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1The blanket term "WesternRPG" covers a wide variety of video games, from story-heavy digital {{Doorstopper}} equivalents to {{Wide Open Sandbox}}es to teeth-crushingly hard {{Dungeon Crawler}}s. There is no [[StrictlyFormula universal formula]] to all of these. No guide will ever help you write another ''VideoGame/PlanescapeTorment'', but this article will show you several possibilities of writing and designing a simple but working Western RPG.
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3Be sure to read SoYouWantTo/WriteAnRPG for more general advice. Other guides, particularly SoYouWantTo/WriteAStory, SoYouWantTo/WriteAVideoGame, SoYouWantTo/WriteAHeroicFantasy, SoYouWantTo/WriteAHighFantasy, and SoYouWantTo/WriteACyberpunkStory, may also be helpful, since this guide will focus less on giving you ideas for plots and characters and more on providing a general overview of important considerations when designing an RPG. Lastly, make sure you're familiar with common MediaNotes/RolePlayingGameTerms.
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5!Necessary Tropes
6->''[-A necessary disclaimer: Tropes alone do not make a great video game. A good programming code base (from the basic game loop, through graphical and physical engine, to the artificial intelligence) and high-quality artistic input, both visual (concept art, GUI art, sprites/3D models, etc.) and audio (voice acting, music) are just as if not even more important to the video game experience. While the following guide touches on some of these points, none of them will be covered here at length, as they fall outside of this wiki's scope.-]''
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8To paraphrase Creator/TheForge's [[http://www.indie-rpgs.com/articles/1/ GNS theory]][[note]]a framework developed for designing {{Tabletop RPG}}s but partially applicable to [=CRPGs=] thanks to the latter's descent from the former[[/note]], an RPG needs five key components:
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10* '''Character'''. This is TheHero or heroes that the player controls in the game. In other words, you will need a PlayerCharacter or [[PlayerCharacterCalculus six]] and offer a large degree of CharacterCustomization to facilitate the eponymous ''role-playing'' in its digital form.
11* '''Setting'''. You will need an environment for the players to explore, as the exploration is the backbone of all [=RPGs=]. Said environment is basically a FantasyWorldMap with a BackStory, so you can count on quite a bit of WorldBuilding.
12* '''Situation'''. A mesh of Character and Setting, this usually covers the driving {{Conflict}} of the story, as well as all necessary related tropes, primarily the [[TheAntagonist Antagonistic Force]] and TheQuest to stop/defeat it.
13* '''System'''. The GameSystem, a ruleset by which the gameplay is ordered: how skill checks are made, how damage is calculated in combat, etc. Check out our guide on how to SoYouWantTo/WriteATabletopRPG for ideas.
14* '''Color'''. The graphics (and sound) of your game, ranging from the interface design to the [[ConceptArt visual style of characters, levels, and enemies]]. Usually implemented within a MediaNotes/GameEngine.
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16Finally, one more trope essential for exploration and thus to a free-roaming RPG experience is TakeYourTime. However unrealistic, the players must know that there is no time limit for main plot missions, or they will readily miss out on most of the non-essential content out of fear that the main quest becomes {{unwinnable}}. Soft time limits are okay, though: if certain side quests are only available until a certain plot event but said event itself can be postponed indefinitely, a lover of exploration will always TalkToEveryone and [[PathOfMostResistance clear the former before doing the latter]].
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18''The seven core tropes are thus: PlayerCharacter(s), CharacterCustomization, WorldBuilding, TheQuest, MediaNotes/GameEngine, GameSystem, and TakeYourTime.''
19
20!Choices, Choices
21!!Choices or Options?
22This is a very fundamental decision that emerges from your own gaming philosophy and permeates the entire game's writing and design: [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/49 do you offer your players choices or do you give them options?]]
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24* Choices occur when players must select from among several alternative paths in the game, knowing that once they do, other paths will be barred to them. Choices tend to have far-reaching consequences and improve the ReplayValue. This style is better suited for story-driven [=RPGs=].
25* Options are non-exclusive optional content, which can be experienced and explored without affecting other options to any significant extent. Options extend a single playthrough duration and work best in exploration-driven [[WideOpenSandbox free-roaming [=RPGs=]]].
26
27!!Narrative, Sandbox, or Dungeon Crawler?
28Another fundamental decision is [[http://www.gamasutra.com/view/feature/185353/focusing_creativity_rpg_genres.php what kind of gameplay experience your RPG will be focused on]]. As it happens, there are three different kinds of experience players commonly look for in role-playing video games:
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30* [[InteractiveStorytellingTropes Narrative RPG]]. The CentralTheme of such games permeates their every aspect. The game world is driven by the plot, the characters get the players emotionally invested, [[StoryBreadcrumbs all locations and even items tell stories of their own]], dialogue branches out extensively, etc. On the other hand, [[LevelGrinding grinding]] opportunities are [[AntiGrinding eliminated]], while the crafting and character leveling systems are only as complex as mandated by the story. Typical examples include [=RPGs=] of the Creator/InterplayEntertainment tradition (almost anything by Creator/{{Black Isle|Studios}}, Creator/BioWare, Creator/{{Troika|Games}}, Creator/CDProjektRED, Creator/{{Obsidian|Entertainment}}, Creator/{{inXile|Entertainment}}).
31* [[WideOpenSandbox Sandbox RPG]]. Freedom of exploration, action, and expression overrides all else in such games. This freedom necessitates extensive CharacterCustomization, lack of rigid story-based constraints, and most of all, a huge game world that is both open and highly interactive. It also often leads to the "main" plot being pushed to the sidelines and the development costs going through the roof. Typical examples include classic ''VideoGame/{{Ultima}}'' titles, the ''VideoGame/{{Gothic}}'' series, and the modern Creator/{{Bethesda}} school of [=RPGs=].
32* [[DungeonCrawling Dungeon Crawler]]. The players' motivation in these games is to master the game system by improving their character's attributes, skills, abilities, and equipment until they can beat every challenge the game throws at them. Such games commonly feature randomized and respawning enemies, {{random|lyGeneratedLoot}} but [[SocketedEquipment customizable]] loot, intricate [[SkillScoresAndPerks skill trees]], and {{Absurdly High Level Cap}}s. The story is used [[PlayTheGameSkipTheStory mainly as a mood-setting backdrop]], and the exploration is kept within strict bounds. Typical examples include all {{Roguelike}}s, ''VideoGame/{{Wizardry}}'' and ''VideoGame/{{Diablo}}'' series, and the latter's many clones.
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34You can, of course, mix up any or all of the three, but such experimentation very often ends up diluting the overall experience. Remember that you cannot please everyone and don't try to cram in every {{RPG Element|s}} you read about in this article just for the sake of it being there. Instead, choose carefully and deliberately which the elements will strengthen the experience you want to give to your players -- and leave everything else out.
35
36!!Fantasy or Sci-Fi?
37Since the exploration is the backbone of [=RPGs=], it pays to start by defining the setting of the game. For many reasons, most [=RPGs=] out there belong to the genre of SpeculativeFiction, specifically its two most prominent subgenres: {{Fantasy}} and ScienceFiction. The main reason for that is probably tradition, since ''Literature/TheLordOfTheRings''-inspired ''TabletopGame/DungeonsAndDragons'' and other classic pen-and-paper [=RPGs=] all had [[MagicByAnyOtherName some form of magic]] at their cores. But fantastic settings also help bring about WillingSuspensionOfDisbelief towards RPG abstractions of complex concepts, like [[KarmaMeter good and evil]], and interactions, like physical combat, by drawing a clear line between RealLife and the imaginary worlds they take place in.
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39The differences between fantasy and sci-fi are many (see Analysis.SpeculativeFiction) but so are the similarities, and it's not without reason that the JustForFun/SciFiCounterpart meta-trope exists. One difference that may be important for WorldBuilding and plot writing is that in fantasy, OlderIsBetter, while in sci-fi, it's usually the bleeding edge technology that trumps everything. Accordingly, while in a fantasy RPG, the hero might be searching for an [[MacGuffin ancient artifact]] to destroy an even older evil, a futuristic RPG may revolve around the hero building a space superweapon to repel the invading SufficientlyAdvancedAliens.
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41For the default templates of fantasy and science fiction settings, see StandardFantasySetting and StandardSciFiSetting, respectively. In the following sections, a generic HeroicFantasy setting will be assumed for the purpose of simplicity unless stated otherwise. Keeping the above in mind, it shouldn't be too difficult to translate the recommendations for fantasy [=RPGs=] into their sci-fi equivalents.
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43!!Single Character or Player Party?
44[[quoteright:280:[[PlayerCharacter https://static.tvtropes.org/pmwiki/pub/images/Char_creation_6938.jpg]]]]
45Will the players control a single PlayerCharacter or an entire PlayerParty?
46
47* Single-character [=RPGs=] allow the players to delve much deeper into CharacterCustomization and, by design, offer more flexibility therein. It also facilitates a larger gameplay diversity, as the players can choose to play as a straightforward OneManArmy, take the [[StealthBasedGame stealthy approach]], or resolve most quests [[CombatDiplomacyStealth diplomatically]], without worrying about other party members' skills going to waste.
48* Party-based [=RPGs=] tend to [[RPGsEqualCombat focus largely on tactical combat]], because party means character specialization and combat is the only middle ground that [[FighterMageThief fighters, mages, and thieves]] have in common. There is little point, for instance, in including a realistic stealth system, if the [[UtilityPartyMember party thief]] is the only one who can use it while the rest of the party must stay back, twiddling thumbs.
49* The middle ground between the single-character and party-based approaches is a single-character RPG with [[NonPlayerCompanion temporary recruited followers]]. While essentially single-character, the game allows the players to bring NPC assistants along on quests. The difference to the party-based approach lies in the much smaller degree of control and customization of NPC followers by the players and in that the latter don't have to rely on the former to win.
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51Do the players create their character(s) from scratch or choose from a set of predefined characters?
52
53* Created characters are by far the most common alternative for the primary {{Player Character}}s in Western [=RPGs=] (although [[VideoGame/{{Nox}} many]] [[VideoGame/{{Revenant}} classic]] [[VideoGame/PlanescapeTorment [=WRPGs=]]] and even [[VideoGame/TheWitcher one major modern series]] averted this to great effect). Creating the entire party, however, while popular in the past, has gone out of favor in the past decade, probably because it takes a lot more time than most players are ready to invest before getting to the actual game.
54* Predefined [=NPCs=] are the most popular alternative for party members nowadays and an inevitable one for temporary followers. While the players don't create them, they can be customized after recruiting them, offering a nice trade-off between being able to start playing right away and still shaping the game to your liking.
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56If you let the players create their own characters, following aspects of CharacterCustomization are expected:
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58* [[HelloInsertNameHere Name]]. If you have voice acting (which you probably shouldn't, see below), you may have to invent [[EveryoneCallsHimBarkeep a gender-neutral moniker to refer to the character]] in spoken dialogue.
59* Gender. It's up to you whether you make it [[PurelyAestheticGender purely aesthetic]] or [[GameFavoredGender affecting the gameplay]].
60* [[FantasticSapientSpeciesTropes Race]] (if non-human sentient species inhabit your setting at all). Consider the racial benefits/disadvantages of each playable species during the WorldBuilding stage (see below).
61* Appearance. If your engine doesn't support facial customization, the players should a least be able to select a CharacterPortrait from an avatar gallery, import a picture from their hard drive, or customize the character's color scheme.
62* [[CharacterClassSystem Class]] (optional). More on this below.
63* [[CharacterAlignment Alignment]] (optional). Ditto.
64* [[MultipleChoicePast Background]] (optional). Ditto.
65* {{Stats}}, [[SkillScoresAndPerks skills, and perks]]. Ditto.
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67If you chose the party-based (or follower-based) approach, consider also following points:
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69* Is there an ArbitraryHeadcountLimit and if so, [[PlayerCharacterCalculus what is it]]? While originally introduced due to technical limitations of early computers, it still has its [[http://tilde-one.com/make.php?id=470 justifications]]: limiting the players' immediate resources forces them to get creative with them and pay closer attention, while simultaneously making balancing the encounters easier for the designer, since [[SelfImposedChallenge most]] [[SoloCharacterRun players]] field a full party whenever they can. The downsides of having a headcount limit include FridgeLogic of the LazyBackup and LeakedExperience (though both can be remedied) and players missing out on content (e.g. character arcs) specific to characters who are not included in the default standing party for purely tactical reasons.
70* If a character falls in battle, do they [[KilledOffForReal die for good]] or will they [[NonLethalKO get better once the encounter is cleared]]? Does the death/K.O. of the main PlayerCharacter mean [[WeCannotGoOnWithoutYou an immediate Game Over]]? If you use NonLethalKO like most modern games and want to execute a party member via PlotlineDeath, do make sure that said death is beyond [[SetSwordsToStun whatever abuse the character faces in regular combat]] that merely makes them faint.
71* How much control over party members/followers do you give to the players and/or to the [[VideoGameAI AI]]? This concerns both CharacterCustomization (can the players change their appearance, decide which equipment they use, which stats they improve, etc.) and tactical control. Options for the latter range from [[ManualLeaderAIParty fully autarkic AI]], through SquadControls, [[GameplayAutomation scriptable AI]], to scriptable AI with optional micromanagement, and mandatory micromanagement of each character.
72* Do you expect the main player avatar to be both TheFace and the DesignatedPointMan of the party at all times? Can the player instead delegate the fighting and/or difficult skill checks (if not plot-relevant dialogue) to other party members?
73
74!!Technology
75VariousVideogameViews affect PlayerAndProtagonistIntegration, so it is important to consider their advantages and limitations and choose or develop the MediaNotes/GameEngine accordingly. Some would argue that IsometricProjection is the one and true view in classic Western [=RPGs=] but that is [[http://www.joystiq.com/2012/09/21/what-makes-a-classic-rpg-everything/ not the whole truth]]. The three most common views in role-playing video games are:
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77* {{First Person|Shooter}}. By seeing the world through the eyes of your character, you ''become'' that character, so most such games tend to star a HeroicMime or a FeaturelessProtagonist. Gameplay-wise, 1P view is optimal for aiming and shooting, while melee combat is less spectacular. Tactical party control is often absent or limited to SquadControls.
78* IsometricProjection (or the similar ThreeQuartersView). This view lends itself best to party-based games, where battle tactics and party micromanagement are essential to success. Story-wise, seeing your character(s) from above indicates that you are experiencing ''their'' story (or stories) rather than making your own.
79* {{Third Person|Shooter}}. This can be seen as the middle-ground between first-person and isometric views. With less emphasis on tactical control, 3P puts you more immediately into the action, while still distinguishing between you and your character. One thing this view shows off best is the close-quarters combat in all its [[CatharsisFactor gory goodness]].
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81Hybrid forms are also possible, such as switching between 1P for aiming and shooting and 3P for melee, or zooming in and out for a classic 3P view or a quasi-isometric tactical perspective, respectively.
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83Once decided on the presentation method, you have following options:
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85* Program an engine yourself or take an existing open-source engine and adapt it to your needs.
86* License a commercial MediaNotes/GameEngine. If you're on a tight budget, ''MediaNotes/{{Unity}}'' is in great demand among indie developers; beyond that, Website/TheOtherWiki helpfully provides an [[http://en.wikipedia.org/wiki/List_of_game_engines extensive list]].
87* Use a GameMaker geared towards [=RPGs=], such as the MediaNotes/RPGMaker. MediaNotes/RenPy is pitched as a VisualNovel engine, but several Western developers managed to create engaging [=RPGs=] in it.
88* Create a "total conversion" GameMod using a LevelEditor released by the developers of another RPG. Mod-friendly series include ''VideoGame/NeverwinterNights'' and ''Franchise/TheElderScrolls''.
89
90!!Linear or Non-linear?
91When speaking about (non-)linearity, three aspects of it should be distinguished:
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93* The degree of ''plot linearity'' is observed in how much the main [[StoryBranching storyline branches depending on the players' decisions]], whether MultipleEndings and/or MultipleGameOpenings are available, etc.
94* The degree of ''exploration linearity'' is what the SlidingScaleOfLinearityVsOpenness is all about: on the one end, we have the WideOpenSandbox, on the other, NoSidepathsNoExplorationNoFreedom.
95* The degree of ''level design linearity'' manifests in how many alternative gameplay styles can be used to resolve a particular level, dungeon, or quest. The classic RPG resolution triangle is CombatDiplomacyStealth.
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97Depending on the gameplay focus of your game, each one of these three aspects needs to be expressed differently:
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99* Narrative [=RPGs=] profit immensely from plot non-linearity, since it allows the players to effectively co-author the story, tailor it to the concept of their PlayerCharacter, and feel the impact of their decisions throughout. Level design non-linearity is also important, since it allows the players to express their character's individuality in gameplay, not just the story. Exploration, on the other hand, should strike a balance between not letting the players [[NowWhereWasIGoingAgain lose track of the plot]] and not confining [[ConvenientQuesting them to a singular path]].
100* Sandbox [=RPGs=], meanwhile, are all about exploration non-linearity. From the moment the [[OpeningTheSandbox sandbox is opened]], most of the game world should be accessible to the players, whether it makes sense for them to go there or not. Non-linear level design is also essential, since enforcing a certain play style in a level effectively excludes all players who don't follow it and contradicts the open world philosophy. Too much story non-linearity is ill-advised, however, because the players want to explore the world, not ponder the consequences of their actions.
101* Dungeon crawlers, in contrast to the other types, don't gain much from non-linearity at all. The players [[PlayTheGameSkipTheStory aren't there for the story]] (which doesn't mean, however, that the narrative can be ignored), while too much exploration freedom makes it difficult to balance encounters and distracts the players from grinding and looting. Level design non-linearity should be present insofar as is necessary for both short and long-ranged specialists to be able to clear encounters -- and if your dungeon crawler features RandomlyGeneratedLevels, the level generator must take that in account.
102
103!!Levels and Experience
104One of the defining traits of the RPG genre is that the player-controlled characters become increasingly more powerful as the game progresses. This is often but not necessarily represented by the CharacterLevel, which is a all-round handy tool, both for the ease of reference ("you should avoid that area until level 10+") and for the in-game DynamicDifficulty via LevelScaling. While potentially infinite, many developers choose to put a {{Cap}} on character levels, if not to prevent the character from getting too powerful, then simply because there are no meaningful ways to improve a character past a certain point.
105
106There are three popular systems that define how characters gain levels:
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108* ExperiencePoints are abstract tokens that the player characters gain as they overcome in-game obstacles (see below). When a certain (ever-increasing) number of XP is accumulated, they reach the next level and are rewarded with TechPoints to distribute arbitrarily among their stats.
109* The PointBuildSystem eliminates the middle man (XP and levels) and hands out the TechPoints right away; their distribution, however, is still completely up to the players. Because such systems tend to reward quest-solving over combat, the amount of skill points to be gained is usually finite.
110* In the [[StatGrinding Training System]], player characters increase their skill scores by repeatedly applying said skills in-game. Such systems tend to feature [[AbsurdlyHighLevelCap very high skill score caps]] with a linear skill level progression (no skill trees).
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112In the latter two systems, CharacterLevel becomes superfluous but is often included, nonetheless, for the ease of PowerLevel assessment. This is usually done by dividing the total number of skill points/levels gained since the character creation by a two-digit number (often 10). In some games, CharacterLevel increases occur automatically; in others, they have to be triggered manually (often by {{resting|Recovery}}), so the players can postpone the irreversible character build decisions that come with it.
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114Experience and skill points are usually gained by following activities:
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116* Combat. Characters become stronger by overcoming enemies. This is pretty much the only XP source in {{Dungeon Crawler}}s and lends itself well to LevelGrinding, especially if combined with RandomEncounters. In story-heavy and sandbox games, you might want to [[AntiGrinding minimize or outright remove combat XP rewards]], however.
117* Quests. Characters gain levels for completing storyline missions and {{Side Quest}}s. It is implied that whatever hardships they have endured in order to complete their tasks made them stronger. This source of XP is central to narrative [=RPGs=].
118* [[NonCombatEXP Non-combat (often class-specific) activities.]] Characters not designed for combat may gain levels from other activities, such as a thief becoming better at thieving by picking locks and pockets or [[NoExperiencePointsForMedic the healer by healing wounds and curing disease]]. This type is mostly found (usually alongside both others) in sandbox [=RPGs=].
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120LevelGrinding (whether combat-based or non-combat, e.g. ItemCrafting) is generally frowned upon in Western [=RPGs=], but the [[http://www.gamasutra.com/view/feature/174974/the_value_of_repetition.php trick to making it entertaining]] is to [[RuleOfFun prevent it from becoming a chore]]. First, grinding must be just random enough to force the players to adapt their tactics and methods on the fly, but not enough to turn it into a LuckBasedMission. Secondly, the players must have an opportunity to [[WaxOnWaxOff visibly improve their performance]] or learn a new trick in every encounter. Grinding only turns into a chore when every instance of it takes exactly the same time, nets the exact same amount of XP, and the player starts to feel there is nothing left to learn.
121
122!!Attributes, Skills, and Perks
123While CharacterLevel alone offers a succinct scale to assess a character's power, it does not say much about what the character actually can or cannot do. A character built for combat has different abilities than one built for stealth. To further customize the power progression, practically all game systems include [[GamingStatTropes various character stats]], which are usually subdivided into attributes (a.k.a. ability scores) and skill scores:
124
125* Attributes offer relatively small bonuses to a large spectrum of success checks. They often come in the form of TheSixStats or a much leaner ThreeStatSystem.
126* Skills offer large bonuses in a limited field of expertise, such as Swordplay, Lock Picking, Persuasion, Acrobatics, etc.
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128In {{Tabletop RPG}}s, attributes play a major role because they simplify the calculations needed to make a success roll. For the same reason, they often remain static for the duration of the game. However, a computer has more processing power than a GameMaster's calculator, so the importance of attributes in role-playing video games has been diminishing over the years in favor of skills, which facilitate a much more flexible character evolution. There are [[SkillScoresAndPerks two common skill mechanics in [=RPGs=]]]:
129
130* Skill scores are like attributes but more refined. They are rather broadly defined (e.g. [[InASingleBound Acrobatics]], [[StealthBasedGame Stealthy Movement]], {{Sword Fight}}ing) and can be leveled up multiple times by investing more skill points or repeatedly using them. Higher skill scores increase the effectiveness of the corresponding basic actions (jumping, sneaking, swinging swords), but said actions can always be attempted, even if the character's skill score is low or zero (after all, you don't need special training to simply hop, hide, and swing a blade).
131* Perks, a.k.a. "traits" and "feats", are distinct moves, spells, auras, and permanent passive bonuses, from which the characters only benefit after they learn them -- so one may be a sword fighter but unless he knows the Feint technique, he cannot use it in combat, period. These perks are often grouped into [[TechTree "skill trees"]] and cannot be leveled up beyond the initial skill point investment, the size of which may vary with the complexity of the perk. Some perks, however, can be upgrades of their respective prerequisite perks rather than new techniques.
132
133Refer to SkillScoresAndPerks and Analysis.SkillScoresAndPerks for an outline of the major differences between the two, examples of their implementations, and further classifications. Following decisions will be the foundation of your GameSystem:
134
135* Which character attributes and skills are relevant in your adventure? Avoid including attributes and skills likely to become a DumpStat by ensuring that each skill becomes necessary or at least useful at some point in the game. Better yet, let the characters' skills determine [[CombatDiplomacyStealth their path through the game]].
136* Which attributes are relevant for which skills and what are their respective effects on game mechanics? Can attributes be reduced by certain attacks/magic? Do characters [[StatDeath die instantly]] or suffer some other debilitating condition if one of their attributes is reduced to zero?
137* Is your skill system [[RPGsEqualCombat focused on combat]], on [[NonCombatEXP non-combat activities]], or on some measure of both (e.g. with most of the party covering the [[DamagerHealerTank various combat roles]], while a dedicated SkillMonkey pulls the non-combat duties)?
138* Will you implement those skills as linear skill scores, branching perk trees, both, or a hybrid form?
139* How many attribute/skill points do the players get to distribute on a new (level 1) character? Is it randomized? Is MinMaxing possible?
140* How are new skill points/levels/perks acquired in the course of the game? Does the character need to visit a trainer to spend them? Do combat and non-combat skills draw from the same or separate point pools?
141* Is there a SkillPointReset option? While [[LaserGuidedAmnesia utterly]] [[InstantExpert unrealistic]], this feature lets the players [[AntiFrustrationFeatures fix messed up builds]] and [[RuleOfFun try out new things]] without restarting the game. It doesn't have to be readily available, of course -- for instance, it can cost increasing amounts of in-game currency, or only be available at certain opportunities (e.g. upon unlocking a PrestigeClass's [[SkillScoresAndPerks skill tree]], or when a NonPlayerCompanion gains their first level after joining, so players can re-spec them after trying out their predefined stats).
142
143At this point, you also need to figure out how to avoid EmptyLevels. Players like agency and have the most fun in acquiring and trying out new powers that change how they play the game, so most of them will feel cheated if their hard-earned CharacterLevel gives them little besides a basic stat increase. "New powers" aren't necessarily limited to SkillScoresAndPerks -- for instance, a piece of previously restricted LevelLockedLoot can be one, too -- and it is imperative to give meaningful rewards to characters going up in level. Possible solutions to the EmptyLevels problem include:
144
145* Giving the player a new power at every level (regardless whether it's predetermined by their class or chosen freely from a list), while discreetly increasing the basic stats in the background. In this case, you may want to have [[AbsurdlyLowLevelCap fewer total attainable character levels]] to make each CharacterLevel feel more significant, and also because having too many powers can easily make the players feel lost and risks padding the [[SkillScoresAndPerks skill tree]] with unnecessary variations of identical powers. This is the recommended option for story-driven games.
146* The basic stat increases serving as stepping stones towards unlocking new powers, either via StatGrinding or in a complex [[SkillScoresAndPerks skill tree]] where stat increases lead up to new abilities. This lets the players set their own goals and revel in the feeling of achievement upon reaching them -- as long as it doesn't take too long to get from one new power to the next. This is the preferred option for dungeon crawlers, since it allows for a much finer control over the character build, as well as for sandbox games, as it allows for more customization.
147
148Lastly, keep in mind that like everything else in your game, the complexity of its skill system should harmonize with the core experience you want your players to have. In a DungeonCrawler, an extensive skill system (along with RandomDrops) is the centerpiece of gameplay, wherein the players must strategically invest their precious few skill points to ''keep up with the mounting challenges''. The skill system is similarly important in sandbox [=RPGs=], but while in dungeon crawlers, improving characters' skills is a requirement to beat the game, here they serve to ''unlock additional gameplay facets''; skill systems in such games are therefore predominantly options-driven. In narrative [=RPGs=], on the other hand, the skill system takes the back seat and serves mainly to ''reinforce the narrative'' by showing off the characters' growing power, by influencing plot events in unique and unexpected ways, and by being a gameplay manifestation of important plot points (e.g. of individual characters' back-stories).
149
150!!Class-based or Open-skilled?
151One of the aspects of role-playing is the role that a character plays in exploration and combat. Depending on that function, the character will develop in different directions: a warrior, for instance, has different strengths and abilities than a smuggler, but both are inferior to a wizard in mystical matters. To facilitate such functional specialization, many {{Role Playing Game}}s implement a CharacterClassSystem or a ClassAndLevelSystem.
152
153Classes are character templates that more or less rigidly define which skills the character can improve with each level. Very rigid class definitions, where certain skills and equipment are exclusive to certain classes, induce CompetitiveBalance and enforce inter-class cooperation within the PlayerParty. More lax class restrictions, e.g. where only certain classes gain bonuses from certain equipment/skills but others can still use them, enable more [[JackOfAllStats rounded builds]] and are thus better suited for single-character games.
154
155A classic fantasy class template is the FighterMageThief (a.k.a. warrior, wizard, rogue) plus the hybrid classes, e.g. MagicKnight (F+M) who may or may not double as CombatMedic, {{Swashbuckler}} (F+T), and {{Ninja}} (M+T). For more options, see FantasyCharacterClasses; for a futuristic game, refer to ModernDaySciFiRPGClassEquivalents instead. In terms of combat potential, [[LinearWarriorsQuadraticWizards magic-wielding classes tend to outpace the non-magical ones at high levels]] for various reasons; if desired, you can counteract that by giving your high-level thieves and fighters [[CharlesAtlasSuperpower clearly superhuman, albeit still non-magical abilities]], especially when it comes to {{Prestige Class}}es.
156
157Of course, you don't have to include character classes in your game at all, especially if it is a single-character adventure. A system that allows the players to invest gained skill points into any skill there is in the game offers maximum freedom and flexibility of CharacterCustomization but may overwhelm a new player, akin to a QuicksandBox. Hybrid forms, where the choice of "class" merely results in the players starting the game with a number of points already invested into certain skills that make sense together, may alleviate the initial bewilderment.
158
159!!Alignments, Karma Meter, or...?
160[[quoteright:205:[[KarmaMeter https://static.tvtropes.org/pmwiki/pub/images/KarmaMeter_2075.jpg]]]]
161Similarly to how classes are an attempt to demarcate the role a character plays in exploration and combat, CharacterAlignment was an attempt by early tabletop [=RPGs=] (particularly, ''TabletopGame/DungeonsAndDragons'') to define their role in dialogue and other non-violent interactions with {{Non Player Character}}s, such as {{Quest Giver}}s and party members or followers. Since ''VideoGame/UltimaIV'' and ''VideoGame/Fallout1'', digital [=RPGs=] have gained a more dynamic tool of assessing a character's moral standing in form of the KarmaMeter.
162
163If social interactions are important to your game, including an alignment system or a karma meter can increase the diversity of dialogue, as [=NPCs=] would probably react differently to the player character's presence depending on their reputation. If you use a karma meter, try to avoid NoPointsForNeutrality unless the plot itself requires the players to reach either end of the morality scale. If it doesn't, then there is no real reason why players who prefer the middle path should be put at a gameplay disadvantage.
164
165The evil path also tends to be done rather poorly in the majority of [=RPGs=]. Since traditional fantasy plots are rooted in the classic BlackAndWhiteMorality dichotomy, the writers expect most players to take the good path by default, and don't bother writing [[NoCampaignForTheWicked separate plotlines for truly evil characters]]. Instead, the "evil" characters tend to behave [[ButNotTooEvil like the good ones, except they are rude and mean to everyone]]. If you find yourself hard-pressed to integrate a truly evil path into your game (which is by definition considerably different from the good one), then ask yourself: do you really need a morality subsystem in it?
166
167A reputation system such as the AllianceMeter or RelationshipValues can stand in functionally if you're uncomfortable with the implications of a KarmaMeter or it's just a bad fit for your game. There is no more need to decide whether an action is good or evil, you just need to determine if that action will positively or negatively affect people's opinions of the PlayerCharacter.
168
169!!Crafting
170Just as it is possible to improve characters by gaining levels and increasing attributes and skills, it is also possible to equip them with more powerful and deadly items. Showering the players with random {{Plunder}} and selling predefined gear at the in-game shops is standard fare in Western [=RPGs=], but some additionally let the players create their own equipment via ItemCrafting, which comes in four variations:
171
172* [[PotionBrewingMechanic Consumables creation]]. Consumables like {{Healing Potion}}s and {{Mana Potion}}s are usually available in quantity from loot and shops but [[ThatOneBoss occasionally]], that is just not enough and item crafting is the solution.
173* Equipment modification. Applying various modifications and upgrades to improve the properties of an item acquired from loot or trade effectively creates a new item. These modifications can be either permanent (e.g. enchantment) or reversible (SocketedEquipment).
174* Equipment creation. The ultimate item crafting, wherein pieces of equipment are [[DesignItYourselfEquipment created from scratch by the players]] out of looted or purchased raw materials.
175* Spell creation. A rare form where magic-wielding characters can design their own spells by combining predetermined effects and balancing out the casting costs.
176
177Be warned that any form of crafting runs a high risk of being either completely useless or [[GameBreaker completely broken]]. Also, games with different gameplay focus have very different demands on crafting:
178
179* Narrative [=RPGs=] should avoid crafting unless it plays a role in the story and does not [[FridgeLogic break its flow]]. If the PlayerCharacter is able to turn scrap metal into weapons more powerful than the SwordOfPlotAdvancement, or can concoct enough {{Health Potion}}s to last a century inside a besieged city but cannot [[GiveMeYourInventoryItem distribute them among other defenders]], the entire narration just stops making sense.
180* Sandbox [=RPGs=], on the other hand, revel in all kinds of crafting, since the search for workable materials, recipes, and blueprints drives exploration, while handcrafting unique equipment and unlimited quantities of consumables fuels the sense of achievement and personalization of the game. And since the story is secondary, its inconsistencies are more easily handwaved.
181* Dungeon crawers usually walk the middle line with just SocketedEquipment, because more elaborate crafting systems require resource mining that is incompatible with their core combat gameplay. Still, since equipment is a crucial part of MinMaxing the players' character builds, the ability to tweak their items gives them more power to master the game.
182
183!!Puzzles and minigames
184The four core gameplay modes of [=RPGs=] (see Gameplay Designer section) usually don't directly involve activities that require either fine motor skills, good timing, or a precise choice of words: picking locks, disarming traps, [[HollywoodHacking hacking into computer systems]], [[BettingMiniGame gambling of any kind]], [[PersuasionMinigame convincing NPCs to help]] in specific situations, more generally manipulating their RelationshipValues, brewing potions, etc. The player's role in these actions is usually limited to selecting a character with the appropriate skill and ordering them to use it, with a background skill check determining the outcome.
185
186However, you can also let the players participate in such activities more immediately by abstracting them into puzzle-like {{minigame}}s [[AcceptableBreaksFromReality based more or less loosely on their real-life counterparts]], e.g. a LockpickingMinigame revolving around setting lock tumblers, or a {{Hacking|Minigame}} one based on capturing network nodes while avoiding detection. If you decide to include any minigames, define also how the character's skills improve the players' chances of success. Do higher skill scores provide hints to the solution, reduce the chances of critical failure/detection, increase the [[TimedMission time limit]] or the net gain from success? Is there a (hidden) LuckStat for gambling? Can certain puzzles be solved automatically or bypassed entirely with high enough skill scores? Are there consumables or gear items that give further bonuses in minigames?
187
188Note that the above is not a recommendation to include {{Stock Video Game Puzzle}}s, which are [[SolveTheSoupCans more often than not shoehorned into gameplay]] for the sake of FakeLongevity. Try to avoid stock puzzles unless you can disguise them well enough to come across as natural parts of the setting.
189
190!Pitfalls
191* Don't hide the numbers from the players. The transparency of your GameSystem mechanics translates directly into the players' fun. If a certain challenge proves difficult, the players must be given an opportunity to analyze their mistakes, plan ahead, and beat it next time.
192* Don't overwhelm the players with numbers. The amount of rules and modifiers critical to any particular play style must be appropriate to how fast you expect the players to make decisions: both a real-time ActionRPG and a game driven by the narration should go easier on the math than a turn-based DungeonCrawler.
193* Don't confuse [[https://www.youtube.com/watch?v=lg8fVtKyYxY choices with calculations]]. Both are valid player decisions, but in a calculation, all options are immediately comparable to each other and the players are challenged to find the best one. In a choice, the players either don't have enough data for a calculation or must choose between several things they want but can't get at the same time -- in either case, the key is setting up an internal conflict between the players' desires for them to resolve.
194* Steer clear of CutAndPasteEnvironments. Exploration is the backbone of an RPG, so the levels must be diverse in both architecture ''and'' visual style. RandomlyGeneratedLevels may be a solution for the former but you must still use different tile/texture sets to make them visually distinct.
195* For similar reasons, avoid BackTracking wherever possible with a helpful DoorToBefore at the end of every major dungeon.
196* No unskippable cutscenes! If you consider a particular cutscene absolutely essential, warn the players about it but let them skip it anyway.
197* Make sure all parts of your plot are thematically consistent with each other. If the CentralTheme of your game is overcoming impossible odds through [[ThePowerOfFriendship cooperation]] and [[ThePowerOfTrust mutual trust]], don't conclude it with a discussion of the supposedly inevitable [[TurnedAgainstTheirMasters conflict between artificial lifeforms and their creators]].
198
199!Potential Subversions
200* Subvert AlwaysChaoticEvil by giving the primary antagonists of the game more and more moral ambiguity as TheHero fights them. Double-subvert it by revealing a [[TheGoodTheBadAndTheEvil hidden third force]] in their conflict that ''does'' genuinely want to watch the world burn just for kicks.
201* Subvert ArbitraryHeadcountLimit by having all recruited party members fight at TheHero's side in the FinalBattle.
202* Subvert CollectionSidequest by revealing half-way through it that whatever the players have been collecting will be used for evil purposes and tasking them with ''hiding'' those objects all over again.
203* Subvert DoomedHometown by letting the PlayerCharacter go back, drive out the invaders, team up with other survivors, and rebuild the city again, starting from [[AHomeownerIsYou their own house]].
204* Subvert EscortMission by having the "escort" protect the PlayerCharacter from much stronger enemies, forcing the latter into the ActionSurvivor role for a while.
205* Subvert FeaturelessProtagonist by basing late-game StoryBranching on purely cosmetic customization options such as {{Eye|Tropes}} and HairColors, apparent age and build, etc.
206* Subvert FetchQuest by turning what starts off as a simple "bring me the Gem of Awesome" into a full-blown criminal investigation involving stolen goods, fake identities, corrupt law enforcement, and a [[NoodleImplements rotary lathe]].
207* Subvert FinalBoss (a.k.a. the [[http://www.escapistmagazine.com/articles/view/video-games/issues/issue_262/7811-Stop-Killing-the-Foozle Foozle]]) by revealing the motivations of the apparent villains and requiring the PlayerCharacter to make diplomatic peace with them instead.
208* Subvert TheHero by having the PlayerCharacter start off [[ATasteOfPower incredibly powerful]] but go ''down'' in level as s/he collects experience, forcing him/her to rely on other party members (who level up normally) more and more until s/he is basically TheLoad to them in the endgame.
209* Subvert NewGamePlus by letting the PlayerCharacter keep not only the skills and powers s/he gained in the previous walkthrough but also knowledge of the storyline -- possibly unlocking additional story branches. Combine that subversion with subverting the AmnesiacHero by revealing that the PC remembered his/her past "playthroughs" all along but assumed [[CassandraTruth nobody would believe him/her]].
210* Subvert PlayerPunch by leaving the players a single, well-hidden loophole to avoid it that requires [[EarnYourHappyEnding lots and lots of hard work]] ("hard" here does not mean "repetitive and boring"). Do make them feel good about pulling it off afterwards.
211* Subvert PlotCoupons by having TheHero send his trusted henchmen to find and collect them for him while he makes more pragmatic preparations for the upcoming battle against the BigBad (such as gathering intelligence, training an army, securing supply chains, etc.). Subvert it even further by revealing that a wild goose chase after random {{MacGuffin}}s has been a ploy to distract the BigBad from the heroes' real plans all along.
212* Subvert TheQuest by having a TreacherousAdvisor send all the righteous heroes away on a meaningless quest while he enslaves their homeland with impunity, so they have to go home early and join LaResistance instead.
213* Subvert RagtagBunchOfMisfits by revealing that all recruitable party members share a [[YouALLShareMyStory past connection]] that drives them to join the PlayerCharacter.
214* Subvert {{Sidequest}}ing by revisiting the specific sidequests that the player completed in the endgame and basing the ending on the manner in which they were resolved.
215* Subvert SoLongAndThanksForAllTheGear by having the TokenEvilTeammate run off with expensive items and a good chunk of the party's cash, only to come back later with everything they stole, [[ContagiousHeroism accusing the hero of making them go soft]].
216* Subvert StandardFantasySetting by revealing half-way through the game that it's powered by MagicFromTechnology, the [[StandardFantasyRaces races]] are actually offshoots of the same biological species (why else would they all be [[MaleToFemaleUniversalAdaptor able to interbreed]]?), TheGoodKingdom is the last bastion of [[MedievalMorons medieval ignorance]], [[CorruptPolitician corruption]], and [[KnightTemplar religious radicalism]], while the invading [[TheEmpire Empire of Evil]] is the world's main force for scientific progress, (non-)human empowerment, and freedom of belief.
217
218!Writer's Lounge
219!!World Building
220[[quoteright:336:[[FantasyWorldMap https://static.tvtropes.org/pmwiki/pub/images/tropefantasymap05_3086.png]]]]
221Following aspects of your setting must be defined on paper before you start designing the actual game:
222
223* Geography. A FantasyWorldMap is always a good idea, as long as it is not an unjustified PatchworkMap.
224* Ethnology. Which sentient species inhabit the setting? The classic [[Creator/JRRTolkien Tolkienesque]] StandardFantasyRaces? Is FantasticRacism a large factor? Does one of the species (humans, [[ScrewYouElves elves]]) dominate some or all others? Which races are available for the PlayerCharacter and the PlayerParty members?
225* History. The BackStory for the entire setting, a fodder for {{Cryptic Background Reference}}s galore. Was there a [[CataclysmBackstory catastrophic past event that still affects the world]]? A GreatOffscreenWar? What about smaller wars?
226* Politics. Which countries exist in your setting? Does each race have its own domain or do most countries have a mixed population? Is one or more countries a FantasyCounterpartCulture of a historical or contemporary prototype? Do they [[CommonTongue speak different languages]] or [[GlobalCurrency have different currencies]]?
227* Society. Which major non-governmental organizations exist (WeirdTradeUnion, MagicalSociety, etc.)? What are their relationships with the governments and among each other? Are there [[TheChurch organized religions]]? If so, how much influence do they have?
228* Magic. How does FunctionalMagic (or MagicByAnyOtherName in sci-fi) work? Is it divided into [[{{Whatevermancy}} schools]]? If so, how many are there? Are some of them {{mutually exclusive|Magic}}? Are there SpellLevels? On a entirely different topic, how commonplace is magic in the setting? What is the popular attitude to it? Do mages face any form of FantasticRacism?
229
230You can also include an EncyclopediaExposita in the game, whose entries reveal trivia about your world as the players explore it. You may even reward diligent explorers with extra ExperiencePoints for each entry they discover.
231
232!!Suggested Themes and Aesops
233The themes and aesops depend mainly on the genre of the story you are telling and the conflict/dilemma you are exploring in it. Since Western [=RPGs=] can tell pretty much any kind of story, they can teach pretty much any moral lesson, and the narrative [=RPGs=] in particular must have a strong and thought-provoking CentralTheme. Stock themes in the genre include:
234
235* BlackAndWhiteMorality in general
236* [[ThePowerOfFriendship Everything is possible by working together]]
237* [[HeroicSacrifice Personal sacrifice for the sake of others]]
238* [[WithGreatPowerComesGreatInsanity Power corrupts everyone]]
239* [[RedemptionQuest Redemption is possible]] but [[RedemptionFailure hard to achieve]]
240* BeYourself and [[IAmWhatIAm accept reality]], however tragic it may be
241* Being TheChosenOne sucks but [[KnightInSourArmor there is no way out of it]]
242* InDefenceOfStoryTelling (on a more meta level)
243
244...and many more. Just refer to stock aesops of the particular story genre you are writing in.
245
246!!Potential Motifs
247When it comes to {{Motifs}}, three types should be distiguished:
248
249* Narrative/textual motifs, such as ArcWords, {{Driving Question}}s, and recurring topics, serve to reinforce the CentralTheme of your game (see above). Their purpose is to communicate the story's main ideas amidst a non-linear, freeform gameplay.
250* Visual motifs tie together the levels by giving them a consistent artistic look, whether it is a certain palette, recurring patterns, or symbols. {{Arc Symbol}}s are a special type that bridges visuals and narrative.
251* Musical motifs are used to invoke a specific mood for [[MoodMotif certain events]], [[RegionalRiff locales]], and [[{{Leitmotif}} characters]] (see also Sound Director section).
252
253Narrative motifs can be further split into:
254
255* Themes pertaining to individuals, such as loyalty, betrayal, virtue, sin, curses, etc.
256* Themes pertaining to conflicts, such as the nature of right and wrong, truth and lies, etc.
257* Themes pertaining to the human condition, such as corruption, oppression, letting go, free will, fate, change, etc.
258
259!!Suggested Plots
260See (In)Human Resources and Questing Guide sections below.
261
262!!Sequels and Expansions
263It is no secret that of all video game genres, [=RPGs=] are most likely to spawn LongRunner franchises without succumbing to {{Sequelitis}}, mainly because their [[NarrativeFiligree fleshed-out settings]] provide solid {{Sequel Hook}}s galore, while their {{Game System}}s are complex enough to remain recognizable and entertaining [[http://www.joystiq.com/2012/10/05/what-gives-role-playing-games-their-longevity/ even as video game technology evolves]]. The ''VideoGame/{{Ultima}}'' series peaked at ten core titles; ''VideoGame/MightAndMagic'' seemed to have died after nine, but rose from the ashes with a tenth installment; while ''Franchise/TheElderScrolls'' count five games at the moment with no signs of winding down. So chances are, if your first game is even moderately successful, you will end up making more of it. This usually comes in two forms:
264
265* {{Expansion Pack}}s run on the same MediaNotes/GameEngine and GameSystem as the core game and provide additional content. Some are standalone adventures set [[{{Prequel}} before]], after, or in an AlternateTimeline of the main campaign; others are integrated into it. You can usually produce an expansion pack or two for every successful core game without much thought.
266* NumberedSequels often run on a new or heavily upgraded engine and feature brand new conflicts and plots. The GameSystem also tends to evolve, though major overhauls are ill-advised. On a side note, most fantasy [=RPGs=] prefer Roman numerals for their sequel numbering, while the sci-fi genre favors Arabic ones; there are exceptions, of course.
267
268Naming is important for both expansions and sequels. Most RPG titles follow the convention of "[series title] [installment number, unless it's the first game]: [subtitle]". Subtitle is optional for core games; omitting it helps avert ColonCancer when making expansions, since they are usually identified only by their subtitle. If you have trouble coming up with a story-relevant subtitle, you can always use [[ThePlace the name of the geographic region the installment is set in]] (this also works well for entire series' titles) or just take a stock subtitle.
269
270Another universal recommendation is the [[OldSaveBonus saved game import]], which was, in fact, [[TropeMakers invented by the early Western [=RPGs=]]] in the first place. On the one hand, this feature helps avert the BagOfSpilling (another reason why you shouldn't completely overhaul the GameSystem); on the other, it lets the players keep their personal story canon across installments, averting CuttingOffTheBranches. While you as the developer will have [[DevelopersForesight a lot more story permutations to think about]], your players are going profit from this all-around.
271
272!!Integrating Story and Gameplay
273There are [[http://www.gamasutra.com/blogs/CraigStern/20130319/188793/Using_Details_to_Craft_a_Coherent_Game_World.php a few general]] [[http://www.joystiq.com/2013/06/28/building-a-better-role-playing-game-story/ recommendations]] on writing better RPG storylines. Chief among them is to always tell your story not just through dialogue and cutscenes, but also [[GameplayAndStoryIntegration through gameplay mechanics]]. Because of its focus on character growth, the RPG genre offers numerous opportunities for characterization and general storytelling through gameplay. Consider following ludonarrative techniques:
274
275* [[InjuredPlayerCharacterStage Translate injuries sustained in cutscenes into gameplay disadvantages.]] Stabbed InTheBack by the ObviousJudas of a teammate? Start the next battle with halved HP. Lost an arm? No more two-handed swords or DualWielding for this character.
276* Give non-player companions stats and potentially unique abilities that accurately reflect their quirks, BackStory, and CharacterDevelopment. WorldsStrongestMan? Has a crazy {{JustForFun/Strength}} stat. BornLucky? The LuckStat is through the roof.
277* Let characters [[StatisticallySpeaking use their combat stats and skills in dialogue and even cutscenes]]. Caught inside a CollapsingLair? The WorldsStrongestMan can hold up the roof while his teammates loot the place clean.
278* Tweak [[VideoGameAI allies and enemies' AI]] to reflect their personalities and agendas. TheHero's ArchNemesis? Goes straight after him, ignoring everyone else on the battlefield. The ChivalrousPervert companion? Never voluntarily attacks women but [[TakingTheBullet Takes The Bullet]] for any female ally in the vicinity.
279* Get creative with [[PlotCouponThatDoesSomething plot coupons that do something]].
280* Base StoryBranching not only on explicit plot decisions, but also on [[PromptlessBranchingPoint how players choose to "beat the game"]] (e.g. the main character's class, [[StatisticallySpeaking stats]], [[SkillScoresAndPerks skill sets]], etc.).
281
282Furthermore, do your best to avoid a PerpetuallyStatic setting. Whether you introduce changes in the architecture and population of the levels, make [[DudeWhereIsMyRespect NPCs acknowledge the player character's accomplishments]], or have [[FireForgedFriends companions grow together over time]], the game world and its inhabitants should reflect the player's progress in the main quest.
283
284!(In)Human Resources
285Before you start plotting out the main quest (or any major quest, for that matter), take your time to [[SoYouWantTo/DevelopCharacterPersonality develop all of its principal characters]] (the protagonist, their essential allies and companions, and the villains). [=RPGs=] are [[SlidingScaleOfPlotVersusCharacters very much character-driven]], so instead of conceiving your plot as a sequence of dramatic events, start out by drawing up a web of individual motivations and personal conflicts that underlies them. Not only will the stories that emerge from it be much more believable and relatable, but it will also make [[StoryBranching branching the story]] a lot easier, since the driving forces behind the plot stay the same and you can keep players on track naturally, without robbing them of agency.
286
287!!Player Character
288The main quest of an RPG usually doubles as its PlayerCharacter's character arc. It can be as simple as an upstart adventurer LevelGrinding long enough to take down the GodOfEvil, or as complex as an {{amnesiac|Hero}} looking for the cause of his ResurrectiveImmortality in a [[ClapYourHandsIfYouBelieve world shaped by will and belief]]. The PC is [[ItsUpToYou always the hero of their own story]]... and a completely {{featureless|Protagonist}} one in most Western [=RPGs=]. This contradiction presents some unique challenges when writing for this genre, by placing rather specific constraints upon the main quest and its protagonist.
289
290!!!Background
291To root them in the game world, the PlayerCharacter needs a backstory that explains their place in it at the start of the game and justifies their readiness to go on an adventure. Simultaneously, it must be generic enough to fit any combination of gender, race, class, and whatever other CharacterCustomization options players can apply to them.
292
293Furthermore, a vast majority of WRPG protagonists embark on their journeys [[WithThisHerring with minimal skills and material possessions]]. Gameplay-wise, this allows for a continuous power progression and lets players further customize their characters in the course of the game. In-story, such pitiful state of affairs is usually justified by some kind of misfortune or calamity -- preferably one that wasn't [[IdiotBall caused by the PC's own stupidity]] -- that occurs either in the opening scene or in their recent past. This, in turn, must reflect on their motivation to go on an adventure: the main quest can be presented as the only way to undo said misfortune or as [[TheCallKnowsWhereYouLive something completely unavoidable in the situation at hand]].
294
295The above leaves you with a handful of possible protagonist backgrounds that can reasonably combine an unpreparedness for a life of danger with a readiness to heed the CallToAdventure:
296
297* [[TheDrifter Drifter]]. The protagonist is WalkingTheEarth for fame, glory, and/or treasure. [[ProtagonistWithoutAPast Their past is irrelevant]]; they start off as strangers in the game world and [[JumpedAtTheCall jump at the Call]] at the first opportunity. A Drifter's initial lack of skills and possessions is easily explained by an earlier off-screen injury or mishap. Two other backgrounds can be considered subtypes of this:
298** The Player. The PC is [[PlayerAndProtagonistIntegration explicitly]] the player -- a regular shmoe (overlapping with the Uprooted Everyman background) from RealLife, [[SummonEverymanHero summoned]] to the game world on a heroic mission -- which they are [[EscapistCharacter only too eager to undertake]], putting their mentality closer to the Drifter. Because of the heavy [[BreakingTheFourthWall fourth wall abuse]], this type is mostly found in old school [=RPGs=].
299** [[ExperiencedProtagonist Established Hero]]. Almost exclusively found in sequels and expansions, these [=PCs=] reprise their roles as (possibly [[BagOfSpilling depowered]]) protagonists from a previous game.
300* [[AllAPartOfTheJob Serviceman]]. The PC is a rank-and-file member of an [[HeroesRUs organization dedicated to a heroic purpose]] and heeds the Call simply because it's their job. Said organization can be a government agency (army, police, intelligence), an NGOSuperpower, an ImpartialPurposeDrivenFaction (such as a [[TheOrder militant order]]), etc. The PC's ill-equipped initial state is explained by them being [[ClosestThingWeGot forced to deal with trouble way beyond their pay grade]].
301* [[TheEveryman Uprooted Everyman]]. The PC is a regular resident of the game world (similar to the player in RealLife) who ends up on the high road of adventure after a traumatic event [[YouCantGoHomeAgain kicks them out of their comfortable old life]].
302* [[HowTheMightyHaveFallen Fallen Mighty]]. The PC is a [[ImpoverishedPatrician former member of a privileged group]] [[NobleFugitive who lost their status]] in a calamity that might or might not have kicked off the main quest. This background is similar to the Uprooted Everyman but includes {{Pride}} and ''[[RoyalsWhoActuallyDoSomething nobless oblige]]'' as additional motivation.
303* [[YouAllMeetInACell Convict]]. The PC is an inmate, whether rightly or wrongly accused, who lost everything, including freedom, to the judicial system. In the opening act, they are either [[BoxedCrook released on an important mission]] or escape to build a new life for themselves. ClearMyName may be a motivation for the wrongly convicted subtype.
304* {{Amnesiac|Hero}}. The PC has had a backstory before their adventure... but [[LaserGuidedAmnesia forgotten all about it]]. This background can be used on its own or combined with another from the list, usually with Serviceman or, less frequently, with Convict ("Too bad about your memory, son, but [[TradingBarsForStripes now that you're in the Penal Legion]]...").
305
306Instead of locking all [=PCs=] into a single background, you may also present several possible origins to the player as a MultipleChoicePast, possibly restricted by their race, class, alignment, etc. To add more weight to this choice, [[CallBack reference the PC's origin later in the game]], offer exclusive side quests, or make origin stories playable as MultipleGameOpenings.
307
308!!!Identity Mystery
309In addition to the public background, the protagonist can have an additional twist to their past that is [[IAmWho not known to the player or themselves at the start of the game]]. This secret should be an empowering one, so that, once revealed, it either gives the PC new gameplay abilities or at least makes the player feel like their character is more powerful than before. Late stages of the main quest often rely on this revelation to justify why [[UniqueProtagonistAsset the protagonist, and not anyone else,]] is the one saving the day.
310
311* DarkSecret. An Amnesiac's affliction almost always turns out to be a coping mechanism to deal with an AwfulTruth about their past that usually falls under one of two categories:
312** [[TwoAliasesOneCharacter Bad Guy]]. The PC is a former criminal, a great sinner, or an outright villain. Dealing with consequences of [[AmnesiacDissonance their past self's evil deeds]] is usually a major plot point.
313** [[DeathAmnesia Dead Man Walking]]. The PC's amnesia was actually caused by their death -- and yet they are mysteriously alive again.
314* [[SecretLegacy Born with Secret Power]]. A hidden power lay dormant in the PC since birth but first awakens during their adventure and becomes of crucial importance to their success. Exploring this power and its implications may constitute major plot points.
315* {{Reincarnation}}. These [=PCs=] turn out to be reincarnations of [[LongDeadBadass great heroes or villains]] of the past, or even of [[AmnesiacGod dead or forgotten deities]]. In case of villains and evil gods' reincarnations, this overlaps with Amnesiac Bad Guy.
316
317In terms of TheHerosJourney, the last two types fall under the Miraculous Birth.
318
319!!!Motivation
320Like their backgrounds, the player character's motivations need to be both generic enough to fit any customization and accessible to most players. Following motivations are particularly common:
321
322* [[ChronicHeroSyndrome Generic Heroism]]. These heroes are out to save the general populace from an obvious threat because they cannot let innocents suffer and die.
323* [[NominalHero Personal Well-being]]. These heroes are adventuring for their own sake. This motivation comes in several degrees of desperation:
324** Self-Preservation. These heroes must go on a journey because otherwise, [[ConsequenceCombo they will be destroyed by the villains, by a health or spirit condition, or by their]] [[BadBoss own superiors]].
325** [[TheHomewardJourney A Way Home]]. Heroes stranded in a foreign land or world often search for a means to return home.
326** Fame, Glory, Wealth. These heroes are mainly after their own profit.
327** {{Revenge}}. These heroes want to repay the villains for what they've done.
328** Self-Discovery. These heroes journey to uncover their own secrets and to put their souls and minds at ease.
329* [[ThickerThanWater Family]]. These heroes' motivation is to save, protect, or simply provide for their family or a particular family member. Since most players have families, this is a highly relatable cause.
330* Duty, Loyalty, Gratitude. These heroes are driven by a desire to serve a particular cause or individual or to repay their benefactors for an earlier kindness.
331
332Any combination of these motivations is possible, too, and the best WRPG plots let players pick from among several motivations one that best fits their own main character concept.
333
334!!!Main Character Arc
335The CharacterArc of a Western RPG protagonist is rarely defined in more detail than their growth in power and influence. Most [=WRPGs=] leave role-playing the [=PCs=]' ''personal'' growth to the players by letting them picking appropriate dialogue responses. Since the PlayerCharacter is ultimately the player's projection into the game world, that is sufficient for most games.
336
337You can, however, try [[http://www.gamasutra.com/view/feature/188950/developing_meaningful_player_.php introducing additional gameplay mechanics that facilitate dynamic storytelling without robbing the player of agency]], e.g. by denying your FeaturelessProtagonist the NervesOfSteel that let most RPG heroes [[AngstWhatAngst face the intense hardships and traumas of adventuring without incurring any emotional baggage]]. Instead, give the PC a [[SanityMeter Stress Meter]] that goes up when they make [[SadisticChoice tough calls]] or have [[NonLethalKO near-death experiences]], and down when they [[TakeAThirdOption take third options]], breeze through challenging fights, [[ThePowerOfFriendship talk with their companions]], etc. A Stress Meter can affect the protagonist's options at critical plot points, negatively impact their combat performance, and even [[NonstandardGameOver reduce them to a non-functional]] NervousWreck if it ever maxes out.
338
339!!Antagonists
340When talking about video game antagonists, it is important to distinguish between two types:
341
342* [[https://www.youtube.com/watch?v=n4L2vPVZFR8 Mechanics Villains]] are, simply put, the [[BossBattle bosses at the end of a dungeon]]. If the BigBad is one, he will be the [[FinalBoss biggest and toughest boss fought at the end of the main quest]]. He may be behind the disasters that befall the protagonists (such as hordes of {{mook}}s), but [[OrcusOnHisThrone don't expect him to receive much screen time]]. In-story, such Big Bads tend to be supernatural ObviouslyEvil beings (or, in a pinch, [[EvilSorcerer hopelessly insane wizards]]) powerful enough to squash all but the mightiest heroes but not enough so to ascend into the EldritchAbomination category. Because they are not particularly riveting story-wise, Big Bads of this type are found mostly in Dungeon Crawlers, although occasionally, they also serve as {{Foil}}s to the more complex Narrative Villains in Sandbox and Narrative [=RPGs=], accentuating [[TheGoodTheBadAndTheEvil the latter's moral ambiguity with their irredeemability]]. On the other hand, lesser villains, particularly the non-recurring bosses, commonly belong to this type in all subgenres.
343* [[https://www.youtube.com/watch?v=NyDx5nG7koA Narrative Villains]] are characters in the storytelling sense. Narrative Big Bads and [[TheHeavy Heavies]], unlike their Mechanical counterparts, tend to be humans (or at least, humanlike beings) with elaborate pasts, goals, and flaws and, as such, can fall anywhere on the SlidingScaleOfAntagonistVileness. That is not to say that Narrative Villains cannot put up a good BossBattle -- but since they aren't defined by their combat prowess, they may just as well go down [[AnticlimaxBoss with a single hit]], [[CutsceneBoss in a cutscene]], or even let themselves [[TalkingTheMonsterToDeath be talked down]] [[SkippableBoss without a fight]]. At least one Narrative BigBad is pretty much a requirement in a Narrative RPG, but they are also often found in Sandboxes and even in some Dungeon Crawlers. This type is rarely applied to lesser villains, since you don't have time to develop them properly before they leave the stage, but a non-BigBad RecurringBoss may belong to this category.
344
345Two additional templates can be applied to either type to slightly alter their roles:
346
347* Nonhuman Villain. If a villain is not a human or a human-like being (even [[WasOnceAMan formerly]]), don't bother characterizing them. Mechanical Nonhuman Villains tend to be viewed simply as [[WhatMeasureIsANonHuman legitimate targets]], while Narrative ones tend to be inscrutable Cthulhu-esque [[TheManBehindTheMan puppetmasters behind]] thoroughly human Heavies, so the less you reveal about them, the more threatening they appear.
348* HiddenVillain. The identity of the villain or that [[EvilAllAlong an established character is actually evil]] needs not be known to the player from the start. Mechanical Hidden Villains tend to be [[MonsterDelay ever-distant bogeymen to keep players on their toes]], while Narrative ones are either revealed during the Twist or [[GreaterScopeVillain remain ambiguously disconnected from the events of the game]].
349
350!!!Antagonist Agendas
351When writing down a particular bad guy's agenda, consider following questions:
352
353* What is it he wants to accomplish?
354* What makes him and his plans dangerous?
355* What flaw will ultimately cause him to fail?
356
357Before you begin, an important note on supernatural non-human villains: In most cases, these beings represent primal forces of the universe and, as such, lack complex human-like motivations. A [[MadeOfEvil manifestation of pure evil]] is an OmnicidalManiac and its spawn are AlwaysChaoticEvil simply because their concept of "normal" is monstrous by any sane human reckoning. Neither do they have flaws that can be exploited to bring about their downfall -- rather, they fail because their power proves insufficient to overcome human tenacity and the supernatural powers backing the heroes. Human, human-like, and human-made antagonists can never take this cop-out.
358
359Some of the popular ultimate villainous goals below overlap with "heroic" motivations focusing on personal well-being -- feel free to use this observation for dramatic effect:
360
361* [[AmbitionIsEvil Power]]. This is by far the most common villainous motivation, and the distinctions lie mainly in how much power a particular villain desires:
362** Power to Live. This villain has been denied a chance to live a full life and desperately wants [[LivingIsMoreThanSurviving more than just survival]].
363** Buying Power. This PunchClockVillain is in it for the cold hard cash, simply because EvilPaysBetter, or he may be WorkingForABodyUpgrade that only ill-gotten money can buy. Either way, he is unlikely to be the BigBad unless it's a CorruptCorporateExecutive.
364** Power over People. This villain wants to lord over others. To this end, he may plan to conquer a neighboring land (or world) or [[TheUsurper usurp authority in his own]].
365** Mystical Power. This villain goes beyond petty finance and politics and wants to lord over the laws of nature itself.
366** Godhood. This villain wants no less than to become a PhysicalGod, complete with divine powers and CompleteImmortality.
367* {{Revenge}}. This villain wants to take revenge upon someone or something that he feels has wronged him. His target can be an individual, whether a hero or another villain, a group, an entire social order, all the way up to the SentientCosmicForce.
368* Change. These (often epic) villains want to bring [[{{Ubermensch}} the laws of the society or even of the entire existence into conformity with]] [[VisionaryVillain their own particular vision thereof]]. While all of them ultimately envision changing the whole world, many [[TakeOverTheCity start out pragmatically small]].
369** [[UtopiaJustifiesTheMeans Make a Better World]]. This villain believes he is acting to the ultimate benefit of humankind. This motivation is mainly found in human villains -- after all, most evil-doers [[KnightTemplar believe they are doing the right thing]] (although a few may recognize themselves as NecessarilyEvil).
370** ToCreateAPlaygroundForEvil. This villain, on the other hand, understands that what they do is wrong... and [[EvilFeelsGood enjoys it]]. This motivation is pretty much reserved for supernatural forces of elemental evil, because a human would have to be most exquisitely insane to display it and still remain a credible threat.
371* Preservation. This villain wants to preserve something, no matter the cost. Distinctions are found in the scope:
372** Self-Preservation. This villain simply wants to survive. He may be SecretlyDying, suffering from HorrorHunger, TrappedInVillainy, etc. Either way, if he doesn't act, he will be dead or worse.
373** Keeping the Social Order. This villain wants to keep the current social order intact, [[WellIntentionedExtremist by any means necessary]].
374** Security of His Homeland. This villain is a patriot and will go to any lengths to protect his country.
375** Survival of His Species. This villain believes that his actions, however horrific, will stave off the imminent destruction of humankind or whatever species he belongs to.
376** Salvation of All Life. Like above, but this villain perceives a threat to all life in the universe that only he can defeat.
377* Freedom. These villain's ultimate goal is freedom and [[YourTerroristsAreOurFreedomFighters he won't stop at anything to achieve it]]. The difference is mainly in the scope:
378** [[IJustWantToBeFree Freedom for Oneself]]. This villain (often of supernatural evil variety) has been imprisoned long ago and seeks to escape that state.
379** Freedom for One's Group. This villain is a member of a downtrodden group (such as a SlaveRace) and wants to let his people determine their own future.
380* ForcedIntoEvil. This "villain" doesn't want to be one but doesn't have any say on the matter. This is the default motivation of all sentient {{mooks}} that aren't {{Punch Clock Villain}}s.
381
382Note that the above concerns what the individual villains believe they are fighting for, even when, in reality, they may be deceived and manipulated by even bigger villains. Furthermore, while some of the "villainous" goals above may not sound all that evil at first, their [[SurprisinglyRealisticOutcome collision with imperfect reality and flawed human nature]] often brings about just as much pain and suffering as plain and obvious evil. This takes us to the next question: What is it about the BigBad or his plans that make them dangerous and imperative to thwart?
383
384* Supernatural Evil. This is the biggest no-brainer of them all: If the BigBad is literally MadeOfEvil, very few will think that stopping him is a bad idea.
385* Invader, Usurper, Traitor. This shouldn't be a big issue, either: Anyone who invaded your country, supplanted TheGoodKing, or betrayed another's trust should be stopped before he does more harm.
386* Questionable Means. These villains believe that the ends justify the means, but not everyone agrees with them. Their three main subtypes form an interesting contrast with the three heroic archetypes:
387** KnightTemplar (antithesis to ActionHero) is particularly ruthless, indiscriminate, and uncompromising in pursuit of his goals. However noble, the latter cannot wash away the blood he spills to achieve them.
388** ManipulativeBastard (antithesis to GuileHero) plays with other people's emotions to secure their obedience without concern for their safety or integrity. Such villains often form {{Cult}}s to do their dirty work for them.
389** [[ScienceIsBad Amoral Researcher]] (antithesis to ScienceHero) pushes the boundaries of scientific ethics by his actions, often involving [[TestedOnHumans human test subjects]] (willing or unwilling) and dubious safety procedures.
390
391Finally, the reason why [[TheGoodGuysAlwaysWin the bad guys always fail]] can be traced to the villain ur-FatalFlaw (at least, human villains'): they are not as smart as they think they are.
392
393* Overconfidence. By far the most common reason for villainous downfalls: Whether it's a failure to [[OrcusOnHisThrone smother the resistance in its crib]], to recognize the RagtagBunchOfMisfits as a major threat, or to heed any other advice from the EvilOverlordList, this villain's {{Pride}} goeth before his fall.
394* Not in Control. These villains believe they set their own course but learn that it's not the case when it's far too late to change it.
395** Manipulated/Deceived. This villain is manipulated by a bigger villain onto a course that seems to align with his own goals but actually only advances the plans of the puppetmaster. [[YouHaveOutlivedYourUsefulness He is usually abandoned as soon as he stops being useful.]]
396** Slave to His {{Code|OfHonor}}. This villain follows a certain code of conduct -- which may have driven them to villainy in the first place -- and won't stray from it even when it leads him straight into disaster. Unlike other types, he may realize all of this but feels powerless to change his course.
397** Poor Self-Restraint. This villain lets his vices or [[TheParanoiac fears]] rule him instead of ruling them, which ultimately drives away whatever supporters he had when he set out.
398* UnfitForGreatness. Whatever burden the antagonist had placed upon himself, he lacks the willpower and the foresight to actually shoulder it, unwillingly leading himself and everyone who trusted him into ruin.
399
400And sometimes, the bad guy does not have a fatal flaw to exploit and [[TheBadGuyWins actually wins in the end]].
401
402!!!Big Bad Calculus
403When deciding how many Big Bads your story will have, keep in mind that as its central characters (alongside the PC and their companions), each major Narrative Villain demands sufficient screentime for characterization -- preferably [[ShowDontTell through actions rather than text]]. You do not want the driving force of your intricate plot to be a FlatCharacter, so it's better to have a few fully fleshed-out antagonists than a cavalcade of [[GiantSpaceFleaFromNowhere Giant Space Fleas from Nowhere]]. Most importantly, though, a Narrative Villain must have a dynamic relationship with the player character that develops over the course of the plot, and a large number of villains will get in the way of that interaction.
404
405* EvilOverlord. As simple as it gets, there is a BigBad (Mechanical or Narrative, human or nonhuman) who must be defeated to complete the main quest. To get to him, the heroes must first defeat a horde of his mooks and several weaker Mechanical Villains (i.e. bosses) who act as the Big Bad's QuirkyMinibossSquad, CoDragons, or Slightly Lesser Bads.
406* [[HiddenVillain Puppetmaster]]. A slightly more interesting variation of the Evil Overlord, whose numerous lieutenants appear unrelated until the heroes discover a single hand directing all of them (or maybe they know about the Puppetmaster's existence but need to find out who he is first). The Puppetmaster is usually a Narrative Human Villain.
407* [[TheManBehindTheMan The Monster behind the Man]]. A likely sympathetic Narrative Human [[TheHeavy Heavy]] plays the part of an Evil Overlord, but it may or [[ObviousVillainSecretVillain may not]] be obvious that he is actually manipulated by an inscrutable supernatural force (Narrative Nonhuman Villain) for its own goals. Defeating or freeing the Heavy is required to banish his hidden master (because destroying it outright may prove impossible).
408* BigBadDuumvirate. Like the Evil Overlord, but there are two or more Narrative Big Bads who work together towards different goals and sit slightly apart on the SlidingScaleOfAntagonistVileness.
409* TheGoodTheBadAndTheEvil. Two or more Big Bads occupy different spots on the vileness scale but don't cooperate like in a Duumvirate. The Evil may or may not be a Mechanical Villain, but the Bad is always a more [[AmbiguouslyEvil morally ambiguous]] Narrative one. [[GreyAndGrayMorality Different shades]] of Bad may be represented in case of three or more Big Bads.
410* Competing Powers. Multiple plot movers are [[MoralityKitchenSink scattered all over the vileness scale]] but all want the same thing. Neither of them is ''the'' Big Bad, although depending on the ShadesOfConflict in play, some may be more ObviouslyEvil than the rest, overlapping with the Good-Bad-Evil setup. The less vile powers will often represent competing worldviews, leaving it up to the player to decide who among them is the BigGood to them (often resulting in FactionSpecificEndings).
411* NoAntagonist. A very rare unconventional variation without a BigBad, so rare, in fact, that the last pure example of it in the WRPG genre was ''VideoGame/UltimaIV'' (or ''VideoGame/UltimaVI'', if you do not consider Gargoyles a true antagonist -- there is certainly no FinalBoss to defeat).
412
413It is possible to combine these setups, particularly adding Competing Powers as a backdrop to a less morally ambiguous struggle against an Evil Overlord. In this case, however, the two stories must be [[TwoLinesNoWaiting intertwined naturally]], so they don't feel like playing two games at once. Alternatively, Competing Powers may constitute the central plot but a hidden Puppetmaster turns out to have been pulling the strings all along.
414
415When writing a Monster behind the Man, avoid basing its relationship with the Heavy solely on DemonicPossession, MindControl, or some other supernatural or magical effect. People are perfectly [[HumansAreBastards capable of making horrifying choices]] of their own free will, without the dark forces having to influence them in such a direct manner. The more grounded and human the reasons behind the Heavy's FaustianBargain (even if unwitting) are, the more thought-provoking the conflict will be.
416
417!!!Oppressive Force
418While the heroes face many setbacks on their journey, sometimes the BigBad is responsible for a recurring hindrance that particularly stands out from the rest. As the gameplay manifestation of the evil that the heroes set out to thwart, this Oppressive Force looms ominously over their shoulders as a constant reminder of what they are fighting for or against:
419
420* [[DuringTheWar Invaders]]. The heroes fighting off an invasion should expect the aggressors to disrupt their lines of communications via hostile RandomEncounters.
421* Junta. If the villains have supplanted authorities, LaResistance may expect them and their [[TheQuisling quislings]] to harass them at every turn, if not to attack them on sight.
422* {{Bounty Hunter}}s. Heroes with an Identity Mystery must often deal with bounty hunters hired by the villains -- in fact, this may be the first clue to the existence of said mystery.
423* [[HostileWeather Hostile Environment]]. Sometimes, the Oppressive Force is not personified -- instead the heroes may run into earthquakes, storms, and other calamities directly or indirectly caused by the villains' actions.
424
425While the Oppressive Force should persist for the entire duration of the main quest, you may allow players to experience the game world free from it in the PlayableEpilogue, in an ExpansionPack, or in another form of PostEndGameContent.
426
427!!Companions
428The [[NonPlayerCompanion Non-Player Companions]] are a major appeal in party-based [=RPGs=]. When designing the PlayerParty, two aspects should be taken into account: [[CharactersAsDevice tactical gameplay]] and {{characterization|Tropes}}. On the one hand, party members are characters in a story with their own [[CharacterFlawIndex flaws]] and [[CharacterDevelopment growth]]; on the other, they are [[WarGaming painted miniatures on a map]], meant to kill other painted miniatures. The potential party roster should therefore offer a sufficient variety of classes to put together an optimal supporting team for the PlayerCharacter, and simultaneously be a [[RagtagBunchOfMisfits interesting bunch to travel with]]. [[StoryToGameplayRatio Which aspect is more important in your game]] obviously correlates with whether it is combat-oriented or story-driven.
429
430Since players ultimately control their parties in a WesternRPG, most of the party members will be either {{optional|PartyMember}} or [[GuestStarPartyMember temporary]]. On the other hand, some mandatory companions' arcs may tie into the main quest, and it is a good idea to mix them up gameplay-wise so that the minimal "{{required party|Member}}" represents every core class. Try to include one recruitable NPC for every class/specialization/alignment combination there is in the game (e.g. good warrior tank, evil warrior archer, good rogue scout, etc.) and let players decide which ones they want on their team. If that makes for too many combinations due to the complexity of your GameSystem, reduce the combo to class/alignment and let players [[SkillPointReset re-spec]] their preferred party to their liking. If you add MutuallyExclusivePartyMembers, make sure players can't end up with an overall weaker party for unrelated story reasons.
431
432The first draft of the party members' characterization can be derived from their function and your favorite EnsembleTropes: e.g. the good warrior tank is probably a KnightInShiningArmor of some sort and [[TeethClenchedTeamwork doesn't get along]] with the evil warrior archer, a ColdSniper with a DarkAndTroubledPast, but the team's LoveableRogue of a scout always acts as a mediator... For further steps, see the guides on how to SoYouWantTo/MakeInterestingCharacters and to SoYouWantTo/DevelopCharacterPersonality. You may also give [[EveryoneHasASpecialMove each party member a unique gameplay ability]] that reflects their personality and background. Lastly, party members are a perfect [[MrExposition source of exposition]] for whatever part of the setting they come from, as they give the player a face to associate with all the weird names and terms. Bonus points if the party [[PartyOfRepresentatives represents the entire geographic and social scope]] of your setting.
433
434If your party members are to have more than [[AttackDrone passive]] [[PlayerMooks personalities]], showcase their CharacterDevelopment in interactions with the PlayerCharacter, each other and other [=NPCs=], whether via {{Dialogue Tree}}s, PartyBanter, or entire [[CompanionSpecificSidequest personal]] [[SidequestSidestory questlines]]. Be sure to [[http://www.makinggames.biz/features/developing-party-members,6845.html write out]] their reactions to key plot developments, to the PC's choices, and to each other's presence. If their personalities are to be revealed gradually, you can use RelationshipValues to determine whether they trust the PC enough to talk about personal issues. Rewards for gaining companions' trust can range from [[LevelUpAtIntimacy5 simple bonuses]] to character-exclusive side quests (including a RomanceSidequest). Losing trust may drive characters [[YouLoseAtZeroTrust out of the party]] (in which case, remember to avert SoLongAndThanksForAllTheGear). Speaking of characters leaving the party, you can employ TeamShuffleTropes in the course of the game to diversify party gameplay.
435
436!!Other Characters
437Another idea for you to consider is introducing a {{Rival}} figure -- an archetype rare in Western [=RPGs=], probably because it breaks the unwritten genre law that only [[ItsUpToYou the player]] and [[VillainsActHeroesReact the villains]] can shake up the {{Status Quo|IsGod}}. Still, such character has a lot of narrative potential by having a background similar to that of the PC but a role more akin to that of a Narrative Villain. They may be a HeroOfAnotherStory, picking up quests that the PC failed or turned down, or a RecurringBoss leading a party of companions that the player never recruited -- either way, they never [[VillainForgotToLevelGrind forget to level grind]]. As the story progresses, the Rival may [[RivalsTeamUp team up with the protagonist]] to accomplish their mutual goals (and not necessarily as a party member) -- or, depending on the player's choices, [[RivalTurnedEvil run over to the villains]].
438
439!Questing Guide
440The first and foremost advice when writing an RPG quest line is to always balance its scope with its relevance to the game's core mode of engagement. Complex branching plots popular in Narrative [=RPGs=] are out of place in Sandboxes and Dungeon Crawlers, because they divert the players and the developers' attention from the game systems that constitute their main appeal. Don't take it as an indulgence for bad writing, however! Every RPG needs a solid plot, but ''how much'' plot should be appropriate for how much time you want players to spend on exploring your story compared to other aspects of your game.
441
442For your main quest, you can take the following template (loosely based on TheHerosJourney) and expand/trim it down to suit your particular needs:
443
444# An Intro Sequence with introductions and a TutorialLevel
445# A CallToAdventure, seguing into OpeningTheSandbox
446# {{Sidequest}}ing as a form of RefusalOfTheCall
447# A PlotTunnel, culminating in the PlotTwist (often TheReveal)
448# Wrapping up the remaining side quests
449# The PointOfNoReturn and the FinalBattle against the BigBad
450# Optional PostEndgameContent
451
452Steps 3 and 5 (sidequesting) are usually punctuated by main quest missions that bridge the Call, the Twist, and the Endgame narratively. This lets players control the pacing of the story by deciding [[TakeYourTime when to take on the next plot mission]].
453
454!!Intro Sequence
455The intro sequence is a PlotTunnel at the start of the game, stretching from the "New Game" button to OpeningTheSandbox, i.e. until the moment when first side quests become available. Mechanically, it can consist of multiple cutscenes and [[VideoGameTutorial tutorial]] levels, but as a rule of thumb, any intro containing more than one major level will feel like a ProlongedPrologue. Narratively, it usually contains following [[NarrativeBeats story beats]]:
456
457* Introductions of the PlayerCharacter, major plot figures, and the setting.
458* The Calamity. An explanation and justification of why the PC embarks on an adventure in a particularly ill-equipped state (if it's not part of their background already). This beat is optional and may or may not overlap with...
459* The Call. An event that kicks off the PC's adventure.
460* The Transformation (optional). An event that transforms the PC into something more powerful, usually introducing new gameplay mechanics. It usually occurs during the intro sequence but may be delayed until after the sandbox is opened.
461
462Most common templates for the intro sequence are:
463
464* Opening Cutscene - Opening the Sandbox. The simplest arrangement is to show the Calamity and the Call (and possibly the Transformation) in a cutscene, then to thrust the player right into the adventure. This leaves no room for a tutorial (unless the game guides new players with pop-up tooltips), therefore this template is mostly found in ''Diablo''-clones and diehard sandbox [=RPGs=].
465* Opening Cutscene - Prologue Level - Opening the Sandbox. Like above, but the players must first beat an intro level before they are let out into the sandbox.
466* Opening Cutscene - Prologue Level - The Call - Opening the Sandbox. Like above, but the CallToAdventure is only delivered at the end of the intro level.
467
468The first playable stage is often a TutorialLevel that progressively introduces the player to various game subsystems, but some [=RPGs=] (mainly [[FollowTheLeader clones]], {{Expansion Pack}}s, and {{Mission Pack Sequel}}s) can do without it. Its position in the intro sequence is variable: instead of [[ForcedTutorial comprising the entire Prologue Level]], you can instead turn it into an assortment of optional side quests accessible from it, each introducing a different subsystem, or move it to an optional dungeon just past the sandbox opening. In any case, players [[http://www.gamasutra.com/view/feature/134774/the_designers_notebook_eight_.php should not be penalized]] by loss of XP or valuable loot if they decide to skip the tutorial level or [[NotTheWayItIsMeantToBePlayed beat it in unexpected ways]]; nor should it contain any [[EventFlag story-altering choices]].
469
470[[JustifiedTutorial In-story reasons for a tutorial]] range from subtle to explicit. In the two most common variations, players find themselves at the bottom of a low-difficulty dungeon that takes them through all the important game subsystems, or under attack by the villains whom they must escape or beat back. In either case, they may be guided by an [[CrutchCharacter in-universe mentor]], or simply by pop-up tooltips (which can be switched off at any time). In a rare variation, the PC is introduced as a very sheltered individual who has to take lessons in game mechanics from their benefactors, either as side quests or as part of the main quest.
471
472If you want to extend the Intro Sequence, have the player experience the Calamity as a gameplay level instead of a cutscene. It may feature [[ExpositoryGameplayLimitation drastically simplified controls]] or be a straight-up tutorial. You can even give players ATasteOfPower in it or play one of the MultipleGameOpenings depending on which PC background they chose. If this level does not end with the Call, the Calamity can lead into the Transformation, after which another Tutorial can brief the players on their new abilities.
473
474Lastly, instead of OpeningTheSandbox all at once, you may do so incrementally by giving the players access to a small part of the game world (e.g. the FirstTown and its side quests) at first and making them complete a [[DiscOneFinalBoss story mission]] before they can visit other regions. The initial region [[DoomedHometown may]] or may not be [[PermanentlyMissableContent inaccessible]] afterwards.
475
476!!Call to Adventure
477The CallToAdventure is usually a major [[VillainsActHeroesReact villainous act that motivates the heroes to act against it]]. Villainous acts can occur on two different scales, Epic and Personal. [[HeroesActVillainsHinder Good guys acting first]] happens more rarely, and the distinction lies here in whether that initiative comes from an authority or from the heroes themselves.
478
479!!!Epic Villainy
480In this type of Villainous Act, the bad guys cause a great upheaval that threatens to destroy the entire order of things that the heroes are used to, forcing them to take up arms. This Call heralds a grand adventure: in HighFantasy and SpaceOpera, it is often about [[SavingTheWorld saving the entire world or galaxy]], while in CyberPunk, {{Heroic|Fantasy}}, {{Low|Fantasy}} and DarkFantasy, the heroes usually have to save a kingdom or a city (even when [[KnightInSourArmor it's not worth saving in the first place]]). Epic Villainy usually comes in one of two forms:
481
482* Invasion. The villains, whether an [[TheEmpire evil empire]], {{alien|Invasion}}s, [[TheLegionsOfHell demons]], [[TheDragonsComeBack dragons]], etc., launch a massive incursion into the heroes' homeland.
483* [[TheUsurper Usurpation]]. The villains supplant legitimate authority, and the heroes take up arms [[LaResistance to resist]] them and [[RightfulKingReturns restore the rightful ruler or their heir]].
484
485A DoomedHometown is not a type of Epic Villainy by itself, but a common consequence thereof.
486
487!!!Personal Villainy
488This Villainous Act is usually a grave injustice that directly affects the protagonist's life. It heralds a more [[ItsPersonal intimate conflict]] and is usually delivered in following forms:
489
490* Assassination. The villains try to murder...
491** ...the PC, successfully. Now the PC must find out [[WhodunnitToMe how and why they were killed]] (unless that's already obvious) and why they are alive again (unless they were specifically ResurrectedForAJob). May cause amnesia.
492** ...the PC, unsuccessfully. Now they must find out [[MysteriousMercenaryPursuer who is hunting them and why]] -- most commonly, it has to do with their Identity Mystery. Also, the attack may instead kill their friend, a {{mentor|OccupationalHazard}}, a loved one, or even destroy their [[DoomedHometown entire hometown]], adding revenge as a potential motivation.
493** ...an important NPC (often successfully). In this case, the heroes are usually Servicemen ordered by their superiors to investigate what inevitably [[MinorCrimeRevealsMajorPlot turns into a much bigger plot]].
494* Theft/Kidnapping. The villains steal something important to the heroes (be it an item, a secret, or a person) that they now must get it back. Sometimes, the bad guys even [[KidnappedByTheCall kidnap the heroes themselves]] (usually for their Identity Mystery)!
495* Betrayal. Someone the heroes trusted or admired betrays them and leaves them in a bad place. Can be a standalone event or a prelude to some other Villainous Act.
496
497A Personal Call can segue into Epic Villainy after the Twist, but that is in no way a requirement. In fact, while SavingTheWorld is a popular gaming objective, its capacity to motivate a remotely GenreSavvy player is next to zero. Players who have not yet lived in the world you've created and don't [[VideoGameCaringPotential care about its residents]] will most likely feel absolutely nothing about its catastrophes. Not to mention that by playing your biggest card right from the start, you bar yourself from any kind of meaningful SequelEscalation later on. Therefore, instead of [[TheWorldIsAlwaysDoomed putting the world in peril again]], start off with a personal threat and spin a central conflict around the main actors' desires and flaws -- while [[SaveTheWorldClimax saving epic threats for the sequels]].
498
499!!!Authority's Orders
500In this case, the Call is issued by some kind of authority (the government, the superiors, a mentor, etc.) that summons the heroes and sends them out on an adventure.
501
502* Investigation. The heroes, usually Servicemen, are tasked by their superiors to investigate a Murder, a Theft, a Kidnapping, or a Betrayal, which inevitably [[MinorCrimeRevealsMajorPlot leads to an even bigger plot]]. Obviously overlaps with and is a consequence of the corresponding Villainous Act.
503* Challenge. The heroes are challenged by the authority to perform a great feat, whether for the fame, glory, and treasure it will bring or out of simple goodness of hearts.
504* WinYourFreedom. The authorities, who may not be entirely benevolent, are granting the Convict ThePardon in exchange for their services.
505
506!!!Of Their Own Accord
507Sometimes, the heroes just decide to do something on their own.
508
509* Stranded. The heroes find themselves stranded in a foreign land or world and decide either [[GoingNative to make the best of their new life there]] or [[TheHomewardJourney to find a way back home]].
510* Evil Discovery. The heroes, usually Drifters, accidentally discover a dormant source of [[ObviouslyEvil obvious evil]] and decide to destroy it of their own accord.
511* Self-Search. The heroes, usually of the Amnesiac background, embark on a journey to discover their own secrets.
512
513The last Call type is rare in main plots but may instead be easily included as an optional [[TwoLinesNoWaiting B story]] in more personal stories (in lieu of a Competing Powers subplot) to provide context to the main conflict. For instance, an Amnesiac Serviceman may use his organization's resources to [[RecollectionSidequest investigate his own past in-between story missions]], providing key insight into his role in the overarching conflict.
514
515!!Transformation
516Sometimes, if the protagonist did not have an Identity Mystery already, the Call itself may instead transform them into something more powerful and capable of taking on danger. This can be an EmergencyTransformation into a [[HollywoodCyborg cyborg]], a [[OurVampiresAreDifferent vampire]] (or another type of TheUndead), etc., or simply a SecondHourSuperpower that becomes their UniqueProtagonistAsset and sets them apart from the NormalPeople.
517
518!!Sidequests
519The {{Side Quest}}s are a form of RefusingTheCall, where the heroes not so much refuse it outright as [[PlotDetour put it on hold]] as soon as [[OpeningTheSandbox the sandbox is opened]] and [[TakeYourTime return to the main quest]] once they run out of other things to do. Unlike non-interactive media that [[TheLawOfConservationOfDetail shun any detours from the central story]], Western [=RPGs=] [[NarrativeFiligree revel in them]]. In fact, numerous and diverse side quests are among the biggest appeals for RPG players, since they let them delve into your ConstructedWorld and [[EarnYourFun find their own adventures]].
520
521One important consideration is how to make players aware of potential {{Quest Giver}}s. A glowing exclamation mark over an NPC's head simplifies things nicely in a Dungeon Crawler, but instantly breaks immersion in Narrative and Sandbox [=RPGs=]. Consider instead playing a short scene the first time the PC encounters the quest giver (e.g. them asking another NPC for help), or having them act differently from other [=NPCs=] until the PC talks to them (even if it's just being the [[NominalImportance only named NPCs on the screen]]), and so on. Alternatively, chain [[SidequestSidestory multiple side quests together]] or have them branch off from the main quests in dialogue with plot-relevant [=NPCs=]. Found documents and items, party members, even EnemyChatter can all tip off an attentive player. While we are on it, not all side quests must end with the quest giver handing you the promised reward; them [[TreacherousQuestGiver turning on you]] or biting the dust before you can return is a nice shift of gears from the routine (in both cases, of course, the quest must have a follow-up).
522
523Tips on writing some specific types of side quests (see also VideoGameObjectives for a more ideas on how to keep players busy):
524
525* CompanionSpecificSidequest: The main vehicle to introduce {{Character Arc}}s for [=NPCs=], and pretty much a must in a modern party-based RPG with predefined companions. Rewards upon completion can range from XP to new abilities and gear for the specific concerned companions. Do make sure that such questlines are not {{Permanently Missable|Content}} by [[GuideDangIt mistake]].
526* FetchQuest. This type is universally (and often deservedly) derided for being an IrrelevantSidequest for the sake of FakeLongevity, but a handful of straightforward fetch quests are OK to make a quick buck between larger missions, so [[Administrivia/TropesAreTools don't ignore them]]. You can also use "reverse-fetch quests" instead, where the player picks up random unique items in dungeons and must deliver them to someone in town (where they were heading to, anyway).
527* EscortMission. The bane of all video games, it is actually quite easy to make bearable even without GameplayAllyImmortality. Weak escorted should hide and avoid enemy attention, while strong fighters can join the PC in battle, or better yet, launch weak ranged attacks from afar to avoid pulling aggro. If you have LevelScaling for enemies, make absolutely sure to apply the same scaling to all allies and escorted.
528* CollectionSidequest. An average player grows bored after collecting the fourth or fifth MacGuffin, so if there are more items to collect, you should make this quest entirely optional. Also, the reward must be adequate for the amount of effort it takes to complete.
529* CartographySidequest. Greatly encourages exploration, especially in a continuous overworld. If you want to be nice to the players, hand out the rewards in small heaps, depending on the area explored since the last check-in, and the final reward, [[FractionalWinningCondition when 90% of the map is compiled]].
530* AHomeownerIsYou. An option to [[AnInteriorDesignerIsYou design and build]] (or simply buy and improve) a CoolHouse, a CoolBoat, or a CoolStarship in the game holds a lot of appeal. It also offers [[PlayerHeadquarters a free "inn" and unlimited loot storage]] to the player and lets you hand out [[AndYourRewardIsInteriorDecorating interior decorations as quest rewards]].
531* RomanceSidequest. Helps to get the players emotionally invested in the characters and attracts [[EstrogenBrigade female players]]. For writing tips, see SoYouWantTo/WriteARomanceSidequest.
532* TimedMission. Don't have any side quests [[PermanentlyMissableContent "expire"]] after a certain time or main quest events unless the story specifically demands it and makes it clear before the player triggers said events (e.g. any assignments in the DoomedHometown not finished before leaving it will obviously remain so forever).
533* GladiatorSubquest. These tend to be biased towards certain classes: if the PC specializes in support magic and they cannot delegate the fighting duty to another party member, this side quest will prove nothing but headache. This is, of course, less of an issue in single-character games.
534* BonusDungeon. Of particular interest is the BrutalBonusLevel variety with a {{Superboss}} at the end. It is the one place (besides the HarderThanHard difficulty) where having players RageQuit in frustration is a good thing.
535* SidequestSidestory. Not a single quest but a chain of related side quests that shows players that their actions have consequences and helps bring the game world alive.
536
537It might seem obvious, but to help players keep track of all the side quests, do include a journal that updates their status in real time so that it is immediately obvious what to do next. [[NowWhereWasIGoingAgain Players who like to take breaks between game sessions will be eternally thankful for that.]]
538
539!!The Twist
540The [[PlotTwist Twist]] is an event in the second half of the game that changes the initial motivation of the heroes and sets them up for the endgame. While it's not a mandatory plot feature, all but the most straightforward [=RPGs=] have it in some form (often, it's TheReveal that wraps up the protagonist's initial objective). For maximum effect, the effects of the Twist must be felt [[GameplayAndStoryIntegration both in the story and in the gameplay]], e.g. by changing level layouts and gameplay objectives, introducing additional hazards, new abilities or disabilities for the heroes, etc. Common Twists include:
541
542* HiddenVillain. Universal in [[MinorCrimeRevealsMajorPlot Investigation]] stories, but also found in other kinds of setups, this Twist reveals the identity of the evil force driving the plot and changes the game's objective from obtaining information about it to actually fighting it.
543* FromBadToWorse. Things get even worse than they were at the start of the game. Usually, it's the villains carrying out another Villainous Act, such as starting an all-out war or targetedly destroying everything the heroes have managed to achieve until then.
544* [[IAmWho Identity Reveal]]. This Twist type almost inevitably happens to heroes with an Identity Mystery (and never to anyone else) and reveals the truth about their background. It is then tied into the main quest, whether by the villains coming after them for their secrets or by the heroes going after the villains because from there on, ItsPersonal.
545
546The Twist may be a good point to throw a PlayerPunch. Best punches catch the players off guard, take away something they already considered theirs, and then [[TheWorldMocksYourLoss mock their failure]] for the rest of the game. Take the players out of their comfort zone by following the StrictlyFormula right up until you suddenly don't. For maximum effect, a PlayerPunch should be a singular event, because [[TraumaCongaLine overloading the players' emotional circuits]] tends to [[TooBleakStoppedCaring desensitize more than to hurt]]. A classic way to meet all of these requirements is to [[PlotlineDeath kill off]] [[DeadSidekick a party member]], but GenreSavvy players will expect that. See also Analysis.PlayerPunch.
547
548!!The Ending
549When it comes to wrapping up the plot, you may go with a single ending or write several of them. The vast majority of Dungeon Crawlers only have one, as do most Sandbox [=RPGs=] (although some feature FactionSpecificEndings for the main quest or for the [[TwoLinesNoWaiting B story]]). Most Narrative [=RPGs=], in the meantime, feature MultipleEndings in one of following forms:
550
551* AlignmentBasedEndings. Such games usually feature two endings, Good and Evil (or equivalents), and the players must pick a side just before or at some point of TheVeryDefinitelyFinalDungeon. Sometimes, the ending is decided automatically, based on the PC's final KarmaMeter standing.
552* FactionSpecificEndings. These games feature an ending for each plot-relevant faction in the game, except the [[HardCodedHostility most glaringly evil ones]], plus, optionally, a [[OmnicidalNeutral Lone Wolf]] ending. If the last one is available, it is always selectable in the end, while the rest may be rendered partially unavailable by the PC's earlier choices or their final AllianceMeter standing.
553* Personal Drama Endings. In these games, the endings differ mainly in which [=NPCs=] (or even [[TheHeroDies the PC]]) survive them and [[FateWorseThanDeath in which state]]. In some games, they can be rated from [[EverybodyLives Good]] to [[CharactersDroppingLikeFlies Bad]], while others [[BittersweetEnding defy an easy]] [[AmbiguousEnding assessment]] but may include a clear GoldenEnding that requires going an extra mile to unlock. What ending the player gets is usually determined by several key choices spread throughout the game, although the last one (or the [[BigFirstChoice first]]) may be [[LastSecondEndingChoice disproportionately momentous]].
554* PhilosophicalChoiceEndings. These games explore a particular philosophical question or dilemma throughout their plot (see Suggested Themes and Aesops) and, in the end, ask the players to take a stand on it in light of everything they've seen and heard so far. It may overlap with Faction Endings, if the factions represent opposed views on the topic of the game.
555
556You can follow up any ending(s) with a ModularEpilogue -- a collection of simple slides and text snippets detailing [[WhereAreTheyNowEpilogue what happens to the setting and the surviving characters afterwards]] -- or a fully PlayableEpilogue.
557
558!!Post-Endgame
559Most [=RPGs=] won't let you continue playing with the same character after finishing the main quest, but some, particularly in the sandbox subgenre, instead include a PlayableEpilogue. This allows players to finish any side quests they didn't complete before the PointOfNoReturn and to witness the aftermath of their actions, such as a game world being freed of the Oppressive Force or the faction they supported in the endgame securing control over it.
560
561You can also add a NewGamePlus mode if the PC's backgrounds permit it: A Uprooted FarmBoy leaving on his "first" adventure with 40 [[TookALevelInBadass levels in Badass]] makes no sense, but it's easily justifiable for the Drifter and Serviceman backgrounds. In this case, it is a nice touch to make [=NPCs=] in the Intro Sequence acknowledge the "recycled" PC's [[ExperiencedProtagonist established reputation and experience]].
562
563!Departments
564!!Gameplay Designer
565At the most basic level, the role-playing video game gameplay consists of four distinct gameplay modes:
566
567* Exploration mode is the default one, wherein the PlayerCharacter (and company) explore the environment under minimal danger and collect free-lying resources, such as treasure and alchemical ingredients.
568* Combat mode is entered when the PC attacks or is attacked and presents a high danger situation. Running speed and health/mana regeneration (if present) may be impeded, distinguishing it from the outwardly similar exploration mode.
569* Stealth mode is usually triggered proactively by the players and is associated with the highest danger, when getting spotted results in immediate defeat. Movement speed is decreased even further and things like shadows and cover may become important.
570* Dialogue mode is entered when the PC speaks to or is spoken to by an NPC and is associated with the "dialogue window" that displays available prompts and the NPC's responses. Other events are [[DialogDuringGameplay usually]] suspended until the dialogue is over.
571
572Returning to the exploration mode (even briefly) is usually required to transition from one of the other three to another.
573
574!!!Exploration
575Exploration is the most basic of all gameplay and concerns primarily how the player characters navigate through levels and which in-game tools help them find the way. A lot of the following questions will be answered by the limitations of your engine:
576
577* Is there a FogOfWar and if so, can the players reduce it with in-game means?
578* Is there an InUniverseGameClock and how does it affect the gameplay? What about NPCScheduling? Is there a FastForwardMechanic?
579* How detailed is the LevelMapDisplay? What is marked on it except the general terrain (shops, points of interest)? Do the players have to visit each chunk of the level for it to appear on the map? Can maps of safe, inhabited locations like towns be acquired from in-game items or even automatically by entering them?
580* Is there a smaller minimap? Does it double as an EnemyDetectingRadar?
581* If enemies, treasures, and quest targets are displayed on the level map/minimap, does the fog of war occlude them?
582* Is there a WarpWhistle to quickly travel between remote locations?
583* Are there RandomEncounters or are all enemies [[PreExistingEncounters fixed in their place]]? Do fixed enemies respawn? Do bosses? Do random encounters occur on the global map, in dungeons, or both? Is there a [[AntiGrinding hidden limit]] to how many random encounters the player can run into in any given area? If not, is there an item or skill that lets players [[EncounterBait manipulate]] [[EncounterRepellant the chances]] of running into one?
584* Are some "random" encounters actually scripted and written into the plot? Are all random encounters enemy ambushes or are there [[FairyBattle helpful NPCs to encounter]], as well?
585* Which ways do the players have to restore the characters' health/mana/etc.: {{Healing|Potion}}/{{Mana Potion}}s, [[TraumaInn NPC healers]], {{Healing Spring}}s, [[HealingHands healing magic or skills]]? Or do they have RegeneratingHealth/[[RegeneratingMana Mana]], AfterCombatRecovery, or AfterBossRecovery? Is there an [[LevelUpFillUp instant recovery upon leveling up]]?
586* Can the characters' health/mana/etc. be restored simply by [[RestingRecovery putting them in a resting state for a while]]? Which conditions [[ThereAreNoTents prevent resting]]? Can one's rest be interrupted by a RandomEncounter? Are there in-game skills that improve the gains from resting and reduce its risks?
587* Is the PlayerCharacter allowed to [[GunsInChurch carry weapons in the open everywhere]]? If not, what reactions does that provoke from friendly [=NPCs=]? Is concealed carry possible? What are the skills necessary for that?
588* Is the PlayerCharacter allowed to [[TrespassingHero enter NPCs' private residences]] without repercussions? If not, what consequences can it have? Can the PC [[KleptomaniacHero take other characters' possessions]] whenever they please?
589* If you have {{Loading Screen}}s (and you most likely do), it's a good practice to display random [[HintSystem tips about the gameplay and the setting]] on them.
590
591!!!Combat
592Combat is often [[RPGsEqualCombat considered the backbone of all [=RPGs=]]] and while not completely accurate, combat system is a very important element of the game. Since party-based games are inherently more geared towards combat, some of the following questions may be irrelevant to single-character games:
593
594* Is combat [[TurnBasedCombat Turn-Based]] or [[RealTimeStrategy Real-Time]]? Or is it a hybrid form: RealTimeWithPause, CombatantCooldownSystem, etc.? Turn-based combat works best in games that aim to challenge the players with complex tactics and number crunching, while real-time is an action-oriented approach focusing on quick reaction and decision-making.
595* How tactical is combat? Is victory mainly the matter of having more health/damage per second than the enemy or does the positioning of combatants play a major role? Which CommonTacticalGameplayElements will you implement?
596* When a character attacks an enemy (or vice versa), how is it determined whether the attack hits? How do the respective weapons and armor, level difference, relative positions, the attacker's stats, and the target's evasion skills factor into this?
597* If the attack hits, how much damage does it inflict? How much of it is [[DamageReduction mitigated by the armor]]? Is there a [[HealthDamageAsymmetry significant discrepancy between the enemies' total health and damage output]]?
598* Does armor break? Do [[BreakableWeapons weapons wear down]]? How does that influence their effectiveness? Note that unless the characters' gear is at the core of the gameplay (which is mainly a dungeon crawler feature), the realism is usually [[RuleOfFun not worth the permanent annoyance]].
599* Are there {{Critical Hit}}s? How are they calculated? What happens when one takes place (massive damage, OneHitKill, etc.)? Is there a chance of CriticalFailure, as well?
600* How [[HealingMagicIsTheHardest difficult is combat healing]]? Are there attacks that poison the targets or [[MaximumHPReduction reduce their max HP]]? Combat is definitely more interesting if the players cannot endlessly replenish health by chugging on the HealingPotion supply or [[RegeneratingHealth running around the enemy in circles]].
601* Is combat always lethal, or are non-lethal takedowns possible? What are the incentives and/or drawbacks of dispatching enemies non-lethally? Can enemies surrender? What happens to unconscious or tied-up bodies?
602* Can a character [[SubsystemDamage target specific body parts]] of the enemies and vice versa? Which effects on the target a successful (critical) hit has then? The most common variation of this is the ability to [[BoomHeadshot hit an enemy's head]] (if they have one) for massive damage.
603* Do the same rules apply to [[ThisIndexIsReadyToRumble unarmed combat]] as to the armed one? Is unarmed combat lethal? If you have unarmed combat as a major feature, provide at least one class/character build specializing in it but ''don't'' make a NoGearLevel mandatory for every character.
604* Can a character only equip one weapon at a time, or can they [[RealTimeWeaponChange switch between multiple weapon sets in combat]]? Can a character wield a [[DualWielding weapon in each hand]], and if so, which restrictions apply (limited weapon choice, stat requirements, accuracy/damage penalties)?
605* Can characters [[OneHandedZweihander wield a two-handed weapon with one hand]], if certain attribute/skill requirements are met and the weapon design allows for it (or the weapon is properly enchanted)? Can one use a shield then or [[ExaggeratedTrope dual-wield two-handed weapons]]?
606* Are there {{Combos}}? If so, are they perks to be learned or can anyone use them if the players know the inputs? Are different combos available with different weapons/[[DualWielding weapon pairs]]? In a party-based game, are there {{Combination Attack}}s?
607* Is ammunition consumed by ranged weapons or are they universally equipped with BottomlessMagazines/quivers? Or a hybrid form where basic arrows/bolts and the EmergencyWeapon ammo are free, but more powerful ammo/weapons make you count every shot? What types of ammo are available?
608* How does the [[ElementalPowers elemental damage]] work? Does generic magical resistance mitigate it? Which types of elemental damage/resistance are there?
609* Which StatusEffects, if any, can be inflicted in combat? Can common status effects be inflicted in multiple ways (e.g. can a mage's spell, a CriticalHit by a hammer-wielding fighter, and a thief's specialized perk all inflict the same Stun effect)? Is there a BreakMeter for enemies/allies?
610* Which buffs are available? Speed, damage, damage protection, etc.? Note that SuperSpeed in particular tends to be a GameBreaker.
611* If a spell takes time to cast, can the caster be interrupted to make the spell fizzle/backfire? Are there items/special moves particularly well-suited for this task? Is there a way to prevent enemies from using spells/moves altogether?
612
613A solid combat system is part of an interesting combat experience, but equally important are varied and challenging computer-controlled enemies. These may come from a wide variety of sources (see StockMonsters) but can be conceptually sorted into three categories:
614
615* {{Mooks}} are the lowest-rung enemies who die in scores and are only dangerous when they ZergRush the player character. In games with LevelScaling, they are permanently a few levels below the latter.
616* EliteMooks are the souped-up (to about the same level as the player character) and often [[NominalImportance named]] versions of regular mooks, who pose a moderate threat on their own and may have special moves and other nasty surprises at their disposal.
617* {{Boss|Battle}}es are the rare unique enemies designed to pose a serious challenge to the players. They are usually encountered at the end of a dungeon or a quest, possess numerous special moves, and are far beyond the player character's current level.
618
619When designing your basic mooks, try to introduce enough variety without resorting to the UndergroundMonkey trick. That includes both geographic variety and power level variety: the players shouldn't have to fight [[RatStomp Normal Rats]] in the DoomedHometown, [[PaletteSwap Desert Rats]] in the ThirstyDesert, and [[NumericalHard Rats +20]] in TheVeryDefinitelyFinalDungeon. The players should fight an enemy ''type'', not an enemy ''level'', so instead add poisonous scorpions as regular mooks in the desert level, and rabid mutant rats who move unpredictably and inflict nasty status effects with a bite in the final dungeon.
620
621Unlike regular mooks, elite ones and bosses tend to be plot-relevant characters, so their combat styles should match their characterization. The majority of RPG villains confront the heroic RagtagBunchOfMisfits [[BossBattle alone, backed only by a handful of mooks]], which may be a part of the "evil can't cooperate, only command" aesop. If you want to humanize your Narrative Villains, have them instead fight the heroes together in a {{similar|Squad}} (if not [[ThePsychoRangers perfectly counterpart]]) formation and display actual human [[VillainousFriendship group dynamics]] and [[EvenEvilHasLovedOnes concern for each other]] in the (tactical combat) gameplay.
622
623If you go for tactical combat, consider also [[http://www.gamasutra.com/blogs/CraigStern/20130411/190332/12_ways_to_improve_turnbased_RPG_combat_systems.php following]]:
624
625* How many characters are under the player's control? Are the party members sufficiently specialized to play different tactical roles? Are enemies?
626* Do characters have multiple attack modes? If so, what prevents them from spamming their most powerful moves (limited resources, {{cooldown}}s, etc.)? Conversely, do they have special abilities pertaining to tactical movement (move undetected, leap great distances or heights, etc.)?
627* What [[GeoEffects effects do the terrain features]] have on character's movement and attack options? Can the player manipulate the terrain to create shortcuts or to deny the enemy movement (even if it's just temporary constructs like a magical wall of fire)?
628* Does a melee attacker get an advantage for attacking an enemy from the side or from behind (read: flanking, pincer attacks, etc.)? Does a ranged attacker standing on an elevated ground? What effects does [[TakeCover cover]] have?
629* What effect does the distance between shooter and target have on a ranged weapon's accuracy and damage? Can the target be out of range? Can ranged weapons be [[NoRangeLikePointBlankRange fired in melee]]? Which penalties, if any, does a ranged weapon wielder suffer when attacked at close range?
630* Do the enemies [[MoraleMechanic attempt to flee or surrender if drastically outmatched by the player character(s)]]? Do companions/party members?
631* How many levels of tactical [[VideoGameAI enemy AI]] are there? Do mindless, fearless monsters like TheUndead fight differently from living animals? Do trained soldiers display better tactics and teamwork than street muggers? Does the presence of a [[TheLeader field commander]] make the enemies act tactically smarter?
632* How do the enemies and AI followers decide whom to attack next and how? Is friendly AI customizable by the players? Do allied [=NPCs=] generate [[MediaNotes/RolePlayingGameTerms "threat"]] that makes them priority targets, and if so, how is it calculated? Which in-game means do the players have to manipulate threat?
633* If your combat is turn-based, when are characters allowed to act out of turn? Which delayed actions are available besides attacking, and how can they be triggered? Which actions provoke attacks of opportunity (shooting at close range, attempting to escape melee, etc.)?
634* Can combat encounters have objectives besides killing all enemies (e.g. capturing one of them alive, preventing collateral damage, collecting valuable but transient resources, etc.)?
635
636!!!Stealth
637As an antithesis to combat, stealth often becomes [[UselessUsefulStealth utterly useless]] in party- and combat-oriented games. In single-character games, on the other hand, stealth is often [[http://www.gamasutra.com/blogs/TravisHoffstetter/20180719/322423/The_Anatomy_of_a_Stealth_Encounter.php a better (and more fun) alternative]] to direct confrontation.
638
639* Is there a "stealth mode" or do characters automatically become invisible and inaudible under certain conditions? In most western [=RPGs=], toggling the "stealth mode" is usually preferred, even if it's just [[CrouchAndProne crouching down]].
640* How is success at entering the stealth mode calculated? Does it have to be recalculated later on in regular intervals or whenever a new enemy comes into view? How does the level difference, armor weight, and skill scores/perks factor into this? Which actions immediately end the stealth mode?
641* Does the environment contribute to/impose penalty on stealth checks? Do shadows, greenery, and large crowds?
642* How can the enemies spot a sneaking character? Do they have 360 degree vision or is the player safe outside their [[NoPeripheralVision vision cones]]? If so, which factors determine the width and the length of these cones (enemy type, their headgear, lighting conditions)? Are the vision cones visible to the player?
643* Can the sounds made by a sneaking character also give them away? Is there a "safe" distance the player must keep to avoid being heard? If so, how is it calculated (movement speed, gear clunkiness, floor type, background noise, etc.)? Are there in-game indicators to help the player estimate this distance?
644* Does [[BackStab attacking from stealth]] result in [[OneHitKill instant kills]] or automatic critical hits? Does attacking break the stealth mode? Are there special "stealth weapons" that don't instantly cancel the stealth mode into open combat?
645* Do dead bodies put still-living enemies on alert? If so, how can the players dispose of corpses?
646* If alerted to intruders' presence, will the [[TheGuardsMustBeCrazy guards stop searching for them in a short while]]? How many levels of alertness do the guards have? Is there a way to manipulate it?
647* Can scripted plot events be [[TheAllSeeingAI triggered when in stealth mode]]? On one hand, there is nothing more annoying than being spotted by an enemy [[CutscenePowerToTheMax whose chances in actual gameplay are exactly zero]], let alone having the [[CutsceneDrop stealth mode canceled altogether by an untimely cutscene]]. On the other, stealth mode can lead to massive {{Script|Breaking}} and SequenceBreaking.
648* How does picking locks work? Does the character need picks? Are they one-use only? How is success calculated, based on the picker's skill, quality of the lock and the pick? Is it a [[LockpickingMinigame minigame]]? How do the [=NPCs=] react if they witness a lock picking attempt? How do the lawfully aligned party members?
649* [[VideoGameStealing How does pickpocketing work?]] How is success calculated? Does the character need to be in stealth mode to attempt it? Can the victim notice a failed attempt and if so, how do they react: [[ShopliftAndDie fight the pickpocket]], call the guards, or just curse? How do other [=NPCs=] react if they witness the attempt?
650* On a different note, are stolen items marked as such in the PlayerInventory? What will NPC merchants do if the players try selling stolen goods to them? What will the guards do if they find stolen goods in the character's inventory? Is there an in-game way to remove the "stolen" marker from items?
651
652While it technically has nothing to do with stealth, disarming traps (and occasionally, making them) usually falls within the competence of the party thief, probably because it is almost identical to lock picking in gameplay terms. Spotting traps is a different matter, however. Are thieves the only ones who can spot traps, or can other classes do it, too? Is there a penalty on spot checks made by other classes? Are spot checks made only once when the booby-trapped object comes into view, or are checks made continuously (e.g. with each step)? Does the complexity (level) of the trap only affect its disarm difficulty, or reduce its minimum spotting distance, as well? Can a thief attempting to disarm a trap accidentally trigger it instead? One last advice on trap spotting: in party-based games, most players place the lightly-armored thieves behind armored fighters while exploring, therefore it is important to make the effective spotting distance long enough for the former to spot traps ''before'' the latter run headfirst into them. Alternatively, make sure the party's pathfinding AI automatically tries to avoid marked traps.
653
654!!!Dialogue
655Since the dialogue mode is most directly tied to the writing, consider following technical questions before producing any dialogue lines for your game:
656
657* Will you have {{Dialogue Tree}}s, TextParser-based {{Keywords Conversation}}s, or a [[http://www.gamasutra.com/view/feature/132116/defining_dialogue_systems.php more exotic form of interactive dialogue]]? Dialogue trees convey the feeling of a personal conversation better, while keywords offer a lot more freedom in discussion topics.
658* How do exceptionally high/low social and mental stat scores (Intelligence, Charisma) affect dialogue? Are there exclusive dialogue options for [[InsufferableGenius super-smart characters]] or [[HulkSpeak limitations on dialogue]] for characters of far-below-average intelligence?
659* Similarly, how do high skill/reputation scores affect the dialogue trees/available keywords? Do they unlock additional hidden options ([[MultiplePersuasionModes persuasion, intimidation, haggling, seduction, etc.]])?
660* Do persuasion attempts succeed automatically if the character can use them, or do they appear in the dialogue trees by default but provoke noncommittal reactions unless a background skill check is passed?
661* Is there a supernatural counterpart to regular persuasion/intimidation checks, like CompellingVoice or outright MindControl? Are some [=NPCs=] immune to it?
662* On that note, can a character (a ForestRanger, a {{Druid}} or some other NatureHero) [[SpeaksFluentAnimal talk with animals]] as well as humans? Is it possible to [[ThroughTheEyesOfMadness play a mad character]] and to have thoughtful conversations with inanimate objects?
663* If the players can pick [[BlatantLies deceitful options]] in dialogue trees, do these receive special treatment? Can an NPC see through the lie if a skill check is not passed? Is it possible to use the same words (e.g. a death threat) both in earnest and as a bluff? What effect does intentional deceit have on the KarmaMeter? What if it's a white lie?
664* Conversely, does the game provide explicit hints when an NPC is lying to the PlayerCharacter? What skills does the PC have to develop to be better at [[ThatLiarLies lie detection]]?
665* Are there RelationshipValues tracking each NPC's disposition towards the PlayerCharacter? How can they be raised/reduced (favors, bribes, mockery, etc.)? How are they affected by the PC's stats, faction memberships, previous conduct? What topics will [=NPCs=] only talk about at high disposition? Will they attack the PC on sight [[YouLoseAtZeroTrust at zero disposition]]?
666* Can other party members or followers handle NPC dialogue for the player character? If not, can they at least chime in with comments, suggestions, or even unique persuasion options? If so, do they speak up automatically or only when prompted by the players?
667
668You can also use dialogue trees to let the players interact with environment beyond merely exchanging words with [=NPCs=]. If your engine cannot render complex or non-standard interactions (or you don't have the budget for elaborate cutscenes), you should instead describe them textually, through the dialogue window and let the players imagine them [[LiteraryTropes as they would in a novel]]. Interactive dialogue does not have be [[GameplayAndStorySegregation an isolated mini-game irrelevant to other gameplay modes]] -- you can very well mix it with:
669
670* ...combat, e.g. by giving the players a dialogue option to punch an NPC in the face and deal damage proportional to the PC's strength against NPC's toughness -- all without ending the dialogue.
671* ...stealth, e.g. with a dialogue option to [[LookBehindYou distract an NPC]] before pickpocketing them, with the dialogue then branching depending on whether appropriate skill checks have been passed.
672* ...exploration, e.g. by letting the PC "converse" with a broken mechanism, with the "dialogue" options being to examine it, to attempt fixing it, to apply items from PlayerInventory to it, etc.
673
674In short, the dialogue window is an extremely powerful tool that you should exploit to give the players a rich and unusual game experience.
675
676!!!General Interface
677Let's face it: SaveScumming is a fact of PC gaming, and nothing is more frustrating than accidentally overwriting the quicksave after making a bad call and having to replay from a save made hours ago. To prevent such frustration, have your game quicksave and autosave onto a configurable number of save slots, overwriting the oldest with the new ones.
678
679!!Set Designer / Location Scout
680On the most basic level, all RPG levels can be categorized into towns and dungeons. Towns are self-contained levels whose defining traits are shops and safety from harm (and the players are usually forbidden to attack anyone). Dungeons, contrary to the term, don't have to be underground: any location with enemies and traps in it is one, regardless whether it's underground, indoors, or outdoors. In the recent [=RPGs=], the boundary between the two location types has been progressively erased, with things like DungeonTown and DungeonShop becoming more and more common.
681
682Depending on your intended gameplay focus and the kind of story you want to tell, [[http://www.joystiq.com/2012/09/21/what-makes-a-classic-rpg-everything/ several ways]] present themselves to arrange town and dungeon levels into a complete game:
683
684* {{Dungeon Crawl|ing}} puts the vast majority of gameplay (mainly exploration and combat) inside dungeon levels of increasing difficulty. In-universe, said levels can form a single dungeon complex or span multiple locations. If there are town levels at all, they are just places to sell loot, restock supplies, and receive/turn in quests. The quests themselves, however, always take place down in the dungeon(s). This arrangement obviously works best for dungeon crawler-type [=RPGs=].
685* [[HubCity Central City]] is similar to the Dungeon Crawl, but flipped on its head. It is conceptually centered on a major urban settlement that often consists of multiple town-type sublevels. The dungeon levels are accessible from the city, but questing can also take place inside the town levels themselves. This offers much more [[CombatDiplomacyStealth gameplay diversity]] than the combat-driven Dungeon Crawls.
686* [[ConvenientQuesting Linear Progression]] lets the players visit multiple town and dungeon levels (separated [[TheQuest geographically]], [[RemixedLevel chronologically]], or both) in a linear succession, knowing that once they leave the current area, all of its unfinished content will be [[PermanentlyMissableContent lost]]. A less {{railroading}} game may instead be split into chapters, wherein the players can {{backtrack|ing}} to the start or explore accessible levels in any order -- but can never go back to the previous chapter. This form lends itself best to narrative-heavy [=RPGs=] and dungeon crawlers.
687* Hub Network is essentially an amalgamation of the Dungeon Crawl and Central City forms, where the players visit multiple major towns that come with their own dungeons and piles of local sidequests that rarely cross over into other hub areas. Unlike in the Linear Progression, the players can always go back to already explored areas and take care of unfinished business there (unless prevented from doing so by [[DoomedHometown plot-related circumstances]]).
688* [[WideOpenSandbox Open World]] is a Hub Network taken to its logical conclusion, where the players travel back and forth between multiple towns and dungeons on a [[LoadsAndLoadsOfSidequests highly nonlinear web of quests]]. This is pretty much the only way to make a sandbox RPG.
689
690On a more technical level, individual levels can be connected either via certain transition points (doors, portals, etc.), or through some abstract HubLevel, such as an OverworldNotToScale or a PointAndClickMap (the FantasyWorldMap you have drawn during WorldBuilding comes in handy at this point), all the way up to using DynamicLoading to essentially turn your entire open world into one giant DungeonTown.
691
692!!Props Department
693{{Plunder}} a.k.a. loot is an essential part of most Western [=RPGs=], so make sure to include plenty of it to reward the players for exploration and winning battles. Depending on the main focus of your RPG experience, loot can play different roles in the game:
694
695* In narrative [=RPGs=], loot is subservient to the story. For every powerful item the players find, there must be an in-story explanation of why exactly they found it where they did. All powerful items should have a BackStory attached to them, be it a SideQuest involving their construction or a legend recalling their past owners of note. If there are RandomDrops or non-quest ItemCrafting (unless it is an essential plot point on its own), they should never produce items comparable to story-relevant equipment in terms of power and uniqueness.
696* In sandbox [=RPGs=], loot must be, first and foremost, consistent with the game world. Which means that most of it will be junk, with tons of non-functional equipment lying around or being carried by enemies for practical or sentimental reasons. Powerful named items still benefit from a [[FlavorText flavor narrative]], but don't need to outshine RandomDrops and player-produced inventory.
697* In dungeon crawlers, loot is the alpha and the omega. Most of it should be randomized and level-scaled, with a small chance of producing exceptional items. It is also generally irrelevant to the plot and exists solely to give the PlayerCharacter more power. Furthermore, there has be a way to modify random loot to better suit each player's combat style (e.g. via SocketedEquipment).
698
699With that in mind, define following:
700
701* Where do items come from: treasure chests, enemies, quest rewards, shops, all of it? What kinds of enemies drop loot: any enemy, just higher-tier ones, or only bosses?
702* Do certain enemies always drop certain items or are there RandomDrops? Or a hybrid where regular ("junk") loot is random but unique items are set? Are {{Money Spider}}s and {{Impossible Item Drop}}s possible? Are certain drops limited to certain locations or can the players get a great drop anywhere they go?
703* Are drops subject to LevelScaling? If so, make sure that [[NominalImportance unique named items]] are worth the effort of getting them; in other words, that they will not be outperformed by random level-scaled "junk" loot after the next CharacterLevel.
704* Do magical RandomDrops have to be [[UnknownItemIdentification identified before they can be used]]?
705* Are there [[LevelLockedLoot attribute/skill requirements]] for using certain items?
706* Are the items available from the in-game shops worth spending cash on or is the loot in the dungeons always superior? Or a hybrid form, e.g. where weapons and armor found in dungeons are always better, but the shops have the best accessories (rings, amulets)?
707* Speaking of shops, what is the GlobalCurrency in your game? The default is UsefulNotes/{{gold}} in fantasy and [[WeWillSpendCreditsInTheFuture generic "credits"]] in sci-fi. While slightly unrealistic, this genre convention is time-tested and intuitive to most players, so don't reinvent the wheel.
708* Do shops offer items in unlimited quantities or can they run out of stock? Can their stock be reset (especially in regards to consumable items)? Can the players buy back the items they have just sold? If so, at which price? Can this be used to "legalize" stolen items? Do items sold to [=NPCs=] disappear after a stock reset? Do shops have a limited amount of currency, and if so, is it subject to the reset, as well?
709* Is there a [[HyperspaceArsenal limit on how much loot the character(s) can carry]] in their PlayerInventory? Is it a GridInventory, a weight limitation, or both? Or is it a BagOfSharing that distributes items equally between characters? If you cap the inventory in any way, give the players a container to store the loot that is too cool to sell but TooAwesomeToUse somewhere in the HubLevel.
710* Do you attach FlavorText to unique/named or otherwise unusual items? Is it collected in an EncyclopediaExposita?
711
712An alternative source of gear is ItemCrafting, which was already discussed above.
713
714Items in [=RPGs=] generally fall under following categories:
715
716* Weapons. See below for more info.
717* Armor. See Costume Designer section for more info.
718* Shields. Mostly found in fantasy, always straddling the line between weapons and armor.
719* Accessories. Rings, amulets, cloaks, etc. Items that [[StatSticks give the characters passive permanent bonuses without any other usage]].
720* StandardRPGItems. These are mostly potions of various effects and other consumables.
721* ShopFodder. Generic items that are only good for selling in shops for extra cash (e.g. non-functional gems) and an occasional CollectionSidequest.
722* PlotCoupons and {{MacGuffin}}s. If you have a weight limitation on inventory, make sure these quest items don't weight anything and are removed from inventory upon completion of the quest. In a GridInventory, it's best to place them on a separate grid.
723* StockRPGSpells. These come in form of single-use scrolls or multi-charged wands.
724
725There are some major differences between weapons used in fantasy and in science fiction settings (see also VideoGameWeaponStats):
726
727* Fantasy [=RPGs=] place a heavy emphasis on melee weapons, while magic handles ranged combat more efficiently.
728** Each melee weapon type usually has its own application in combat:
729*** UsefulNotes/{{Swords}} (one-handed, two-handed, hybrid) and daggers (one-handed only) have the best CriticalHit chance
730*** Maces (one-handed) and war hammers (one-handed, two-handed) work best against armored enemies
731*** Axes (one-handed, two-handed) make the most raw damage
732** Ranged weaponry usually falls into three categories (all of them two-handed by design):
733*** "Short" bows have a high rate of fire but low damage output and short range -- often [[ShortRangeLongRangeWeapon unrealistically so]] for the sake of balance
734*** Longbows have lower ROF, more damage, and longer range and profit from the Strength stat the most, showing [[DifficultButAwesome best performance at high levels]]
735*** Crossbows have the lowest ROF but hit hard and have good range, regardless of the wielder's stats, making them [[SkillGateCharacters the best choice at low levels]]
736** Firearms are largely taboo in fantasy settings for various reasons (see Analysis.FantasyGunControl).
737* Science fiction [=RPGs=], on the other hand, rely almost exclusively on long-ranged weaponry:
738** EmergencyWeapon with exclusive melee capabilities
739** Accurate but weak pistol with a tendency to turn into SniperPistol; can often be wielded in pairs, GunsAkimbo style
740** ShortRangeShotgun for close encounters
741** Rapid-fire, low-accuracy assault rifle for MoreDakka
742** Long-range, high-accuracy, very slow SniperRifle
743** A {{BFG}} ([[WaveMotionGun single shot]] or [[MoreDakka full auto]]) for when you absolutely have to kill everyone in the room
744
745One last note on the PetPeeveTrope of so many RPG players: SoLongAndThanksForAllTheGear. [=RPGs=] are very much gatherer instinct-driven, so there is nothing more frustrating than AI followers leaving for plot reasons with all the rare items you gave them. In the best case, it means reloading the last save; in the worst, the items are [[PermanentlyMissableContent lost for good]]. So please, whenever characters leave the party, make sure that all the items that are not restricted to them are returned to the player (even if that doesn't make sense in-story). Also, let the players know in advance that they'll keep the gear, so they don't freak out. And, in a similar vein, never initiate post-battle cutscenes before the players can loot the enemy.
746
747!!Costume Designer
748When creating their RPG characters, most players customize them as much as possible in order to better identify with them. After starting the game, this customization continues via decisions like what gear and weapons their character uses. For this reason, seeing a VirtualPaperDoll in badass armor on the PlayerInventory screen brings many players a sense of satisfaction; for the same reasons, you would want to avert InformedEquipment as far as your engine allows it.
749
750OneSizeFitsAll is the one trope that you will just have to live with for the sake of simplicity of inventory handling. A similarly annoying issue is RainbowPimpGear, which crops up when you have many types of wearable equipment that drops randomly. To counteract it, reduce the number of gear types to a bare minimum (helm, body armor, greaves, and gloves) and give a SetBonus for wearing gear of the same material/design. Reducing the number of wearable equipment slots (that includes both armor and rings/amulets) also gives the players' equipment choices more impact on their play style.
751
752Speaking of materials, armor in fantasy settings tends to follow the same conventions, described in better detail under ElementalCrafting:
753
754* Non-armor (robes) is for the SquishyWizard. For the purpose of gameplay balance, magic-wielding classes cannot be allowed to have good physical protection, so you should either restrict arcane classes to robes, or impose heavy penalties on spellcasting in armor.
755* Light armor (usually leather) is for the FragileSpeedster. This is usually the best choice for a stealthy rogue, who sacrifices the greater protection of heavier armor to avoid incurring penalties on stealth checks.
756* Medium armor (ring mail) offers maximum protection when the character cannot afford wearing Heavy, e.g. for a combat-oriented rogue or a DPS warrior who relies on fast attacks.
757* Heavy armor (plate mail) is the classic StoneWall armor.
758
759In science fiction, armor ranges from a basic BulletProofVest, through PoweredArmor (which may have additional combat functions), to high tech DeflectorShields, though this is less a question of player choice and more of when each type becomes available. It is generally wise to equip the most high-tech armor immediately after it becomes available, unless you additionally give different types of armor different functions, e.g. a PoweredArmor that maximizes defence vs. one that improves movement speed.
760
761Mechanically speaking, there are three ways how armor can protect the wearer from harm:
762
763* DamageReduction. The armor negates a portion of inflicted damage, either a certain percentage of it or the first N points. This is by far the most common type in video games.
764* [[BodyArmorAsHitPoints Damage Negation]]. The damage points are inflicted upon the armor until it breaks, exposing the wearer's hit points to full damage thereafter. This is mostly used in the RegeneratingShieldStaticHealth setup and magic spells like the classic [[TabletopGame/DungeonsAndDragons Stoneskin]].
765* Evasion Rating. The armor improves the character's chances of not getting hit (i.e. suffering damage). This approach comes from ''TabletopGame/DungeonsAndDragons'' and has attracted a lot of flak. Most modern [=RPGs=] reverse it instead: [[TheLawOfDiminishingDefensiveEffort the less heavy armor you wear, the better your chances to evade incoming attacks]] (if you have the dexterity stat to back it up).
766
767Lastly, remember that HelmetsAreHardlyHeroic, so if your engine allows for face close-ups during dialogue and cutscenes, at least add an option to automatically remove helmets from both the player character and important [=NPCs=] on such occasions. On the other hand, if you also let heroes wear capes, make sure they're removed during ''combat'' for [[CapeSnag practical reasons]].
768
769!!Casting Director
770Voice acting [[http://www.joystiq.com/2012/07/06/voice-acting-in-rpgs-may-be-more-trouble-than-its-worth/ carries inherent risks to any game but especially to an RPG]]. The primary issue is that it hinders the writing and editing process, since each new line has to be recorded, re-recorded, encoded, and lip-synced, as opposed to just replacing a text file. Therefore, unless you have access to a large and efficient voice recording infrastructure (which you probably don't unless you work for Creator/BioWare), you are better off without fully-voiced dialogues. That is not to say, of course, that you cannot have major characters' introductions and the essential moments of the main quest voiced; just don't extend it to every little side quest, as well.
771
772!!Sound Director
773Sounds in [=RPGs=] come in three categories:
774
775* Spoken dialogue. See above.
776* Music. Nothing [[MoodMotif sets the mood like a good music piece]]. If you are not yet short on resources, hire a good composer to make background music for you. For bonus points, you can probably make an extra buck selling the OST.
777* Sound effects. Just the regular stock sounds of swords clashing, guns firing, people grunting, and screaming in pain. Do try to avoid it unintentionally sounding like OrgasmicCombat, however.
778
779As mentioned earlier, music can provide a wide range of motifs:
780
781* The [[ThemeTune main theme]] of the game that must play either in the main menu or in the ending credits. Plus variations that play at the key points of the plot, e.g. the [[SimpleScoreOfSadness slow, sad version]] during the Escape-from-DoomedHometown section, the [[OrchestralVersion extra epic version]] during the FinalBattle, etc.
782* Character themes associated with individual party members and other important [=NPCs=] that [[{{Leitmotif}} play whenever they come into the spotlight]].
783* [[BattleThemeMusic Battle themes]] (can be variations of the same theme) that play during regular battles. Duh.
784
785Here is [[http://gamasutra.com/view/feature/181003/is_game_music_all_it_can_be.php a comprehensive article on music composition for video games in general]].
786
787!!Stunt Department
788Refer to Analysis.VideoGameAchievements for common achievement/trophy templates. Most of them can be used in an RPG (except multiplayer -- you [[MisbegottenMultiplayerMode probably don't want]] it in your game).
789
790!Extra Credit
791!!The Greats
792%% This section is not a list of top 10 Western [=RPGs=] of all time. The list below should provide examples of the genre that stand out as particularly true to the genre traditions and canons, and each example should contain an explanation which aspects of that particular game are worth emulating or drawing inspiration from.
793
794* ''VideoGame/PlanescapeTorment'' is the best example of a [[SpeechCentricWork expansive and nuanced dialogue-driven]] narrative RPG that [[AvertedTrope doesn't]] [[RPGsEqualCombat force you into any combat at all]].
795* ''VideoGame/Fallout1'' and ''VideoGame/Fallout2'' have merged open world and narrative elements in a way that brought out the best of both worlds and wouldn't be replicated until ''VideoGame/TheWitcher3''.
796* ''VideoGame/UltimaVII'' in many ways still represents the peak of living, interactive open world game design.
797* ''VideoGame/DragonAgeOrigins'' is a [[{{Troperiffic}} love song to the history of Western RPG]] in modern graphics and very little innovation.
798* ''VideoGame/MassEffect2'' is a character-driven narrative RPG that balances tight scripting with player agency and has a [[Analysis/MassEffect2 perfect endgame]].
799* ''VideoGame/DeusEx'' is one of greats of the cousin ImmersiveSim genre featuring a well-balanced CombatDiplomacyStealth triangle.
800* ''VideoGame/TheWitcher'' and ''{{VideoGame/The Witcher 2|AssassinsOfKings}}'' can be taken as reference for a [[StoryBranching heavily choice-driven RPG storyline]].
801* ''VideoGame/TheElderScrollsVSkyrim'' is the modern reference for [[WideOpenSandbox options-based free-roaming exploration games]].
802* ''VideoGame/PathOfExile'' is a distillation of the DungeonCrawler subgenre and its concise GameSystem can be held exemplary for any RPG.
803* ''VideoGame/ADanceWithRogues'' is a great example of how much can be done in a "simple" GameMod, in terms of both scope and risque topics.
804
805!!The Epic Fails
806* ''Valhalla Chronicles'' was a ''Diablo'' clone that, despite an interesting viking-inspired premise, turned out equally weak in gameplay, level design, graphics, characters, plot, and pretty much every other department you can think of.
807* ''VideoGame/DungeonLords'' became the poster boy for the ObviousBeta trope thanks to being thoroughly incomplete and literally unplayable upon release.
808* ''VideoGame/UltimaVIII'' and ''VideoGame/UltimaIX'' are a perfect example of how ''not'' to wrap up an epic series: by discarding its role-playing aspects and familiar setting, by grossly violating established lore and canon, and by rushing it for the release seemingly without any testing at all.
809
810!!The Wasted Potentials
811Finding true "epic fails" among published and somewhat well-known examples of the genre is actually quite hard, because ever since mid-90s, {{Western RPG}}s have not been mainstream enough to flood the market with shoddy hack jobs. Most horrible [=RPGs=] either never leave production, or pass into obscurity immediately, unnoticed and unplayed by anyone, so it's much easier, in fact, to list games that have turned out alright but still failed to live up to their full potential for different reasons:
812
813* ''VideoGame/DungeonSiege'' was a fun party-based DungeonCrawler that suffered from an oversimplified combat system and an uninspired plot that dragged on forever.
814* ''VideoGame/KingdomsOfAmalurReckoning'' tried merging narrative, sandbox, and dungeon crawling gameplay into one fun {{MMO|RPG}}-like package but ended up spoiling the broth and spawning a StillbornFranchise.
815* ''VideoGame/NeverwinterNights'' was released with a much-loved LevelEditor, so many fans forget the flaws of its lackluster original single-player campaign's plot -- but one cannot excuse the other. The expansion campaigns did a better job at meeting the engine's potential and are more fondly remembered.
816* ''VideoGame/{{Sacred}}'' is a DungeonCrawler that boasts a large open world, resulting in repetitive levels and poorly-balanced encounters.
817* ''VideoGame/SiegeOfAvalon'' is an example of a narrative RPG going too far, to the extent where a genuinely interesting narrative completely eclipses the RPG gameplay.
818* ''VideoGame/VampireTheMasqueradeBloodlines'' is an example of how an excellent CombatDiplomacyStealth triangle can be counterproductive, as the mandatory [[BossFight Boss Fights]] at the end of the game will murder characters who specialized in noncombat skills.
819
820!!The Sketchy Sequels
821Sequels get their own section because they often [[SketchySuccessor cannot live up to the expectations]] set by the previous installment(s), and therefore appear even worse in comparison than they objectively are. Of course, sequels in every medium also have a tendency to be [[{{Sequelitis}} genuinely worse than the originals]].
822
823* ''VideoGame/DeusExInvisibleWar'' removed much of the gameplay depth that made the original game a perfect mix of [[ActionRPG action and RPG]], disappointing fans of the original.
824* ''VideoGame/DiabloIII'' simplified its character progression (a core aspect of the DungeonCrawler genre), but its greatest sin was the [[BribingYourWayToVictory Auction House]], which thoroughly unbalanced the looting aspect of the game.
825* ''VideoGame/DragonAgeII'', as a result of its extremely short development time, suffered from incredibly repetitive level design, from CutAndPasteEnvironments to endless {{Teleporting Keycard Squad}}s. This sadly couldn't be offset even by a [[http://www.gamasutra.com/view/news/264322/Opinion_Why_did_Dragon_Age_II_leave_some_fans_so_cold.php novel storyline]] and a very well received cast of party members.
826* ''VideoGame/{{Gothic}} 3''[='=]s main problem were [[ObviousBeta its bugs]] but ''Arcania: Gothic 4'' all but removed the character progression and the open world that made the previous games popular.
827
828!!The Obvious Betas
829Making an RPG is a ''lot'' of work, so quite a few are released in a [[ObviousBeta state that is so horrendously bugged]], it cannot be fixed even by extensive patching. Following examples could have become genuinely good games, had they spent more time in beta-testing -- so take them as a cautionary tale of how even the best writing cannot excuse bad coding:
830
831* ''VideoGame/TheElderScrollsIIDaggerfall'' was impossible to complete until the first patch and is fondly remembered for a backlog of unfixed bugs almost as vast as its open game world.
832* ''VideoGame/HellgateLondon'' was a fun, if derivative DungeonCrawler plagued by a massive amount of game-breaking bugs.
833* ''VideoGame/MightAndMagic IX'' shipped pretty much in the pre-alpha state due to the developer Creator/NewWorldComputing's concurrent demise, nearly killing the venerable series off for good, as well.
834* ''VideoGame/MassEffectAndromeda'' had an extremely TroubledProduction, with only 18 months of its five-year development spent on the final version. As a result, it was riddled with game- and immersion-breaking bugs (particularly the memetically horrendous animations) on release, not helped any by a largely uninspired storyline and repetitive open-world levels. Ultimately, the game wasn't as well-received as the original trilogy, killing the studio that produced it and prematurely ending support for its single-player.
835
836A special mention goes to Creator/TroikaGames and Creator/ObsidianEntertainment who went on record for producing awesome but bugged [=RPGs=] (though Obsidian got better from ''[=DS3=]'' onwards), that serve as a constant reminder of the biggest threat to polished and well-balanced RPG experience: ExecutiveMeddling.
837
838!Additional Reading
839* [[http://www.gamasutra.com/view/feature/185353/focusing_creativity_rpg_genres.php Focusing Creativity: RPG Genres]]: A detailed explanation of the Narrative-Sandbox-Dungeon Crawler subgenre trifecta.
840* ''WebAnimation/ExtraCredits''[='=] "[[https://www.youtube.com/watch?v=uepAJ-rqJKA Aesthetics of Play]]" and "[[https://www.youtube.com/watch?v=l_rvM6hubs8 Western &]] [[https://www.youtube.com/watch?v=v8aiEsIW9IM Japanese]] [[https://www.youtube.com/watch?v=Cmkdoz5LjdE [=RPGs=]]]": An analysis of why people play Western (and Eastern) [=RPGs=].
841* [[http://web.archive.org/web/20200903092242/https://www.engadget.com/tag/rowan-kaiser/ Rowan Kaiser's column at Engadget (formerly at Joystiq)]]: A collection of articles on the theory and history of the WesternRPG genre.
842* [[http://www.mobygames.com/featured_article/feature,31/ The World of Western RPGs]]: An extensive (if admittedly biased) overview of the evolution of the WesternRPG genre between 1980 and 2007.
843* [[https://www.gamasutra.com/view/feature/132457/game_design_essentials_20_rpgs.php Game Design Essentials: 20 RPGs]]: A review of some of the most influential RPG series[[note]]10 each from the West and the East[[/note]] and what they'd contributed to the genre.
844* [[https://www.youtube.com/watch?v=fJiwn8iXqOI Are Western and Japanese RPGs so Different?]]: Mark Brown discusses the common origins of the two genres.

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