To sum up, if you are in the industry for the money these days you don't develop CRPG's at least not of the wizardry kind.
A-ha! And this is where, ideally, a smart, risk-tolerant entrepreneur/publisher/developer smells an opportunity!
Obviously, the big budget publishers and developers are contributing to the slow death of the cRPG by continuing to take the safe route of better graphics, more of the same quests and larger worlds as their only targets for growing the genre. If the success of Oblivion is any indication, cRPG's will degenerate to the point of gaming's version of a theme park where the player is asked to do nothing more than enjoy the ride, rather than be challenged to best the game and feel as if they are truly playing a part in
making the story with their avatar. The cRPG of the future will actually tout on the game box that the player can create any of 120 highly customized and beautiful, but ultimately irrelevant, avatars and just sit back and watch the story go by from the comfy armchair provided by the "go-here-and-do-it-exactly-this-way-the-monster-will-be-just-waiting-around-to-die-so-don't-worry-about-it-you-can't-possibly-fail-in-any-way" quest design.
As with any business, the typical way out of product stagnation and slumping sales is true innovation. It takes somebody with the balls, smarts and a more than a little good luck to buck the trend and do what everybody says can’t be done: innovate. Ironically, I’ll use Oblivion’s Radiant AI as an example. The way I understood it before the game came out, it was a real cRPG innovation that was going to rock the player’s world. In fact, Oblivion themselves spent a lot of PR space hyping it. And for good reason. It really was a great idea that could take the cRPG to places it hadn’t been before. Of course, as I understand it since I haven’t bothered to play Oblivion (ok, I can’t resist…. I already have Morrowind. Why would I pay $50 more for the privilege of playing almost exactly the same game with better graphics and dumbed-down gameplay? Anybody? Bueller?) it was a flop. But at least on paper, it’s the kind of innovation the cRPG genre is going to have to succeed at to remain a vibrant, evolving game type that sells well.
Ironically (again) I’ll use an FPS as a great example of the kind of thinking I believe could lead to great cRPG design: Hitman 2. When I played the first mission, I was blown away at how many great ways you could go about accomplishing the single objective, which was to get a key from this Don at his highly guarded villa and release the priest in the basement. Here’s a few ways it could be done:
- Hide your guns in a box of groceries that were being delivered at the time. Then, knock out the flower delivery guy that happened to be waltzing into the compound. Steal his clothes, and then walk right through the front door, surviving the frisk because you had no weapons on you. As soon as the coast was clear, sneak into the kitchen and get your guns from the box that had just been brought in by the grocery guy. Now, you’re good to go.
- Observe that the Don waltzed out onto his 2nd floor balcony from time to time to enjoy the view and take a few golf swings. Find a good place in the hills outside his villa and snipe him at just the right time so that he falls off his balcony and into some bushes below. By this time, you’ve observed that a guard likes to slip outside the walls using a side door to take a leak every now and then. Wait for him to do it again, sneak up behind him and strangle him, take his clothes and then carefully walk over to where the Don’s body is. Hide his body better and take the key.
- Sneak around the compound until you can find a way in and then on the roof. Sneak over the roof and down to the Don’s private office. Wait for the right time to cut his throat quietly and take the key.
- And, of course, the most fun way: lock and load your two .45’s and just walk through the front gates, guns-a-blazin’ and dare them to stop you.
- And so on…
Now that's what I call open-ended gameplay!
Of course, I understand that FPS’s have advantages in taking this design approach over cRPG’s (i.e. much fewer missions/quests to develop, set-piece maps that are very small, contained, and easy to script/control environments, no character development system or deep and long storylines to worry about, etc.). My point is, I wish someone would take this kind of design philosophy into cRPG quest design and adapt it accordingly. That would be innovation that a publisher could trumpet to the press and gamers. I’d take 20 of these kinds of quests over 100 of “the usual” any day of the week and twice on Sunday. Can you imagine the gameplay depth that would result when combined with a solid character development system, great NPC & world interactivity and significant evolution in monster AI? It begins to boggle the mind.
Here’s hoping someone takes it on and pulls it off. It would be a great day for cRPG gamers, that’s for sure….