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"Darkness is creeping across the realm of fantasy"

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Fri 06/12/02 at 17:43
Regular
Posts: 787
Is the world of role-playing games growing stagnant once again? Why are so many titles predicated on the same base plot? Perhaps there is room for new ideas within the realm and designers should turn its fan base for input. Maybe a twist on the core plot like ...

What is destiny? Is it an unalterable fate that makes a mockery of free will and leads us down a path we may not wish to travel? An intangible predisposition blueprinted onto each living soul by powerful forces playing a game for their own amusements or purpose?

* * *

At the dawn of the Second Age of the rule of the House of G’lynda, a seer named Hols Denayr predicted that before the Third Age ended the House of G’lynda would fall beneath the face of innocence. Further, he foresaw that the innocence was a mere mask for the consummate evil that lurked beneath its surface.

That any should challenge the rule of the G’lynda was beyond comprehension. Denayr was branded a heretic and was, of course, executed.

The time of prosperity under the seemingly benevolent rule of the G’lynda line increased and over time the people forgot the dire predictions of the seer.

As the Third Age began, a new order known as the Thalmage was created in the palace by the fourth son of the king. They were led by the High Talmage Listros and spread across the land, ministering to the spiritual needs of the people. Each community had one. If a field needed to be plowed the local Thalmage was there, laboring in the hot sun. If a member of the community was sick, chores were taken care of and the needs of the ill tended to.

In the Vale of Saani, the lush and fertile heartland of the kingdom, the Thalmage was Cros Xandri. Like other Thalmage, he had risen to the status of community leader. He had also taken a wife and lived on a small farm of his own. The community rejoiced on the day that a child was born into the Xandri household. As Cros held the tiny newborn, he looked deep into the baby’s eyes and beheld a wonder. "You are destined for greatness," he whispered, tenderly kissing the child’s forehead.

Seventeen years passed. The child, Arron, was grown and had begun training in the ways of Thalmage. Though on the cusp of being an adult, his carefree days growing shorter, he still find time to enjoy the idyllic life of the young. Often he would leave for days on end, journeying to the mountains to hunt with his best friend Markus. That’s where the two were on the day the world changed.

A rider thundered into the Vale with news that the king and his entire family had been slain, their bodies dismembered and scattered around the bloodstained palace. Runes were written on the walls in the blood of the dead. Many of the palace’s other inhabitants had simply vanished, among them the aged Listros. The community, fearful and uncertain, turned to Cros for guidance and leadership.

In the mountains, Arron and Markus were hiking along a game trail when a black arrow flew from the forest and caught Markus in the shoulder. The lad crashed to the ground, giving voice to his surprise and pain. Three black-robed figures emerged from the forest, drawing steel and rushing the two young men. Arron reached for the long knife he carried at his waist, then everything stopped.

Arron blinked. The three attackers lay dead before him, their bodies twisted, broken and bloody. He looked down at Markus. His friend was dead, his body cut open and runes drawn in the blood-soaked dirt around the body. Arron’s knife was embedded in the chest. He recoiled in horror. Had he done that? His hands were stained with blood. A scream of anguish erupted from his throat, followed by body-wracking sobs.

As he bent over his friend’s lifeless form, caught and carried on the jagged edges of his grief he whispered, "My god, what has happened? Help me, please?"

And echoing down from the reaches of the mountain and into the valley below came the answer: laughter, rumbling low, deep and evil.

* * *
Several years ago the role-playing fantasy game genre was huge. Games flooded the market, but then the whims of game players turned to other genres and the number of titles trickled to few and far between. At E3 in May, it was apparent that the RPG genre has had a resurgence ­ but how long will this one last?

From the indication of titles being released, not too long. The reason? They are all the same. A hero emerges to combat an ancient evil, which has returned. Under equipped and not entirely the hero type, the central character needs to become strong enough to battle his (or less frequently, her) way through a myriad of quests to face the ultimate boss monster at the end of the game.

In some cases we are told that the gameplay is open-ended. But that isn’t necessarily so. After all, the game does have a beginning, and it does have an end-game. Perhaps how you traverse from point A to point B is up to you, but you will arrive there all the same.

Some games have toyed with the central character trying to discover who he or she is. Arx Fatalis did a good job with that, but revealed too much too soon. The Blood Omen series touches on it as well by making an evil creature the sympathetic hero.

But what if the character’s choice is decided by fate. The snippet above isn’t a game, nor a book that I’m aware of. But what if the central character was drawn to a fate he or she did not want. Falling on a sword is out of the question because it diminishes the humanity of your character. Deep within is great power, but unleashing it is a fear. Is the power capable of good? Is the confrontation with a boss monster really necessary when the most incredible monster you can face is yourself. Suppose the journey is to a throne. Sitting in the throne is allowing the evil to win out. Destroying the throne delays but doesn’t eradicate what lays beneath the surface.

Of course, killing your humanity is the goal of all the evil creatures emerging within the realm. The nature of who "Arron" might be draws the warriors of good to rally against him. No friends, a world of enemies, not knowing who to trust, trying to maintain the balance of your humanity and desire to be good with the impulse to unleash the horrifying and magnificent power locked within.

There are questions to be answered, of course, and they would form the basis of some of the quests. They may be those who would offer aid, to partner with you, but to what end? Are they sincere in their offer of help or hoping to capitalize on your "rise" to power by betraying you?

The ideas are flooding through the keyboard, but enough for now.

All I really want is a role-playing game that dares to walk away from the usual path, and embarks upon new ground. Enough of the return of ancient evil! Evil doesn’t have to be ancient to be nasty. Human history has proven that. If you have indulged your passion for fantasy by reading ancient legends, you know that even the heroes had dark sides, and the mighty were more than capable of acts of cruelty or deceit.

Sure we all like the exotic races and beasts, and no need to walk away from those, but twist it up, be bold. Develop a storyline that challenges the minds, and not just with puzzles.

There would be those who would say, just embrace the evil and the game ends. Not necessarily. Suppose the game’s AI is so evolving that merely unleashing the terror within has dire consequences that could cost you the life you are desperately trying to salvage.

Stagnation is the dearth of the gaming world. As players evolve, games must also. Pushing the limits in terms of graphics may be well and good, but the core element is the story. Without a compelling storyline, games are little more than eye candy ­ if they manage that status.

There may be no truly original storylines left, but it doesn’t mean that game designers should quit trying to come up with one. Human nature is one of duality, good versus evil, constantly at war. Maybe some of that can find a place in the realm of RPGs.

* * *
Sat 07/12/02 at 15:17
Regular
Posts: 21,800
Welldone for copying this crap you moron..

http://gamecube.gamezone.com/news/12_05_02_12_06PM.htm
Sat 07/12/02 at 12:08
Regular
"Keep Cool!!!"
Posts: 151
Wackey_Woodman wrote:
> I agree with you completely.
>
> Great Post.

Thanks
Fri 06/12/02 at 18:29
Posts: 0
I agree with you completely.

Great Post.
Fri 06/12/02 at 17:43
Regular
"Keep Cool!!!"
Posts: 151
Is the world of role-playing games growing stagnant once again? Why are so many titles predicated on the same base plot? Perhaps there is room for new ideas within the realm and designers should turn its fan base for input. Maybe a twist on the core plot like ...

What is destiny? Is it an unalterable fate that makes a mockery of free will and leads us down a path we may not wish to travel? An intangible predisposition blueprinted onto each living soul by powerful forces playing a game for their own amusements or purpose?

* * *

At the dawn of the Second Age of the rule of the House of G’lynda, a seer named Hols Denayr predicted that before the Third Age ended the House of G’lynda would fall beneath the face of innocence. Further, he foresaw that the innocence was a mere mask for the consummate evil that lurked beneath its surface.

That any should challenge the rule of the G’lynda was beyond comprehension. Denayr was branded a heretic and was, of course, executed.

The time of prosperity under the seemingly benevolent rule of the G’lynda line increased and over time the people forgot the dire predictions of the seer.

As the Third Age began, a new order known as the Thalmage was created in the palace by the fourth son of the king. They were led by the High Talmage Listros and spread across the land, ministering to the spiritual needs of the people. Each community had one. If a field needed to be plowed the local Thalmage was there, laboring in the hot sun. If a member of the community was sick, chores were taken care of and the needs of the ill tended to.

In the Vale of Saani, the lush and fertile heartland of the kingdom, the Thalmage was Cros Xandri. Like other Thalmage, he had risen to the status of community leader. He had also taken a wife and lived on a small farm of his own. The community rejoiced on the day that a child was born into the Xandri household. As Cros held the tiny newborn, he looked deep into the baby’s eyes and beheld a wonder. "You are destined for greatness," he whispered, tenderly kissing the child’s forehead.

Seventeen years passed. The child, Arron, was grown and had begun training in the ways of Thalmage. Though on the cusp of being an adult, his carefree days growing shorter, he still find time to enjoy the idyllic life of the young. Often he would leave for days on end, journeying to the mountains to hunt with his best friend Markus. That’s where the two were on the day the world changed.

A rider thundered into the Vale with news that the king and his entire family had been slain, their bodies dismembered and scattered around the bloodstained palace. Runes were written on the walls in the blood of the dead. Many of the palace’s other inhabitants had simply vanished, among them the aged Listros. The community, fearful and uncertain, turned to Cros for guidance and leadership.

In the mountains, Arron and Markus were hiking along a game trail when a black arrow flew from the forest and caught Markus in the shoulder. The lad crashed to the ground, giving voice to his surprise and pain. Three black-robed figures emerged from the forest, drawing steel and rushing the two young men. Arron reached for the long knife he carried at his waist, then everything stopped.

Arron blinked. The three attackers lay dead before him, their bodies twisted, broken and bloody. He looked down at Markus. His friend was dead, his body cut open and runes drawn in the blood-soaked dirt around the body. Arron’s knife was embedded in the chest. He recoiled in horror. Had he done that? His hands were stained with blood. A scream of anguish erupted from his throat, followed by body-wracking sobs.

As he bent over his friend’s lifeless form, caught and carried on the jagged edges of his grief he whispered, "My god, what has happened? Help me, please?"

And echoing down from the reaches of the mountain and into the valley below came the answer: laughter, rumbling low, deep and evil.

* * *
Several years ago the role-playing fantasy game genre was huge. Games flooded the market, but then the whims of game players turned to other genres and the number of titles trickled to few and far between. At E3 in May, it was apparent that the RPG genre has had a resurgence ­ but how long will this one last?

From the indication of titles being released, not too long. The reason? They are all the same. A hero emerges to combat an ancient evil, which has returned. Under equipped and not entirely the hero type, the central character needs to become strong enough to battle his (or less frequently, her) way through a myriad of quests to face the ultimate boss monster at the end of the game.

In some cases we are told that the gameplay is open-ended. But that isn’t necessarily so. After all, the game does have a beginning, and it does have an end-game. Perhaps how you traverse from point A to point B is up to you, but you will arrive there all the same.

Some games have toyed with the central character trying to discover who he or she is. Arx Fatalis did a good job with that, but revealed too much too soon. The Blood Omen series touches on it as well by making an evil creature the sympathetic hero.

But what if the character’s choice is decided by fate. The snippet above isn’t a game, nor a book that I’m aware of. But what if the central character was drawn to a fate he or she did not want. Falling on a sword is out of the question because it diminishes the humanity of your character. Deep within is great power, but unleashing it is a fear. Is the power capable of good? Is the confrontation with a boss monster really necessary when the most incredible monster you can face is yourself. Suppose the journey is to a throne. Sitting in the throne is allowing the evil to win out. Destroying the throne delays but doesn’t eradicate what lays beneath the surface.

Of course, killing your humanity is the goal of all the evil creatures emerging within the realm. The nature of who "Arron" might be draws the warriors of good to rally against him. No friends, a world of enemies, not knowing who to trust, trying to maintain the balance of your humanity and desire to be good with the impulse to unleash the horrifying and magnificent power locked within.

There are questions to be answered, of course, and they would form the basis of some of the quests. They may be those who would offer aid, to partner with you, but to what end? Are they sincere in their offer of help or hoping to capitalize on your "rise" to power by betraying you?

The ideas are flooding through the keyboard, but enough for now.

All I really want is a role-playing game that dares to walk away from the usual path, and embarks upon new ground. Enough of the return of ancient evil! Evil doesn’t have to be ancient to be nasty. Human history has proven that. If you have indulged your passion for fantasy by reading ancient legends, you know that even the heroes had dark sides, and the mighty were more than capable of acts of cruelty or deceit.

Sure we all like the exotic races and beasts, and no need to walk away from those, but twist it up, be bold. Develop a storyline that challenges the minds, and not just with puzzles.

There would be those who would say, just embrace the evil and the game ends. Not necessarily. Suppose the game’s AI is so evolving that merely unleashing the terror within has dire consequences that could cost you the life you are desperately trying to salvage.

Stagnation is the dearth of the gaming world. As players evolve, games must also. Pushing the limits in terms of graphics may be well and good, but the core element is the story. Without a compelling storyline, games are little more than eye candy ­ if they manage that status.

There may be no truly original storylines left, but it doesn’t mean that game designers should quit trying to come up with one. Human nature is one of duality, good versus evil, constantly at war. Maybe some of that can find a place in the realm of RPGs.

* * *

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