I've lately downloaded and begun playing a new roguelike, Doom RL. Now, it has few characteristics of RPGs; it really is more of an action game, faithful to the spirit of the original Doom. However, I have noticed some features that I find particularly noteworthy and from which RPGs might perhaps benefit.
Am I the only one to have noticed that in many RPGs, monsters, despite their diversity and great monsters, are completely irrelevant to gameplay? Most are easily defeated and seem to serve as fodder for increasing one's skills. Few have interesting attacks or weaknessess. NetHack, for instance, despite its amazing variety of creatures, had few monsters worth remembering, such as the nymphs, precisely because they agressed the player in an original and meaningful way: losing that precious armour and potion of healing is more intimidating than losing a few HPs. Well, Doom RL has few sorts of monsters, but even the lowliest are dangerous to the player. Even a former soldier can make one lose half one's health if one is not careful. Furthermore, each has a unique attack. This encourages the player to be cautious, duck behind walls, try to find which weapon works best for each monster, etc. I would love to see an RPG with fewer enemies, each individually presenting a threat to the player. One of the reasons why I love Betrayal at Krondor is that most adversaries are human: possessing (more or the less) the same strengths and weaknesses as the party, they make more formidable foes.
Another nice feature in Doom RL is having to use healing kits to heal oneself (Yes, this is also the case with most action games). Resting does not help. Wouldn't RPGs be tenser, as is Doom RL itself, if medicine and food were the only ways to heal, and sleep served only to regenerate, say, fatigue?
Hopefully, I won't be deemed a blasphemer for daring to suggest that features present in action games might be worthy of being introduced in RPGs. Do discuss.
Am I the only one to have noticed that in many RPGs, monsters, despite their diversity and great monsters, are completely irrelevant to gameplay? Most are easily defeated and seem to serve as fodder for increasing one's skills. Few have interesting attacks or weaknessess. NetHack, for instance, despite its amazing variety of creatures, had few monsters worth remembering, such as the nymphs, precisely because they agressed the player in an original and meaningful way: losing that precious armour and potion of healing is more intimidating than losing a few HPs. Well, Doom RL has few sorts of monsters, but even the lowliest are dangerous to the player. Even a former soldier can make one lose half one's health if one is not careful. Furthermore, each has a unique attack. This encourages the player to be cautious, duck behind walls, try to find which weapon works best for each monster, etc. I would love to see an RPG with fewer enemies, each individually presenting a threat to the player. One of the reasons why I love Betrayal at Krondor is that most adversaries are human: possessing (more or the less) the same strengths and weaknesses as the party, they make more formidable foes.
Another nice feature in Doom RL is having to use healing kits to heal oneself (Yes, this is also the case with most action games). Resting does not help. Wouldn't RPGs be tenser, as is Doom RL itself, if medicine and food were the only ways to heal, and sleep served only to regenerate, say, fatigue?
Hopefully, I won't be deemed a blasphemer for daring to suggest that features present in action games might be worthy of being introduced in RPGs. Do discuss.
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