![]() This can't be the defining characteristic, as plenty of RPG's do without them - Shadowrun and Ultima Online being great examples. However, every time someone offers up "RPG's are all about X" someone inevitably answers with, "Are you saying Y, which lacks X, isn't an RPG?"įirst, there's experience points and levels. Common things include leveling up, story, "role-playing", and exploration. I am, of course, talking about RPG's.Įveryone has a different idea about what makes an RPG an RPG. ![]() The tricky part comes when you design for a genre that is a minefield of conflicting expectations and red-hot passion. The game designer, however, must understand this reaction in his audience if he hopes to control or mitigate it. You don't just feel like the experience was bad - it was bad when it should have been and promised to be good. ![]() Furthermore, your emotional investment and expectations give the letdown a tinge of betrayal. Secondly, the more you care about something, the more it sucks when it disappoints you. Just noting the perennial phenomenon of strongly held negative opinions. *Not passing any judgment on those series here. As the old saying goes, "The opposite of love is not hate, it's apathy." You won't see them complaining about, say, the new Barbie Horse Adventures game, even if it's awful. First of all, terrible things that you don't care about generally don't "SUCK." When you see people on forums ranting and raving about how awful the latest Call of Duty* or Dragon Age* game is, it's because they're deeply invested in those games in particular and the genres they belong to in general.
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