Recently in the past year or so a ton of RPG's have been hitting the
market and, in general, being large successes. And yet graphic
adventures seem very rare and normally do not do very well on the
shelves. The funny thing is, RPG's keep getting more and more like
graphic adventures...and yet GA's themselves don't sell! What's the
story? Do people just like the way "RPG" rolls off their tongue?
First off we have to define what a graphic adventure really is, as well as what an RPG is, in its purest form.
Basically these games (my personal favorites) revolve around
stories, inventory, and character development. And when I say that I
don't mean gaining experience points, I mean learning about certain
people, the way they behave and the way to interact with them. I would
say out of every genre GA plots are always the most original. There are
no cliches or overly used devices...and yet the general formula is
almost ALWAYS the same. Your character is after something: help him get
it by using random objects as "keys" to unlock puzzle after puzzle
until you win. There are very few changes to the formula during a game;
no minigames, no changing combat system--probably no combat at all. And
yet these series of puzzles will often evoke something in us, be it
fear, comedy or just the feeling, "Hey! I figured it out! I'm smart!"
Role-Playing Games (RPG):
Way back in the day, role-playing games were nothing more than some
dice, some paper, and a helluva lot of imagination. You would roll dice
to "create" a character--determining characterists such as
intelligence, strength, cunning, etc. Then you would weave your way
through a world created through the words of a leader, often called a
"Dungeon Master." These drawn-out games would mostly consist of combat
against fanciful demons such as Skeletons, Orcs, and Dragons. Defeating
these being would get you better experience so you could defeat greater
enemies and buy supplies from friendly Dwarves and Elves. Sounds fun,
doesn't it? But of course, it wasn't long before RPG's were brought
graphically to the computer: tile-based games with huge maps and lots
of static NPC's with mini-quests for you to accomplish. Eventually into
hip, 3rd-person, 3D interfaces. Ain't technology beautiful.
So will I get to the point already!
Now that we have the basics covered, let's see where RPG's took a turn into adventure-ville.
third-person role-playing games turning up left and right suddenly
character "creating" didn't seem quite as logical. In fact it took away
from the game. For instance, in Final Fantasy 7, Cloud Strife, the main
character, is a very likable character. All of his personality traits
are set, so you get to know him like you get to know a character in a
graphic adventure. So before RPGers were saying this:
"My character has a Charisma Level of 4. That means he'll be able to bargain with the shopkeeper for lower prices."
But now they say:
character sure is charismatic. I like him a lot and want to listen to
what he has to say. Wait a sec...isn't that what I said when I was
playing Monkey Island?"
RPG's are much less a game of numbers and much more a game of immersiveness!
So how can you tell an RPG from a GA nowadays?
- Combat: RPG's got it, GA's don't...and if they do there is
usually a way to by-pass it, like the ship combat in The Curse of
- Point System: It does still exist in RPG's, although
mostly it is combat related (ie, Hit Points, Strength Points).
- Terrain size: GA's have very contained, specified regions where
you can go to, even in 3D one's like Grim Fandango. However, RPG's are
usually very broad and less defined, so as to allow opportunites for
combat. However, recently adventure games have been expanding terrain
like in games such as Omikron: The Nomad Soul, while RPG's have
decreased terrain size like in Final Fantasy 7.
- The Inventory: GA's are full of random objects that you usually
only hold on to for a small time until they serve their purpose and
present a new puzzle where new objects must be used. In short, the
player has no attachment to the objects, they are merely keys. But in
RPG's the element of purchasing new weapons and armor make the player
think much harder before adding or subtracting from their inventory.
- Cliches: As written earlier, GA's have few cliches (if any) while
RPG's are chock-full of 'em. Some include: Medieval Themes; Orcs,
Goblins, Dwarves, Elves, and especially Dragons; very questy and
predictable story lines (ie, search for the lost sword, save the
There's really not much to conclude besides what has already been
stated. RPG's are now focusing more on character and plot development
and less on numbers and stats. GA's are broadening by increasing
terrain size and nonlinearity. It could be that soon RPG's will be
little more than GA's with combat.