@~This has been 'on file' for a while, following Roy/Richard's @~article ... and pre-DM2 ... Searching For the Perfect CRPG by James Judge Aaaaah, the perfect RPG, if only such a thing existed. Unfortunately it never has for me and, probably, never will. It's such a developing thing, the CRPG, first off we were all happy with block movements and creating our own maps. Now all but the most battle hardy complain if there is no auto-map. We were content with just a selection of spells and monsters, now we want a flexible spell system and a whole menagerie of fiendish monsters, not just orcs and goblins everywhere we turn. Luckily things are progressing well with the CRPG and with each new game there is always something new to offer (unless, of course, you get a complete turkey such as Arena: Elder Scrolls, but disasters like that are few and far between) the old RPGer, as well as exciting new prospects for the new bod. I've been lucky enough to play all but a few of the major RPGs in the five or six years I've been into CRPGing, and so I've got quite a long wish list. As Roy said in his article, a huge factor in any RPG is the atmosphere. After all, you need to get into the ROLE of the game to be able to play it well and get the maximum enjoyment out of it. True, maybe we shouldn't then continue this role that we play into real life (if we do that we conform to the stereo-types that surround our sect of the games market), but being Jegayer, Mighty Wizard Of The North for a couple of hours every day does no-one nay harm. But, to get into that role we need to believe the place where we're playing the game. These days I tend to look at CRPGs in two camps. Those which are games and those which are slightly more than games. The games are RPGs such as DM, Bloodwych and Captive where you move in steps in a pseudo-3D world. The better-than-games camp is where you'll find gems which give you a complete 3D world in which to play, with a few physical rules attached on for fun. The Ultima Underworlds are great examples of this; very rarely have I been sucked into a game as I was with UU2 - running down the cramped corridors at 1am to bump into a monster often sent the mouse flying across the table as I reflexively jerked in surprise. As with Roy music tends to spoil this enjoyment as having a piece of music blaring out as you try to sneak behind a guard isn't exactly life like. Also the music tends to be boring, repetitive and, in the whole, sounds terrible. On goes a CD instead (personally I find that Jean Michel Jarre, Mike Oldfield and ambient music does the trick). Sound effects, though, go a long way to creating the old atmosphere and this is where the CD-ROM should come into a league of its own. Sadly it rarely does (filling the space with lots of pretty but essentially useless cut-scenes instead). The viewpoint is important. Unlike Roy I prefer the first person affair - especially with a full 3D one character jobby such as UU2. The 3rd person view tends to remind me too much of games such as Lords Of Chaos etc (which I'm not too particular on) and also it makes me feel distant from my characters. The element of surprise can also be lacking due to this third person view - many a time I remember running around like a BA'ed fly trying to find an elusive monster that has just attacked my rear members. Combat, though, depends entirely on the game. There are some games where the combat aspects seems to take over from the plot and this can sometimes be very dangerous for the all important gameplay. But, some games which are heavily combat orientated (such as Wizardry 7) are really good fun. If the combat is in rounds and brings in a heavy strategy element then it can only be good in my books. It may take some thought and far more time than ordinary battles, but the 'oh yes I killed the blighter' quotient sky-rockets after a hefty tactical battle. Games such as DM are just standard fare with little to criticise - they do the job adequately and can be good fun in the main. More arcadey fighting (as in UU2, Ravenloft: Strahd's Possession and Arena: Elder Scrolls) is also good fun. It allows full 3D games to flow really well. The hit and miss aspect can be removed with careful positioning (only Ravenloft seemed a bit strange, but you'll have to play it to see what I mean) and swiping your mouse in time with your sword can drag you further into the game. Following on from combat is the obligatory spell system. I really like having spells in RPGs which I play as often they can be spectacular in their effects. I wrote a lengthy article on spell systems for The Armchair Adventurer a little while back and at the end of my wanderings decided that the best system for me was an entirely flexible system (such as the one found in Legend) that allowed you to create your own spells from a number of runes. Also the system should rely on just mana points, no ingredients to make your potion as it was in the early Ultimas. Ingredient hunting was a huge pain and I found myself continually losing track of the plot as I hunted out the all important reagent to cast a spell. Most annoying. As I like spells in my game the settings I tend to go for are normally the standard wizard and warrior gumpf, but I won't say no to a bit of hefty hardware in games such as Captive. Also the plot of games matters little to me. True, innovative and enjoyable scenarios always get the extra brownie points, but I honestly don't mind nipping into the bowels of the darkest dungeon to rescue the fair maiden who has been kidnapped by the evil dragon. As long as there is the normal RPG diet in there somewhere I don't care whether I'm a no-hope serf or mighty magician... Of course, with all good RPGs come enemies, and a plethora of different enemies is good - more is better. It gets a bit tiring lopping the head off your 987682531824975th orc, but sticking a sword into the guts of a chimera gives you that little extra zip of pleasure. How about talking with the monsters in the game? Maybe not (Bloodwych may have gone OTT with allowing you to trade and talk with EVERY monster in the game from floating eyes to crabs to demons) but a host of NPCs is a must to make the game feel more realistic and full - there's nothing more annoying than wandering around a town without any people. The NPCs in Arena: Elder Scrolls were pretty good - there were LOTS of them and they all seemed to have their own job, name and go about their daily lives. As there was so many there needed to be much depth to the interaction with each one. UU2 provided a far richer PC/NPC relationship. Monster AI is another point in which CRPGs may be lacking. Only a couple of games that I have played will target your weakest character (often the mage) first and then pick off the stronger as they go. This may be a good thing for virgin RPGers, but after a game or two you need to have an opposition that may be able to stop you with intelligence instead of sheer weight of numbers. DM2 sounds as if it will go a long way to correct this. The monsters learn from your mistakes, attack weaker characters, learn your overall battle style and adopt to it and if they are badly injured will run away to heal and get help from other monster parties. Oh, and they'll pass battle tactics from one to another. If all this is implemented then I'll be very happy to lay into the swarms of monsters, no matter how badly depicted they are... The 'BIG THING' I feel with RPGs are the puzzles. DM got it completely wrong for 'puzzle' puzzles (the riddle room was really easy and so were the other 'verbal' clues). But spatial puzzles it did pretty well in. UU2 got a nice mixture of both in relying on intelligence, spatial awareness and manual dexterity to get you past some of the problems encountered (and they were really satisfying to complete). At the moment I'm playing Betrayal At Krondor (badly) and the puzzles in there are pretty good too. There are plenty of riddles (which often have me stumped, but I have yet to stoop so low as to read Mongoose's riddle answer) but there are also puzzles in the form of getting an item to open a new part of the game to get a new item which, used in conjunction with a third item, will allow you to get some gold which will... well, you get the idea. Pretty linear but good fun none the less. Puzzles are a matter of personal opinion. For me UU2 has got the balance between spatial and 'puzzle' puzzles correct so far, but there are loads of other games that have a few outstanding mazes, riddles, quests etc. As I said at the start it would be very hard to get a game that included everything I liked - 3D, first person, puzzle and spatial problems, completely free-wheeling spell system (that's never heard of a reagent), large areas to get lost in, plenty of NPC interaction, a host of monsters, myriads of artefacts and weapons, an innovative control system, life like sound effects, intelligent monsters... where do I stop. Then when this game comes out I'll be wanting something else like direct neural link-up or smell-o-RPG. Still, there's plenty of good RPGs on the market at the moment and I still have Betrayal At Krondor to complete, so I may be happy for a few years yet... - o -