17.
Mystery Dungeon
Designed
by: unknown
Influenced
by: Rogue, Nethack, Dragon Quest and others (in
theme)
Series:
A good number of games; it's hard to easily count how many. Complicating
matters is that the series began as, and continues to encourage, cross-overs
with other RPG series as part of the main line.
There are also "standalone" Mystery
Dungeon games in the Shiren
the Wanderer line. In the U.S.,
the most recent games in the series have been Shiren the Wanderer (DS) and the four Pokémon Mystery Dungeon games.
Legacy:
Surprisingly extensive. Azure
Dreams, Fatal
Labyrinth, Time
Stalkers/Climax
Landers, some aspects of Lufia/Estopolis, Dragon Quest Monsters, Izuna: Legend of the Unemployed
Ninja, and still more,
none of these could have happened without Mystery
Dungeon showing the way.
It's
another of those weird little ironies of the game industry that a genre of role-playing
games that got its start in U.S. university computer labs would be semi-obscure
today, in a Western RPG field that values freedom of action and non-linear
quests, while in Japan they'd be a venerable subtype with many games and
imitators, while their non-roguelikes have become increasingly linear and
abstract. The Mystery Dungeon games,
for their excellent 16-bit graphics and relatively detailed quests, are full-on
roguelikes that have been sold in retail channels.
The
theory I have about the engagingness of roguelikes is that they are a form of
random narrative generator. The ups and downs of the player's progress becomes
that of the story of the character, who has a relatively plain backstory in
order to allow the player to invest more of his own personality into him. Most
of these stories end in death, but so do our own, and it makes the few stories
that make it to the end even more memorable.
The
randomness and difficulty of the game, additionally, help to take
responsibility for the failure away from the player. The player knows it's hard
so any progress he makes is a sign of valor and heroism, instead of poor
decision-making or foolish risk-taking. These kinds of stories aren't made up
by a script writer; they come from the player's own actions, so they feel more
"real."

Fushigi no Dungeon 2: Fuurai no Shiren
Here's
an example of the kinds of strategy the game's random dungeon generator and
extensive catalog of possible situations could produce:
In
one early area, there is a type of enemy that shoots arrows at the player. the Bowboy.
They can fire any time the player is in a direct line. If the player is far
away from one and gets shot, he can counter, to some degree, by always moving
perpendicular to the route of the arrows.
Unless the Bowboy is close, he'll
never be in a direct line, and will have to spend his next turn moving in order
to get the player back in line. By continuing to move diagonally towards it,
the player can get the monster close enough to whack it with a weapon.
But
there are other monsters on these levels. One of them is Snaky -- a tough melee
opponent. By themselves the player can usually handle them, but if one is
attacking the player and chasing it may add complications to arrow dodging. If
the player can maneuver the Snaky between himself and a Bowboy, however, the
arrows will strike it, a useful way of getting rid of a foe when in a pinch.
However,
when a Bowboy kills another monster with its shots it promotes into a higher-level form,
Crossbowboy. They still have the same properties, but their shots are stronger.
The player could still handle it, though, if he can dodge its shots in the
manner described before.
If a Crossbowboy promotes again it becomes a Mini
Tank, a much more dangerous opponent because it gets two turns per round, so it
could both move and shoot.
If that happens the player probably won't be able to kill or escape it without
using some other stuff found in the dungeon, like healing herbs, staff charges,
area-effect attack scrolls and many other possible escape items.
What
we see here is that the best Mystery
Dungeon games do not get their interesting play just from having random dungeons. It's that
the random things interact with each other in interesting ways.
Most single
enemies are not a big problem on their own, but when several gather at once
they are often too much to handle without resorting to items to defeat/escape
from them. Or, the player could move carefully to reduce the number of foes he
fights at once, or avoid them without even fighting, or use one of a dozen
other strategies to survive the encounter.
The
game doesn't ensure
that all situations are survivable, but it does provide enough random resources
to use on each dungeon level that, just from the law of averages, there's
usually a way out of the great majority of dangerous situations. Not all the Mystery Dungeon games, it should be
noted, are this carefully designed, but when they're on their game, they are
some of the most engaging JRPGs ever made.
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I do feel that Western rpgs carried a bit more weight in the early days. Only going by my personal memories, Steve Jackson's Car Wars was HUGE amongst my peers (maybe it's because I'm from Detroit), and the other TSR boxed rpgs like Star Frontiers and Marvel Super Heros were pretty popular as well in the early 1980's, even though their influence is not as obvious as D&D.
That's the entire reason I loved FFVII - it seemed so bizarre. Like in a dream, things just happened.
I love realistic games more than most people I know, but still it wouldnt be FF if it had a rational plot :)
Sorry about that, but your research doesn't hold up to reality.
"I make no secret the fact that I consider this one of the most pernicious aspects of CRPG gaming, that permanent disadvantages acquired during the course of play cannot be used by a designer because the player will simply load back to the time before the disadvantage occurred. "
I doubt many players indeed keep their own characters dead, and the fact that you can save and restore easily in Wizard-like games makes that pretty improbable. Games like Etrian Odyssey let you retire a character in exchange of another with a bigger level cap, which could be counted as "permanent death". Even in games where characters aged and died (Rise of the Phoenix, a strategy game for SNES, for example) I would usually reset and try again until none died at year's end.
A pity MUDs are not mentioned (not even as World of Warcraft predecessor).
"The leeching-off of RPG elements into the greater field of video games has helped to encourage a strange definition of terms: because so many games could be considered role-playing games now, the CRPG genre is now being defined by those elements that other genres are least likely to steal."
I'm afraid I have to disagree with this statement. The reason for this, is that what defines an CRPG NOW, is actually something rather specific, even if the industry as a whole hasn't fully realised it:
I as a consumer and a player, along with many others I know, and some of the websites which are involved as much with the players as-well as the industry, have reached a consensus about what an CRPG actually is, today. The only real problem I've found, is that a lot of people have trouble truly understanding what that consensus is, what it represents, and it's ramifications for computer games in general. In fact, such has been some of the discussions and arguments I've been part of, that essentially the whole of the introduction I'm currently writing for my paper, is taken up precisely with just this one issue, because I think it's that important for people to understand. After all, you can't have a paper discussing CRPG's without people fully understanding what an CRPG actually is, right now.
The fact is, is that most of what made CRPG's what they were, isn't really all that important in the overall field of computer games. What's happened is that we've since focused on what IS important, and started to distil it down to the fundamentals. Or at least tried to. Like I said, I've had quite a few arguments and disagreements along the way. However, at the end of all that, I feel I now fully understand what it is we're dealing with, which is where my paper comes in.
I'm still currently writing, (and re-writing!) the introduction, precisely for this reason, but am unsure of what I should do with is when I've finished, (since I feel the introduction should stand on it's own quite well, even if it is just the first part of a much longer paper). I'd like to submit it to Gamasutra (when done), but am unsure as to how?
http://en.wikipedia.org/wiki/Darklands_(video_game)
Phantasy Star series - one of the first RPGs with parties made of defined story characters, one of the first games with a female protagonist, sci-fi/fantasy hybrid back when most games were high fantasy, generation system with branching story paths based on marriage, death of the female lead way before FF7 did it, comic book style cutscene predating CD cutscenes.
Shin Megami Tensei series - recruit monsters on your team long before Pokemon did it, modern/occult/cyberpunk/post-apoc settings, stories & characters based on world mythologies, multiple storyline paths, mix of life sim elements in later games (Persona 3/4).
Shin Megami Tensei: Honestly? It's a series I don't yet feel qualified to write about. There's so MUCH there, much of it in languages other than Japanese, and I try not to write on something unless I've had at least some personal experience playing it.
I've said in the past that these lists are not consider to be the 20 "most" anything, they're here to provide background for modern game designers, and to illustrate particularly useful design examples. I stand by that, although I'll admit a couple of the games this time kind of got away from that. If you want more info on these games, the best source on them (and indeed, many other games) that I've found is Hardcore Gaming 101. Go there. Read. I sincerely doubt you'll be disappointed.
But yes, it is true, it predates Pokemon, which I pieced together after I turned in the article. I'll see about correcting that soon.
Phantasy Star: Oh, I dearly wanted to write about the classic Phantasy Star games this time. Maybe later.
Mother: The thing about Mother is that it's simultaneously utterly by-the-numbers Dragon Quest in a modern setting, and at the same times something unique and wonderful, especially starting with Mother 2/Earthbound.
Darklands: It's another case of not having gotten around to playing it yet, which is a form of research that cannot always be completed in a timely manner, and not just because of matters of play time. I'm sure I'll be writing about it eventually in some form. (And I've just started looking into Traveller on my own....)
To Darren Tomlyn: It sounds like it could be an interesting paper! Whether Gamasutra picks it up or not, I'd like to read it when it's done, if it's okay with you.
To Roberto Alfonso: Actually, it's a funny thing. Wizardry (and Bard's Tale too, I seem to remember) are special in that they DON'T allow you to return to old saves. If a character is lost forever ("buried"), it's impossible to restore using in-game means. And if you turn off your computer to avoid a battle, when you return to the game you'll find your party is still in the dungeon, and you'll have to "restart an out party".
On players not being willing to suffer with permanent character death, this is one of those things where, ultimately, it is up to the designer. I myself respect a game with permanent death if the game is designed taking it into account (and that *doesn't* mean the game has to be any easier), but I understand that there are players who don't think about it that way. But that is the thing: designing a game around the idea of permanent death and endless reloading produces entirely different kinds of games, and since the latter is 99% of RPGs it means a great swath of RPG design space is being left farrow. To extend the metaphor, it is time, I believe, that the plow is taken up once more.
MUDs: I agree it's an absence, but with only 10 games to cover in each category there were unavoidable exclusions.
Tom Newman: It sounds like I would have liked your gaming circle.
Truly and always one of the MOST innovative made JRPG
titles in Japan.
However, you didn't cover either Ys or Phantasy Star. These two franchises were far more influential to Japanese RPGs than Final Fantasy was when all of them first began 20+ years ago. That's why they continue to be rereleased, followed, and mimiced to this day. Back in the late 1980s and early 1990s, Final Fantasy was not that popular compared to Ys or Phantasy Star. Frankly, I'd prefer that it had stayed that way because I think that both Ys and Phantasy Star (especially Ys I&II and the original Phantasy Star I&II) are far superior RPGs, including offering strong heroines as both PCs and NPCs, as well as (for Phantasy Star) offering a hybrid fantasy/sci-fi setting, a theme I used for my own campaign worlds (I combined AD&D and TSR's Gamma World rule set, and got the idea from Terry Brooks' "Sword of Shannara").
One other point that's probably worth repeating (and that I've said several times elsewhere) is that WoW is not that huge when you consider the actual global market. 11 million accounts is nothing compared with the 70 million accounts that Nexon announced for Maple Story or the 17 million that NCSoft states for Lineage II, for example, and it isn't that much more successful than Guild Wars' 6 million accounts (especially since GW doesn't charge a monthly subscription). Blizzard has succeeded in making people think that their game is the standard, but in fact it is just one fish in a very large pond, and there are other offerings that have far larger user bases.
Bard's Tale II lets you return to old saves. That's the only one I've played extensively or recently, though, so I can't comment on any others.
"11 million accounts is nothing compared with the 70 million accounts that Nexon announced for Maple Story or the 17 million that NCSoft states for Lineage II"
All of these need to be considered in the appropriate context, though. 11 million is "Current paying subscribers" for WoW. How many of Maple Story's players still play, ever played for a significant period of time, or ever paid any money? Their 70 million would have to be compared to the total number of accounts ever created on WoW (including trial accounts) which may compete with or even surpass it.
Likewise, from all of my research, Lineage II's 17 million is the total number of accounts ever created (I don't think it ever exceeded 3-4 million concurrent users). My main source was mmocharts.com, which appears to be defunct, so I'd like a current source on this. I think that the lineage series overall has made more money that WoW, but I don't think it ever matched its subscriber numbers except during WoW's first year, which means that WoW will shortly overtake it in total profit if it hasn't already..
Likewise, Guild Wars 6 million is total number of box sales (including their 2 expansions). WoW's total sales of original game and expansions are WAY more than that.
Where is Traveller?
Where is The Fantasy Trip, and GURPS?
Where is Paranoia?
I think you list is: "Here's D&D, and here's a whole bunch of electronic games which regurgitated D&D."
In any regard, this was a good read, as were your previous articles which I reviewed prior to reading this article. Thank you for publishing them!
There are two points that I was making that seemed to be missing in your reply. The first point is that these companies state their own numbers rather than being tracked by any sort of independent organization; therefore, we must go with what they report regardless of who the company is. Blizzard's statements are no more valid than NCSoft or any other company. We certainly cannot take the reports of one of many miscellaneous sites as having higher validity as a reference than the actual companies who offer the numbers in the first place. The second point is that gaming is a global medium, not national or local. WoW is big in the English market largely due to Blizzard's hype and promotion, but that's about all that can be said for it. Ten years ago, Everquest was the biggest in the English market, but the same observations still applied (many people did not play even amongst hardcore RPG gamers, etc). Many people do not play WoW, particularly in other countries where other tastes in styles and mechanics are preferred. In a reply in another article, one person here (I think it was Tommy) stated something to the effect that, "anyone who wants to play an MMORPG has chosen WoW." Obviously, this is an inaccurate statement and rather misleading about the nature of the overall global market for MMORPGs. The same thing happens with other types of games and genres, so it's not too surprising, but we should be more critical (and inclusive) when we report about the industry as a whole.
As I said, WoW is merely one fish in a very big sea, and it is not the largest fish as far as users if the entire global market is considered. People tend to think of their own standards as being universal, but that's usually not the case when the bigger picture is considered. In fact, much of research is inherently ethnocentric due to language barriers and basic business competition (companies not allowing independent tracking, for example).
Where did I say that the numbers coming from the companies weren't accurate? I said that the numbers from the companies refer to different things. The number of people who have ever created a free Maple Story account compared directly to the number of CURRENTLY PAYING WoW subscribers does not tell you which game is bigger, more popular, more profitable, etc.
Until a company other than WoW gives a number that can be reasonably compared, I'm going to assume that WoW is, in fact, the biggest fish in the ocean, if for no other reason because no other company will actually tell us useful numbers. They inflate them by keeping the terms vague (which means that they probably refer to every account ever created, since that's a valid interpretation of their words).
That being said, I do think that you have a valid point that people in U.S. focus too much on WoW and fail to realize the size and popularity of other MMO's. I just think that you need to consider exactly what the numbers that you read refer to instead of linearly comparing the largest number you hear from each company.
I'm repeating things here, but Megaten and Phantasy Star are the most obvious omissions (Nowadays there are LOTS of Megaten games over here too). There's also Crystalis (serving as a connection between Zelda and other action RPGs such as Seiken Densetsu and the Soul Blazer series), Star Ocean (as part of the Tales legacy) and Castlevania (which dovetails with Tales series, especially the recent ones). In addition to Shining Force, Fire Emblem also inspired the Super Robot Wars series. And I'm not a JRPG expert; I'm sure I'm missing a lot more.
Given your desire to emphasize the "RP" portion of "RPG", I'm also surprised you didn't even give a nod to RPG "morality systems," the duality of which mostly derives from the early DnD "Law/Chaos" system, either directly (Ogre Battle, Megaten, and Baldur's Gate), or indirectly (KotoR)
What I miss is aggregation of decade long leaders and leaders thought for what they defined as RPG game.
That could be nice to build conclusion to where are we going.
Especially in times where lider of the Millenian period - Bioware - now is as gigantic and strong as SSI was a decade earlier, simiar thing is with a monolith long-living Bethesda which evolved even from the past times many companies and product lines didn't survive. From the other hand RPG still bring new players with innovative ideas not afraid that rpg is one of the hardest video game to produce.
This way of thinking can be helpful to make "RPG 101 - how not to fail for the future".
Anyway, Albion was a PC game made by ex-Thelion programmers who made game of the era for Amiga called "Ambermoon". I presume you thought on about that title when thinking Amiga. Nevertheless both Albion and Ambermoon are games which sentimental rpg-gamer can come back playing even now (if possible).
Another really cool example of Wizardrish/M&M mixed gameplay is Ishar serie. Many players also remember that one very well
@Dave: I think you have things back-to-front, as regards WoW and Guild Wars. Guild Wars, with 6 million accounts, but no subscription, is nowhere near as successful, financially, as WoW with 11 million accounts all paying a subscription fee / pay to play plan. I do agree that WoW is just one fish in the pond, but to run with the analogy, it's actually a Kraken with a thousand tentacles, right now.
Nice to see at least one nod to Azure Dreams though, that was fantastic.
Excellent article among your many. Like many posters, I would have loved to see some mention of my pet game. In this case, the fantastic, yet incomplete Alternate Reality series:
http://en.wikipedia.org/wiki/Alternate_Reality_(video_game_series)
Surely you would have seen this in the C64/128 release lineup?
The issue I see in my dealings with games producers is the lack of respect and value producers see in forms of gaming such as pen and paper roleplay, and often disregard it.
Its a shame, but in many causes appears to be the reality and achilles heell of some development studios today.
The World of Asian RPGs: http://www.mobygames.com/featured_article/feature,25/
The World of Western RPGs: http://www.mobygames.com/featured_article/feature,31/
They mostly deal with the history of RPGs and list a bunch of games, instead of going too deep into specific ones. One thing about the Asian RPGs article is that it also includes some Chinese RPGs, which is certainly a very interesting read.
Fantastic article! It introduced me to a world of RPGs (from both sides) that I had not even heard of. Time to start exploring :-)
E.A.W.