Role Playing Games are one of my favorite video game genres, the crazy thing is that if you counted all of the
RPG's I played it would be a huge number, however of those I could probably count the ones that I have conquered on my hands. So I thought to myself, "Why do I have such a hard time conquering this type of game?" and what has changed throughout time with the
RPG genre, moving from Pen and Paper to traditional
RPG, to finally,
MMORPG's. We have apparently moved from Smelly middle aged men sitting in their mom's basement with
eachother playing Dungeons and Dragons with
eachother to smelly middle aged men sitting alone in their mom's living room playing
RPG's by themselves to smelly middle aged men that sit at their computers and play
MMORPG's with other smelly middle aged men at their computers around the world.
The answer came to me about halfway through Final Fantasy XII.
I was to the mid-boss in the game and was having a very hard time defeating him, I tend to rush through the story, therefore being very underleveled for where I should be. After about fifteen times trying to kill him I gave up. After I gave up I didn't play Final Fantasy for a few days, I was discouraged. I did not want to come back to the game for fear that I would just be defeated over and over. This is one of the reasons why I believe makes it so hard to complete a lengthy RPG, and it is what makes the MMORPG beautiful, I'll explain.
In a RPG you sit alone in your room and watch a interactive movie about characters that were developed before you even came into the story, it is your job to discover their past. When it comes to "grinding" in a traditional RPG it is tedious, tiring, and boring, and there are many parts of traditional RPG's where your character can get stuck in an area where you know you should be a higher level, but there is no way to grind for the level. So in this situation you are faced with two choices, either keep trying to defeat the boss by having the best, and luckiest, battle of your life, or stop playing the game.
Most people, I assume because I include myself in this group, will choose the latter choice. It is easier, and there are so many games to play, etc. But this begs the question, "Why? Why is it so easy to give up a traditional RPG and so difficult to give up a MMORPG?" Well, I am glad you asked. Like I said before, in a traditional RPG you are forced to learn about the characters, the only real character development is through leveling, and that is ussually limited, and wepon/armor choice. The reason I play ROLE PLAYING Games is exactly that, I want to put myself into that role and play through the game, which is probably why I loved Choose Your Own Adventure Novels. In most Traditional RPG's characters are given to you, if you are lucky you may get to name them and chose their gender, but that is if you are lucky. Before the whole MMO movement there were only traditional RPG's, Pen and Paper had dwindled to a small light at the beginning of the tunnel, MMO's were the small light at the end, and we (as RPG gamers) were in the darkness that was the "Final Fantasy Era". At the time they seemed great.
" FF I, FFII, FFIII, awesome, these are so great, I heart Square"
Then there was nothing, until
FFVII in 1997
" I love
FFVII, but what happened to IV, V, and VI . . . Whatever VII is awesome"
Final Fantasy VII was a perfect example of a fantastic game, that many people played for a very long time, but did not defeat the final boss. Final Fantasy VII had a plethora of features, and
gameplay, that past
RPG's did not have. It also had a
mindblowing story and characters that were very easy to relate to. However, there were some bosses in the game, including the final boss, that were so unbelievably difficult that it would
ussually take days and days of level grinding to even get close to defeating,
Sephiroth. This would create the decision for people that I discussed before; "Do I level grind by myself for days, or do I just stop playing, and start a different game?"
I chose to start a new game. After
FFVII I started playing
Diablo from Blizzard, released in 1998.
Diablo for the
Playstation was amazing, you created a character, therefore immediately creating a personal connection with that character, hence ROLE PLAYING game. I realize that there were many other games that did this before, but
Diablo was my first console
RPG that achieved this great connection. The other thing that
Diablo did was create a incentive to level, and get better armor, weapons, and magic.
Diablo is also the first
RPG that I played with other people. On the
Playstation friends could come over and bring their memory card, or use the character that they had on my memory card, and go down into the dungeon together and quest. The beauty of playing a
multiplayer RPG, not to be confused with a
MMORPG, is that if you needed to grind for levels you were actually, physically, around other people, this made it easier and more enjoyable to play, even when you were stuck.
After
Diablo in 1998,
Diablo II eventually came out in 2000.
Diablo II did the exact same thing that
Diablo did, except it added the ability to play with each other on the
internet via Blizzard's
Battle.net.
Diablo II is sometimes credited for starting the
MMORPG movement. Even as I write this article there is still a very large population of gamers who play
Diablo II, and keep the economy within the game up. I never got too into
Diablo II, and at that time I played a few traditional
RPG's, but like I said I didn't conquer many of them, but I did play a lot of them.
When World of
Warcraft came out in 2004 I did not really understand what
MMORPG's (Massive
Multiplayer Online Role
PLaying Games) were. They did not attract me because I did not have the disposable income to be paying the monthly charges that came along with those games. In 2006 when I finally caved in and bought World of
Warcraft, I realized that these
MMORPG's were the perfect type of
RPG's . Like their Great Great Grandfather, the pen and paper
RPG,
MMORPG's have you create a character from scratch, therefore immediately creating a connection to the player personally. On top of the character creation, the player
ussually starts off as an absolute nothing in the game and will work their way up to a important part of the community.
MMORPG's focus on customization and community,
mor than
storyline's and
pre-existing characters, like traditional
RPG's. The last and final beauty of the
MMORPG is that the player is never really stuck at a certain point in the game. If a character gets to a point where they cannot progress, whether it be because of level, or not having a certain item, they can always fall back onto the community for help. This fact makes progressing through the game much easier and more social, therefore making the game much more fun.
As the
RPG genre has progressed through time, from Pen and Paper
RPG's i.e. Dungeons and Dragons to
MMORPG's i.e. World of
Warcraft, the genre has come about almost full circle.
Sidenote (Thankfully the
RPG universe found a way to get rid of the "Dungeon Master" this way everyone could play the game) The games that started out by creating a character sheet, and developing a character from nothing have finally ended up as video games where the player creates a character from nothing. Therefore we now have very playable and
accesible RPG's, that are actually ROLE PLAYING games. Where the player steps into the role of a character and interacts with other characters, and a story. Although the
RPG's may have lost some story telling elements (
Debateable), they have gained something more important, good character creation so players can assume roles, and communities, which make the game much more
accesible.