Thursday, 4 February 2016

The coherent world of RPG's

The Coherent Worlds of Role-Play Games

The Role-playing game most commonly known as an RPG is a creative game that touches upon a mixture of sources. For example a variety of elements ranging from a number of sources taken from films to board games and as far stretched as the real world. The concept of the RPG is to enable the player to become someone else and take the role of another person (even creature). If you want to be that knight in shining armour you can be, if that old frail but powerful witch or wizard takes your fancy then you can be that too etc. RPG's provide players with an opportunity to experience and fulfil their dreams within the comfort of their own home (and even outside).

My own experience with such games is essentially my entire life so far. Ever since being a small child all I can remember is playing RPG's or all calibres or watching someone else (mainly my mother) playing them.
The stories were what dragged me in as a child, I played RPG's everyday of all kinds and I couldnt imagine my life without them.

I’ve played and experienced everything from Legend of Zelda: Ocarina of time on the N64, MediEvil on the Playstation 1, right the way through to The Yu-Gi-Oh card game and now in my 20's the recent release of The Witcher 3. My love for RPG elements stretches far beyond video games. I am also a keen lover of tabletop gaming and competitive figure painting. You may ask “what does painting have to do with RPG's?” well a lot of things actually, say you were painting a Viking warrior you would have to research everything they do, how they lived, what colours they had access to, the types of activities they would do etc, it is not just painting it is creating a character based upon a set of rules much like RPG's. All of the above curb my hunger for the RPG element but I still sit craving more.

Throughout this essay I will be covering the 3 topics as follows: (1) the history of the RPG (2) briefly covering the generic systems you can find within an RPG with examples (3) concluding with my analyst of a chosen game and further linking it to other media.





The History of RPG's

Firstly, to get to grips with role-playing games it is quite useful to know what was. To go through a complete history would be impossible during this essay but a certain level of understanding its cultural development is possible.

To start off we have to go back, back to 19th century Prussia and a “little” game called Kriegspiel (“War Game”). This game introduced the use of placing markers on a tabletop and using dice to create random encounters within the game. They were introduced during World War 1 by H.G. Wells. Darlington (1998) goes on to explain that
It was Wells, however, who first opened up the games for the amateur. In 1915, he published a set of amateur wargaming rules in a book entitled Little Wars, now seen as the "wargamers’ bible". Wells was also the first to suggest that miniature figures be collected to represent respective forces, to add flavour, and a sense of involvement, to the game. Though the book was popular, wargames did not really take off until, in 1953, Charles Roberts released the first commercially available "board" war game. Though it was a slow starter, Roberts eventually went on to form the Avalon-Hill Game Company, now one of the world’s biggest game companies.”

So lets skip ahead a few year to the early 1970's, this particular game has to be the forefront of modern RPG's to date. Commonly known as D&D, Dungeons & Dragons was developed in the suburban American Midwest, Lake Geneva, Wisconsin. The game was developed over several years, evolving from a historical based board game moving onto individual fantasy personas that a player would create and adopt.

Moving into the 1980's and we have two hugely popular games, these games were Ultima and Wizardry. Ultima is a series of open world RPG's created by Richard Garriott from Origin Systems, inc. Within this game your character must find and destroy the Gem of Immortality, used by the evil wizard Mondain to take the lands of Sosaria for himself. Wizardry was a significant influence on early console RPG's, influencing titles like Dragon Warrior and Final Fantasy. It was originally made for the Apple II but later ported to other platforms the last game of which was Wizardry 8 intended for Microsoft Windows. The aim of the game was to manoeuvre your player created (up to) 6 man (or women) group around a dungeon maze consisting of 10 levels each progressing in difficulty.

Next we move to the mid 1990's unfortunately RPG's took a steep decline, technology simply advanced to fast, developers couldnt keep up with the increased graphics and storage space that new CD-ROM technology obtaining, this meant there were long delays between releases and expectations that weren't being met, this also meant that some small franchises were closing due to the shear price of making a game.

But along came a saviour, a not so little game named Diablo, released by Blizzard Entertainment on December 31st, 1996. Now this release was a surprise, the RPG market was stale, consumers moved away from RPG's infavour of more action-orientated video games such as first person shooters and real-time strategy games, but with the release of Diablo seemed to rejuvenated the genre things started to pick up speed again and the world saw releases such as Diablo II, Fallout and Baldur's gate.

Next we hit the 2000's, this was a peak time in technology there was a lot of competition within the industry to create bigger and better things with gaming the industry got to see games such as Neverwinter Nights, Star Wars: Knights of the Old Republic, Jade Empire, The Witcher series, Dragon age franchise and the Elder Scrolls franchise just to name a very small few.

It is plain to see that a lot of years have gone into the create of the RPG, from good to bad, now this is as brief as history as it can be but you can look further back in time right back to the middle ages and see that people have been role-playing even since then, taking on a persona of royalty, myths, legends and heroes it’s a formula that can’t lose and I hope to see even more advancements in the coming years.

The Mechanical Systems of RPG's

Story and Setting:
For any RPG the story and setting is crucial, it’s the backbone of the entire game and most RPG's are heavily story driven machines but for only (normally) half of the game (maybe even 30%), this is because with an RPG they want you to explore, they add content that makes you go off the beaten track, to become side tracked for an hour or two to prolong the game. This is a very clever way of creating a much larger game, it allows players to do their own thing and not has to conform and adhere to things within the game like most linear stories. The setting is also very crucial, the setting alone can create a vague set of rules that the developers have to stick too, for example you it wouldn’t be the norm to place fantasy dragons in the middle of a Sci-Fi world, or have alien technology during a medieval time period, Again this is true when sticking to the essence of things, but such games as Star Ocean blend genres together, this creates an intriguing mix of genres that can compliment each other quite well if done correctly.

Exploration and Quests:
Exploring the world is a big part of RPG's, it gives the player a sense of control and immersion, when they go off to talk to Non-player characters (NPC's), looting items, completing puzzles or hunting down creatures they can feel a sense of grounding and connection with their character. Some games go as far as to let the player creature entire houses for their character, letting them place individual props and assets almost creating a “home design” mini game. Questing, questing can either totally sidetrack or flesh out a story, it can be totally irrelevant to the main quests or it can take you down an alternate route to get to an end goal letting you acquire different loot, befriend different NPC's, or simply give the players another option to enrich their playing experience.

Items and Inventory:
During gameplay most RPG's allow players to find loot this involves things like, clothing, weapons and armour. Players can then take that loot and either use it or sell it for currency and better equipment. Trading generally takes place in “safe-zones” away from enemies with friendly NPC's, and most of the time uses a specialised trading screen. Now, these items that are acquired either from looting or trading make their way into the players inventory, inventories normally have a weight limit attached, this means the player has to make decisions on what they can and can’t take.

Experience and Levels:
As a players characters moves through the game world they will develop and gain new skills, this is generally associated with the collection of XP (experience) and levelling up skill trees. A skill tree is a set system that has a strong dedicated centre with branching attributes, those attributes within the skill tree are a collection of player perks that can add in player talents, such things as, faster movement speed, stronger attacks, more health and use of magic for longer periods of time, and with each new level up the player can either add to or choose a different skill to add to their ever growing tree.

Actions and Abilities:
Most actions within an RPG are performed some what indirectly, a player clicks an item or something similar and the character will make their own way to said item. Some games give you more control over your character such as using the left thumbstick or W A S D keys to move your characters around, some even let you use your mouse. Alot of RPG's allow players to have moral choices which dictate whether a character is good or evil, some games even off a neutral mid ground that can be a safe option if a player does not want to go to far to one side, This is also great for anyone who does not like making difficult choices or their character is being role-played as a by stander.

What inspired the Fable series?

So I would like to start by explaining what the Fable series is, who created it, and what inspired it. The Fable series spans over 3 main games 2 spin offs and (at the time of writing) 1 unreleased game that is still being made, for this part of the essay I will purely focus on the 3 main games.

Designed by Peter Molyneux within Big Blue Box Studios (now known as Lionhead Studios), it was a game built upon choice, much like what we have discussed during the “Mechanical Systems” portion of this essay the game featured optional quests, character development and a looting/inventory system, other things it included were a moral system (being good or bad) and also a renown system that altered how the NPC's reacted when they came into contact with the players character.

This game revolutionised the modern RPG, it brought systems and mechanics to the table that no other RPG had created. With its intense emotional story and thrilling combat it wooed players into taking an immersed roller coaster ride of action and adventure all while keeping a grounded sense of day to day life, doing things such as buying a house, getting a haircut, getting tattoos, going clothes shopping, buying food and growing old.

Fable was influenced by man media's, to name a few here is a small list and a brief description of each influence:

Terry Pratchet, Disc World (book series)
In many interviews Peter Molyneux himself stated that the works of terr Pratchet influenced many things within the game, one of which being over all style but also humour.

Piers Anthony, Xanth (book series)
Along with the works of Terry Pratchet, Piers Anthony's Xanth series was also used as influence for narrative and humour, this game has a lot of comedic dialogue and its clear to see when played that they put a lot of work into nailing British humour.
King Arthur Legend (History, Story)
Alot of the Fable series was influenced by the legend of King Arthur, a boy from nothing, taken and trained and found to be the destined king. The overall destination of Fable (Albion) is also taken from the historic name for Britain but is also the name of the land in King Arthur, anyone who has played the games can be a lot of links between worlds as its very prominent throughout the game.

As you can see, fable has taken a lot of twists and turns to be turned into the game it is now, the research that went into creating this morbid, humorous and emotional world was vast, along with the above it also featured a lot of adult themes, growing a family, having partners (male or female) and micro-managing estates

Conclusion

The RPG, when you tear it down its not as intimidating as it may seem, its a finally crafted piece of art, it takes groups of varying sizes and skill levels to create such a Frankenstein monster, its intricate systems and branching mechanics work in conjunction with one other to create something beautiful, just like an artist who uses different brush sizes and different techniques that pull a piece of work together to create, simply, an idea. But that doesn't mean everything has to be complicated, there are plenty of RPG's that are very simple indeed, games like the Castlevania series were not particularly heavy, a player didn't have to spend hours creating a character and transforming them into a stronger version of themselves. the player was given a set name, a set race, a set background and told to wreck havoc within their game world. This kind of game-play helps with new and returning players, to some an open world full blown RPG is quite an undertaking to commit themselves too, either due to time or attention span.

I would like to talk about what RPG's mean to me, to put simply they are my entire gaming experience, I tried First-person shooters, Puzzle games and Massive Multi-player Online games (MMO's) but they do not hit the spot like RPG's. It was my mother who first introduced me to any form of video game, she owned the old handle held donkey kong which I would spend 3 years playing over and over, after this moment I was hooked. Come the release of the PlayStation 1 I had already played severely other RPG's on varying consoles, but the PlayStation was what widened my passion for gaming and games in general. With the PlayStation 1 came a game called MediEvil, In this game you play as Sir Daniel Fortesque, Daniel led an army to kill a powerful evil wizard named Zorak (which they managed to achieve) however, Daniel was struck and killed by the first arrow loosed in battle. 100 years later Zorak returned from the dead to raise the dead army from the battle previous, unknowingly resurrecting Daniel in the process, with this new opportunity Daniel decided to take his revenge upon Zorak.

I was very lucky as a child to be able to have access to consoles and video games, not a lot of families would spend the money on such things.

In conclusion I feel RPG's are a very personal type of game, they are for a player to create his or her own world and character. this is probably why they are so popular. Developers know these created worlds will become more then just a game, they become a get away an escape from reality to some.

Bibliography


Darlington, S., (1998) A History of Role-Playing [e-book] Places to go, People to be, Available from: http://ptgptb.org/0001/history1.html [Accessed 03 Febuary 2016]