I’ve had an idea for a new post series; we’re going to be taking a look at the essential elements of specific genres. There’s a difference between designing a game that has those elements vs. an actual game of the genre. For our first discussion, we’re going to dive into the RPG genre and find out what makes it tick.
Over the last decade we have seen an interesting change in action and multiplayer-based designs with the adoption of RPG systems and progression. From the likes of Borderlands, Dark Souls, Call of Duty and many more, the RPG influence has had a profound impact on game design and progression. With that said however, it’s not the magic solution to good design and can do harm to a game’s long term viability if not kept in check.
Today’s Critical Thought is on the design of class-based archetypes in RPGs. RPGS like Etrian Odyssey and the Darkest Dungeon went with a different philosophy in terms of classes, and were better off because of it.
This week on the cast, we sat down with Martin and Andrej of Poetic Studio to talk about RPG design and how they’re planning on developing their title Sacred Fire if it meets its Kickstarter goal.