An RPG should be difficult. And by difficult, I mean you can't even make it out of the first town until you level up a little.
An RPG should have useful, real stores. The shops should have high prices, and have excellent items.
An RPG should have very difficult secrets that are truly worth getting.
An RPG should have a strong and long main quest. Side quests are fine, and there should be many of them, but they should not make up the bulk of the game.
An RPG should make things hard to come by, be it gold, weapons, items, etc. Nothing destroys an RPG halfway through when you have 100000 gold, 300 diamonds, and a chest wtih a billion different swords in it.
Those are my should haves. If you couldn't tell, I'm an old-school Dragon Warrior/Phantasy Star fan.
DOS4dinner
1] Difficult in what area ?!
Grinding combat TBS style like in those so called "jrpgs" adventures with stats games ?!
I found it more fun and satifactory in sneaking and stunning enemies in Deus Ex or the dialog quest solutions in Fallout 1 (woman with high speech skills, he he).
In such cases the PC is so weak that combat will resulting in instant death and avoiding the combat and resolving quest in other ways can be very hard but also very satifactory.
2] A long main quest is not acceptable if it so due to repetitive grinding and super linearity (like the go there to find super-weapon/item to kill the big bad jrpg scenarios).
I'd much prefer a Fallout 1 non-liniear multi-solution/multi-choice aproach. Sidequest can make or brake a game, all but the Fallout series having proper side-quests.
Take Fallout 3, it's full of bad design choice and lack of polish, but the side-quests save it.
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