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TechRaptor - Playing Roles: On Co-op and Multiplayer

by Hiddenx, 2015-07-25 08:51:36

Robert Grosso (TechRaptor) on co-op and multiplayer gaming in CRPGs:

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This article is not about MMOs, however, as those online RPGs are a separate discussion in and of itself. What should be discussed is how games such as Borderlands, among others, have slowly been evolving our perceptions of role-playing games further, while simultaneously influencing other genres with their design. Co-op play is increasing in popularity in role-playing video games, and titles like Borderlands are at the forefront of either an emerging genre in RPGs or a pre-existing genre that has long been dormant.

To fully understand how, we need to look back at the history of multiplayer in RPGs.  Most computer and console RPGs have been primarily a single player experience by definition, and it is mostly due to design. The book Andrew Rollings and Ernest Adams on Game Design, describes role-playing games as having a developed storyline structure and setting, with players having complete control of their party at all times. Many games, from the classic SSI Goldbox titles to Square and Enix games, tend to follow this paradigm to the letter; the player has complete control over their experience based on their choices, characters, equipment, and progression. As we have mentioned previously, the plotline is unaffected, but players also control the narrative tone of some of these games as well.

The full control of a role-playing game experience of course varies between a person’s preferences. Fans of dungeon crawlers like Wizardry, for example, look for specific design choices when choosing a game to play, and having full control of the player’s party, character classes, equipment, formation, and inventory is paramount of the genre. It has been argued previously how the etymology of role-playing games is difficult to pin down, so the best solution would be to divide games through genre by design, not by country of origin. For a game like Borderlands, such classification can be difficult at first glance.

Many don’t consider it a RPG in any form, instead a first-person shooter with RPG elements attached. While there is a growing number of games outside of the RPG genre incorporating such elements into their design, Borderlands follows a more standard design philosophy found in most RPG games, from open world design, to non-linear character progression. Players have complete control over the optimization and growth of their character, right down to the weapons and abilities they use in combat. Borderlands also borrows many elements often seen in modern role-playing games, namely aesthetic design of inventory—multi-colored, multi-tiered items based on rarity—uniqueness of character classes, quest-based mission structure, and character rewards and progression.

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