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(1 edit)

Is your premise that rpg games are usually addictive or is that a straight how-to question, like, how to make a (your) rpg addictive?

Because either way, rpg games are not addictive as such.

What's addictive is mmorpgs, gambling games and typically certain mobile games that are optimised to give a kick and retain player engagement.

Might you be really asking, what makes a rpg game a good rpg game? Or are you after the essence of what makes a game an rpg game. Because, let's be honest, leveling up your character is not really playing a role.

Rpg games are just emulating parts of table top role playing games and got their name from that. And there are ttrpg where you will not gain experience and will not have character levels. And  not everyone will like every ttrpg, just because it is an ttrpg. And different people will like ttrpg for different reasons.

I believe the main factor of rpgs is immersion. However you would achieve this. This can be by good story telling. Or by engaging the player with rewards for effort. Or simply by good game play. Even eye candy can help. Or music. Minigames. Side quests. Whatever. The bottome line would be, it should be entertaining and that usually entails being fun.

I think you're highlighting that it is a multilayered thing. The immediate in terms of scenery or music and the longer term like progressing the story. I agree the levelling in terms of mechanics is not roleplaying but growth is part of the hero's journey. The meek farmboy follows the call to action and becomes the space martial arts superhero with the ability to face the ultimate challenges.
So yeah a good game doesn't try to bypass straight to the chemical triggers but keeps you wanting to play on by fulfilling your conscious awareness by not focussing on one level of goal while neglecting the other levels. 

I agree the levelling in terms of mechanics is not roleplaying 

Oh, but it is part of the video game genre called rpg. It's just not in the name, as the name was not descriptive, but loaned from non video games.

Role Playing

Role-playing games let you assume the role of a protagonist, customizing their abilities, equipment, and appearances. Through exploration, dialogue, and strategic combat, players navigate worlds, uncover lore, complete missions, and level up their characters.

While that is not an authorative definition and an authorative definition is not really possible anyway, as labels like this can change their meaning, a walking simulator without abilities, equipment and some form of leveling, will be ... oh, I already named a possiblity: such an rpg would be called a walking simulator. Having an avatar run around and tell a story by playing the game, having choices and maybe puzzles is not enough.

One minor, sometimes bigger, part of rpgs is how to optimize your character build. It's just another way of giving the player something to decide. A crucial difference for rpg vs action game, is the separation of player skill vs character skill. If you play an action game, your own skills improve. If you play a rpg, your character's skills improve. Of course lots of games are some kind of mix of both.

I guess it's the immersion thing again. If you let players make decisions, it lets them be in the middle of things.

Want to know what it is about RPG games in general that makes them addictive. It's both a topic of conversation and a question that will lead me to putting more ideas in my own game. As for if they are or not, to each is own in opinion. I personally enjoy casual aspects of an RPG over an MMO's grind. 

Though I do agree immersion is a great factor in a great game. Feeling like you have a part in what's going on, to be specific. Some are immersed by the audio or such other things, but for me, I'm immersed when I feel like my own decisions, good or bad, have changed the world in some way as I play. I also agree that minigames to keep one entertained also very much help them stay interested.

Well, I disagree, that rpg games in general are addictive. I play lots of different games, and I do not have the feeling that they are in any way more or less addictive than other genres. The exception is of course mmorpgs.

I would not even say, that rpg games are inherently fun or good. One can put a lot of things into such a game, that will be appealing to some people. But some will be deterring. To pick three examples: grinding, turn-based combat, crafting.

With no grind at all, it's maybe not a rpg, but a visual novel in disguise. But hardcore jrpg grind is not for everyone either.

While there are action rpgs, turn based is the default. You need time to do the deciding. But there are different types of turn based. Much can be done by quality of life features there, but there are also aspects of familiarity, nostalgia and limits of the engine. Personally I find the combat system of rpg maker to be horrible. But I do like turn based combat in general.

Minecraft is the most sold, most popular game. Modification or creation of equipment is a logical extension of looting equipment and fits into the genre. But this does not say, that every game should have crafting mechanics, or that all people will like them. Some might cherish them, some might see them as a distraction. 

So, what's this then? How do we make the perfect rpg, that some would call addictive? Is it the middle ground for all the aspects you could think of? Just put every mechanic in, that a rpg could feature? Probably not. There are successful games that feature only very few mechanics. Some so few, that they are not even recogniseable as rpg. Like auto battlers. And even some idle games. Some forgo story and focus only on crafting or combat. Or exchange turn based for action combat. Some cater to a nieche topics or focus on story.

Maybe it helps, if we see a rpg game as a meal to cook. Adding all ingredients and spices will not taste good. And there are lots and lots of combinations that will taste good, but not to everyone. So, if your rpg needs crafting or a minigame, is the equvivalent of the question of adding salt or a side dish. Adding salt to ice cream is generally not a good idea, but there is still the flavor salted caramel. Adding too much salt is possible too. And adding a side dish of potatoes to a pizza might seem odd. And while I am talking about pizza: pineapples!

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Everyone has their own opinion. I personally find little addiction in an MMORPG unless it's doing something piques my interest, but it being an MMORPG has little to do with it. Could just be a coop game with those same ideas and I'd be equally interested. Adding 50-100+ players is nice, but rarely effects my experience much at all.

I see an RPG as a game where you are role playing. Grind is kind of an optional thing, I think. Plenty of games are fluid enough to just play through an area without having to farm mobs and still make for great RPGs, in my opinion of course. Though, I like a bit of grind in a game. Not overly so that I'm stuck with a 1% chance of a drop that makes or breaks my being able to progress, however.

I like that analogy! A meal to cook. Not every ingredient is needed and starting with a quality base can make for a great meal without much extra needed. I love pineapple on pizza! Not juicy pineapple, though. It has to dried a little, maybe just pressed for at least half the moisture. The key is having that perfect crust on it without soaking it in juice. I've had it in a few places that did it perfectly, but more often than not I get a soggy pizza. Which, in my opinion, is what makes people hate pineapple on pizza. I'd hate it, too, if it was soggy, but done right it's the perfect sweetness and pairing to the ham and cheese!
Got a little off topic there, I must be hungry :)