Evolution of RPG’s – Gamers Don’t Want an End?

I remember a day when old RPG games had either a level cap or a definite ending. From Pool of Radiance to Secrets of the Silver Blades to Final Fantasy the game had a final boss or stage and often had some type of level cap. Today, gamers don’t want it to end, they’d rather have the option to wonder around aimlessly or completing minor quests in order to soak up every ounce of money they spent on the title.

linkNow even Bethesda is saying “we’ve learned our lesson” from the whiplash of ending their game title and capping levels. Gamers want to go back and re-try content they missed, they want to run side quests and talk to everyone in the world they want to grind themselves to über powerful levels and become a god in their fantasy world. Can you blame them?

You can’t really blame them for wanting to maximize the content, although it’s slightly more evolved than RPG’s of old. Perhaps it was World of Warcraft and other MMORPG’s that brought us to the stage in life where we all want to squeeze every last RPG dime out of the title. As a kid I wondered the world of Hyrule and covered every tile of graphical color, burned every bush, bombed every stone looking for all the content. However, even Zelda had an end with scrolling credits – you didn’t just land on a platform with your master sword and a dream.

Other titles have used level caps to limit you and draw you into the next release of the game. This was popular in the D&D world because the game is designed to target specific levels of difficulty. They may only allow you to gain level 10 because the enemies are no tougher than level 13, allowing the challenge to be good but not overwhelming. If they allow you to get to level 50 they’d have to design the game so all the enemies grow powerful along with you — that’s not always a desired result.

Final Fantasy is a popular franchise that typically allows you to grow infinitely powerful depending on how much time you want to spend repeat killing the same enemies. Gamers aren’t always into the grind, they just want to grind “enough” to make the challenges a little more do-able.

Today, however, with larger storage capacity, larger development teams and the desire to build more value into your gameplay experience titles have dozens of side quests and sub-plots that are totally optional. The result of so many sub-quests results in a player who is much more powerful at the end of those quests compared to a player who sticks to the narrow path of the main plot. So, games much grow dynamically challenging to keep the fun per dollar high.

Do you like your RPG’s to have a definite end and a high but capped level?

0 thoughts on “Evolution of RPG’s – Gamers Don’t Want an End?”

  1. For me it depends entirely on the nature of the RPG in question. IF it’s something “sandbox-ish” (which not every RPG is) then a level cap seems forced. But if the creators are not just testing/promoting a new toolset, and are looking to create a story arc in which the player can participate, then for a degree of satisfaction there should be a conclusion of some sort. It’s still usually in the hands of the player, in that they don’t HAVE to do the end portion (yet) if they don’t want to. I went months without doing the final 4-6 “main story arc” hours of Oblivion before finally finishing it, and even though that particular game lets you continue afterward, any leftover side quests (of which there were few since I’d done almost all of them already) were anti-climactic by comparison. I mean, after you’ve saved the known world from unspeakable evil, who cares if you find the slaughterfish scales for the guy down the street?

    And when it’s a hybrid adventure/RPG like the Knights Of The Old Republic series, or Jade Empire, it would make little or no sense to continue playing after the game’s ending, as your character has “fulfilled their mission/destiny/goal”, as it were.

    But then, I’m one of the heretics who thought there was too much that happened after The One Ring was destroyed, so what do I know? ‘:P

  2. For me it depends entirely on the nature of the RPG in question. IF it’s something “sandbox-ish” (which not every RPG is) then a level cap seems forced. But if the creators are not just testing/promoting a new toolset, and are looking to create a story arc in which the player can participate, then for a degree of satisfaction there should be a conclusion of some sort. It’s still usually in the hands of the player, in that they don’t HAVE to do the end portion (yet) if they don’t want to. I went months without doing the final 4-6 “main story arc” hours of Oblivion before finally finishing it, and even though that particular game lets you continue afterward, any leftover side quests (of which there were few since I’d done almost all of them already) were anti-climactic by comparison. I mean, after you’ve saved the known world from unspeakable evil, who cares if you find the slaughterfish scales for the guy down the street?

    And when it’s a hybrid adventure/RPG like the Knights Of The Old Republic series, or Jade Empire, it would make little or no sense to continue playing after the game’s ending, as your character has “fulfilled their mission/destiny/goal”, as it were.

    But then, I’m one of the heretics who thought there was too much that happened after The One Ring was destroyed, so what do I know? ‘:P

Leave a Reply

Your email address will not be published. Required fields are marked *

Related Post

Episode 754: Pre-Show HypeEpisode 754: Pre-Show Hype

The guys discuss Dune: Awakening’s endgame deep desert area has a PvE zone, PowerWash Simulator goes underground, overground in final free content update, Persona 4 voice actor confirms a remake is in development, EA Sports College Football 26 adds cross-play Dynasty, 300 coaches and trophy rooms, Star Wars Battlefront 2 breaks its concurrent player count record on Steam, Dragon Quest 1 & 2 HD-2D Remake will also come to Nintendo Switch 2 and Hideo Kojima’s next game “Physint” is coming in about 5-6 years.

The news includes:

Let us know what you think.

New Australian R18+ Proposal DraftedNew Australian R18+ Proposal Drafted

A new draft of the R18+ classification has been released by home minister Brendan O’Connor through the Australian Federal Government. The new guidelines closely match those in place for Australia’s film industry. The new R18+ rating removes restrictions on bad language, drug use and nudity; in contrast, the current guidelines forbade the classification of any adult-themed games.

O’Connor’s draft claims that the R18+ rating will allow “virtually no restrictions on the treatment of themes”, and violence in games “except where it offends against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that it should not be classified.” As far as sex, the draft says, “Sexual activity may be realistically simulated. The general rule is ‘simulation, yes – the real thing, no'”.

Of course, “standards of morality, decency and propriety” is still troublesomely subjective, while “simulation, yes, the real thing, no” is comicly inept for videogames, where everything is simulation. You may be able to tell when live actors are actually performing sexual acts, but when can you tell a videogame character is actually having sex?

O’Connor stated:

“The Gillard government wants to provide better guidance for parents and remove unsuitable material from children and teenagers. The introduction of an R18+ classification will help achieve that and will also bring Australia into line with comparable nations. This issue has been on the table for many years, without the necessary progress to make a change. We’ve recently seen several states publicly express their support for an adult only rating for games and I’m keen to reach a unanimous decision at the July meeting.”

Rather than banning games, why not punish stores for selling mature games to underage children? Or put the onus of raising children on the parents?

Episode 350: Where In the World Is Gaming Podcast?Episode 350: Where In the World Is Gaming Podcast?

Last week’s podcast was the victim of Jonah’s ISP going down, so this week is a mix of last week’s and this week’s news, as well as a Gaming History on industry legend Nolan Bushnell.

The news includes:

  • EA rumored to nearing deal to stream games via Comcast
  • Nintendo responds to gay marriage petition
  • $300 3D printer coming early 2015
  • Kinect-free Xbox One coming June 9 for $399
  • Philips sues Nintendo, seeks to halt Wii U sales in U.S.

The Question of the Week: “What is your favorite educational videogame?”