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.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.
Comments
Post a Comment