Different Kinds of Role-Playing Games
There's even a talented individual known as 'Phreakindee' who flawlessly impersonates Duke Nukem while playing The Sims (check his YouTube channel). You could say he's playing his own Duke Nukem RPG. The ideal place to unleash your imaginary alter-ego is, of course, in games, especially role-playing games. However, that doesn't mean you can't role-play as Thomas Hansen from Cold Fear just because it's a survival-horror game, not an RPG.
The primary goal of role-play is to become somebody else, and every game can be adjusted to your desire for fun or the power of your imagination. Nevertheless, there's a genre of games called RPG. Usually, they are vast and intricately detailed universes prepared specifically for your captivating adventures.
In a true RPG game, you are given a set of rules and a setting that exists within these rules. After that, you start to role-play your created character, traveling through the expansive map, forming alliances, battling monsters, assassinating important figures, altering the land's politics, ruling the entire galaxy, destroying entire races, and creating hybrid bi-ped canine monstrosities. The choices are infinite, or at least plentiful when you play using a set of rules and perhaps a general premise provided by the game.
My favorite systems are D&D and Traveller. Recently, a friend introduced me to the Call of Cthulhu system, probably because he knew I love Lovecraft's stories. He explained the basics, and the game began. As always, my drunken character managed to do something useful without turning into a complete Zadoc. Our detectives traversed familiar locales, desperately trying to combat the cosmic horror threatening to appear in our own dimension.
One time, I role-played as an FBI agent, attempting to channel Mackey. However, when traveling to Innsmouth, I was arrested and brutally beaten by Lieutenant Ropes, who then threw me into a cell. After a few turns, I tried to escape the prison, but Ropes caught me and beat me again. The third attempt at a glorious escape was unsuccessful, and this time, Ropes not only beat me but also took me on his boat for a walk and drowned me in a nearby lake. Not even Father Michael's blessings helped the poor bastard. I guess the agent was not a person of faith after all.
Role-playing systems provide you with the exact scenarios and situations I just described, offering ultimate freedom limited only by the game's rules. In comparison, most CRPG or JRPG games are about illusory freedom meant to make you believe the choices you make are your own. In reality, you're fooling yourself by choosing from a pre-determined adventure cleverly created by a game designer.
Games like Mass Effect, The Witcher, The Last Remnant, and many others are crafted for different purposes. They are expansive imaginary universes with cleverly written plots designed to tell you a story. These games operate on a classic pen & paper RPG mechanic, sometimes simpler and sometimes more advanced, depending on the game setting and the designer's initial concept.
Every role-playing system is adapted for video games, as the two are, in some aspects, entirely different forms of entertainment. Many of today's famous game designers played legendary pen & paper games in their childhood, inspiring their imaginations to create gigantic worlds with interesting characters and plots. Even CD Projekt Red is currently adapting the Cyberpunk 2020 system for their needs to create an engaging adventure with an interesting story in the world of Cyberpunk, using its system but adapting it for a computer game.
All these classic developers grew up on something, yet they are creating a totally different kind of entertainment, inspired by those D&D sessions. In simple terms, you can't choose between the two kinds of RPG games because they are different enough to love them both for their advantages. Or, you can choose the one that suits you more, but you can never substitute the pen & paper experience for video games, as some younglings suggest. They are both great iterations of humanity's best superpower: imagination.In my most recent venture into the realm of role-playing games, about three years ago, I found myself engrossed in a title that consumed a significant portion of my time, amassing an impressive 300 hours on my Steam account. This game stands as a true successor to the classic two Fallout games, reminiscent of what Van Buren might have been had it been released back in the day. While it has undergone revision and supplementation, New Vegas essentially encapsulates the essence of the finished Van Buren project. The game skillfully sidesteps Fallout 3's established atmosphere and additional universe information crafted by Bethesda.
New Vegas presents a vast world where you can traverse wherever your fancy takes you, facing a multitude of imaginative ways to meet your demise — just venture to the quarry near Goodsprings, and I assure you, unexpected challenges await. The game's uniqueness lies in the myriad ways almost every quest can be tackled. Some approaches may escape notice initially, but with a dash of imagination, you'll discover original methods that leave you in awe of Obsidian's meticulous design.
With multiple general endings and various outcomes for local events, you wield the power to interfere in the world and shape its destiny. Whether you wish to obliterate the Brotherhood of Steel bunker or embark on a wasteland killing spree, the game accommodates your choices, even if it means breaking the narrative by eliminating key characters. By aiding every soul you encounter and engaging in honest labor, your character transforms into a paragon of virtue akin to Jesus himself. On the flip side, if you fancy role-playing a drunken character with projectile vomiting and explosive diarrhea, New Vegas welcomes your unconventional choices.
Allow me to share a personal tale. Equipped with numerous mods for atmosphere enhancement, realistic recoil, guns overheating, and food management, I delved deeper into the game's intricacies. In the original game, keeping track of water and food was crucial, but with the added power of mods, my character needed to consume specific types of food at precise moments and quantities to maintain health. He even operated on his own biological clock. My culinary experiments led to unexpected results, including winning the dubious prize of food poisoning.
Returning to the quests, one standout example is "Beyond the Beef." Its non-linear nature within the game's logical boundaries fascinated me during numerous playthroughs. In my initial attempt, I utilized my cannibal perk to gain Mortimer's trust, aiding him in his macabre plans involving Ted Gunderson. Manipulating events, I framed Ted's father, Heck Gunderson, for the orchestrated mischief, leading to his arrest.
Additionally, I assisted the educated cannibals in finding a fresh replacement for their culinary pursuits. Carlyle became the unwitting candidate, following some well-timed advice to induce a fainting spell. I then discreetly disposed of the body in a dumpster, pleasing the White Glove Society. The quest's complexity allows for a myriad of approaches, from forcing my way in to save Ted to playing the role of an undercover agent, unraveling the shocking truth and the mystery of Heck's kidnapped son.
New Vegas boasts a plethora of quests with similar depth, making it one of the most immersive role-playing experiences of the first decade of the 21st century, if not the best. From a literary perspective, akin to my fondness for reading books, constructing a character with logical outcomes based on moral conflicts encountered across the game world becomes a captivating puzzle, adding a unique layer to the overall experience.
In the realm of classic RPGs, Ultima stands as a poignant example, its legacy enduring even as the series met its demise in 1999, a year before the turn of the millennium. I have a friend born in 2000, and it's akin to the quantum immortality proposed by the mad scientist in Alan Wake — Ultima died in another parallel universe. The plug that sustained the series in our dimension was abruptly disconnected, ensuring that my friend and the subsequent generations would miss out on one of the most iconic and influential CRPGs in the universe.
Personally, I delved into Ultima: Underworld, Ultima VII, Pagan, and Ascension during my formative years, though completion eluded me, likely overshadowed by my obsession with System Shock, Elder Scrolls, and LucasArts adventure games. Yet, with the dawn of the new century, I triumphed over both Underworld games, the entire Ultima VII saga, Martian Dreams, and Exodus. My journey even extended to Akalabeth: World of Doom, a precursor released on Apple II in 1979, predating the first Ultima game. Despite its primitive graphics, Akalabeth laid the foundation for subsequent titles, featuring a basic plot involving Lord British combating the evil mage Mondein and tasking players with eradicating Mondein's malevolent creations in dungeons.
My experiences in Akalabeth were filled with challenges — from frequent deaths due to starvation (my character being the hungriest man in the world) to the theft of my hard-earned possessions by miscreants. The game, though challenging, provided a highly enjoyable experience. Astonishingly, this game predates Iron Maiden's first studio album, a testament to its historical significance.
Creating such games in 1979 or 1980, as the first Ultima arrived, was a monumental feat. People were unfamiliar with such games, requiring developers and publishers to articulate the worthiness of their product. The game manual, laden with inspiration drawn from Flash Gordon, Conan, King Arthur's legends, and Lord of the Rings, reflected the influences that fueled the creation of this role-playing adventure. The Ultima series, particularly inspired by Arthurian legends, showcased a main character reminiscent of King Arthur's journeys through dimensions and time periods, sharing a thematic resonance with another legendary series, The Legend of Zelda.
Ultima I: The First Age of Darkness built upon Akalabeth's established universe, introducing a fresh start for a long series. The evil Mondein, armed with a magical stone artifact, seized control of the lands of Sosaria, setting the stage for a journey with immersive gameplay. While the story is a basic motivation to save the lands, it's the gameplay that elevated Ultima I to legendary status. The inclusion of arcade flying missions through space, starting in medieval times and progressing through the invention of spaceships and blasters, further contributed to the game's uniqueness.
Ultima II: Revenge of the Enchantress, released in 1982, took ambition to new heights by introducing time travel. The narrative unfolded as Avatar, facing the consequences of a young Mondein's pupil unleashing chaos upon time itself, embarked on a journey through various time periods to rectify the peril. The cover art, depicting Avatar wearing a helmet and armed with a blaster stepping into a portal, captured the essence of the game's evolution. Interestingly, Manilla Road's unreleased 1981 album, "Mark of the Beast," drew inspiration from Arthurian legends, aligning with the spirit of Ultima. Even the album features a track titled "Avatar," echoing the game's theme.
Despite the demise of Ultima, its influence resonates in unexpected places. The series paved the way for a genre, leaving an indelible mark on the landscape of classic RPGs.
Quest for Glory Series
Now, let me share my passion for another gem in the world of classic RPGs — the Quest for Glory series. While not as universally acclaimed as the giants of its time, this series holds a special place in my heart. Developed by Sierra On-Line, Quest for Glory seamlessly blends role-playing elements with point-and-click adventure mechanics.
My journey began with the first installment, "Quest for Glory: So You Want to Be a Hero," where players could choose between three character classes — Fighter, Magic User, or Thief. This decision not only shaped the gameplay but also influenced the story progression. Embarking on a quest to become a hero, the protagonist faced challenges ranging from combat encounters to intricate puzzles, all set in the magical realm of Gloriana.
The series continued to evolve with each subsequent release — "Quest for Glory II: Trial by Fire," "Quest for Glory III: Wages of War," and "Quest for Glory IV: Shadows of Darkness." One of the unique aspects of the series was its commitment to maintaining a consistent character across games. My hero's journey spanned the deserts of Shapeir, the jungles of Tarna, the savannahs of Fricana, and the mysterious land of Mordavia, each with its distinct culture, mythology, and challenges.
What truly set Quest for Glory apart was its blend of humor and seriousness. The witty dialogues, quirky characters, and unexpected twists created an immersive experience. The series' adherence to a day-night cycle, affecting events and encounters, added an extra layer of depth to the gameplay.
Perhaps one of the most memorable features was the integration of RPG elements — character attributes, skills, and the ability to import a character from one game to the next. It made each decision and action feel consequential, shaping not only the immediate story but also the overarching narrative.
The finale, "Quest for Glory V: Dragon Fire," brought the series to a satisfying close. While it may not have achieved the same level of mainstream recognition as some of its counterparts, the Quest for Glory series remains a cherished memory, a testament to the creativity and innovation of its time. To this day, it stands as a reminder of the magic that unfolds when RPGs and adventure games harmoniously dance on the digital canvas.
In an era dominated by epic sagas and grand narratives, Quest for Glory carved its niche with a charming blend of humor, choice-driven gameplay, and a hero's journey that felt uniquely personal. It's a series that may not have shaped the entire genre but certainly left an indelible mark on those fortunate enough to have embarked on this memorable quest.
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