not being able to deal monstrous amounts of damage. I just want to
make the enemy focus on me whilst the rest of the team slips on by
and completes the objective. That's why I play a Prot Paladin in WoW.
Very hard to kill, draws in the animosity of the enemies, lets the
damage dealers bring extreme prejudice upon the colossal abominations
that are raid bosses, and I feel as if I control the tide of the
fight. But hey, if anyone dies, it was that stupid Shaman's fault.
RPGs usually limit a player to choosing one class and
sticking with it. There are several games that allow the changing of
roles in the middle of the game. Any strategy game such as Final
Fantasy Tactics has characters with numerous class options. The
characters themselves may be stuck with one class, but you as the
player can control all of these people. Dislike all those Squires?
Consider training one of them to be a Knight. If Knight is more to
your liking, make all of those Squires into Knights! Maybe even let
one be a Monk and see how that works out.
Another good example is Team Fortress 2. This game has
nine total classes categorized by primary role: Assault, Defense, and
Support. Scouts, Soldiers, and Pyros are all Offense. Let's say you
want to try the Soldier. Big commander looking dude with a rocket
launcher, a shotgun, and a shovel for good measure. However, he feels
slow to you. You keep dying to everybody. Fortunately, you are not
stuck with the Soldier forever. Once you die, you can select a new
class to try. You pick the Scout, notice he runs insanely fast, has a
double jump, a shotgun, a pistol, and a metal baseball bat! This guy
feels more your style. Tired of the Scout? Try the Heavy and see how
long it takes for everyone to take you down!
Roles are the most important aspect of a role-playing
game, but another essential to the genre is stats and progressions.
Stats (also known as “attributes”) affect the parameters of your
character. The higher your stats, the more effective you are. Most
common stats include Attack, Defense, Health, Mana, Speed, and Luck.
These branch out and get complex in some games such as Dark Souls,
but they all stem from these common base stats. Attack governs damage
done against an enemy. Defense affects how resistance the player is
to damage taken from foes. Health governs how much damage the player
can take before they die. Mana is usually an energy source for
special attacks. Speed can affect movement speed or attack speed.
Luck is the most ambiguous, but it most commonly represents chances
of success with critical damage.
As for progression, this works differently for RPGs.
Traditional progression in games is done through levels. In almost
every other genre, these levels are literally brand new maps and
stages. In RPGs, these levels are given to characters themselves.
Players will start at level 1. Sometimes it's higher and sometimes
they start at level 0, but level 1 is the most common starting point.
As the player gains experience points they gain levels. Experience
points (EXP or XP) is frequently acquired by killing enemy monsters.
Sometimes experience can be gained through exploring a new area. Once
enough XP is gained, the character gains a level. Gaining a level
gives stat boosts to all of the character's parameters.
Some systems get creative such as with Chrono Cross.
Chrono Cross has no levels, but there is still stat progression. When
a boss is killed, players gain a Growth Star. Players can then kill
more monsters to earn more stat gains. As more monsters are killed,
the bonuses gained from each fight suffer diminishing returns until
no more stat gains are made. This encourages players to grind a
little bit after a boss fight, but it also does not punish players
who don't bother to grind at all. I think XP might be too focused on
monster killing. It should be allowed to branch out into other
activities such as exploration or story progression. Which brings me
to the most vital aspect of RPGs: the story.
RPGs have gained a reputation for having excellent
stories. Games such as Final Fantasy, Valkyrie Profile, Chrono
Trigger, and even Borderlands have well executed storylines. Most are
to the point that they are all the game focuses on. Some of these
stories are so long they require multiple discs to hold everything!
The average playtime invested in an RPG stands at 40 hours. The story
will usually take up to 12 of those hours. The rest is side quests,
exploration, and grinding. That isn't necessarily a bad thing, but I
think I would make the story a bit longer and have the grinding take
up less time.
There's a lot more to RPGs than I can list here, but
hopefully this gives you all some idea of what I think of this genre.
It's my favorite genre of all games. It's kind of getting melded into
other game genres, so finding a good standalone RPG is hard right
now. Hopefully I can make my own RPG someday. Until then, somebody
better make a really good one soon!
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