Focusing Creativity: RPG Genres

At the very least, I find it more than a little bit promising that Beenox's Jordane Thiboust has penned a four-page piece on Gamasutra that dives into the ingredients that define a role-playing game, as well as the subgenres that we know all too well.  If nothing else, it makes me very curious about what game he's currently working on:
The Narrative RPG

The narrative RPG, the most common type -- games like The Witcher, Mass Effect, and Dragon Age are all part of that subtype. In that genre, the player is driven almost completely by the narration; he wants to enjoy the story, the setting, and the characters. Even for his own character, it is important that he evolves narratively (even more so than mechanically).

What that means is that most of your production effort and features should be focusing on supporting this -- especially for what is usually called the "critical path." That's your main quest, campaign, or whatever you call it, the thing that the player will focus on and will want to finish.

In a Narrative RPG, immersion is critical; everything from combat to navigation, level design, and art direction, should always keep that word in mind: Immersion.

Some of the most critical ingredients for narrative RPGs are as follows:

'¢ Characters should be three dimensional; you should feel like they all have a story to tell and that they are unique in some way -- even if that's simply because they talk in a weird way or have a huge scar on the face.
'¢ Every location should tell a story; this should be a strong focus on the level design side. Why are those monsters here? Why is it shaped like this? Why is it decorated like this? Ask yourself plenty of questions. Even if you don't always give the answer to the player, just defining those answers will help you create immersion.
'¢ Even itemization should help immersion -- Why does that guy drop that sword? Where does it come from?
'¢ Your combat mechanics and the powers displayed should feel coherent with your universe. Ideally, make use of some of the character's powers in dialog and cutscenes. Yes, your healer character can and should be able to heal a wounded NPC in a cutscene.
'¢ Almost everything should feel like it is evolving narratively: the main character, the sidekick characters (if any), the areas the player travels through, the secondary character, and even the "bad guys."
'¢ Your dialog must have multiple answers; avoid doing too much linear dialog, leave the opportunity to the player to create the personality and morality of his character. There is one exception to this, though, and that's if you create a narrative RPG based on a predefined character. The Witcher is one of those, for example; in that case, your goal is to create a portrayal of that character, to let the player become intimate with who that character is. This prevents you from having extremely contrasted choices in terms of personality or morality, as you have to stay close to the original character. But if it's done well, it's also extremely rewarding for the player.

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What I call the "breadcrumbs technique" is basically representing your main experience, as a trail that the player will want to follow -- like a trail of pebbles or breadcrumbs. If we take the example of a narrative RPG that means that you narrative never stops. Party chatter, cutscenes, dialog, events, etc. The player should be following your narration continually, never giving him a rest.

One of the best and recent examples of this is Mass Effect 3; in that game, there is always something happening, narrative-wise. If you are on a mission, every single room of an area will have something to keep you interested: a console with some info, a quick party chat, a point of view, an event like something exploding, or a ship landing, a cutscene, etc. You go from narrative breadcrumb to narrative breadcrumb, then to a big breadcrumb -- a milestone, like the end of a mission, or a huge event in the story. It is a narrative rollercoaster, and when it stops, that's only because you finished the game.

In a Dungeon Crawler that means ensuring that your character and loot progression is permanent, that there is always something to upgrade, often. New shoes, new pants, slightly better shoes -- wow, a massive upgrade for my sword! -- and so on. Your loot system and random number generator needs most of your attention; they generate a big part of your breadcrumbs and should be carefully tweaked, and that's far from simple to do.

Of course the character evolution itself -- levels, skills, feats, attributes, stats, etc. -- needs attention, too. The more ways for the player to enhance his character, the better, and of course with carefully placed milestones, that generates a bigger feeling of progression for the player once in a while, like a level up. This is without forgetting new challenges to put those hard-earned improvements to the test.