Proposing a new kind of interactivity in games: Are players being given too much choice in the latest RPG’s?
Tim Bates thinks that 'the most worrying thing about this trend of player choice in games is that narrative design will take a hit'

I was starting my playthrough of Bethesda’s latest blockbuster epic RPG, Elder Scrolls 5: Skyrim, when I had an epiphany. I was customising the eyebrows of my character; deciding between styles, bushiness, and what height they should be on my character’s face. I’d been inching the two dark lines up and down on the slider for about a minute, when it hit me: this game wants me to design every detail of this person’s face, even though I will immediately put a helmet on it, even though the game encourages you to play it in first person, even though whenever I go into third person and try deliberately to see the face my character will turn with the camera and stop me, even though my character will never so much as speak, I am being asked to design his eyebrows. And I, along with millions of other gamers worldwide, had done it without a second thought, all in the name of greater player interactivity. Interactivity has become a buzzword in gaming in general, and RPGs in particular, especially since western RPGs replaced JRPGs as the dominant force in the genre.

Western RPGs have replaced JRPGs as the dominant force in the genre. Japanese RPG Eternal Sonata is pictured.
Not that I’m complaining; gamers everywhere should see a game’s interactivity as important. Every new artistic medium, throughout history, has only endured if it has something unique to offer, something to make it stand out in a significant way. Interactivity is what makes gaming stand out; it fuels the games we use as examples when people ask us how videogames can have artistic merit. Developers know this. The real question is ‘Do they know what ‘Interactivity’ is? I’m not so sure.
Back in 1987, arguably the birth of the modern RPG as we know it, Hironobu Sakaguchi described the idea that drove the game that would become ‘Final Fantasy’; ‘I don’t think I have what it takes to make a good action game. I think I’m better at telling a story’. The developer, like the proverbial storyteller, had complete control of the narrative, simple as it was. The large-scale moral choices that have become the staple of Western RPG developers like Bethesda and Bioware were completely unavailable; the technology just wasn’t there yet. The ‘Interactivity’ came from the gamer’s emotional investment in the story being told.
So, I hear you ask, why couldn’t Sakaguchi have just written a book? What’s so unique about this idea? People have been telling each other stories since we learnt how to speak to each other. And it’s true, a lot of Final Fantasy, the static cutscenes, stable character elements and plot devices (amnesia, anyone?) has its roots firmly in stories of the past. But, there’s another element to the classic Final Fantasy formula that made it work, not just as another story, but as a new kind of story; the ‘unique element’ that sets this medium apart; gameplay. Within the cutscenes, the characters were the property of the scriptwriters, the animators. Outside of these, in the heat of battle, the gamer became the key to their survival. Levelling up allowed the player to simulate the lifetime of physical and mental training the story would have us believe these sprites had been through, to make their magical powers, enhanced strength not just cool, but justified through the battles we had taken each of them through. The combination provided, and still provides a unique drive, that pushes gamers through the sort of forty plus hour stories RPGs are known for.
The gaming landscape has changed a lot since the 80’s. Technology has made it easier to accommodate the concept of player choice, in gameplay and in narrative. The Western RPG has developed a unique style all its own, and made it work. They encourage the gamer to put their own spin on every element of the game. It has gone from Sakaguchi telling you a story, to you telling a story to Sakaguchi. The pros of this situation are enormous, and really have heralded in a narrative landscape unseen in any artistic medium to date. No matter where you stand, that is exciting. I’m just worried that, in pursuing this new idea that offering the player choice automatically makes your game a better, more interactive RPG, developers, both Western and Japanese, could lose sight of the interactivity which made those earlier games so magical.

Older RPGs employed slower, turn-based battle systems
The biggest shift in the RPG spectrum has been in gameplay. While older RPGs employed slower, turn-based battle systems, Western RPGs have focused more on the action side of things, preferring to limit the player to a single, endlessly customisable avatar. Gameplay has moved from traditional turn-based fare to a player only directly controlling the party leader with a set of one-to-one controls, the rest of the party being controlled by friendly AI. It’s one of the first trends to really cross the boundary between Western and Japanese Role Playing Games, in this new age of RPG duality; in a recent interview with Edge magazine, Square Enix Producer Yoshinori Kitase referenced the trend of the ‘action-RPG’ with regards to the company’s future products; ‘you ignore these things at your peril’.
But perhaps the most worrying thing about this trend of player choice is the implied hit narrative design will take. While the triple-A RPG titles of today are setting a new benchmark for production values, action RPGs are still limited by the fact that their stories have to revolve around a character who could not only be any personality, but whose personality could change moment to moment, depending on the whims of the player. On the one hand, this means many gamers will come away with a unique experience, encouraging multiple playthroughs and a more personal experience. On the other hand, it means the entire story could be undermined any moment by inconsistent characters. If this is because the player chooses it, that’s fine. But too often, it is because the designers overlook something. It may seem like the second one wouldn’t happen much, in this shiny modern age where RPG developers brag about how many lines of dialogue they’ve recorded in case the player shoots his own father with a BB gun, but there are glaring examples of character’s magical personality jumps in everything from Mass Effect 2, in which a character begins hating you because you disagree with her in an argument, despite the fact you’ve just saved her sister, to the Fable 3’s moral choice system placing saving a lake over saving the lives of thousands of people. And this is where the problem comes in; we need to reign in this obsession with player choice, before developers start prioritising gimmicks over meaningful narrative and gameplay changes. A deeper experience for an unseen pair of eyebrows.
What do you make of Tom’s arguments? Do we need to ‘reign in this obsession with player choice’? Are developers really prioritising gimmicks over meaningful narrative and gameplay changes?
Tim Bates is a twenty year old English student, currently halfway through his last year at University. He has lived in Kent for the last ten years, and Belgium for the five before that.


2:01 pm 9th January, 2012
I agree with you, nowadays games in general have lost something, something like they’re essence, what made me/us play hours and have fun while we did it. Most new generation games focus to much in graphics and music/voices, the storys and gameplays have been suffering cause of that. I recently found myself playing Final Fantasy IX on my old PSOne, graphicly horrible on nowadays standarts and no voice cast at all. But still i’m having more fun then i did on games like Fallout3. I can’t criticize betshedas cause i actually played for hours, but after a bit those huge “epic” games become boring and slowpaced cause of the lack of a more linear storyline. Like you said, i could go from good to bad in just about one choice, witch brings the game endings down. Well i’m gonna shut up now
2:18 pm 9th January, 2012
“especially since western RPGs replaced JRPGs as the dominant force in the genre.”
LOL not even close.
Japanese rpgs are the dominant force in the genre considering theres only 2 halfway decent western rpg makers and about 20+ japanese ones.
2:24 pm 9th January, 2012
Tim, I need to educate you since you no nothing about rpgs.
“western RPGs replaced JRPGs as the dominant force in the genre.”
Not even close. What was the highest selling rpg and highest rated this year? Let me give you a hint. It was a japanese rpg. What comes out every month? A new japanese rpg. Theres so many devs who do them it isnt even funny who the dominant force is
“The Western RPG has developed a unique style all its own, and made it work”
You mean the style thats been around since the 80′s?
“Older RPGs employed slower, turn-based battle systems”
And so do alot of newer ones. Including western made rpgs. Dragon age is turn based.
“It’s one of the first trends to really cross the boundary between Western and Japanese Role Playing Games”
So your saying wizardry wasnt turn based? xcom? ultima? dragon age?
There have been turn based western rpgs since the beginning
Biggest new rpgs coming out in the first half of the year in all regions – kingdom of A, mass effect 3, suikoden psp, shining force psp, super robot wars psp, legend of heroes psp, kingdom hearts DDD, 13-2, tales of graces, grand knight history, devil survivor 2, ninokuni, last story
You tell me what the dominant force is?
Ignore this trash
2:29 pm 9th January, 2012
I think you’re overreacting.
You’ve taken a normative position on something that is market dictated. YOU think that story is an important part of the art form, but what you think doesn’t matter unless you can quantify why it is important.
The best proxy to quantify it is money. Let’s imagine two fictitious mashup titles – one a sandbox and one story driven. If The Sims: Skyrim sells better than Final Fantasy: Skyrim, then the market would be indicating that the open sandbox feel is more important than the story. You’d be free to keep saying that stories are of paramount importance in all video games, but the market would be saying that you are wrong.
But now I’m overreacting. It seems obvious that there is space for story driven games and open sandbox games alike. Stories drove games for well over a decade. We’re now just beginning to delve into true fantasy freedom. It’s new, it’s exciting, and it provides a unique experience.
For now, developers may be able to get away with middling stories set in rich worlds. In time, game players will demand rich worlds AND rich stories. And developers, with the help of tools like Radiant Story, will eventually provide that.
2:36 pm 9th January, 2012
Bravely default is turn based, ff 13-2 is turn based, type zero is turn based ( in a way)
to even insinuate that companies are abandoning turn base which can be faster than action, is ridiculous.
Way to take squares comments out of context
6:13 pm 9th January, 2012
lol, so according to this logic, if in real life you can only see the world from a first person perspective all the time, why should you care about what you look like, right?
You’re not asked to do anything in Skyrim, you are given the option to do it, should you wish it. if you don’t want to spend time on giving a personalized face to your character, then go with a default. i for one enjoyed customizing my character and even with a helmet on, it is still MY character. (you can always use a cowl or take the helmet off and look at your PC). I also mostly play in third person.
The game doesnt make you do anything, really, its up to you if you want to do stuff or not.
6:27 pm 9th January, 2012
Also, i cannot imagine how you would think that a blockbuster like Skyrim could be lacking in terms of gameplay and interactivity, or that it is focused on fighting and sacrificing immersion or the narrative. It is perfectly capable of becoming the game every player wants to play.
The PC is supposedly reflecting the mentality of the player, so if the player changes their mind on a whim, then thats the way the story goes. And whats wrong with a story that has a whimsical protagonist? Must they all be knights in shining armor? As long as a game is capable of telling multiple stories to different players, and not the same story to everyone, then i’m happy. That’s hy you’re playing a game and not reading a book or watching a movie. I am doubting that you fully understand what interactivity means.
Interactivity is basically a dialogue, a two way transfer of information, or two parties that interact with one another in such a way that they can change each other. If players are not allowed to express themselves in fundamentally different (meaning varied) ways, then where is the interactivity? The wider the pallet of reactions that the player can assume towards the game (and thus forcing the game to react in unique ways to their unique reactions) then the more interactive the game is.
5:59 pm 9th January, 2012
Is this the same website that said shooters should have only 8 guns. If it is then WTF do yous want gaming to go back 10 years or something. Not only should players be given choice but they should be given way more choice
6:00 pm 9th January, 2012
Not really, they just need to come up with a better system for narrative delivery.
Make it seem more important to do the main quest than any other. I’ve often toyed with the idea of having the main quest on a timer based event system.
Once you start the main quest (of course, the game will divide it into pieces/acts so that you have plenty of time in between), the game will tell you that the next events will require you to be at certain places within certain times in order for events to unfold. This conversely means that should you fail to arrive at these events and play through the sequences in that area, the story is impacted.
Now you can have multiple endings and branches through the main quest, while offering the player a large degree of freedom in between acts to explore/train/d*ck around as normal. You also have an importance and pertinence associated with it, dangling the “best ending” and best items like carrots in front of their face so they will race to each objective like it matters.
Just an idea, anyway.
4:53 am 9th January, 2012
Greg, by “It is perfectly capable of becoming the game every player wants to play. ” i meant that it gives you more freedom play-style wise than any other rpg i know. i dont need to perform a survey on gamers to see that it is a very rich game.
4:56 am 9th January, 2012
Grey, sorry. not greg.
Jack Bromley, i guess Skyrim ended up a blockbuster because it simply is a very good game, and not just for all the marketing that was poured into it. So yea, it earned its title in all fairness. I didn’t say all blockbusters are good games.
7:07 pm 9th January, 2012
It’s just a trend – the tide will turn the other way again in time. Of course, it would help if Square Enix would make a Final Fantasy game with a truly engaging plot – something they haven’t done in a good few years.
11:47 pm 9th January, 2012
First world problem =) I agree that western RPG’s are the more dominant force for now, you only have to look at sales figures across the board, Dark Souls is a good example of how JRPG’s are changing.