A few weeks ago, I started playing Mass Effect 2 and was instantly sucked into it. Well, instantly after playing the initial, 15 minute, unskippable cut scene sequence 3 or 4 times because I couldn’t get the controller working in Windows properly. Anyways, I was instantly sucked into the giant universe and cinematic feel. I knew there was an epic story ahead for me to be invested in. Within 2 weeks and maybe 4 hours of gameplay, however, I was over it.
Despite having grown up on computer role-playing games (RPGs), I have been turned off by them recently. RPGs are different from strict action or adventure games in that the player character grows stronger over the course of the game. Games typically accomplish this with either an experience or loot system. Along the way, an overarching plot and a variety of side quests fill out the game.
Recently, I have found myself wanting more out of the story and my investment into my character. Instead, I have found most games to be a grind, which I quickly become bored of. Today, consumers expect at least 30 hours of gameplay out of RPGs, and although developers do their best to vary the content, most of it ends up being somewhat similar. To contrast, a season of a TV show may not even last 20 hours, and there’s plenty of filler in that.
It’s interesting how increased player choices also seems to decrease variability in games. I have 2 examples in mind. First, many RPGs allow players to pick one of a few possible playable classes, each with different gameplay strategies, such as brawlers, snipers, magic users, etc. This choice, however, means that enemies and encounters must be designed in a way that allows different techniques for success. And the easiest way to do this is to make all enemies bland since unique challenges would be imbalanced against different classes.
The second example is the open-world RPG, where the player is allowed to roam around a big world and loosely follow their own path through the story. Although it sounds liberating, the lack of “railroading” means that game developers have to account for a lot of different cases. Again, the result typically isn’t detail into specific encounters and enemies: the content instead ends up being generic so that all paths end up roughly the same.
The last point I’ll make is that the RPG and action genres have crossed over in modern action RPGs like Diablo and first-person RPGs like Borderlands, which really mix the genres up. Again, I have found these games something of a grind because they usually based on similar, known gameplay and interfaces (FPS or clickfests) but also mix in extended game content through grinding for experience or equipment.
Of course, these are all opinions based on my changing preferences in games. I once was happy to spend night after night running the same Diablo 2 boss to hopefully get loot. Nowadays, I’m looking to get the most story per hour of gameplay and cut out the grind. Although I appreciate the cinematic feel of AAA roleplaying games, they are hard to justify the hours spent compared to, say, reading a book or watching a movie if I wanted a story.
In writing this post, I have realized I should be playing more adventure games. They’re usually tighter and closer to 10-15 hours and have some novel gameplay. And they’re made for the story instead of trying to just generate content for one to grow and grind through.
I have Alan Wake on steam: I’ll give that a shot and follow up on how that goes.