1)First of all, I think that immersion is one of the most important elements of a good RPG. Otherwise you feel like you're playing a game and it's easy to start acting that way rather than truly role-playing.
2)To that end, I think that a first-person perspective is rather important. Elder Scrolls, Ultima Underworld anyone?
Mirrors. You can't have 1st person Immersion (TM) without Mirrors. That's the worst failing of most of those RPGs. Morrowind and Oblivion should have Mirrors (and some reason to wear anything other than the same armour everyone else wears). Ultima UW, well, for obvious reasons, couldn't have Mirrors. Even DooM 3 has Mirrors, and it's a better game for it (even if it sucks anyway).
3)Also important is a text-based speech system: while voices certainly add to the immersion factor, the inevitable bad acting and repetitiveness incurred by it isn't worth it.
Hello.I'm.The.Voice.Of.Your.Commodore.64.
Oh, you mean just text dialogue, I thought you meant text-to-speech.
I think Baldur's Gate voice was nice, every (non-party) NPC had a one-liner, which may or may not have been the first line of his dialogue depending on whether his dialogue was generic commoner banter. Everything else was written.
4)On that note, music should only be used if it is both appropriate to the time period and the situation you find yourself in. No rap in the 14th century while you mourn your dead grandmother for me, thanks.
A lot of people associate heavy metal and strong rock-type music with medieval movies. I don't know why. Even old classic movies like Excalibur had that kind of soundtrack (also everyone wore armor made of Mirrors. guess that made their armor Immersive (TM)).
But honestly, if I hear Greenleaves once in your game I'm tossing it down the toilet. Same goes for all that crappy renn-faire Bard-wannabe style music that everyone seems to love.
5)Graphics don't have to be very good at all, but they must stay the same quality level throughout.
Consistency is a no-brainer. Ever played that Urban-something mod for Jagged Alliance 2? It added new NPCs. Some used the same old portraits with a MS Paint moustache tacked on with horrible fan voice acting, others where "CGI" portraits made with some 80's version of AutoCAD, with synth voice that made GlaDOS sound like a master orator.
6)Physics and such are always immersive, but not if they're glitchy or laggy.
Physics in a rpg are nice eye candy, but little more. Sometimes it's cool to be able to stack objects and stuff tho.
7)Weather, and especially the sound that accompanies it, are always a plus.
8)Ambient noise is also good, so long as it has a visible source that makes sense. I don't like dripping noises in caves when there isn't water anywhere, and I hate bird noises when I've never seen a bird.
Agreed. I'm playing Baldur's Gate I and the ambience sound is just right.
9)Things that tie the game to real life, IE the progression of time, hunger, sleepiness, etc. are all quite keen, so long as they are realistically handled. No instant death from sleeplessness or hunger, no two-minute days, and for cheesecake's sakes don't make a grape and a loaf of bread have the same nutritional value.
This is possible as long as it doesn't become a source of un-fun. Ultima VII for example, had you unable to heal naturally while camping if you were malnourished (AFAIK), and that was the only drawback. Going without sleep for long could result in a few minor penalties, like the BG series of games.
10)All levels and such should be handled 'behind the scenes' so to speak. I don't like quantifying how skilled my adventurer is with a sword. Instead, a meditative interface could be used. When settling down to camp or rest you could meditate on your skills and such, entering a dreamlike trance wherein you examine your character from the inside out, perhaps in an environment determined by your character's nature. Your most basic information (name, date of birth, etc.) could be gleaned from a government issued ID ala Morrowind's tutorial scene. Also, perhaps leveling up and one's experiences could be examined from within a dream sequence while your character sleeps.
This is in my opinion a matter of taste, period. Some people happen to like crunch. The whole trance thing seems rather setting-specific too.
11)For once, an inventory should not be invisible and intangible. If you have a bag of holding, fine, but it should be displayed on your character's belt or something. If you just have a sash around your waist and some pockets in your vest, the inventory menu should take the form of a physics enabled set of pockets and pouches. Either that or you have a pack mule that follows you endlessly. Way to go Alone in the Dark!
This is IMO one of these times where realism gets in the way of fun. Whenever I compared RPGs with unlimited inventory space (character-agnostic too! I don't really care *who* is carrying the dead cat, only that it's there for whatever quest needs it... that's moot for a First Person, maybe, unless you have followers).
And pocket/pouch-browsing, yuck!
12)Spells are almost always imbalanced in some way or another in RPGs. I think one decent solution is to make spells require either timed gestures, spell components, reading from spellbooks, runes, or any other combination of these and other ideas, so that they aren't just super-powerful insta-nukes.
There are many times as many Spell rebalancing solutions as there are Spell systems, this is again rather setting-specific and up to whatever flavor the author is trying to convey with his magic. Magic can be totally nerfed or uber-powerful, and anything in between, it depends on to the Game World. Very easy to do, also.
For example, not having Mana recharge every second is one of the reasons we could argue that Morrowind magic was more balanced than Oblivion magic (being able to cast quickly while wielding weapons was IMO an improvement tho)
13)No instant travel between areas. You walk there, you ride there, you spend a month on board a ship. Whatever. But you do it IN REAL TIME, or the time system the game uses, be it 1/24 scale or whatever. If you can't make the ship ride interesting there aren't enough pirates and storms.
Rule #1 of role playing games: skip over the boring stuff and get to the action (action meaning, something to do, not combat. And ok maybe it's rule #721, I dunno). Terry Pratchett once conceived a game about a rocket traveling to Alpha Centauri in real time too.
There are many, and in my opinion, better ways to balance traveling everywhere at any time than making sure that every time a simple merchant ship sets sail it's guaranteed to be involved in a complete adventure full of pirates, mermaids, flying shark bosses and a plot to overthrow the One True King. One month in a ship at 1/30 scale means one FULL DAY watching the computer monitor do NOTHING (even if after the first 10 hours a pirate ship boards us). Maybe we can do real chores during those 24 hours of total boredom? How about talking to the Captain for the third time in an hour to ask how's the weather. Should we have real time pass too when we have our character go to sleep? We could put real snoring sounds and do it in 1/whatever scale, so instead of tapping your fingers on the table for 8 hours you only need to do it for 20 minutes!
Giving the "instant travel" actual resource management, use of time, provisions, and specially "random encounters" (to use D&D jargon) is enough.
To be immersive, a game doesn't need to constantly emulate first person point of view in real time any more than it should prevent you from leaving the computer to go watch a movie or go to bed.
14)Your skills, visible or invisible, should have affects on EVERYTHING you do. Strength shouldn't determine damage alone, but also how well you can intimidate people, carry things, throw, hammer, lift, climb, and so on.
Always a good idea to balance stats. Some games do it right, some do it wrong. Both have been covered in many games I think.
15)If you can't get something to look at least mostly believable, don't do it at all. I'm looking at you, Oblivion's NPC conversation system.
No conversation will ever be believable. Either you have a tree-dialogue system (decent), a keyword based conversation (awful, specially in Morrowind), or just random banter without meaning a-la The Sims. Anything except full AI dynamic conversation is going to fall short.
I agree that Oblivion's conversation MINIGAME was awful. The rest was pretty much standard keyword and a bit of tree dialogue. At least you didn't have 500 keywords on screen for every NPC like in Morrowind. In Daggerfall you at least had general categories that every NPC was supposed to know about. ("What's the closest Wizards Guild/Tavern/Armorer/Temple/Dungeon")
16)Let the player mix and match bits of armor, weapons, toasters, and allow him to strap them to his character in whatever manner seems even remotely possible, using a system kinda like the Spore creature creator, but with a requirement that you have enough binding agent.
I agree with this. Also one thing I think is important is what I call the "Barbie Factor". Sometimes you just want to wear something cool, but if Armor X has defense 100 and Armor Y has defense 200, we're all gonna want to wear Armor Y at all times... at least give us different flavors of Armor Y).
17)In combat, don't use arbitrary numbers to determine whether or not I die. Use precisely location-based hit detection and effects that are also dependent on the type of weapon used. When someone punches me in the solid steel chest plate and I die, I feel veeeeery silly.
That goes more in the Physics Sim department than the RPG department. Random rolls are an abstraction of "where you were hit and how strongly". You may want the game to *show* a realistic swing for a given result, but there aren't many ways to make enemy skill *numbers* make a difference if all that matters is the path his weapon followed in 3D to determine if it was a good hit or not. And with the "realism" that people move and dodge in a game, every swing would pretty much result in an arm hit.
18)This kinda goes without saying, but give the player as many choices as possible in every situation. I want the option to choose between a 32" sword and a 34" sword, dammit!<P>You peoples continue from here, I'ma getting tired. Feel free to disagree with any of my points, but please explain why.<P>EDIT: Ooops, misspelled please and the spellchecker didn't get it on account of pleas being the plural form of plea.
MORE EDIT: Formatitization.<p>[ June 13, 2008: Message edited by: Reasonableman ]
I have no comment whatsoever on that last part.
EDIT: Fixed much mangling of quotes, for great justice.