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Sequels: Good or Bad for CRPGs?
David 'Chaerea' Kay, Australian Fantasy
Author and RPGDot staff member has written about his thoughts
regarding Sequels of CRPG's and whether they are good or bad
for the genre (or even for the business in the whole).
Originality in games is an elusive thing. Stunningly
original! has pretty much become industry code for lacklustre
clone. However, there are plenty of original games out
there, and we as role players, have been blessed with quite
a few.
At first, you might not think so. The CRPG market is one
replete with sequels. A sequel is not necessarily unoriginal,
however. Just because a game bears the 4 after its title,
doesnt mean a bit of imagination hasnt gone into
the game. To illustrate this Im going to go back a few
years (a bad sign, I know) to the Ultima series. Now the first
three titles in this series were fairly standard CRPG fare.
The real innovation came with the fourth instalment of the
series. Ultima IV decided to put the RP back into CRPG. Ultima
IV presented players with a very strong, well defined role,
the heroic Avatar, and then asked you to play that role. No
stealing, no killing just for the fun of it. These were no-nos
to any budding Avatar. If you wanted to be the heroic defender
of the realm, you had to act like one. Role-playing on computers
was revolutionised. Few games since have managed to capture
this- the construct of a strong role that players have to
play to. Ultima did not rest on its laurels. The advantage
of Ultima was that each sequel moved the CRPG genre forward.
Of course this fell apart in the eighth and ninth installments,
but theres no such things as the perfect example.
Of course, the Ultima series stands out as one that is not
content to rest on its laurels. No endless versions of the
same game (Might and Magic) no sequels that really dont
mean anything (Wizardry). Each sequel tried, and most succeeded,
in bringing something new, something fresh, to the genre.
The Ultima series does not stand alone in the genre. The Black
Isle/ Bioware series of games have achieved an interesting
balance. At first glance, you could be mistaken for thinking
these games have gone the more of the same route,
but this is not the case. Each title appeals to a different
type of player, or even the same player in different moods.
You have the straight role-playing type, Baldurs Gate,
and its sequel, which are the closest thing to Ultima VII
since, well, Serpent Isle. The central role is not defined,
giving the player a fair bit of freedom, but still within
a strong, linear plot, and the NPCs are a varied and interesting
lot. Theres combat, mystery, and side quests all of
which make for a great RPG. For those a bit more hardcore,
theres Planescape: Torment, a game very heavy on the
character side of things, with more emphasis on soul-searching
than finding that +3 sword of whatever. Those who prefer RPG
lite have Icewind Dale, a charming little hack and slash that
players can happily level their way through, a sort of offline
Everquest. So, even though these games have a similar appearance,
they have each managed to do something different. Original?
Well, no, not really, but satisfyingly varied, none the less.
In CRPGs, variation is a far more realistic expectation than
originality.
Talking of no such thing as the perfect example, Baldurs
Gate II is a good example of the bad sequel. Its
essentially the same game as the first, sticking closely to
the more/faster better theme that made Diablo II the game
it is. Im not saying these kinds of sequels are bad
games- they are still fun to play (I think. Personally I didnt
think much of Diablo II and didnt buy Baldurs
Gate II, recognizing the type of sequel it was.
What, you may ask, about those single title games then? Recently
we have had a slew of them, Soulbringer and Arcanum to game
just 2. None of these games have been original as such, and,
in my opinion, they offer satisfying diversion, but do little
to advance the genre as a whole. In fact, I have yet to see
a game that comes even close to the depth of the great
Ultimas (IV-VII), though I do like the Steampunk and Magic
setting of Arcanum. Im sure theres more than a
little rose-tinted visioning of the past going on, but seriously,
when was the last time an RGP revolutionized your opinion
of what the genre could be?
Dont make the excuse of were too far down
the track now for any real revolution. Thats just
muddy thinking. There are plenty of ways to revolutionize
this genre, it just takes effort and some original thinking.
Richard Garriott, whatever you think of him now, came up with
the Ultima concept by himself. Surely the huge teams that
work on modern CRPGs can do as well? Its a question
we should all be asking.
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