RPG Statistics And Micromanagement
February 1st, 2008Next Gen has an interesting article on the future of RPGs, and more specifically the alleged obsolesence of translated pen-and-paper RPGs in favor of MMOs and visceral action-ized versions. The piece doesn’t mention this, but I suspect that there are probably two key audiences for computer RPGs: first, PnP players who enjoy being able to see their game worlds translated into an interactive environment, and second, players who just like exploring a fantasy world and developing an ever more powerful character.
The use of pen and paper statistics is partly an artifact of the first group, who comprised a significant portion of the second for a great deal of the life of PC/console gaming. If you really enjoy Dungeons and Dragons, I’d guess that you’ll really enjoy a computer version of it - and you need the stats and micromanagement to connect you to that D&D world. But that’s not the whole story: another part of the use of micromanagement is that it lets you very effectively compare your progress against a baseline.
At its core, much of the appeal of an RPG is that it lets you see how your character is evolving, gaining new abilities, and dispatching stronger foes. A “sword that cuts an enemy in two” is all well and good, but how do you know if that sword is better than the “spear that impales enemies”? If you can’t easily determine which is superior, you have no idea if you’re actually making progress within the context of the game. In a similar vein, those menus that Ed Del Castillo reviles so much provide a far simpler means of feedback than attempting to communicate things like inventory space visually.
This isn’t to say that menus should be used exclusively, or that they’re even preferable in many situations. But technology hasn’t yet reached a point where we can dispense with them.
Posted in DS, Geoff, PC, PS3, PSP, Wii, Xbox 360 |