@tenaka2 said:
RPG is the best. Why the hate?
RPG's as a game genre are great, and I don't think many people hate them.
But RPG mechanics tacked on to a game that has no business being an RPG is not the best. It's a lazy way of adding depth, or rather the illusion of depth, without actually working very hard to add any substance to a game.
Let's look at an example:
1. In a regular action-adventure game without RPG mechanics, you are rewarded with new equipment and abilities, and these often involve quests and stories and actual content. So you might start off with your basic weapon, but then after meeting some new characters you are tasked with stealing something, bringing it back, and then I don't know maybe some mystical blacksmith turns it into a new and cool weapon.
You've met new people. The quest you finished to get that reward had meaning and purpose. That item you were rewarded with was earned, and you had fun getting it, too. It was a genuinely good experience.
2. In an action-adventure game with RPG mechanics, you don't get rewarded. You get paid for your time. It is more akin to work (hence the term "grind") than to play, because all you do is go from side quest to side quest hoping to get enough xp/credits/etc. to unlock a new ability. And of course you actually need this ability or item in order to advance to the next level, so instead of actually adding content with characters and meaningful quests, they've more or less locked the rest of the game behind an "XP wall" requiring you to invest time into stuff that is meaningless because god forbid they actually put some effort into a game.
Next thing you know, you're 60 hours into a game and 40 hours of it was essentially the same thing over and over again, and you're wishing you could have just gotten to the end of the game at 30 hours, but no, they're tracking how much time you put into the game so they can run to their CEO's and shareholders and go "Look how much people love our game! They're playing for DOZENS of hours!" when in reality we don't have a choice [if we want to beat the game].
And that's really what it comes down to with tacked-on RPG mechanics in non-RPG games; keeping you playing long enough so that when the DLC for the game comes out, you're still playing, still subconsciously wanting to get that next level or skill or whatever.
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