Zoned in

October 5, 2007

The evolution of the RPG
By Dylan Platt

Console RPGs have come a long way in the last 20 years—we take a look at what the future holds for the genre

It’s hard to pinpoint the first “true” console RPG, but what’s clear is that by the late 80s, the release of Final Fantasy, Phantasy Star, and Dragon Warrior (Dragon Quest in Japan) saw the emergence of a new genre. These titles (inspired by tabletop roleplaying games like Dungeons and Dragons, as well as computer games like Ultima) defined many conventions that are still used today; random battles, turn-based battle systems, even specific story elements (the Amnesiac Young Hero who, with the support of the Quiet Magical Girl, defeats the Supremely Evil Entity Who Probably Has Multiple Forms, just as an example) are all common to see in modern RPGs.

And yet, despite the genre’s steadfast adherence to tradition, it has certainly evolved. Earthbound showed that RPGs didn’t have to be set in swords-and-sorcery style fantasy worlds, by setting its epic quest in the modern day. Final Fantasy 7 famously ushered the RPG into the modern gaming world, through its use of a massive 3D world, impressive magic effects, and sweeping cinematic sequences. The Pokemon games created the incredibly popular “monster raising” sub-genre. Games like Star Wars: Knights of the Old Republic and Fable gave the player incredible control over the personality and behavior of their main characters. Now, as the current console generation gains steam, let’s take a look at some of the staples of the genre, and the games that are destined to evolve them further.

Dialogue

Up to now:   

RPGs were the first games to have in-depth storylines, and dialogue between the player characters and non-playable characters has always figured in heavily. Traditionally, protagonists were silent, so as not to impose a specific personality on the player; many classics, like Chrono Trigger and Super Mario RPG, use the “silent protagonist” technique. In others, like the Final Fantasy series, the central character has a specific personality and frequently engages in conversations. Recently, more and more RPGs have taken influence from the point-and-click adventure genre by allowing the player a choice as to how their character responds during conversations, sometimes even altering the course of the game’s storyline.

The next evolution:

Bioware’s upcoming 360 title Mass Effect will allow the player to alter the course of conversations in real time, through use of various “moods” - polite, confrontational, inquisitive, etc-mapped to the second analog stick. When talking to characters, the player can simply choose the style of response desired at any time (including interrupting the other character, which might upset them) and the character will respond, seamlessly and appropriately. The system promises to deliver dramatic, cinematic conversations unlike anything seen before.

Combat

Up to now:

Early RPGs used simple turn-based battle systems, menu-driven affairs that gave every character equal chances to use the skill, item, or attack of their choice; battle was also completely separate from the main “exploration” portion of the game, and was transitioned to upon encountering an enemy. Final Fantasy 4 introduced the Active Time Battle (ATB) system, injecting an element of real-time into battle sequences, allowing for some characters to move more quickly than others. The system was very popular, and remained intact through Final Fantasy 9. Other games have tried various systems designed to integrate the concept of character speed into battles. Some games that used particularly successful and popular systems include Grandia (which used a 3D battlefield, in which the characters could reposition themselves in real-time, but could only attack based on an ATB-style meter) and Star Ocean (used a 3D, real-time, action-oriented battle system, inspired by beat-em-ups like Double Dragon). In most cases, though, battles have always been heavily stylized; characters usually stand in rigid formations, stepping forward to attack or perform other actions. Final Fantasy 12 broke from tradition, utilizing a much more realistic battle system that saw characters maneuvering and attacking in real time (although the action could be paused at any time for the player to issue commands), with behavior dictated largely by pre-set conditions called Gambits. It was also one of the first traditional RPGs that did away with the notion of a dedicated battle system that was transitioned into and out of; battles are fought on the same map as exploration takes place, with no transition necessary.

The next evolution:

White Knight Story from Level-5 uses a battle system that is more realistic than any seen before in an RPG, or nearly any other genre. When characters approach enemies, both sides draw their weapons and the battle begins, like in Final Fantasy XII, without a transition to a separate battle mode. White Knight Story, however, takes the idea one step further; attacking and blocking is now acted out graphically, with swords actually connecting and shields physically deflecting blows. The game depicts all this on the fly, so that each battle is unique, kinetic, and physical. This unique physicality of combat also comes into play with the game’s combo attack system, where (for example) one of your party members could put an enemy guard in a hold, almost like a fighting game, so that you can attack unimpeded.

Story

Up to now:

Storylines in RPGs began as strictly linear fantasy tales. As the genre began to grow, developers began to branch out more, both in setting and plot details; several RPGs on Super Nintendo (Robotrek and Star Ocean come to mind, though Star Ocean never saw an American release) tried their hand at science-fiction stories, and the aforementioned Earthbound was set in modern day. Chrono Trigger introduced the idea of multiple endings to an RPG, specifically ones that could be brought about by certain actions on the player’s part; this is now an accepted, even standard, feature in the genre. It wasn’t until recently that player choice could influence the moment-to-moment storyline, as opposed to merely the ending; PC RPGs like Deus Ex and Neverwinter Nights preceded and inspired console titles like Knights of the Old Republic and Fable, which allow for choices on the player’s part of varying morality; in this way, the player can decide for themselves the course of the plot throughout the game. During the 32-bit era, RPG storylines began to include more mature content — not simply violent, but intelligent, and with genuine dramatic merit. This is a prevalent aspect of the Shin Megami Tensei series, with installments like the Persona series, Digital Devil Saga parts 1 and 2, and Nocturne addressing philosophical, political, and moral issues within the course of the game’s story.

The next evolution:

Irrational Games’ Bioshock has set a new benchmark for stories in video games; while not an out-and-out RPG, it possesses enough RPG elements to warrant its inclusion here. Bioshock has managed to combine serious, intelligent plot themes (the game is loosely based on the ideas of philosopher/author Ayn Rand) with a player-controlled plot, complete with morality choices that influence the further course of the story.

 

Fable 2, from Lionhead Studios, presents its own take on what a RPG storyline can be. From the beginning, the player is in complete control of what happens throughout. Player’s actions affect nearly everything, and non-playable characters remember your past behavior and respond as such. In this way, the game doesn’t have a set story so much as it allows the player to tell themselves a story.

 

In evolution, each change leads to the circumstances that allow for the next change. Who knows what these upcoming RPGs will lead to? Who can say what fantastic adventures we’ll be embarking on in five, 10, or 15 years time? Only one thing is certain: as long as they tell us great stories, and allow us to talk, fight, and live our way through that story, RPGs will remain some of the most engaging, most entertaining, and most important genres of video gaming.