10 Things RPGs NEED TO Stop Doing Immediately

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(logo chiming) - [Falcon] Roleplaying games allow us to inhabit characters with a level of detail most games don't let us. But sometimes, they don't make them right. Starting off with number 10: when there's no way to skip cutscenes or advance text boxes automatically. So RPGs are a wide-ranging and varied genre, but one constant in all of them is the cutscene. Even if they're short, if you're playing an RPG, 9 times out of 10, there's gonna be cutscenes, and more often than not, there's gonna be a few pretty long ones. And even if they don't have full-blown cutscenes in them, there's gonna be at least a lot of dialogue. Like, a good story is really important for a great RPG, but if you're playing through the game a second or third time and you just don't care, then being forced to watch the sometimes extremely long cutscenes can be a big chore. It's especially bad when you die right after a cutscene and you're forced to watch it again because you can only save before the cutscene starts. It's something that, I mean, it's not inherent to every single cutscene, but sometimes, that's how the chips fall. And it's definitely less of an issue with modern games. Like, most RPGs nowadays give you some way to skip cutscenes now. But there's still a lot of games that don't, and while it's not quite as annoying as not being able to skip cutscenes, the fact that many RPGs don't give you the option to automatically advance text boxes can be really annoying. The only input you've got during these scenes is just press X to go to the next text box, and these things can go on for a really long time if you're playing a really long-winded RPG. It's just the game forcing you to keep your hand on the controller, even though you're pretty much doing nothing. A lot of RPGs give you the option to auto-advance, so it only makes the ones that don't do this stand out all the more these days. There's really no reason not to have these basic features appear in an RPG anymore, and it totally sucks when they're not there. At number nine is boring, forced grinding sections with no way to speed anything up. This is an issue that has plagued RPGs since the very beginning of the genre, and the fact that it's still an issue makes it seem like it's probably always gonna be a problem. You know what we're talking about here, though. You're playing a game, everything's going smoothly, and then you get to the boss. You've been fighting every enemy that popped up, you feel like you're about the level you should be, but you fight the boss, and they just totally crush you. Like, not even close. No, you can't just go somewhere else. You're locked into the dungeon or it's a totally linear game, so your only option is to run around, beat up monsters until you get strong enough to take the boss on. That's it. Newer RPGs have tried to do things that make grinding less annoying, like letting you speed up battles so they go by quicker, which is a nice solution that should appear in some form for every turn-based RPG out there. But there's still a lot of games that don't. You're forced to slowly level up by killing hundreds of chump enemies just so you can get strong enough to beat the boss. Now, obviously, RPGs should be challenging to at least some extent. For a lot of players, just steamrolling through everything wouldn't be a lot of fun. But there's parts of games where you pretty much have to grind and that's your only option, and that just straight-up sucks every time. For more skilled players, the grind might not be as necessary or even necessary at all, but a lot of the time, that sort of thing requires understanding the sometimes really complex systems of an RPG, stuff casual players might not know about. Like, grinding isn't necessarily even a bad thing on its own, but at this point, there's no reason why developers can't put in some way to speed things up. It's a simple feature that can take some of the tedium out of an RPG. At number eight is awkward or overly complicated menus. If you're playing an RPG, you're gonna be spending a lot of time in menus. That's just part of the game. You're sorting through equipment. You're leveling up stats. You're checking the available quests. You're looking at the map. You spend so much time on menus that it's kinda shocking how many games don't have very good menus. And we don't mean every game. There are a lot of recent games that are much better about this. But there are enough bad or annoying ones out there where developers are still making all the same mistakes. One of the worst we can remember is the "Mass Effect" console menu, which is just a total mess. Trying to sort through items was such a pain because it was a big list that you'd have to scroll through. But "Mass Effect: Andromeda's" menus, you think, ah, new generation, benefit of learning from mistakes of the past, starting from scratch, new series, new everything. They managed to make them worse, though. Just trying to navigate through all this stuff is a huge pain. Another recent RPG with a baffling menu system I can remember is "Xenoblade Chronicles 2." Like, there's so many nested options hidden around that it makes doing some fairly basic stuff really annoying, and if you quit the game and come back to it after a few months, you're completely lost looking at this stuff. In general, menus in games are getting better, unless you really hate virtual mouse navigations, which a lot of games are doing now. But a lot of developers seem to make a lot of seemingly easy-to-fix mistakes when it comes to UI design. At number seven, when they don't make it obvious that a boss fight is unwinnable. Like, this is a convention that's here to stay. It's a staple of certain RPGs, particularly ones from Japan. They just love this stuff, and in concept, I'm obviously not against it. But there's a difference between a good and a bad unwinnable boss fight. You gotta know what I'm talking about here, right? The game pits you against an enemy that's intentionally way tougher than you are, and you progress the story by losing the fight rather than winning. This sort of thing happens in a ton of old RPGs and still shows up in games like "Bravely Default 2," and it's not so bad when the boss either appears very early in the game or mechanically, it makes it very obvious that you can't beat them, like making it so that you only do 1 damage to the enemy or something. But sometimes, games want you to lose a fight, even though it doesn't feel like you're that outmatched, so you end up wasting precious items trying to win an encounter that's designed not to be winnable. It can be fun to throw an unwinnable boss at you early in the game that, if you grind a ton, is actually beatable. Sometimes, they throw a secret ending behind stuff like that, and that's cool. But certain games just give the boss an I WIN button that they just hit at a certain point in the battle, and I don't really love that. Unwinnable bosses can add some drama to a game for sure, but when they're not telegraphed very well, they can be really annoying. At number six is out-of-control level scaling. Like, level scaling in general is kind of a dirty word when it comes to RPGs. There's a lot of players who hate this mechanic when it appears in certain games. Basically, how it works is that as your character gets stronger, the enemies get stronger to compensate. For certain games, this sort of thing can actually kinda keep a game entertaining and make it so enemies don't become total pushovers at any point, but on the flip side, it makes it so that everything can and often does just feel the same. When there aren't occasional spikes in difficulty and everything is just a flat curve, it can make a game feel boring and samey. But level scaling is at its worst when the system is fundamentally flawed. Probably the most obvious example is "Elder Scrolls: Oblivion," when the level scaling system will, if you level up a little bit too much, turn enemies into brick walls of HP that are really tedious to take down. "Fallout 3" has the issue to a lesser extent as well. Later games in the series for both are way better about it, but man, were all those radscorpions annoying to deal with after a while in "Fallout 3." You're actually just making the game harder for yourself gaining levels, which, I mean, incentivizes you not to. This sort of thing is frustrating to deal with, on top of just not making a lot of logical sense. Gaining experience should make your character stronger instead of making everything else stronger, right? You're the canonical hero who can beat up a god, but random enemies are smacking you around with ease like you just started the game? It's just dumb at a certain point. At number five is tons of unnecessary and confusing systems. If there's one thing that RPGs love to have, it's a ton of unnecessary, overlapping systems, like cooking, crafting, a random point system that gets you mostly pointless rewards. Ah, blah, blah, blah. This, I mean, I don't even need to get into it. You know what I'm talking about. And some of the time, this stuff can actually be a fun diversion, and we don't necessarily have anything against it automatically. But some games really go overboard with how pointless and annoying it is, like the whole settlement system in "Fallout 4," which, while cool more often than not, doesn't really get you anything and can easily be ignored if you want to. It's potentially a massive part of the game, but in practice doesn't really add much to the experience for most players, other than the fun of making your own house, which, it's fun. But having to constantly babysit settlers is a drag, and there is where it really starts to feel underdeveloped. So many RPGs have some kind of cooking system and crafting system now, and I guess they're sometimes useful. You can put hours of time into stuff and get basically nothing back in return, though. In a lot of games, it's just plain easier and better to buy weapons in store rather than bother with crafting at all. It's not always bad, but it's another example of RPGs trying to put more stuff into their games, regardless of quality. The mistake is thinking that this stuff adds value for most players when most will ignore it if they can. At number four is filler side quests. Some game designers must feel there's some kind of, like, quota for game content they have to reach, and I get it. We do see a lot of game reviews out there complain about not having enough content, but it's usually because the content isn't satisfying. Like, a really short game can be enough content as far as I'm concerned, if it's satisfying content. Overcompensating by just loading your not particularly great game up with content isn't the solution, though, because so many RPGs have a boatload of totally forgettable and uninteresting content in them. Good RPGs, even. Like, for certain games, side missions can be almost as good as the main missions in a game. See "The Witcher 3" for that. But for every game that has actually good side quests, there's 10 that have totally boring ones. We've all been there. You enter in a new town. There's tons of little exclamation points everywhere on the map. Every single person gives you a little request. Get, like, five bear pelts or deliver some letter to somebody. "Oh, my lost love. Can you bring this letter to them?" It's like, why are you asking me? I've been walking all damn day! It's just really basic, boring crap, though. JRPGs are still pretty lousy with this kind of quest design, but a lot of Western RPGs can be just as bad, like "Assassin's Creed Odyssey" and "Cyberpunk," one of which I would call a really good game. The other is all right. Both are filled with meaningless side quests that send you to clear out a small base or something. That's, like, it. And we can't forget those awesome radiant quests in Bethesda games. At least those are pretty easy to ignore, most of the time. Making games is obviously a tough business and making side content can be a really thankless job, but because it's the stuff people are most likely to miss, when a game puts in the extra effort to have some optional mission actually be interesting and fun, it really adds a lot to the game. In our opinion, a lot of RPGs could cut, like, half of the side quests and most people wouldn't even notice. That's how little they add. And a lot of companies seem to just make this mistake where they think that more equals better, even though a lot of players just think all this junk is tedious. At number three is saying your choices matter when they actually don't. Part of the most appealing thing about RPGs is the ability to play a character your way. Like, you play the role however you want in a roleplaying game. You can choose to be good or evil, and the expectation is that those choices actually mean something. Players want to be rewarded for playing the game the way that they want, so one of the worst mistakes designers can make is to make it so the choice doesn't matter at all, especially when player choice is such an important part of the game. I don't think anyone's really upset when the princess says, like, "But thou must" in "Dragon Quest" because those games aren't really about making choices. But with something like "Mass Effect" where a lot of the things you can do have severe consequences on the story and characters, taking the player's choice away in the end of the game, the conclusion, sucks. This is one of the hardest things out there to get right, too, because adding real choices to a game is really hard, and it only makes creating a game exponentially more difficult to do. But if you're telling players that what they do in a game matters, then you kinda actually have to make it feel like it matters. At number two is beginner's traps. Probably one of the best but also one of the worst things about RPGs is character creation. There's nothing worse than spending a ton of time building your character, only to actually start the game and play for a long time before you realize, you don't like what it looks like, you did something wrong. Like, maybe the stats are wrong, you got the wrong skills to start with, the entire class is subpar, whatever. You fell into the beginner's trap, and RPGs can be some of the worst games out there for this kind of thing. Of those hundreds of possible options you've got to create your character, you might as well just scratch out of half of them because they're useless compared to everything else. Of course, you obviously didn't know that. There was basically no way to know that unless you ended up falling into the trap. Sometimes, you get lucky and pick a class that's good, and sometimes, you don't. So many mistakes go into making these kinds of beginner's traps. A lot of games just don't explain themselves very well, and a lot of other games are just unbalanced so certain character choices are unintentionally much less important. The worst is when the game gives you the option of auto-generating a character, but they give you a crappy character no matter what. In some games, you just can't win unless you go online and see how to build a character properly. It's not the worst thing at the end of the day, but if you just wanna play a game the way you want to, it's a big pain when you find out that no, that's not how you can play this game. That doesn't work. Try again. And finally at number one, and this is a big one, there's a reason why we saved it for one: leaving in information that is just wrong. Like, there are mistakes, like most of this list. It's mostly just bad game design. And then there are mistakes like this mistake, which are literally actual mistakes that get left in the game. RPGs are really complicated, there's a lot of math that goes on in the background, so the only way you can really know what's going on is when the game tells you. But when that information is wrong, it can only make things more confusing. "Diablo 2's" character screen is notorious for providing incorrect information. It's so bad that there's an entire page in the "Diablo 2" wiki about it. A lot of the item descriptions in the "Dark Souls" games are also inaccurate, like the Tiny Being Ring from the original version of "Dark Souls 1," which says that it regenerates your health when you equip it, but what it actually does is increase your max health a little. Hell, in "Morrowind," there are certain NPCs that give you wrong directions for certain quests, and remember, this is a game that doesn't have a waypoint system, so the only way to find places is to follow these sometimes completely wrong directions. There are so many more examples of this out there, but you get the idea. These are really bad mistakes, probably some of the worst an RPG developer can make, and yet, they still happen all the time. Because why? People are people. That's all for today. Leave us a comment. Let us know what you think. If you like this video, click Like. If you're not subscribed, now's a great time to do so. We upload brand-new videos every day of the week. Best way to see them first is, of course, a subscription, so click Subscribe. Don't forget to enable all notifications, and as always, we thank you very much for watching this video. I'm Falcon. You can follow me on Twitter at @FalconTheHero. We'll see you next time right here on Gameranx. Right here on Gameranx.
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Channel: gameranx
Views: 778,314
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Keywords: rpgs, role playing games, rpg problems, ps4 rpgs, pc rpgs, xbox one rpgs, ps5 rpgs, switch rpgs, nintendo rpgs, jrpgs, japanese rpgs, rpg mechanics, gamer culture, gameranx, falcon
Id: KS0CeNhQ070
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Length: 15min 30sec (930 seconds)
Published: Sun Nov 14 2021
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