Deconstructing the Role-Playing Video Game
The article explores the creation of rpg-cli, a role-playing game inspired by classic Japanese RPGs. It uses a command-line interface to simulate dungeon exploration with automated battles and draws from RPG design history.
Read original articleThe article discusses the deconstruction of role-playing video games, focusing on the development process of an RPG project called rpg-cli. The author explains their inspiration from classic Japanese RPGs and the desire to create a short-lived, usable game with minimal functionality. They detail the use of a command-line interface, where the file system represents a dungeon, and changing directories simulates moving between dungeon levels. The game's goal is to explore the dungeon by descending deeper, with battles automated to simplify combat. The author also delves into research on RPG design, drawing inspiration from tabletop RPGs and video games like Rogue. They highlight the evolution of RPGs from tabletop games to computerized versions like Wizardry and Ultima, leading to the Japanese RPG genre exemplified by Dragon Quest and The Legend of Zelda. The design process involves simplifying stats, automating item management, and incorporating permadeath mechanics. The development phase includes overcoming challenges like controlling the shell working directory and integrating game elements with shell commands. Overall, the project aims to create a minimalist, yet engaging RPG experience within the constraints of a command-line interface.
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- Some commenters argue that computer RPGs focus too much on combat, unlike tabletop RPGs which explore storytelling and unique mechanics.
- There is a debate on the definition of RPGs, with distinctions made between action-based games like Zelda and menu-based games like Final Fantasy.
- Several comments suggest exploring the history of text adventures and MUDs, which are early examples of command-line RPGs.
- One commenter appreciates the article but notes a misunderstanding in the title, expecting a literary deconstruction.
- Another commenter shares a personal project inspired by classic JRPGs, praising the idea of a filesystem RPG.
A Link to the Past and Chrono Trigger do not belong in the same category. In the first, you have action fights that require quick hand-eye coordination and skilled reflexes. In the 2nd you just choose actions from menus, no hand-eye coordination nor reflexes required.
To me, an RPG, has always meant the latter (choose [attack, magic, item] from a menu). Wizardry, Bard's Tale (Apple II), FF7 are RPGs. A Link to the Past, Link's Adventure, Breath of the Wild, are not.
I know the letters RPG stand for "Role Playing Game" but if we're going to go down that route, Flight Sim is an RPG. You play the role of an airplane pilot. Mario Tennis, would also be an RPG. you play the role of a cartoon tennis players. GTA5 is an RPG. You play the role of a member of a street gang.
Since we know that's not what people mean when they say RPG, we're still left making sure were discussing comparable games. IMO, Zelda games (nearly all action games) are not comparable to Final Fantasy or other J-RPG games (nearly all select from a menu games). Their similarity is at most, they are set in a middle-earth tolken-esk setting where you fight monsters with swords. But that's clearly not a useful distinction as it would leave out Earthbound or any other RPG not set in a wizards & dragons type of setting.
This is quite a narrow view. Computer RPGs have, for the most part, focused on the combat aspect of the game as that is the easiest part to implement on a computer. Table-top RPGs have gone in many other directions. I find games that focus on story telling to be much more interesting than focusing on combat, and there are some interesting game mechanics that have arisen in these systems. One example is https://wildletters.itch.io/move-quietly-and-tend-things
This person needs the https://code.tutsplus.com/bartles-taxonomy-of-player-types-a... Bartle EASK MUD player taxonomy.
They would also benefit from discovering the Inform programming language.
I never agreed much with it, as the games I got hooked on as a kid I did mostly because of their stories - however, very recently, I started to like games that are almost 100% story and 0% free-form gameplay. Namely, the "choose your own adventure" stories with quick action events, and such. Bear with me :).
Two strong titles from that category (both 11/10, will play again, recommend to everyone remotely in the target audience):
- Star Trek: Resurgence - IMHO the best Trek game in the past 20 years, and the very one you want if you'd like to feel yourself, if for a moment, living and breathing Starfleet life (not just on the top, but also on the lower decks).
- The Invincible - based on Stanisław Lem's 1963 novel of the same title, it's something you want if you're into hard sci-fi, sci-fi meets philosophy, or that sweet atomic era / Soviets-in-space punk.
Why I started to like this genre? Both games above I could describe in one phrase: Mass Effect but without all the running around and other bullshit distractors.
The games are designed to give you choices (usually time-sensitive) that alter events. There is limited freedom of movement, but it's always obvious where you need to go. The fights, if present, are real, but simplified. The quick action sequences and minigames are designed to mimic context-relevant behavior in the simplest possible way (say "press W" to lift a panel, or "press D + LMB" to push the person to the right away from sudden danger while shooting towards it, etc.). This results in a kind of flow - you have pretty much all the meaningful choices and gameplay of a typical CRPG like Mass Effect (or even more), and zero of the frustration of getting lost, tripping off a ledge, or doing any of the many other immersion-breaking things you would encounter in a typical CRPG on a regular basis.
In essence, this is subverting the article's concept: those games are minimum viable story-driven games, distilled and stripped out of all boring gameplay parts :). Or, in Carmack's terms, captivating erotica that lacks explicit depictions, but achieves the same result by being cleverly suggestive at all times.
> I don’t particularly enjoy strategizing, I just default to punch with warriors and spell with wizards, with the occasional healing potion in between
That doesn't seem to leave a whole lot...
In Genso Suikoden, I discovered a way to get so many water seals that I was effectively invulnerable because I'd regenerate 10x my health every round. Unfortunately, there's a vampire boss who's unkillable and is supposed to defeat you as part of the story. So I couldn't progress any further because it was impossible for either of us to kill the other.
I actually think it's pretty easy to program a graphic based 2d game. SDL2 is very easy to use and can blit graphics easily. I do agree it increases the complexity though.
Still, I didn't leave disappointed.
"Enix", I assume?
Also, while Enix was the publisher behind Dragon Quest (and pretty much made the series the core of the company's identity), the original DQ was actually developed by ChunSoft.
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