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Game Design Deep Dive
Game Design Critic Joshua Bycer is back with another entry in the Game Design
Deep Dive series to discuss the Role-Playing Game genre. Arguably one of the
most recognizable in the industry today, what is and what isn’t an RPG has
changed over the years. From the origins in the tabletop market, to now having
its design featured all over, it is one of the most popular genres to draw inspira-
tion from and build games around. This is a genre that looks easy from the out-
side to make, but requires understanding a variety of topics to do right.
Joshua Bycer is a Game Design Critic with more than 7 years of experience criti-
cally analyzing game design and the industry itself. In that time through Game-
Wisdom.com, he has interviewed hundreds of game developers and members of
the industry about what it means to design video games.
Game Design Deep Dive
Role Playing Games
Joshua Bycer
Cover Design by Peggy Shu
Reasonable efforts have been made to publish reliable data and information, but the author and
publisher cannot assume responsibility for the validity of all materials or the consequences of
their use. The authors and publishers have attempted to trace the copyright holders of all material
reproduced in this publication and apologize to copyright holders if permission to publish in this
form has not been obtained. If any copyright material has not been acknowledged please write
and let us know so we may rectify in any future reprint.
Except as permitted under U.S. Copyright Law, no part of this book may be reprinted,
reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means,
now known or hereafter invented, including photocopying, microfilming, and recording, or in
any information storage or retrieval system, without written permission from the publishers.
For permission to photocopy or use material electronically from this work, access www.
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Trademark notice: Product or corporate names may be trademarks or registered trademarks and
are used only for identification and explanation without intent to infringe.
DOI: 10.1201/9781003331599
Typeset in Minion
by codeMantra
Dedications
Sadly, while writing this book, several friends and family
passed away that I wanted to dedicate this book to.
My grandmother Judith Pousman, she always listened to my video
game ideas even though she never played them. She was a person
who spoke her mind, and I hope she finds peace with my grandfather.
My friend Robert Leach passed away far too soon. He has been a
supporter and friend of mine through some of the hardest periods
of my life and growing Game-Wisdom. When I needed his help
with something he was always there, and I miss him greatly.
Contents
Foreword xi
Acknowledgments xiii
1 Introduction 1
1.1 The Goal of Game Design Deep Dive: RPG..............................................1
1.2 The Breadth of RPG Design.......................................................................2
2 The Tabletop Beginnings 5
2.1 Discussing Dungeons & Dragons..............................................................5
2.2 Examining Tabletop Design.......................................................................8
Note����������������������������������������������������������������������������������������������������������������������� 10
3 The Foundation of CRPG Design 11
3.1 The Legacy of Ultima................................................................................11
3.2 Delving into Dungeon Crawlers..............................................................13
3.3 Origins of Open World RPGs..................................................................15
3.4 The Success of the Elder Scrolls...............................................................16
3.5 The Retro Future of Fallout......................................................................17
3.6 Bioware’s Redefining of CRPGs..............................................................19
3.7 Morality Trends........................................................................................ 23
3.8 A Quick Collection of CRPGs................................................................ 25
vii
4 JRPG’s Takeover of the Console Market 28
4.1 Dragons and Fantasy................................................................................ 28
4.2 The Golden Age of JRPGs.........................................................................31
4.3 Pokémon’s Pop Culture Dominance.......................................................37
4.4 CRPG vs. JRPG......................................................................................... 39
5 Basics of RPG Design 42
5.1 Abstracted vs. Action-Based Progression............................................. 42
5.2 Class-Based Design.................................................................................. 45
5.3 RPG Progression Design......................................................................... 48
5.4 Asymmetrical Balance..............................................................................51
5.5 Examining Equipment and Items...........................................................53
5.6 Is Grinding Good?.....................................................................................59
6 Subgenres of RPGs 62
6.1 The Experimentation of RPG Design.....................................................62
6.2 Devilish Action RPGs.............................................................................. 64
6.3 Strategy RPGs............................................................................................ 69
6.4 When RPGs Got Massive.........................................................................74
6.5 The Height of Immersive Sims.................................................................78
6.6 Creature and Hero Collectors..................................................................81
7 Modern RPG Design 84
7.1 The Blurring of CRPG/JRPGs................................................................ 84
7.2 Studying Soulslikes................................................................................... 85
7.3 RPG Action Games.................................................................................. 88
7.4 RPG Maker and Indie Development......................................................91
7.5 The Wonders of The Witcher................................................................... 93
7.6 The Unique Indie RPGs of the 2010s..................................................... 95
7.7 What Do RPGs Look Like Today?....................................................... 100
8 Putting RPGs Everywhere 103
8.1 How and When Everything Became an RPG.....................................103
8.2 The Impossible Balance between Action and Abstraction............... 106
8.3 The Mobile Game Market.......................................................................110
9 Advanced RPG Design 114
9.1 Understanding the Market for RPGs....................................................114
9.2 Creating Choices through Customization...........................................116
9.3 Combat System Creation....................................................................... 124
9.4 Enemy and Encounter Design.............................................................. 134
9.5 Advanced RPG Progression...................................................................143
9.6 Basic Rules of RPG Balancing...............................................................153
9.7 To Break or Not Break Your Design.................................................... 166
viii Contents
9.8 UI (and UX) by the Numbers................................................................170
9.9 RPG World Design..................................................................................182
9.10 A Primer on Subsystems........................................................................ 190
9.11 No Rules to the Rules............................................................................. 192
10 Conclusion 196
10.1 What Does “RPG” Mean Today?.......................................................... 196
10.2 Market Trends for RPGs........................................................................ 199
10.3 Wrapping Up........................................................................................... 202
Notes�������������������������������������������������������������������������������������������������������������������� 204
Glossary205
Index208
Contents ix
Foreword
I always save writing the foreword for the last part of these books, and I’m really
glad I did it with this one. This is now the longest book I’ve written to date, and I
can’t see any of the future entries reaching this size. The RPG genre most represents
mechanics and systems that define a game – from tabletop and pen and paper to
the most complicated RPGs. This is a genre that is not easily defined, and one that,
thanks to the abstraction at its heart, can go almost anywhere with its design.
What’s funny to think about is how for the early 2010s, platformers were con-
sidered the go-to genre for new designers and why the first Deep Dive was based
on it. But the reach and diversity of RPG mechanics now make it even more
popular and even harder to break down in terms of what’s good and bad about
it. Much like a classic RPG from the 90s, get ready for a very epic, and lengthy,
RPG adventure.
xi
Acknowledgments
For each Game Design Deep Dive, I run a donation incentive for people to donate
to earn an acknowledgment in each one of my upcoming books. I would like to
thank the following people for supporting my work while I was writing this book.
•• Michael Berthaud
•• Ben Bishop
•• D.S
•• Jason Ellis
•• Jake Everitt
•• Thorn Falconeye
•• Puppy Games
•• Luke Hughes
•• Adriaan Jansen
•• Jonathan Ku
•• Robert Leach
•• Aron Linde
•• Josh Mull
•• NWDD
•• Rey Obomsawin
•• Janet Oblinger
•• Onslaught
•• David Pittman
•• Pixel Play
xiii
Social Media
Social Media Contacts
•• Email: gamewisdombusiness@gmail.com
•• My YouTube channel where I post daily design videos and developer
interview: youtube.com/c/game-wisdom
•• Main site: Game-Wisdom.com
•• Twitter: Twitter.com/GWBycer
Additional Books
If you enjoyed this entry and want to learn more about design, you can read my
other works:
20 Essential Games to Study – A high level look at 20 unique games that are
worth studying their design to be inspired by or for a historical look at
the game industry.
Game Design Deep Dive: Platformers – The first entry in the Game Design
Deep Dive series focusing on the 2D and 3D platformer design. A top-
to-bottom discussion of the history, mechanics, and design of the game
industry’s most recognizable and long-lasting genre.
Game Design Deep Dive: Roguelikes – The second entry in the Game Design
Deep Dive series focusing on the rise and design of roguelike games. A
look back at how the genre started, what makes the design unique, and
an across-the-board discussion on how it has become the basis for new
designs by modern developers.
Game Design Deep Dive: Horror – The third entry in the Game Design Deep
Dive series examining the philosophy and psychology behind horror.
Looking at the history of the genre, I explored what it means to create a
scary game or use horror elements in any genre.
Game Design Deep Dive: F2P – The fourth entry in the Game Design Deep
Dive series focusing on the mobile and live service genre. Besides looking
at the history and design of these games, I also talked about the ethical
ramifications of their monetization systems.
Game Design Deep Dive: Trading and Collectible Card Games – The fifth
entry in the Game Design Deep Dive series looks at the deck-building
genre along with CCGs and TCG design, as well as covering the balanc-
ing that goes into designing cards and sets.
All my books are available from major retailers and from Taylor & Francis
directly.
xiv Acknowledgments
1
Introduction
DOI: 10.1201/9781003331599-1 1
Figure 1.1
Welcome to the start of a very long book, and what better way to begin than by
showing screenshots of RPGs that started it all with Final Fantasy 1 and Ultima 1.
One of the most interesting aspects of this genre is that it has since evolved
beyond just being a type of game, and is now being featured in multiple genres,
even action games. Balancing RPG and action-based design is one of the hardest
things to do from a design perspective, and I’m going to discuss both why it is
and why designers continue to chase this combination.
One detail that will not be discussed in this book related to RPG design is
story development and writing. This book is focused on the design and method-
ology that goes into making an RPG. Creating a plot, meaningful dialogue, and
interesting characters is not something I am versed in and there are other books
out there about story writing.
By the end of this book, you should have a good understanding of RPG-based
systems, what are popular ways of building an RPG, and the balancing that goes
into them. Like platformers, you don’t need a lot to make a basic example, but
standing out in the market today requires you to go above and beyond.
2 1. Introduction
Figure 1.2
RPG design today can mean almost everything – from a traditional game like
Dragon Quest 11 (released in 2020 by Square Enix), to something very untraditional
like Betrayal At Club Low (released in 2022 by Cosmo D Studios).
If you’re hoping for a complete list of games, or a complete list of every kind
of RPG system that you can fit into your game, that’s not going to happen here.
With the history of the game industry, RPG design sits next to platformers and
adventure games as one of the oldest, but the fundamentals and elements of RPGs
have had the biggest reach out of any game genre to date.
One of the things you’re going to learn as you read this book is that what is
an RPG has changed dramatically from the 70s/80s to the 90s, then from the
2000s all the way through the 2010s. Focusing specifically on traditional RPGs,
there is a simpler timeline and design that could make for its own separate book.
However, the goal of the Game Design Deep Dive series is to look at the evolu-
tion of the game design and systems and what they mean for the market today.
Part of said evolution is how RPG mechanics can and have been applied to mul-
tiple genres, and that making an RPG like the ones that were released during
the golden age of the genre is not going to be anywhere as successful today. And
studying only the famous games of the past is not going to help you improve.
Even defining what is an RPG today is a difficult topic – with every subgenre
focusing on different aspects of RPG design – there really isn’t any one system
that is “required” to be in an RPG or RPG-styled game anymore.
While the RPG genre is not a thematic one such as horror, the appeal of its
design is universal, and why so many games now implement some form of it even
if they are not classified as RPGs (Figure 1.3). If you want to succeed at making
an RPG today, you need to understand where the genre has been, innovations
and evolutions that have been developed, and arguably why the most success-
ful examples that defined RPGs in the past…would be absolutely crushed in the
market today.
Within the genre, there are multiple subgenres each with their own histo-
ries, design qualifiers, unique rules, and more. On the one hand, not mentioning
them at all would make this book far more compact and easier to write. However,
their designs still belong in the RPG genre, and trying to classify what does and
doesn’t belong in an RPG book is not something I want to do. However, dedicat-
ing equal time and space to every subgenre would mean that I’m not writing one
book on RPG design, but at least five at once. To wit, I will be focusing the design
chapters specifically on elements that are either considered the most popular to
be included in an RPG or the ones that can be applied to as many of the subgenres
as possible. If there is something unique on a topic related to a subgenre, I will
point that out to be as thorough as possible. In the future, the different subgenres
of RPGs could easily be their own, and probably smaller, editions of the Game
Design Deep Dive series.
4 1. Introduction
2
The Tabletop Beginnings
DOI: 10.1201/9781003331599-2 5
Figure 2.1
Dungeons & Dragons is the property that we would credit as the originator of RPG
design, with its influence even impacting what would become Japanese Role
Playing Games.
someone plays – have shown to help people when it comes to building confi-
dence, creativity, and more. For people who have poor social skills or trouble
communicating, they found a healthy outlet with D&D and games like it (Figure
2.2). There are people who play D&D and tabletop games not for the challenge or
completing stories and campaigns, but simply to hang out with people like them
who also want to spend some time escaping into a fantasy world. Returning to
the creativity aspect, there are many people who grew up inspired by D&D or cre-
ated their own stories and campaigns using the setting as a template.
When it comes to game design, many of the early RPGs would base their sys-
tems and rules off D&D. When I talk about CRPG design in Chapter 3, one of
the groundbreaking aspects of early CRPGs was translating the rules and play of
D&D without needing a Dungeon Master, as the game itself would handle that
task. And regarding D&D’s influence on games, so many of the most popular
RPGs to be released in the history of the game industry stem from either being
inspired by D&D or took place within the property itself. Over the past 50 years
of D&D, the property has been licensed countless times, and I’ll talk about those
games throughout this book. Besides games, there have been TV shows, several
movies, and the hit online show Critical Role that simply started thanks to pro-
fessional voice actors airing their D&D sessions online. The world surrounding
the game has also grown over the years and has influenced fantasy writers and
storytelling from that time.
There was some controversy at the start of 2023 while writing this book from
the current developer of it with Wizards of the Coast, and the current publisher
Hasbro. The customization and personalization aspects of D&D have been a part
power levels from getting too far out of control. In my book Game Design Deep
Dive: Deck Builders, I discussed how TCGs and CCGs build their games around
low number design to give them more flexibility when it comes to creating special
rules and card abilities.
The distinction between a tabletop game and a tabletop RPG comes with the
greater control that the players have over their experience. In the last section, I
mentioned the use of a “Dungeon Master” or one player who guides the experi-
ence and storytelling for the group. For just tabletop games, there isn’t one person
who oversees the entire play, but there might be someone who knows how the
game works who will explain it to the other players.
The complexity of a TTRPG is the main reason for their unique place in the
tabletop industry, and what would eventually lead to the rise of CRPG design.
In this section, I said that tabletop games use low numbers to reduce complex-
ity, but TTRPGs do feature complexity built into their rules. Every action that
a player can do, or something that can happen to them, must be calculated
by the dungeon master based on the character’s attributes and equipment.
Therefore, a big part of the ruleset that comes with a TTRPG goes into detail
about calculating results and the formulas to use. With that said, the official
rules are not set in stone and required to be used by the dungeon master; it
all depends on the kind of game the group wants to play. As I mentioned in
the last section, there are plenty of people who play TTRPGs just for character
interactions and role playing, and they may not care about combat or follow-
ing specific formulas.
Note
https://www.forbes.com/sites/brettknight/2022/10/11/could-dungeons--dragons-
1
be-the-next-harry-potter-stranger-things-have-happened/?sh=63d984d42e6f
DOI: 10.1201/9781003331599-3 11
Figure 3.1
Ultima is the game that would begin the CRPG genre for PC, with its first three
games being some of the most celebrated for the time.
own character who is summoned to the world of Sosaria to defeat the evil wizard
Mondain. This is also where players would meet “Lord British” the character who
would become Richard Garriott’s avatar and major presence in the series.
Players would explore the world from a top-down perspective and dungeons
from a first-person perspective that is also known as one-point. Defeating ene-
mies and completing quests would earn them experience that would allow the
player’s character to level up and grow stronger. This loop would become standard
to almost any RPG released to this day, and I will discuss it more in Chapter 5.
The main series would expand into a nine-game story, with every three games
being a part of its own trilogy. Over the course of the games, the story and com-
plexity grew, with introductions of party-based combat in Ultima 3: Exodus
released in 1983, and virtues and the Avatar in Ultima 4: Quest of the Avatar
released in 1985. The story of the series would also expand beyond just about
a fantasy world and would explore deeper themes in later games thanks to the
virtues. Beyond that, there were multiple spin-off games, console ports, and one
of the most important games to MMORPGs with Ultima Online released in 1997.
Ultima Online was one of the early MMORPGS to become popular thanks to so
many players who grew up playing the earlier games. One of the most shocking
moments at that time was when someone killed Lord British who was controlled
by Garriott.
Due to how long the series has been around for; even starting before the
industry crash in the 80s, finding accurate profit statements for it has not panned
out. But the legacy of Ultima, much like Dungeons & Dragons, has stood the test
of time. Like D&D before it being the first TTRPG, Ultima would become the
Figure 3.2
Dungeon Crawlers have branched out to either focus on turn-based battles,
or real-time movement, but both designs are about exploring a fixed series of
environments.
Figure 3.3
Later examples of dungeon crawlers would differentiate themselves with classes
that did not follow the traditional designs, such as Etrian Odyssey 3, and this will
come up again in Chapter 9 when designing classes and skills.
Figure 3.4
It’s easy to look at these screenshots of different Might and Magic games now and
think they don’t look impressive, but open-world RPGs like these were some of the
most advanced and largest games released for their time.
Since the release of Arena there has been five main games, spin off games,
multiple expansions for Morrowind (released in 2002), Oblivion (released in
2006), and Skyrim (released in 2011), and an online game released in 2014 as their
biggest sellers. The series has easily earned over a billion dollars, making it one
of the most profitable franchises that is not a live service or mobile game. Today,
Bethesda’s developer branch is known as Bethesda Games Studio, with Softworks
now acting as the publishing side.
Despite now being over a decade old, Skyrim is still one of the most played
RPGs, with ports on every major platform in the industry (Figure 3.6). Part of
the longevity has been thanks to fans creating mods for the game. Some could
be as simple as creating new clothing, to going as far as adding unique stories,
environments, and characters. The wealth of mods for the game can be found on
the site Nexus Mods, with many players who no longer play the base game, but
instead install their favorite mods when they return to it.
Bethesda has grown to become one of the most popular and recognized game
studios in the world. As of writing this in early 2023, fans are waiting for more
information about the next Elder Scrolls game and the game Starfield, which will
be Bethesda’s first science fiction-based game.
Fallout was released in 1997 by Interplay Productions and stood out thanks to
its retro-futuristic setting. Taking place in an alternate world where people fled
underground into massive shelters known as vaults during the nuclear scare
which did end up leading to nuclear war. The player creates a character who is
charged with leaving their vault to find a water chip needed to keep it running.
Fallout featured its own take on character customization and combat starting
with the S.P.E.C.I.A.L. system. Each letter stands for a different attribute that the
player could add points to which would dictate what styles of play they would be
best suited for. During creation, they could also assign various perks that would
provide further positives and/or negatives to their character before beginning
their adventure (Figure 3.7).
Exploration was done in real-time but would go turn-based when the player
had to fight. Besides just attacking an enemy, they could also try to target specific
body parts to either disable the enemy or try to strike a weak point. This kind
of style would be translated when the games went into real-time combat in later
entries using the “V.A.T.S” or vault-assisted targeting system. It allowed players
to pause the game and use it to manually target specific parts of an enemy –
negating the need to have good reflexes to be able to play and win fights.
Fallout’s setting and story helped to distinguish it from other RPGs. The world
itself was open, with the player required to complete specific tasks to finish the
game. There was an in-game timer that the player would need to find the water
chip and bring it back to the vault by or they would lose the game. Finding towns
and completing quests would provide more about the backstory and clues for the
player to follow. Even though they would only create one character, it was pos-
sible to find and recruit NPCs that would follow them and help in combat. Being
able to play the game your way was a major selling point, and Fallout is famously
known as one of the few RPGs where you can finish it and defeat the final fight
without needing to resort to combat.
Fallout would go on to be considered one of the defining CRPGs and would
have a sequel, a tactical strategy spin-off, and was planned to have a MMORPG
released in the 2000s. Unfortunately, Interplay ran into huge financial problems
in the 2000s and the company went bankrupt in the mid-2000s. In a twist of fate,
Bethesda would buy the rights to the IP and would continue releasing games in
the franchise but using their own designs and similar gameplay systems from The
Elder Scrolls series (Figure 3.8). Today, the last single player RPG set in the uni-
verse would be Fallout 4 released in 2015, and there is Bethesda’s take on making
an online version with Fallout 76 released in 2018. Fallout 76 plays more like an
MMORPG, but after a negative launch, it has grown and fans have reported that
it is a far better experience now. At this time, there are rumors of a Fallout 5 being
developed, but nothing set at the time of writing this book.
space. Bioware was founded in 1995 by five original members: Ray Muzyka,
Greg Zeschuk, Trent Oster, Brent Oster, Marcel Zeschuk, and Augustine Yip,
with Ray and Greg staying on as the leads and working on their first major
title. With an interest in pen-and-paper games, they wanted to develop an RPG
which would become Baldur’s Gate when publisher at the time Interplay had
the license for D&D. Baldur’s Gate would be released in 1998. As with the other
games mentioned in this chapter, the player would create their own character
who the story would revolve around (Figure 3.9). The player must explore the
region known as the Sword Coast to figure out a grand conspiracy and why
someone is out to get them.
When it comes to CRPG design and its ties to TTRPGs, Bioware with Baldur’s
Gate was the closest in terms of providing the feel of a TTRPG but on the com-
puter. The game made use of the rules featured in Advanced Dungeons & Dragons
2nd edition for character creation, progression, and everything about how the
game would play out. The player and their party would explore in real-time but
would go into turn-based when they had to engage with enemies.
Returning to Chapter 2, this was the game that would set one of the most
popular aspects of playing CRPGs – being able to have a game with the depth
of a TTRPG without needing someone to handle the Dungeon Master role. This
style of directly using TTRPG rulesets for CRPGs would become the standard
and what many fans have come to expect out of traditional CRPGs to this day.
Baldur’s Gate’s success would have a profound impact not just for CRPGs
and Bioware, but providing a larger audience for D&D. Following its success,
we would see other games based on various properties and settings in the D&D
universe with several published by Interplay before they went bankrupt. From
Bioware directly, they would release Baldur’s Gate 2 in 2000 and Neverwinter
Nights in 2002; both using D&D rulesets.
In 2003, Bioware would redefine the CRPG market with Star Wars: Knights
of the Old Republic. Making use of a modified TTRPG ruleset, KOTOR was
an original story told in the “Star Wars” universe. Players would still create
their own custom character with different backgrounds that would eventu-
ally lead to them becoming a Jedi. KOTOR would present itself differently
compared to previous CRPGs that used an isometric perspective. The player
and their party would run around in real-time in a third-person perspective
(Figure 3.10). When combat started, the player could issue commands, but
viewing the battle happened without directly pausing after each action. The
game was still turn-based but presented itself almost like a real-time com-
bat system. This style would become colloquially known as “Pausable Real-
time” or “Real-time with pause” – where the player can just let combat play
out and watch but could pause at any time to directly issue orders or change
tactics.
The impact KOTOR had on the market and RPG design was huge. With its
success, KOTOR’s style and third-person presentation for CRPGs would become
the new standard and Bioware would cement themselves as one of the premier
studios for RPGs. Their follow-ups would go on to great success, and they were
acquired by EA in 2007.
Mass Effect, released in 2007, is one of the most successful series from
Bioware and considered one of the greatest RPGs of all time. The game was a
massive science fiction story that would be told across three games, featuring
original real-time systems and design from Bioware. This would be the first
time in the studio’s history that they built a game around third-person shoot-
ing, with the ability to issue orders to the various teammates. A major aspect of
Mass Effect, which originally was popularized with KOTOR, was allowing the
player to influence the overall story through their decisions, and I will discuss
this more in the next section. In 2009, they released Dragon Age which returned
to fantasy with their own original setting and RPG design. The game played at
a faster paced compared to KOTOR, but not as action-driven like Mass Effect.
Later entries would mix up the game systems, but the series overall has been
another success.
The 2010s was a rough period for the studio, with Mass Effect Andromeda
releasing to poor reviews, and the failure of Anthem when it was released in 2019
as the studio’s attempt at making an action-RPG-focused game. As of the end of
2022, fans are awaiting more news about what’s next from Bioware with specula-
tions of a new Mass Effect and Dragon Age game.
Even though the original founders are no longer a part of Bioware, the studio
has been instrumental in defining CRPG design for modern audiences, and their
best games are still celebrated to this day.
Figure 3.11
Letting the player influence the morality of their character and the story was a
huge trend in the 2000s, and while it started with RPGS like Knights of the Old
Republic, it would soon be featured in multiple genres and games like Black &
White from Lionhead Studios released in 2001.
doesn’t have a say in the story, or they will flat out decide which ending was the
real one that the series is built around.
As games started to tell more serious and grounded stories, the use of morality
sliders has declined (Figure 3.13). In the 2010s, there have been many indie games
that have done far more interesting things with player choice by moving away
from just having it represent 100% good or 100% evil, which I will talk about in
Chapter 7.
original group of Black Isle, which was helmed by Feargus Urquhart, did work on
both original Fallouts. Another famous game from this division was Planescape
Torment released in 1999. Planescape stood out by letting players control “The
Nameless One” an immortal being trying to figure out why he is immortal and
what happened in his previous life (Figure 3.14). This is one of the few RPGs out-
side of the roguelike genre to build the concept of immortality directly into the
game experience and story. The game was ahead of its time with a greater focus
on conversations and avoiding or getting around direct combat if need be. It is
another RPG that is considered one of the best examples of CRPGs to this day.
Black Isle Studio was closed in 2003, with former members starting their own
studio Obsidian Entertainment later that year. Obsidian would go on to make a
variety of RPG and RPG-inspired games in the 2000s, including a hidden gem
I liked called Alpha Protocol in 2010 that was a third-person RPG built around
being a spy and building your character around different playstyles. Obsidian
would diversify their releases in the 2010s including working on the expansion to
Fallout 4 titled New Vegas in 2010. Following a successful Kickstarter, they would
release their own original CRPG IP with Pillars of Eternity in 2015 and they were
acquired by Microsoft in 2018.
Another group of former Black Isle Studios developers would go on to form
Troika Games in 1998. Even though the studio closed in 2005, they did put out
several games that would go on to become cult classics of RPG design. Arcanum:
Of Steamworks and Magick Obscura was released in 2001 and allowed players
to explore a world that was a mix of steampunk and fantasy, allowing them to
learn magic or fight with guns and gadgets. In 2004, they released Vampire the
Masquerade: Bloodlines based off the pen and paper game but was played as a
third-person real-time RPG. While these games did go on to be cult classics,
the studio had an issue when it came to technical issues. Both Bloodlines and
The Temple of Elemental Evil (released in 2003) were released with many bugs
and problems in them. With Bloodlines, it would be several years later for fans
to release an unofficial patch that corrected many of the issues and helped the
balancing of skills.
The evolution of CRPG design and the changes studios made during the 2000s
could easily be traced once again to the success of Bioware, and there were other
CRPGS both large and small from other studios in the 2000s, but we would see
a major shift in terms of what kind of RPGs would be released when I talk about
the indie market and the 2010s in Chapter 7.
28 DOI: 10.1201/9781003331599-4
Warrior game in the entire series. Inspired by classic CRPGs, Yuji wanted to
make an RPG that was more streamlined and something that could be played on
consoles (Figure 4.1). Teaming up with famed artist and creator of the hit manga
and series Dragon Ball Akira Toriyama who did the art and character designs.
The game was composed by Koichi Sugiyama, who would have an impact on the
music until his death in 2021. Despite how memorable his music was, Sugiyama
did spark controversy due to his opinions on politics and Japanese Nationalism
that did leave fans polarized for supporting the series until his passing.
The game had the player controlling the hero who has been summoned to
defeat the evil Dragonlord. To do so, the player must explore the world, collecting
magical orbs and finding better equipment to eventually reach the Dragonlord
and defeat them. Outside of towns, the player would not see any enemies on
the map. Instead, after a random amount of time has passed, the player will get
into what has now been popularized as a “random encounter” to fight enemies –
something that has been used in many RPGs to this very day. While the game is
influential as the defining title and foundation of JRPGs, it was still far behind
in terms of complexity and depth to CRPGs. Players could only control one
character, and the world itself did not offer much in terms of exploration and
storytelling.
This left the door open for the next game to become the undisputed standard
of JRPG design for decades – Final Fantasy. The series was created by Hironobu
Sakaguchi and was going to be his final game for the studio Square (known as
Squaresoft in the US) if it didn’t become a big hit.
Figure 4.1
Dragon Quest, despite being released on multiple platforms over the decades has
always retained its same gameplay and turn-based combat structure.
Figure 4.2
Final Fantasy, despite being the foundation of what would become JRPG design,
has changed so much between iterations and platforms to the point that the lat-
est games would not be recognizable as part of the same genre as the originals.
— Suokaa anteeksi…
Mitja seisoi yhä ja katseli jäykästi ja liikkumattomana, ja huomasi
yhtäkkiä, että jotakin liikahti ukon kasvoissa. Hän vavahti.
— Hän ei ole täkäläinen, se mies, eikä häntä nyt täällä ole. Hän
tekee talonpoikien kanssa metsäkauppoja, on nimeltään Ljagavyi. Jo
vuoden verran hän on hieronut Fjodor Pavlovitšin kanssa kauppaa
tuosta lehdostanne Tšermašnjassa, mutta eivät sovi hinnasta, olette
kukaties kuullut. Nyt hän on taas tullut ja asustaa nyt pappi Iljinskin
luona, Volovjan kievarista lienee sinne noin kaksitoista virstaa,
Iljinskin kylässä. Hän on kirjoittanut tänne minullekin tästä asiasta,
nimittäin tästä metsiköstä, pyysi neuvoa. Fjodor Pavlovitš aikoo itse
mennä hänen luokseen. Niin että jos te ennättäisitte ennen Fjodor
Pavlovitšia ja esittäisitte Ljagavyille samaa, mitä puhuitte minulle,
niin kenties syntyy hänen kanssaan kaupat…
— Ei kestä kiittää.
— Jaa-hah.
2.
Ljagavyi
Piti siis lähteä »laukkaamaan», mutta rahoja hevosten tilaamiseen
ei ollut kopeekkaakaan, t.s., oli kaksi kaksikymmenkopeekkaista,
mutta siinä olikin kaikki, kaikki, mitä oli jäänyt niin monien vuosien
entisestä omaisuudesta! Mutta hänellä oli kotona vanha hopeainen
kello, joka jo kauan sitten oli lakannut käymästä. Hän sieppasi sen ja
vei juutalaiselle kellosepälle, jolla oli pieni kauppa markkinapaikalla.
Tämä antoi hänelle siitä kuusi ruplaa. »En odottanut saavani
niinkään paljoa!» huudahti ihastunut Mitja (hän oli yhä edelleen
ihastuksissaan), kaappasi kuusi ruplaansa ja juoksi kotiinsa. Kotona
hän täydensi rahamääräänsä lainaamalla isäntäväeltään kolme
ruplaa, minkä nämä antoivat hänelle mielellään, vaikka ne olivatkin
heidän viimeiset rahansa, niin paljon he hänestä pitivät.
Innostuksensa tilassa Mitja samassa ilmoitti heille, että hänen
kohtalonsa nyt ratkaistaan, ja kertoi heille, hyvin kiireesti tietenkin,
melkein koko »suunnitelmansa», jonka hän äsken juuri oli esittänyt
Samsonoville, sekä Samsonovin antaman ratkaisun, tulevat
toiveensa ym. Isäntäväelleen hän oli ennenkin uskonut monta
salaisuuttaan, ja senvuoksi nämä pitivätkin häntä omana ihmisenä
eikä ollenkaan ylpeänä herrana. Saatuaan tällä tavoin kokoon
yhdeksän ruplaa Mitja lähetti tilaamaan kyytihevoset Volovjan
majataloon. Mutta tällä lailla painui mieliin ja tuli pannuksi merkille se
tosiasia, että »erään tapahtuman edellisenä päivänä Mitjalla ei ollut
kopeekkaakaan ja että hän saadakseen rahoja möi kellonsa ja
lainasi isäntäväeltään kolme ruplaa, kaikki todistajain läsnäollessa».
— Ei, tiedätkö, mitä sinun pitää minulle näyttää: näytä sinä minulle
sellainen laki, että on lupa laitella vahinkoja, kuuletko! Sinä olet
konna, ymmärrätkö sen?
3.
Kultakaivos
Tämä oli juuri se Mitjan käynti, josta Grušenjka oli niin peläten
kertonut Rakitinille. Grušenjka odotteli silloin »pikalähettiään» ja oli
hyvin iloissaan siitä, että Mitja ei ollut käynyt edellisenä eikä sinä
päivänä, sekä toivoi, että hän, jos Jumala suo, ei tule ennen hänen
lähtöään, mutta silloin oli Mitja äkkiä tullutkin. Jatkon me tiedämme:
päästäkseen hänestä eroon oli Grušenjka heti pyytänyt häntä
saattamaan häntä Kuzjma Samsonovin luo, jonne Grušenjkan muka
välttämättömästi oli mentävä »rahoja laskemaan», ja kun Mitja oli
hänet sinne saattanut, niin hyvästellessään häntä Kuzjman portilla oli
Grušenjka ottanut häneltä lupauksen, että Mitja tulisi häntä
hakemaan kellon käydessä kahtatoista saattaakseen hänet takaisin
kotiin. Mitja oli iloissaankin tästä asiain järjestymisestä: »Hän istuu
Kuzjman luona, ei mene siis Fjodor Pavlovitšin luo… jollei hän vain
valehtele», lisäsi hän samassa. Mutta hänestä näytti, että Grušenjka
ei ollut valehdellut. Hänen mustasukkaisuutensa oli juuri sitä laatua,
että ollessaan erillään rakastamastaan naisesta hän kuvitteli heti
Jumala ties mitä kauheita asioita siitä, mitä naiselle tapahtuu ja
miten tämä siellä »pettää» häntä, mutta juostuaan taas naisen luo
järkytettynä, masentuneena, täysin vakuutettuna, että tämä on
ennättänyt olla hänelle uskoton, hän heti katsahdettuaan tämän
kasvoihin, tämän naisen nauraviin, iloisiin ja ystävällisiin kasvoihin,
tuossa tuokiossa reipastui mieleltään, lakkasi heti paikalla
epäilemästä ja iloisesti häveten soimasi itse itseään
mustasukkaisuudestaan. Saatettuaan Grušenjkan hän riensi
kotiinsa. Oi, hänen piti ennättää vielä toimittaa niin paljon tänään!
Mutta ainakin oli taakka sydämeltä pudonnut. »Pitäisi vain pian
saada tietää Smerdjakovilta, eikö siellä ole tapahtunut mitään eilen
illalla, eikö Grušenjka, mene tiedä, ole käynyt Fjodor Pavlovitšin
luona, uh!» välähti hänen päässään. Niin että hän ei ollut ennättänyt
vielä juosta asuntoonsa, kun mustasukkaisuus jo taas oli alkanut
liikahdella hänen rauhattomassa sydämessään.