CarcusRex
Watchdog
- Joined
- November 17, 2006
- Messages
- 80
In the Drakensang forum here on The Watch, Gorath mentioned in passing that Drakensang, while a “damned good game”, had no new innovation. I'm not here to refute that... in fact, in large part, I agree.
This got me to thinking though about Innovation in CRPGs; what it would should could look like; how to implement it; how drastic a departure from the familiar rpg formula we're used to seeing should it be.
I even wonder if it's really needed at all to help sustain the genre.... after all, for the past decade or two, we've found a lot of satisfaction in what have become some pretty standard rpg facets - branching dialogue with stat enhancement, dice rolled combat mechanics (whether RtwP or TB), juicy character development, free roaming vs linear progression, exp and skills points and level ups, etc...[although, strangely enough, it seems that the most basic and rudimentary element of the rpg, that of actual RolePlaying, seems, to me anyway, to have become stunted over the years... this is only my opinion and actually something I’m not at all sad about. It’s open for debate.]
So, there's been enough satisfaction in fact not only to have sated our appetite for crpg adventuring, but also enough to have successfully fostered a continued love affair with the hobby (hell, in my case, a damned near obsession)... so why change anything, right? Why not just tune up and polish to perfection all the basic things we’ve come to expect from a crpg, and make all the parts shinny and new, right? The perfect game, right?
Well, forget about all the hand wringing and over-analyzation... Innovation is just plain good stuff, imo, no matter how you slice it. Well.... hmmm, perhaps one should be a little more cautious... maybe say that the EFFORT to implement innovation is a noble and worthy cause, and that the outcome, if successful, has the chance to make very many people happy, not to mention set a new benchmark in the level of rpg goodness; even though, unfortunately, the OUTCOME many times leaves much to be desired. But try the developers must, I say, and never give up. It is their duty.
Which leads me to the reason for this thread. As end users, we gamers are obliged to basically sit back passively and wait to see what the Devs will offer up in terms of innovating the genre. Imo, we’ve seen a scant few new innovations in crpgs.
So, I’m asking you to imagine yourself as a game developer for a moment, sitting at his/her drawing board, edging to come up with the next big crpg innovation. Ah... haven’t you always wanted to roleplay a Game Developer? I’d like to hear your ideas for innovations, be they crazy, clever, subtle or far-reaching.... what you think would give the standard crpg template a good boot in the a$$.
Come and post your innovations here... maybe something clever and promising may be revealed.
Unless, of course, you really are an indie developer and don’t what to share your secrets... we’ll understand.
This got me to thinking though about Innovation in CRPGs; what it would should could look like; how to implement it; how drastic a departure from the familiar rpg formula we're used to seeing should it be.
I even wonder if it's really needed at all to help sustain the genre.... after all, for the past decade or two, we've found a lot of satisfaction in what have become some pretty standard rpg facets - branching dialogue with stat enhancement, dice rolled combat mechanics (whether RtwP or TB), juicy character development, free roaming vs linear progression, exp and skills points and level ups, etc...[although, strangely enough, it seems that the most basic and rudimentary element of the rpg, that of actual RolePlaying, seems, to me anyway, to have become stunted over the years... this is only my opinion and actually something I’m not at all sad about. It’s open for debate.]
So, there's been enough satisfaction in fact not only to have sated our appetite for crpg adventuring, but also enough to have successfully fostered a continued love affair with the hobby (hell, in my case, a damned near obsession)... so why change anything, right? Why not just tune up and polish to perfection all the basic things we’ve come to expect from a crpg, and make all the parts shinny and new, right? The perfect game, right?
Well, forget about all the hand wringing and over-analyzation... Innovation is just plain good stuff, imo, no matter how you slice it. Well.... hmmm, perhaps one should be a little more cautious... maybe say that the EFFORT to implement innovation is a noble and worthy cause, and that the outcome, if successful, has the chance to make very many people happy, not to mention set a new benchmark in the level of rpg goodness; even though, unfortunately, the OUTCOME many times leaves much to be desired. But try the developers must, I say, and never give up. It is their duty.
Which leads me to the reason for this thread. As end users, we gamers are obliged to basically sit back passively and wait to see what the Devs will offer up in terms of innovating the genre. Imo, we’ve seen a scant few new innovations in crpgs.
So, I’m asking you to imagine yourself as a game developer for a moment, sitting at his/her drawing board, edging to come up with the next big crpg innovation. Ah... haven’t you always wanted to roleplay a Game Developer? I’d like to hear your ideas for innovations, be they crazy, clever, subtle or far-reaching.... what you think would give the standard crpg template a good boot in the a$$.
Come and post your innovations here... maybe something clever and promising may be revealed.
Unless, of course, you really are an indie developer and don’t what to share your secrets... we’ll understand.
- Joined
- Nov 17, 2006
- Messages
- 80