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Why Game? 1 - TextFiles.com

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<strong>Game</strong> Design #4<br />

John Szczepaniak<br />

Imagine an action RPG in the mould of<br />

the Zelda titles through the generations. Now<br />

imagine its most fundamental element removed.<br />

That’s right; imagine not having the ability<br />

to save. Traditionally, all RPGs require a save<br />

feature due to a game length far longer than<br />

games of any other genre - normally over 40<br />

hours of content.<br />

Console based cartridge saving began with<br />

Zelda. It was a revelation, since at the time<br />

other games required starting over from the<br />

beginning every time. It’s ironic then that the<br />

Zelda games would, with some tweaking, be<br />

perfectly suited to playing without saves.<br />

What I propose is a large and sprawling ac-<br />

tion RPG so perfect in execution and design that<br />

saving is not needed. The key to this would be a<br />

replacement of the staples of most RPGs - EXP,<br />

levels, gold, equipment, special items et al -<br />

with knowledge and information that is retained<br />

by the player outside of the game world.<br />

Jimmy in the real world purchases his new<br />

RPG - let’s call it “Szczepaniak’s Grand Quest”<br />

- and takes it home. The game has no instruc-<br />

tion manual, with the narrative printed as the<br />

blurb on the back, and the only clue to his goals<br />

is printed on the actual CD (a sly nod to MGS).<br />

The clue says, “head East three fields, then<br />

North by one”.<br />

Jimmy switches on his machine, which<br />

60 The <strong>Game</strong>r’s Quarter Issue #3<br />

jumps straight into the game without display-<br />

ing a title screen. He controls his avatar, and<br />

following the instructions that were printed on<br />

the CD he reaches a shrine. Inside, an old man<br />

gives him a sword. Intuitively he understands<br />

that the giant green button on the control pad<br />

must control the sword. The walls of the shrine<br />

are covered with instructions (that can be read<br />

by panning the 3D camera), which lead to a<br />

cave by the sea. Below them it is explained that<br />

five crabs on the beach must be killed, and that<br />

the character will need to be injured inside of<br />

the cave before it will reveal its treasure. Armed<br />

with such knowledge, Jimmy sets out on his<br />

mission. Along the way, he sees an ornate castle<br />

in the distance (think Ico, with a grandiose<br />

structure that glimmers in the light). He takes<br />

a detour to explore this, for every area that<br />

can be seen in this game can be reached given<br />

the right clues. Sadly, there is a huge moat<br />

surrounding the castle and the drawbridge is<br />

closed. Only slightly disheartened, Jimmy sets<br />

off again for the cave by the sea.<br />

Upon defeating five crabs and taking a bit<br />

of damage as instructed, a mermaid appears<br />

and grants him a crossbow in <strong>com</strong>pensation for<br />

spilling blood within her little grotto on his way<br />

to the <strong>com</strong>pletion of her crustacean killing task.<br />

After this, an entrance is revealed which leads<br />

to a dungeon deep within the cave. Picture it as<br />

having been constructed from glowing Italian<br />

marble, and emanating a beautiful, almost Soul<br />

Caliburesqe atmosphere. It takes Jimmy 15

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