Switch Lights

The lights are on

What's Happening

Opinion: Why Cliché RPGs Won’t Cut It Anymore

The role-playing game genre's focus on stories has always drawn me. Having a reason to play beyond "let's get to the end" is a powerful lure. For over two decades, I've enjoyed watching characters grow to save the world. The ending credits always matter so much more with the added context of a story I'm invested in. Until recently, RPGs were ahead of the curve in these arenas, while many other games settled for superficial reasons to embark on quests - sometimes simply a single line of text like "Your princess is in another castle."

Today's gaming landscape is a different beast. RPGs now have worthy competition in the story department. Take Bioshock Infinite, with its strong political themes alongside ambiguous moments that leave gamers analyzing their true meanings. Adventures like The Walking Dead are emotionally gripping by necessity: Characters have to matter or the big moments don't hit as hard. To be honest, it's been some time since I've had an RPG strike me that way. If RPGs want to stay on top with the industry's ongoing move toward more complex narrative, writing needs to be the focus - and frankly, it needs to be stronger.

Lately, I'm seeing characters and storylines with wasted potential. How many times are we going to see the same archetypes interjected throughout narratives? The older sibling who needs to protect everyone, the arrogant heartthrob who constantly shows off, the soft-spoken girl who can't stand up for herself, or the (sigh) tomboy who's trying to find her feminine side? These characters continually find their way into RPGs, and their thin personalities fail to add any sort of depth or humanity to the tale. I want my characters to move beyond cliché, to not be boiled down to a single trait. Wild Arms 4's Raquel is refreshingly different not only because of her circumstances (she's sick), but because she is multi-dimensional. I still think about Raquel, because she was a walking contradiction - tough, yet weak, keeping to herself yet dying to let someone in. 

Another gripe with many traditional RPGs is their predictability. I've seen my share of save-the-world plots as a seasoned fan, but that isn't the core of the problem. If the heroics are new and exciting each time, I'm game. Having the world's destiny in my hands is always exhilarating. One series that does this well is Persona. Yes, you're technically saving the world, but having it set in the real world with all of its everyday activities brings a new dynamic to the adventure.

Can the same backdrops and settings continue to be interesting? While no two people look at a concept the same way, writers need to challenge themselves to think of new twists they can put on these worlds. Look at the political warfare placed on top of Dragon Age: Origins' fantasy backdrop. Atlus' Radiant Historia took time travel and made it feel new with its concept of intertwined timelines. When you get to see a world not only evolve on its own, but also affect it from a parallel world, the plot is much more engaging.

If RPGs want to stand out in the upcoming generation, the stories and characters need to be stronger and more developed. While some do leave their mark, too many are run-of-the-mill. Sadly, many other genres are starting to outshine RPGs in an area where Final Fantasy once ruled the roost with varied casts, surprising plot twists (cough, cough Final Fantasy VII), and villains who got under our skin. Unfortunately, the progress I desire may never happen; after all, an audience still dotes on these familiar scenarios and character types, but resisting any change or advancements won't help in the long run. Look at Square Enix: it's a shadow of its former self. The genre used to be its bread and butter, but its RPGs are now stagnant and struggling, making the company look elsewhere for its identity and financial security. 

To remain relevant, RPGs must once again surpass - or at least measure up to - the creativity the rest of the modern games industry is bringing to the table. 

Email the author , or follow on , and .

Comments
  • Ah, but you're clearly referring to JRPG's for the most part. Sure some of these tropes may apply to WRPG's but it's certainly not so overwhelming as it is in JRPG's.

    Also, it really amazed me that more wasn't learned from Chrono Trigger, which featured very few of this cliche's (in the form we've become used to seeing them in JRPG's as late).

    The onset of the quest, the various twists (including one major one) and everything that followed that could result in several different endings.

  • Well written but something to think about... RPG's is a balance between character development and character progression. Final Fantasy has turned into character progression rather than development. I believe this article is asking for RPG's to return to development without losing the progression that currently carries many RPG's (especially JRPG's).
  • Well in all honesty that really depends. I seen what you described mostly in JRPGS, but I also played some great games with amazing characters such as DAO and ME. The whole cliche problem has to do in great part with Keiji Inafune said about the Japanese video game industry and its inability to evolve.
  • Nice article! I think the other thing I like seeing in RPGs aside from a new take on a story is an innovative battle system. Resonance of Fate was an addictive example.
  • Sooooooo, what you're saying is that you don't think the general public like JRPGs anymore? I think that Fire Emblem and Nin No Kuni and their stellar sales say otherwise.
  • You've hit the nail on the head with 100% accuracy.

    "Unfortunately, the progress I desire may never happen; after all, an audience still dotes on these familiar scenarios and character types, but resisting any change or advancements won't help in the long run."

    This is purely from a narrative perspective, and you are completely right. Other genres have seen much bigger leaps in what they can do creatively, and have told much more memorable stories as a result. Persona 4 manages to actually do something creatively with its characters and storytelling while still keeping what's great about JRPGs.

    I couldn't agree more. Until people stop saying "Oh, but these cliches make me feel warm and safe and nostalgic so I will argue that they are good storytelling," things will never change. Players need to be more willing to come out of their comfort zone.

    Fantastic piece.
  • I agree that story has been lacking in many RPGs as of late, but RPGs just haven't even been coming out in the states much either. I think every genre has the responsibility of pushing the genre forward in different areas. I wouldn't single out RPGs for being cliche... Just look at the annual release of COD for that.
  • I hope Square Enx is reading this. FFXIII story was a joke.
  • bravely default is coming from square. Cliche's arent a bad thing if your doing it correctly.
  • With Monster Hunter, there is no story to worry about.
  • I may be in the minority because I never played a single FF game or any JRPG other than Lost Odyssey and Blue Dragon. My standard for what RPGS need to equal is the Mass Effect Series. If every game aspired to being as good as Mass Effect in its story I would probably play more JRPGS but until then I am OK with playing select WRPG until the rest of the world catches up. I enjoyed Lost Odyssey and Blue Dragon but I would not put them on the same level as Mass Effect, Dragon Age Origins, and Skyrim mainly because I do not like fully liner experiences. Square Enix could revolutionize FF by allowing choice to influence how the game progresses and ends, by not making cliche character archetypes. I may get scorned for this post but its just my opinion, but it seems to me that Japanese developers are falling way behind the western devs in almost all aspects of video game development.
  • I don't see much creativity in many modern, western games.
  • I'm not drawn into many characters or stories in RPGs all that much, but there are some exceptions. I liked Fire Emblem Awakening's characters, and Chrono Trigger's characters and story. Few else have really engaged me all that much.

  • I think this is more of JRPGs than RPGs in general
  • Yeah, SE has really become super predictable, and that bothers me. When I play other RPGs, the excitement of the action as well as the story is what compels me to play the games over and over, instead of having a tedious story that falls flat.
  • *sigh* although this applies mainly to jrpg's most have been going away from this format.
  • I would not consider bioshock infinite to be a REAL rpg. Its a First person action game with some rpg elements and a great story but not a full fledged rpg.
  • Strong characters and story? Persona gotcha covered.
  • I do wish that there would be different plots other then having to save someone or something along the lines of that. I see this towards JRPG's instead of actual RPG's. The actual RPG games I've played have all had good enough stories in my opinion. Dragon Age, Game of Thrones, Lord of the Rings : War in the North, Dragon Age 2, Mass Effect Series etc. JRPG's are cliche' but they are very much enjoyable and still have excellent stories. Game Genre's in general are cliche' not just RPG's though
  • I don't mean to sound rude, but this article is lacking actual substance. Calling for more innovation and creativity is one of those vague criticisms that A) can be used for virtually anything, B) pays no consideration to how big a risk fhat actually is for a company, and C) offers nothing in the way of concrete advice that is actually applicable. Since this article's point doesn't really extend beyond "Make better stories", it just comes off as hollow, despite the fact that I think your overall argument makes sense. But of course, that's just my opinion.
1 2 3 4 5 Next ... Last