BG1, PRELOAD BG2, PRELOAD

Dreams from Another World

What really grinds my gears about RPGs in Littlebigplanet 2

Rate this Entry
Everytime I mention RPG in littlebigplanet to people, its instantly categorized as a long boring quest full of endless dialogue and fetch quest. Why do all LBP games do this?



It all started with Littlebigfantasy, which kinda started the trend. Littlebigfantasy was first and foremost a concept( and a great one at that). It hard to blame a game for only having one battle as, even I, at the time was figuring out how to fit more into levels. I remember talking to Nobody at the time and to this day I am amazed with how many hearts the guy has.

Where is Nobody these days anyway?

However Nobodies prowess started a trend that not only destroys the reputation of rpgs, but has seemingly formed a malicious pattern that I feel needs to be addressed.

Years later, after all the technical prowess creators have conjured in Littlebigplanet, dozens of rpgs fall under the same hurrendous game design: large storyline, fetch quest, and hour later, maybe only one or two battles and players were left yearning for more.

Some RPGs only have fetch quest, others are just huge dialogue trees.

Dont get me wrong, I love storylines, but why do we have to make them all cliche? Why does every RPG have to feature generic characters that want to save the world or just become intentially wacky because the world in uninteresting. Where is the interesting artwork? We certainty see them in platformers. Where are the interesting characters? Why does every RPG follow the take a quest format? Where are the JRPGs?

Japanese community, are there no rpgs developed!?

RPGs are not fetch quest or piles of dialouge; RPGs are experiences. And while the afore mentioned mechanics can elevate an experience, they should not be the backbone of it.

Give us gameplay first and story later. Let the players become a part of the story. I read some interesting theories on game design, and one thing that was suggested is that developers should create gameplay first and then the story so that the narrative compliments both.

This is why a lot of turnbased style games in general fail in LBP, because players would create this huge story, but never spent any time developing the battle system--and it never worked out from there. This was my problem. I feel under the same spell as everyone else.

Except..

My LBP crush Felkroth was the only one that did it right.

Both Frozen Flame and Sealed Fate combined gameplay first and put the story later, but both complimented each other very well.
Sealed Fate to this day is the best RPG experience in LBP2.

Are there any more RPG gems out there? What are your thoughts on LBP2 rpgs? If any, feel free to comment!
Categories
Uncategorized

Comments

  1. xxMATEOSxx's Avatar
    Story and gameplay should defintely be developed in tandem.

    In defense of some creators, it is sometimes easier to develop the story since you don't have to actually be on the game, tinkering with logic and mechanics at the moment you are thinking of it. It's much easier to create plot than gameplay given just a piece of paper and thinking time, for instance.

    That doesn't make it right, just understandable. Certainly it doesn't help when the narrative comes out bland anyway.
  2. Rpg Maker's Avatar
    You dont have to be on the game to create gameplay either. Planning is arguably the most important element of design besides the execution of that plan. But I agree, theres not a right or wrong when designing a game--but hopefully if any designers are reading this, they would consider adding gameplay to their rpgs.