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Levels of Player Control

  By: Specplosive

  Introduction
  ------------

  RPG making is certainly an art of balance. Specifically, the balance between story and gameplay. In this article, I will try to show examples of how this balance differs in each game by the level of control the player has on the characters. For anyone who played D&D, you can see this as the "alignment" of a particular RPG. The two scales used are:

  1. Control on personalities

  This defines how the player can control the reactions of characters (specifically the main character if there's one) to influence the game's story. This could mean, for example, choosing which characters join your group. What is important to notice is that RPGs which are flexible in this area almost always have a "main" character (the exception would be pen-and-paper RPGs). Generally, more control helps gameplay and permits multiple-endings while less control (think of FF series) helps to strengthen a linear story.

  2. Control on abilities

  This defines how the player can control the abilities (mostly in combat) each character has. This includes the character class, its spells, etc. More control means more possibilities for character uses. However, a game with no abilities control means each character has a distinct strategic role.


  The Chart
  ---------

  This chart gives an idea how well-known commercial RPGs (I included EotE2 also for a specific reason) could fit in these two scales of player control.

  


  Analyzing the chart
  -------------------

  I split the chart in four sections, which I will describe separately.

  Note: I don't mean to compare OHR and commercial games. I know the limitations of the OHR battle system. However, I still think that's useful, upon deciding elements of a game, such as player control, to look at great games you've played and ask yourself why you liked to play them.

  1. Pen-and-Paper RPGs (Flexible personalities, custom abilities)

  The classic D&D game represents maximum player control. I listed Baldur's Gate in the chart as a video game, for it reproduces quite well the pen-and-paper game.

  Pros: These games exist for gameplay. They represent the true meaning of "role-playing".

  Cons: Driven by player decisions, these games don't have much place for a complex story, with themes and plot twists, because every player will play it differently.

  2. Story-Driven RPGs (Fixed personalities, fixed abilities)

  At the opposite of D&D, these are the classic video RPGs (mostly popularized by Square), where the game exists for story and (fixed) character interaction. This doesn't necessarily mean these games are deficient in gameplay, although there is as price to linear story and developed characters. Most popular OHR games such as Origin, Memoria and EvilDead use best the advantages of this category.

  Pros: The success of these games is based on the talent of the story writer. With good character interactions, the player should feel empathy for the heroes even if he doesn't have much control on their fate.

  Cons: This games have less potential replay value. However, clever use of subquests can compensate for the linearity of the base story.

  FF4 (FF2 English)

  This game is, in my opinion, the best illustration of this category. The characters are all unique in personality and role. In fact, if you would put all the cutscenes together it would be just like a movie. For the gameplay part though, player decision and battle strategy are often left to minimum. No need of a walkthrough for this game! Everyone will probably defeat Zeromus with Rydia casting Meteo or Bahamut, Rosa Holy and healing, Cile Fighting with Crystal sword, Kain jumping, Edge throwing all the other majors weapons.

  FF1

  This classic game adds control on abilities with the initial character selection. However, the heroes basically have no personality.

  Breath of Fire 2

  If this game cannot be compared to the SNES FF games in story depth, it is more focused on gameplay, well, as much as a game of this category can be. Personality control is present: multiple endings, TownShip, mood meter (although I wonder if it does anything concretely), as well as ability control with the shamans.

  Chrono Trigger

  This game shows how fixed abilities can give a strategic aspect thanks to the combo magic, and how multiple endings and replay value are possible in this category. This game's success has a lot to do with its balance between story and gameplay.

  3. Neo-Square RPGs (Fixed personalities, custom abilities)

  Many Square games (mostly those that came after FF4) kept the fixed character personalities but gave more player control by using complex battle systems with custom abilities. Here gameplay is based on character ability control. They have the same type of personalities control as the previous category.

  Pros: You can advance your characters according to your battle style, or create very weird combinations.

  Cons: Battle strategy can be lost when all characters become identical in ability. Also, such battle systems are very complex to simulate on the OHRRPGCE.

  FF5

  This game is completely custom on the abilities scale. It could seem as a strategical aspect; however, most people will probably finish the game with uber-strong identical characters (Ex.: 3 casting X-Magic Flare Flare, one X-Magic Holy Cure3 all).

  FF6 (FF3 English)

  Half of the characters abilities are fixed by character, magic is custom with the magicite system. The 1st world has a linear story, the 2nd is full of subquests. Balance is definitely the main feature of great games, isn't it? However, as all are potentially equal in magic, why use "mages" (Relm, Strago, Mog, etc.) when your "fighters" (Celes, Sabin, Cyan, etc.) also have powerful spells ?

  Secret of Mana

  This game is more strategic than the others, due to the totally different battle systems. It fits in this category with its weapon and spell advancement system.

  4. Strategy-RPG (Flexible personalities, fixed abilities)

  These games have a lot of characters, and their strategic aspect (their main feature) is totally different from Neo-Square RPGs. Here, one character's abilities are fixed, and the strategy part is choosing which characters to use and how. It's these choices which I've classified in "flexible personalities".

  Pros: Strategy, multiple endings, lots of characters (many hidden), etc.

  Cons: Character development cannot be in depth with this quantity of characters.

  Ogre Battle

  One of the pure Strategy-RPGs, Ogre Battle's characteristics are the Alignment and Reputation system, which permits the 12 or such endings, character interaction based on your actions, etc. Mostly important, you can't just build up uber-strong characters, because leveling-up too much destroys your alignment and charisma, lowers your reputation, and say goodbye to the best ending. This is, in my opinion, the most complex game to play in this chart.

  Shining Force 2

  Missing Ogre Battle's Reputation system and multiple endings, it still has a lot of secret characters to break the linearity of the story. Its abilities are somewhat custom, as characters can be promoted (and some rare promotions are available).

  Ends of the Earth 2

  I listed this game for those who would say: "But the OHRRPGCE can only make FF-style RPGs!". Well, if you look at this game, you'll notice abilities are fixed, story is (mostly) linear, but optional characters, secrets and strategy are an integral part of this game's success. It can be classified as an hybrid, between strategy and story-driven.


  Conclusion
  ----------

  This article was meant to show how the level of player control affects gameplay, and how a game can be fun to play in many different aspects. Knowing this, it is time to choose how much you'll let the player decide the personality and abilities of your character. Depending on your strengths (story, battle mechanics, world creation), you can make a game which will emphasize on the parts of gameplay you're the best at creating.

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