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Exploration
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Iblis
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PostPosted: Sun Mar 04, 2007 3:16 am    Post subject: Exploration Reply with quote

I was playing The Legend of Zelda (the original) and thinking about how you can basically go anywhere even at the beginning of the game, and there's absolutely no direction. I really like this, just being able to wander around and do stuff before going into the dungeons (and of course by "do stuff" I mean get the white sword and other stuff I shouldn't have). I like the element of exploration this game has, and it's still fun even though I know where everything is now.

Then I remembered a game Legacy of the Wizard, also for the NES, which I have complained about having no direction and being really difficult to get into because of that. For some reason I don't feel the fun of exploring in this game, despite the fact that I don't know where anything is and so it's actually exploring unlike with Zelda.

So I'm trying to find out why. The most obvious answer is that it's nostalgia and I like Zelda better cause I had more experience with it as a child. Because I know where everything is now the lack of direction has no effect on me. However, I do remember being put off by not knowing what to do in LotW in the few times I played it as a kid, and I don't think I ever felt that way with Zelda. But I don't think I'd ever seen LotW's instruction manual, since I didn't own it, and I did have Zelda's. So I'm uncertain.

So here are my questions:
Under what circumstances is a lack of direction okay?
What types of direction least interfere with exploration?
What makes exploration fun to do?

And here are some preliminary attempts at answers:

Quote:
Under what circumstances is a lack of direction okay?


I think it's okay as long as:

1) Direction is not necessary for survival. The player will likely be annoyed if they die just because you don't tell them some simple thing.
2) The player can figure out what to do without instruction. Now, not everyone has the same level of ability and persistence, but generally if someone has to use a walkthrough you did something wrong (if someone is just lazy though that's not your fault).
3) The game fits all the criteria for fun exploration listed below.

Quote:
What types of direction least interfere with exploration?


There are three main types of direction that I can think of at the moment.
1) Text based: Some character or sign or something tells you to go some place.
2) Map design based: The shape of the map directs you insofar as you can't walk through walls or off the edge of the map.
3) Ability based: You can't blow through a wall if you don't have bombs yet.

The first one is useful for any complicated stuff (like hints about how to solve a puzzle) and is nice in that it doesn't directly interfere with the player. If that old man in Zelda who gives you your first sword told you how to find the first dungeon, it wouldn't stop you from exploring all you wanted before going there. However, textual direction is explicit while the others are implicit, meaning that the player is aware of it and so it can decrease the feeling of exploration if overused.

The second one is basically essential cause without it you have no world to explore. It can be useful for starting the player off, like in Zelda you start closer to the first dungeon than to any other. In Metroid you start in a hallway so you only have two directions to go, and one is a dead end. As long as the map is reasonably non-linear, this does not interfere with exploration.

The third is useful mainly for limiting exploration into areas that you don't want the player to go. This might seem like it's bad, but it can be used well. Although it does limit exploration in the beginning, it's fun for the world to expand as you play the game. I like the feeling of "Ooh! I bet this item will let me get past that barrier!" that I get when finding some new item. This also increases the player's interaction with the world. This potentially interferes with exploration the most, but it's good to limit it a little so the player has a sense of progression.

Use of all three (or some other methods I haven't thought of!) seems like a good idea, cause it'll be less noticeable to the player if you vary your methods of directing them.

Quote:
What makes exploration fun to do?


The first thing is that it should be reasonably easy. If the player moves too slowly, if the enemies are too strong or numerous, the player will be discouraged from exploring. Of course it shouldn't be too easy either, it's something you have to balance.

There should also be some material reward. Add some secrets to everybody and such things so that exploring benefits the player (they should probably be more obvious than most of the hidden treasures in Zelda though).

The world should be visually interesting. No one wants to explore a boring gray dump. The world should also obviously be large and non-linear enough that real exploration is possible.


Now, I turn to you all. I have never before designed a game where exploration was a factor, so this is not an issue I am particularly certain on. Any answers, questions, or other discussion you can provide will be useful.

Oh, and it's perfectly fine to have a game without any exploration at all. But for the purposes of this thread, a goal of fun exploration is assumed.
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Newbie_Power




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PostPosted: Sun Mar 04, 2007 3:54 am    Post subject: Reply with quote

Exploration worked in Zelda because people had the endurance to go look for everything, and when you did find something, the memory of the map block you found it on sticks in your head.

I have been playing DOOM, and I noticed that the maps were very non-linear. It had a "start in a place and work your way outward" instead of "start in a place and get to the next room, then the next..." Usually you have a defined area you can explore in order to find the first key, you then backtrack to get to the room that you can unlock, looking around the area you already explored for any left over ammo or health or even secrets that would allow you to take on the new part of the level that's behind the locked ddoor.

Ironically enough, Metroid Prime follows this example a lot better than most modern FPS games do in terms of actual exploration, except that it gives a "go to this extremely specific room to do stuff" indicator instead of "Hey. Something's wrong here, but we don't know what it is. Maybe there's some new hints as to where the new room is."

Actually, I can't say I am a level design expert, because I haven't designed very many levels in my whole life, and those that I did design are horrible.
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msw188




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PostPosted: Sun Mar 04, 2007 5:30 pm    Post subject: Reply with quote

Funny, I was thinking about starting a thread about a similar kind of thing, but I'll wait on it a bit to think about this.

I believe that another form of direction that is often used in RPGs is what I would call 'event-based'. You cannot go across the bridge until you convince whoever to repair it, you cannot leave a certain area until you clear your name of some accused crime, etc. This kind of direction can help in making the world grow as you progress. A subset of this might be the finding of a vehicle; I guess this could also be called 'ability-based', but the names aren't what's important. What's important is how awesome the feeling is of finding a new vehicle in an RPG and realizing how many new places you can explore. This is something that I feel that every Dragon Warrior game from II on gets right.

When you ask about a lack of direction, I think an important factor is the following: Is the exploration necessary to the game? I think that its reasonable to allow less direction for 'bonus' style exploration, while if the exploration is necessary ("Go find X Y and Z in order to progress!") there should some amount of textual direction.

The best thing would be to try to have direction feel as if it was imparted to the player indirectly. For example, early in the game the player meets person A who once worked at the castle kitchen. A little later, someone needs an expert cook. A hint may be dropped that the castle had the all the best cooks, but none of them working there now would give the player the time of day. This ought to be enough for the player to 'figure out' that they need to go and talk to person A. This seems better to me than the someone asking for person A directly.

I think that the difficulty balancing is the trickiest thing for exploring. Legend of Zelda was well balanced I think, but I can't quite figure out how. For RPGs, I think that areas to be explored should be easy to escape from, so that death is not usually an issue, even though the finding of rewards may still be difficult. This is what makes Outside and Return so key in Dragon Warrior, and why I included items in my game to mimic their effects (transporting out of dungeons and warping back to towns, respectively).
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J.A.R.S.
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PostPosted: Mon Mar 05, 2007 12:36 am    Post subject: Reply with quote

For some reason, I think exploration is at the source of a lot of confusion in games... I don't think exploration is that much of an asset as far as rpgs are concerned... the counterpart is not to fall in linear storyline, but linear gameplay, but I guess I'm ok with linear gameplay since I particularly games such as MMORPGs because they offer too many options and end up as flavorless in my opinion...
Let me take Zelda: A Link to the past as a reference (which is not the one you picked, I am fully aware of that). In that game, most of the normal world is accessible upfront and the game resolves around the whole idea of exploration, which in turn, leaves dramatically little room for storyline, which actually leads to an action rpg with a simple story. I'm more of the story fan, and if you could be nearly everywhere at first, I believe it sorta screws storyline options to a certain extent, so to me, exploration is good when it doesnt restrict the capability to come up with a good plot. That's a strange axis, I agree, but that's how I feel about it.
I agree also with msw188 there, it usually leads to task-based exploration, in a link to the past, you need the gloves to take out the big rocks, or the hammer to strike the wood or iron pillars down... there are virtually no reason for this to happen, it feels very synthetic... so when you choose to incorporate exploration, limitating it becomes quite a hassle to legitimate... Fixing bridges is, actually, overused. I've seen it in way more games than I had expected to, including lufia which is not event-driven, but managed to include this big quest where you need to do the same dungeon twice just to overseer progress on a bridge repair... But of course, that's how lame non-exploratory games go.
I think the best exploratory rpgs are the dragon warriors. For quite some time, its pretty linear, and THEN you get the boat! The boat is an icon of an age of exploration (heavily influenced by the 16th century) and the exploration serves a major purpose in the lore of the game (although there is usually few to reall explore). The same happens in most FFs. I think the idea of allowing exploration only at a certain moment of the game changes the rythm and pace of that game and gives it a new shine, but arguably, I pretty much prefer games that leads you where you need to be. With that said however, the freedom to switch back and forth between the current dungeon, its attached ally location (village+inn or the likes) and a few more extra places is a standard but good take on what I favor in rpgs, which, indeed, limits exploration to a few sidequests.
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Newbie_Power




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PostPosted: Mon Mar 05, 2007 12:45 am    Post subject: Reply with quote

In the case of an overworld map, it will probably end up starting linear at first just to prevent players from getting powerful weapons from later towns or getting pwned, the later on you are traveling up, down, left, right, under, and over everything to find out where you need to go as you get new means of transportation to do so. Usually in games I have played, by the time you get the airship, none of the enemies on the world map will be able to take you on anyway, meaning that your next challenge lies in dungeons.

The thing I just stress is: Make it semi-non-linear (I don't think it's impossible to be completely non-linear) in terms of finding out where B from A is. Don't worry about whether the player will find something or not as long as you make the actual landmark noticeable that way he or she won't feel cheated.

When you're making limitations on where the player needs to go, you can place "guiding areas" that the player finds as he travels the world map. Say the player is wandering a large area, looking for a tower. The player brushes around the edge of the map to find a path between two mountain ranges. The player registers this as an indication of where to go after he finds the indication in the first place.
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Iblis
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PostPosted: Mon Mar 05, 2007 1:31 am    Post subject: Reply with quote

On the subject of overworld maps, I really don't think they allow for much exploration. I do get that feeling of excitement when I first get a boat, but that's it. I think it works better in a game where the world is more zoomed in. Part of this is because it allows for more variety and visual interest, but it's also because generally overworlds in an RPG allow for no interaction with the world at all. You could probably make an overworld that you interacted with, but I don't know that it's ever been done before. Even then, I don't think it'd have the visual interest of a world where you're up close to the action.

Quote:
When you ask about a lack of direction, I think an important factor is the following: Is the exploration necessary to the game? I think that its reasonable to allow less direction for 'bonus' style exploration, while if the exploration is necessary ("Go find X Y and Z in order to progress!") there should some amount of textual direction.


I was thinking of exploration as more the former, straying from the main path of the game and looking around. Just going where someone tells you to go doesn't seem like exploration to me at all.

Quote:
I don't think exploration is that much of an asset as far as rpgs are concerned...


I'm not sure, I don't remember ever playing an RPG with any significant amount of exploration. Definitely random battles would hurt exploration, but if it had an alternative system I think it could work.

Quote:
Let me take Zelda: A Link to the past as a reference (which is not the one you picked, I am fully aware of that). In that game, most of the normal world is accessible upfront and the game resolves around the whole idea of exploration, which in turn, leaves dramatically little room for storyline, which actually leads to an action rpg with a simple story. to me, exploration is good when it doesnt restrict the capability to come up with a good plot. That's a strange axis, I agree, but that's how I feel about it.


I think you're confusing quality and quantity here. A Link to the Past doesn't have very much story, but it doesn't have a bad story by any means. There's really no way that a lot of exploration can limit how good a story can be. It just limits how much and how linear of a story the game can have.
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PostPosted: Mon Mar 05, 2007 1:35 am    Post subject: Reply with quote

Quote:
I'm not sure, I don't remember ever playing an RPG with any significant amount of exploration.
Skies of Arcadia.
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Iblis
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PostPosted: Mon Mar 05, 2007 1:39 am    Post subject: Reply with quote

Well, I've never played that.

Actually I should have said "I don't remember ever playing an RPG with any significant amount of fun exploration" anyway.
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PostPosted: Mon Mar 05, 2007 1:41 am    Post subject: Reply with quote

Skies of Arcadia was tedious (mostly due to slow map traveling and semi-high encounter rate on Gamecube version), but when you found something, it was awesome. You really felt like you found it.
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msw188




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PostPosted: Mon Mar 05, 2007 9:09 am    Post subject: Reply with quote

Quote:
Just going where someone tells you to go doesn't seem like exploration to me at all.

This is not quite what I meant. As in my example, I was thinking more about someone telling you that you need to find something, leading to a need to explore.

In any case, I think I agree with most of what Iblis has said here, except that I think that world maps can offer a sense of exploration, just not the down on the spot sense found in close-in maps. Overworld maps can be used to find new towns or caves, but can also be used to find various nooks and crannies, where something is done tile-wise to indicate to the player that they should step on a given tile, and this tile is actually a door to an in-close map of some hidden valley, or whatever. I don't think that this is used enough. I have a couple such spots in my game, and I hope to use this more in my second game.

By the way, I think that Dragon Quest VIII is a good example of Iblis' view, where the world map has a closer-in view allowing for a very good feeling of exploring the country-side.

I'm not sure what confusion JARS is talking about. What games (RPGs) have you played where there is too much exploration and you felt lost? I find it hard to believe that you could claim such a sentiment, and yet claim that the Dragon Warriors had the best sense of exploration. But then again, I haven't played too many games so maybe you're thinking of some VERY open games that I just don't know about.

Also, I realized that I also disagree with the stance against random battles. Exploration only feels fun to me when it feels somewhat dangerous. Dragon Warrior is the key good example for me. As opposed to Final Fantasy III (VI), where in the World of Ruin you get the airship fairly early and are able to explore, but there are no random battles in the air (except one very rare one) and you can go pretty much wherever you want at no risk. This pretty much killed the grand sense of exploration I get when I first get a ship in DW. Same thing goes for the time machine in Chrono Trigger, where there are no random battles outside at all.
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J.A.R.S.
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PostPosted: Mon Mar 05, 2007 3:35 pm    Post subject: Reply with quote

Early dragon warrior maps are huge, and aside from a few with bonus maps, you usually have no idea where you are... Dragon warrior, exploration-wise, are a hassle, but some coolies can be found that way from what I recall. There is, however, little to be found out of the huge land to search for. That, of course, can be quite annoying, especially when you are simply trying to stay on the main quest that is, because you are never too sure what "an island to the north" truly means...
I think exploration is good within dungeons where there are various optional chests or the likes to get. On the world map though, it sorta puts more weight on the game for nothing (aside fromt he occasionnal hidden bonus dungeon I mean).

And Iblis, you are right, I was emphasing on the fact it reduces the room for story, not its quality. A link to the past is a game based around a simple yet very interesting story, but its exploration kinda gameplay sort of restrict story elaboration compared to linear games such as the FF where a lot of cutscenes will happen at fixed positions. I agree that the correlation is not major though. It just seems to influence story flow a little.

There is one game that I know is based off exploration, but its not typically an rpg. I forgot the name, but perhaps people will be reminded of that game and can point it out... Basically, you are on a ship and cross the sea from port to port to board more men and rations, and the whole idea is to go around africa and visit the orient with your spaniard ship and fight pirates and military fleet. The cool thing is that, although we do have a knowledge of the world, the game started out as a small "known" place which sorta grew as you explored, and more ports meant more goods to fetch from. Now, I agree this is somewhat a big stretch between an rpg (because there were duels too) and a strategy game, but I believe if one was to make an exploration based rpg as you suggest, this could definately be one good reference. The ship goes well hand in hand with the theme of exploration, but field exploration is not impossible (aka Worldmap). I also have to agree with msw on the fact that exploration isn't necessarily fun without a sense of confinement which is often depicted by peril: combats. Even better, the further you get, the harder the monsters should be so that you feel like in a barren land. This also serves a good flavor purpose in the sense that, the further from the cities, the easier it is for monsters to live and organise themselves if needs be. Of course, the opposite can be said if the monsters rely upon stealing from the villages, in which cases they'd need to stay closer, but there is definately something to do with monsters in barren and unknown land.
Now, as of semi-exploration which supposedly means you are sent to find a clue (for example, when you see the two cliffs, go north, and you have to find these 2 cliffs), I think it opens up an interesting take on gameplay, but it conditions a lot of the game in that direction as well: it is not a choice without consequences. It is much harder to trigger events in accordance to a global progress towards a point through exploration, and to add areas of interest along the way sort of breaks the linearity. It is basically like falling into the elder scroll's take on gameplay which, in my opinion, fails to be a compelling rpg. It is more of an adventure game where you are 'someone'. You don't play a role, you are merely a no-role kind of person then, and this conditions the storyline and gameplay in such a way that, obviously, it cant quite end up as an epic story such as FFVI. Though, as stated earlier, it can still be a fair Zelda.
So let me correct my previous answer:
Quote:
Under what circumstances is a lack of direction okay?

If the game is shaped to be an exploration game, then a certain lack of direction can become interesting, but it recenters the game's interest around the exploration rather than say, bosses. There might be bosses and the likes, but it sorta drifts away from it. slightly
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Newbie_Power




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PostPosted: Mon Mar 05, 2007 3:56 pm    Post subject: Reply with quote

I just skimmed through J.A.R.S' post, and I didn't find 80% of it helpful or worth debating about. I'm just going to try and stick with "come up with story first, implement gameplay next, then finally pace the story around what I implemented" philosophy when designing my game.

I did see this, though.

Quote:
If the game is shaped to be an exploration game, then a certain lack of direction can become interesting, but it recenters the game's interest around the exploration rather than say, bosses. There might be bosses and the likes, but it sorta drifts away from it. slightly
It wouldn't recenter the focus. It can only add to the game if your bosses and dungeons still rock.
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Moogle1
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PostPosted: Mon Mar 05, 2007 4:11 pm    Post subject: Reply with quote

Quote:
It is basically like falling into the elder scroll's take on gameplay which, in my opinion, fails to be a compelling rpg. It is more of an adventure game where you are 'someone'. You don't play a role, you are merely a no-role kind of person then, and this conditions the storyline and gameplay in such a way that, obviously, it cant quite end up as an epic story such as FFVI. Though, as stated earlier, it can still be a fair Zelda.


This is of course puerile nonsense. The whole appeal of the Elder Scrolls games is that you are playing any role you choose, not merely one the writer chose for you. You are a "no-role kind of person" only to the extent that you choose to be.

As far as "can't end up as an epic story," this is also preposterous. It presumes that you must always be the center of the story and that the story must be pre-scripted. Neither is true. In Darkmoor Dungeon, for example, you play as faceless characters who are peripheral to the story, and it is entirely possible as well for the computer to procedurally generate a story based on your actions in the game.

I'm also curious how Zelda's story is less "epic" than FFVI's. This is not a discussion of the games' relative merits or the heroes' characterization: think about the story.

With regards to the topic at hand, it has made me reflect on my map design, arguably my weakest point in all of gamemaking. I think exploration is less important, though -- or in other words, making the player find where to go is much less important than making sure he's got enough to do when he gets there. For example, Sword of Jade didn't involve a lot of exploration mapwise (you were unlikely to get lost, and it was easy enough to find where to go), but eventwise there was a ton to explore. In any given town, you could spend days "exploring" all the quests and things to do. This is more fun and more interesting to me than wandering the wilderness looking for the next town or dungeon. (Elder Scrolls, by the way, does an excellent job of providing both types of exploration.)
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PostPosted: Mon Mar 05, 2007 4:28 pm    Post subject: Reply with quote

Quote:
With regards to the topic at hand, it has made me reflect on my map design, arguably my weakest point in all of gamemaking. I think exploration is less important, though -- or in other words, making the player find where to go is much less important than making sure he's got enough to do when he gets there. For example, Sword of Jade didn't involve a lot of exploration mapwise (you were unlikely to get lost, and it was easy enough to find where to go), but eventwise there was a ton to explore. In any given town, you could spend days "exploring" all the quests and things to do. This is more fun and more interesting to me than wandering the wilderness looking for the next town or dungeon. (Elder Scrolls, by the way, does an excellent job of providing both types of exploration.)
Your statement just proved me wrong on many levels.

Then again, my posts were about "dungeon design 101" and "how to make an overworld map a little more interesting" rather than pure, wandering exploration in a midst of nothingness. The player shouldn't feel like he is going in a straight line (*coughFFXcough*), but he should also not be in a rat maze. These two extremes are probably easy enough to avoid.

Anyway, Zelda 1, even with its vast exploration, had stuff to do. About 50% of the screens in the game had some purpose in some way, and since Zelda 1 is not an RPG, using a screen just for having enemies was a valid excuse for vast exploration, because it kept the player on his/her toes. We don't have this luxury in RPGs, where we are more worried about the most optimized path in getting through a world map/dungeon so we can avoid as many random battles as possible.
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msw188




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PostPosted: Mon Mar 05, 2007 6:52 pm    Post subject: Reply with quote

Quote:
...using a screen just for having enemies was a valid excuse for vast exploration, because it kept the player on his/her toes. We don't have this luxury in RPGs, where we are more worried about the most optimized path in getting through a world map/dungeon so we can avoid as many random battles as possible.

I have to throw a voice of disagreement here, especially since the pronoun 'we' makes the statement sound so authoritative (I'm guessing it was not meant to sound so, but it does to me). Why is it okay to have large distances involved in exploring Zelda and not RPGs? Not everyone plays these games with the goal of avoiding random battles. The goal for most RPGs (and action/adventure games in general) is to accomplish whatever is desired (an event, finding treasure, killing a boss) while surviving. All players attempt to avoid random battles in so far as survival demands, but not everyone hates random battles in and of themselves, no matter what a few people on this board say.

Sorry for the little rant there. Let me narrow the focus a bit. In Zelda, large distances (with enemies to fight) involved in exploration is okay because it increases the danger involved. If the lands were totally empty (no enemies), then the large distances would feel like time-killing filler. If the distances were small, the feeling of grand exploration of a large world suffers, at least to me. All of these arguments hold exactly the same for an RPG, simply replacing enemies with random battles, as long as the random battles are dangerous, not necessarily singularly, but at least cumulatively.

Actually, that little bit got me thinking that an item like DW's Fairy Water (lessens chances of random battles with enemies deemed weaker than the player) is an important part of the kind of exploration I'm talking about in RPGs...

Also, I just reread Moogle1's post and I am quite intrigued by his thoughts concerning the player NOT being the center of the story. I like this idea (I realize now that this is essentially what I am trying to do to make a silent main hero in my next game). I can't believe no one brought this up when I made my silent hero thread. Can this idea be used in defense of the silent Chrono, or is it just a bad idea?
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