Harthwain
Magister
- Joined
- Dec 13, 2019
- Messages
- 5,413
The title is a clickbait, but I think there is something in Baba Is You [BIY] that game designers could use to make RPGs more interesting than they usually are.
Here is a very short video on BIY (yes, I consider 15 minutes video to be a short one):
Why do I think there is something that can be learned from BIY? Because it shows how interesting interactions can be and RPGs are (or should be) essentially about how the player interacts with the world.
It is possible to build on this and make interactions systemic. Systemic interactions are much more fun than the simple, direct ones, because this gives the player the ability to CREATE his own solutions (hence the reason I am using BIY as the talking point), which can lead to much more open-ended, complex and creative ways of solving problems than a set of fixed and pre-determined outcomes.
One game that can highlight the aforementioned open-ended approach in a video gaming is Street of Rogue. It is a very simple roguelite, but I think it spiritually encompasses what all RPGs should be trying to achieve and is another great starting point to RPG-making, because it gives you the stage and you can do whatever you wish with it - your only limit to achieving your goal is your own imagination.
And all of the above can be done with a simple goal and no real narrative, meaning you can use written text to supplement the main feature (interactivity) rather than focus heavily on the written part and building your game around it (which is quite common in cRPGs, at least from my perspective).
Edit: Added one missing word.
Here is a very short video on BIY (yes, I consider 15 minutes video to be a short one):
Why do I think there is something that can be learned from BIY? Because it shows how interesting interactions can be and RPGs are (or should be) essentially about how the player interacts with the world.
It is possible to build on this and make interactions systemic. Systemic interactions are much more fun than the simple, direct ones, because this gives the player the ability to CREATE his own solutions (hence the reason I am using BIY as the talking point), which can lead to much more open-ended, complex and creative ways of solving problems than a set of fixed and pre-determined outcomes.
One game that can highlight the aforementioned open-ended approach in a video gaming is Street of Rogue. It is a very simple roguelite, but I think it spiritually encompasses what all RPGs should be trying to achieve and is another great starting point to RPG-making, because it gives you the stage and you can do whatever you wish with it - your only limit to achieving your goal is your own imagination.
And all of the above can be done with a simple goal and no real narrative, meaning you can use written text to supplement the main feature (interactivity) rather than focus heavily on the written part and building your game around it (which is quite common in cRPGs, at least from my perspective).
Edit: Added one missing word.
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