
But, uh, why are we still doing it in 2011?
Those values were useful in the early days of video game RPGs because electronic games, like their tabletop counterparts, simply weren’t sophisticated enough to work without them. Seeing your character represented as a giant stack of numbers – hit points, damage points, mana points, etc – and then seeing his or her actions represented by those numbers being moved around gave life to the game.
Cold, abstract life, perhaps, but life nonetheless.
Today, though, I’d love to see that baggage cut free. To stop thinking of role-playing characters (or enemies) as a pile of numbers waiting to be chopped down, and to start thinking of them as characters. For developers to follow BioWare’s lead (at least their Mass Effect team’s lead) and do away with the practice of basing your RPG experience on a set of values and start basing it on your decisions and immediate experiences instead.
(I recognise this is an argument that could be applied to many kinds of game, even Madden and FIFA, but for now I’m just talking about RPGs. Indulge me!)

Compare, for example, the experience of Mass Effect 2 with that of a more traditional RPG. You’re still doing largely the same things: you’re leading a party, you’re exploring worlds, you’re engaging in dialogue with characters, you’re increasing the strength of your party and gaining access to new and improved equipment along the way.
Yet if you asked somebody to play Mass Effect 2 and then play a more “traditional” RPG – whether Western or Japanese – and they’d tell you it would feel like playing two completely different games, the former’s fast pacing and action sequences contrasting with the latter’s obsession with statistics, percentages, numbers and inventory management.
Whether you like one or the other (or both!) is entirely subjective, but to me, the very purpose (and appeal!) of a role-playing game is to, well, role-play. Create a character and go on an adventure. Like playing dress-ups as a kid, only with (hopefully) better writing and props. I don’t know about you, but my fantasies would involve exploring worlds and kicking arse, not seeing numbers everywhere and juggling inventories.
For those who enjoy RPGs specifically for those numbers, I’m not attacking your pastime of choice. You’re not alone, and there will always be games catering for you. People are still making hardcore vertical shooters and side-scrolling beat-em-ups nearly thirty years after the fact, so you’d imagine the same will be done for stat-heavy role-playing games in the event they go out of style. Especially if Japan has anything to say about it.
But for those like me who enjoy the human side of adventuring – the walking, the driving, the talking and the fighting – but not the mathematical side, I’d love to see a future where more games leave the traditional RPG trappings to the computer and let the player simply role-play.
Republished from Kotaku


















Nate
Friday, March 25, 2011 at 8:09 AMWow, I can’t begin to tell you how fail this article is. I hope this is just fail trolling.
Kyle Mantesso
Friday, March 25, 2011 at 8:30 AMBut it’s OVER 9000!
DexteR
Friday, March 25, 2011 at 8:41 AMWhy can’t we have both? Do those of who enjoy those games have to be doomed to lose something we love? Are we only going to see games like Mass effect 2 (which I loved) and forever lose the baldurs gate style games? It’s aleady happened with DA2, I am so bitterly dissapointed in this game, not for the game itself but for the loss of what it could have been. DAO was the game I’ve been waiting for since Baldurs Gate 2. It promised more games in the series then DA2 came out and my dreams have died.
Awnshegh
Friday, March 25, 2011 at 8:47 AMFor many the numbers provide a visual for the incremental growth of a character. Many action games use a pip system where the character simply chooses what they want next – though the collection of currency is still numerical.
Logically the program itself needs a numerical increment for tracking purposes the change is simply in how this information is disseminated to the player.
I for one like the number to show me how I’m progressing – how close I am to my next goal – This is especially important for achievements and a feature I want added to every game.
CrowdedTrousers
Friday, March 25, 2011 at 11:30 AMhave to agree. the essense of RPGs is “leveling up”. otherwise you’ve got a fancy choose-your-own-adventure.
mathematics is our language to express quantity so numbers are necessary (esp for computers who are unable to work qualitatively). so it’ll always be that way ‘under the hood’ – it’s just how it’s expressed to the player.
Phillip Harsant
Friday, March 25, 2011 at 1:53 PMI’m sorry but coding for outcomes in mass effect is still based on numbers… just because you can’t see them pop above an enemies head doesn’t mean they aren’t there. Using constant numbers instead of variables with a random number generator just makes it more predictable… the numbers are still there whether you animate them popping above an enemies head or not.
Kingy
Tuesday, March 29, 2011 at 5:07 PMI think they are two different styles of games, and not that one should become the other. levelling up, choosing weapons, skills, etc that all “add” to your character need to be quantified and also see the result. You might not need to flash up damage per hit but you still need to know what damage you are doing, what overall health the enemy is on, etc. That is the essence of an RPG.. take that stuff away and you are just playing a character that will have no depth and would have to be as strong at the start of the adventure as they are at the end. You have no means other that “what looks nice” in deciding you abilities and choices in armour, weapons, etc.