Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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