I've often been defending my idea that many of the games we define "RPG" feature basically no role-playing at all and predictably that's a very unpopular stance among gamers, but in a very recent interview concerning his freshly kickstarted game Shroud of the Avatar, RPG legend Richard Garriott had something very similar to say.
In case you don't know who Richard Garriott is, he's basically the man who single-handedly created the RPG videogame genre in the early 1980s with his Ultima series, which inspired every single RPG that came after it. The man is basically the father of computer RPGs.
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Concerning modern RPGs he said:
"[With my new game] I'm trying to rectify a few of the ways I think role-play games have gone astray, I think they've become too hand-holding, with the menu-based conversations, quest logs and arrows on maps and I'm trying to bring 'role-playing' back into it as opposed to just mimaxing combat systems. You can play a lot of role-playing games without being a role-player these days."
"People don't even read the flavor text in quests anymore, and why should they? You can just follow the arrow and complete the quest. In conversations you can literally not pay attention to anything you click or at best glance at it so you don't pick an option that insults the guy so he'll attack you, but aside from that you click through all of it until it's done, it's all in your quest log and then you follow the arrow on your map and then mine the level 1 monsters and then level 2 and then level 3 and that level grinding is completely mind numbing to me. There are tons of great RPG these days, but I think many features that have been introduced are regressive, all this automatic stuff is just hand-holding."
Concerning RPG plots, he said:
"Most of fantasy RPGs ever written have this super simple plot: you're the hero because you're told so at the beginning, your job is to kill that big boss henchmen, which is waiting for you to come kill him. Along the way you minmax your way to the strength required to kill him and the game's over, and I'm thinking 'man, there's got to be a better game than that, there has to be a better story to tell than that'. "
On Shroud of the Avatar he added:
"With Shroud of the Avatar we're going back to typing conversations, no quest logs, we're still not sure how much the map is going to help you out and something similar will apply to combat. There will be no way to succeed without paying attention in this game, you'll even have to remember a few things, you may have to take a note or two. We're going to give you a journal of sorts, but if you go to this town and you think 'Oh, I know I have to go see this woman but I forgot what i'm supposed to talk to her about' it's not going to be in any quest log ready for you to look it up. You'll have to go back into your journal and trace the quest back to remember what you were supposed to ask that woman"
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I like the way he thinks and I like the direction this game is going. It sounds like it has steep learning curve but it defnitely sounds hardcore and refreshing for a genre that has frankly become derivative, formulaic and often simplistic.
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