What then is a RPG ?
         And what is a RPG Generator ?
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As seen through the eyes of                Written:
David W.                          August 20th, 2000
      COPYRIGHT 2002 + ALL RIGHTS RESERVED
Please do not reprint or alter in any way without
permission of said author.  dw817@myway.com
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Very briefly, a RPG stands for Role-Playing Game.
The computer version is not to be mistaken with the
one that uses paper and dice.  Although its origin
stems from pencil and paper with dice, they are now
quite a unique race of intellectual pursuit.
The PERSONAL COMPUTER is a very lean and fine tuned
machine unlike the cumbersome and bulky ones from
yesteryear.  Entertaining notions of writing RPGs
and their Generators for computers has been well out
of reach for more then several dozen years.
Dungeonmasters, or DMs as they are referred to,
would lead a party of adventurers into an imaginary
land comprise of dragons, fairies, damsels in
dis-dress (my favorite!) :) , and they were fed and
encumbered with complex strategies, armor class
calculations, damage, experience, wisdom,
intelligence.  Each of these attributes were given a
value generally no lower then 9 and not higher then
18.  Dungeons and Dragons is the one that started it
all.  Perhaps it was Myth and Monsters by another
team, but the concept in itself to have spanned as
far and wide as it had is indeed contributed to the
very many long and hard hours Dungeon Masters went
to write on graph paper, make decision rolls based
on the curve of the quest.  These adventures were
entered by the creative minds of the DM, with dice,
paper, and pencil.  And so it has been for many
years until the computer was founded.
Perhaps the first RPG or serious assisting program
to a RPG was Dark Towers for the Colecovision.  It
came not just with the cartridge but cards and
dice.  It was not a true Computer RPG in that it required
external interface such as dice rolling and keeping
track of cards and the like.  But it was a start.
A start to a very long and amazing journey that we
see in today's modern RPGs.
The Atari 400 was born and with it came perhaps the
very best RPG for its time period called Adventure.
Everything was represented in big blocky images but
the fun in Adventure was the ability to explore
multiple rooms and use strange devices to assist you
such as a Magnet, Portable Bridge, Sword, 3
different keys to open gates to colored castles, and
the object of the game, to return the glowing
Chalice to the Yellow Castle.  Hindering the player
were fearsome hungry Dragons and an annoying little
Bat that liked to swap items with you when you were
in its presence.
It was not until a good 3 years later someone found
a secret, in playing the hardest level, an invisible
object was found.  Carrying it and making sure not
to drop it, you could cross over to the far left or
right in what normally was a solid wall.  There in
crude rough letters in this secret room was the
original author's name of Adventure.  It was so
enchanting.  A RPG Game that took maybe not a mere
15 minutes to play but several hours and a well-
hidden secret to boot.  RPGs were on their way.
When the Apple ][+ came out, aside from the all-
text-only adventure games by Scott Adams which were
very popular and those that merged text-only with
crude vector graphics by Penguinsoft, Richard
Garriott introduced to us Ultima I.  The game was
huge, enormous, it took several DAYS to play.  After
this came a large collection of Ultima wanna-be's
and other creative RPGs.  No longer were games crude
and hand-drawn like early releases from Bill Budge
like High Noon.  No, cleaner-carefully-thought-out
graphics were drawn.  The Apple ][+ was capable of
very bare color and it was exploited to its full
extent.
The only RPG I can remember that was true and lasted
several years was the world reknowned Final Fantasy
for the Nintendo.  This game took not mere hours or
weeks to play but almost a month !  It was in very
high demand and this game ALONE paved the way to
almost every single RPG we see today.
Ultima was interesting but it was more tactical
like the military and strategy games and did not
have the human interaction, humor, and story-line
like Final Fantasy provided.  Squaresoft, the author
of this very first and master RPG would become known
in the future as the greatest RPG company of all
time and rightly so deserved.
Not so many years ago when the Super Nintendo came
out, Squaresoft released to the U.S., Final Fantasy
Mystic Quest, Final Fantasy 2 & 3, Chrono Trigger,
Secret of Mana, Secret of Evermore, and several
others.
The Playstation videogame console came out and it
was in very bad condition trying to compete against
its leaner and smarter cousin the Sega Saturn.
But Squaresoft dipped their hand and provided the
greatest RPG the world had ever known and even today
is a monumental achievement.  Most Japanese
companies it seems always holds back stock to their
foreign countries, and to us, they were no
different.  It is through Final Fantasy 7 alone that
MORE Playstation consoles were purchased for this
single game alone.  And Squaresoft, already an
EXTREME leader and contender in the RPG field, did
not charge hundreds of dollars WHICH the Americans
would have GLADLY paid seeing the scope of this
game.  No, it was a mere $50.  This signalled the
end to the Sega Saturn, and the rebirth of the
most fortunate and lucky Playstation videogame
console which surely would have to yield to its
more powerful and graphical contendor, the
Sega Saturn which today is all but extinct.
What we called FF2 was to them FF5.  We never saw
the true FF2, FF4, and FF6 until recently.  The
Japanese market ACTUALLY believed we thought RPGs
were boring and uninteresting.  A business decision
they may yet regret for the rest of their lives.
Final Fantasy 7 was released for the Sony
Playstation.  Perhaps Squaresoft's greatest
achievement.  Greatest achievement that any
videogame company would have liked to held the title
for.  Over $100,000 dollars in sales were made =2=
weeks BEFORE it was even on the shelf.  It was that
good.  And yes, it is.  The game boasted full
3-dimensional realtime 64 million color graphics,
an amazing soundtrack of over 128 original
beautiful compositions, draw-dropping special
effects.  And super-computer generated backgrounds
of the most exquisite and beautiful artwork to set
the terrain and maps for the game.  Claiming over
8-10 months of gameplay alone !  It was the most
incredible game anyone had ever seen.
Now me, like several others enjoyed this game, but
we hungered for more.  And only after a long-period
of playing several hundred RPGs which the internet
has been kind enough to provide almost completely
free, do we enter a new mode of thinking, a new
desire.  Many programmers were most interested in
making their own custom RPGs at this time, and so
several had.  But some wanted something deeper then
this.  Something much more flexible and all-
consuming interest.
A RPG Generator.
Reading word for word doing research on the internet
into this mother of all projects I came across the
words,
"Be warned!  This is perhaps the most ambitious
project to date next to writing an entire complete
 operating system for a computer!"
The warning didn't stop me, it only spurned me on as
did the extreme LACK of any RPGMakers existing
anywhere in the world prior to 2-3 years ago.  I
thought I had something unique and original.  Sure
there were some RPG Generators years ago like for
the Commodore Amiga, but not one that you would
become so comfortable in that it was like an entire
unique world you could immerse yourself into on a
daily basis as its own personal and benevolant
overseer.
Most RPG Generators, the decent ones, are well-aware
that building WORLDs with their systems takes many
times more then a YEAR or so to do with these
systems, so they have made them very clean efficient
Engines.  ASCII, perhaps the leader in game-
builders, not just RPGMakers, but Fighter-Makers,
Shooter-Makers, and Platform-Makers.  ASCII I
believe pioneered the way for enterprising young
RPG Generators of Engines like myself and others.
Unfortunately, ASCII sued Kanjihack more then a year
ago for translating their complete 100% Japanese
Dante RPGMaker and Super Dante RPGMaker 2 all most
60% into English.  Their words, "Our programs were
never designed or intended to be seen or used in the
American marketplace."
Okay, we won't go there.  :)  But with the trans-
lation of systems, the fine work of Don Miguel
translating most foreign RPGMakers 100% into
English, many systems spanning greater then 7
megabytes a download, are we introduced to some
crude and mechanical ways of building a decent
RPG Generator for now and in the future.
Many others like myself quietly squirreled away,
collecting, learning, assessing, and composing bits
and pieces, chunks and fragments of RPG Generator
code.
Some have released their creations and are well-
reknowned today such as Verge, OhRRRPGCE, and a
few others.  There is not too much competition in
the world of building RPG Generators because of the
complexity and scope involved.
A decent RPG Generator in my opinion would have to
have in it:
+ Music, at least more then 60 compositions to set
  mood for:  Happiness, Anger, Contentment,
  Frustration, Loss, Bewilderment, Humor, Love,
  Compassion, and of course the ever-popular
  Adventure and combat themes.
+ Graphics, most RPG Generators are tile-based to
  conserve memory.  That is the MAPS and WORLDS are
  comprised of several hundred unique individual
  tiles that link together in much the same way
  LEGO's would to form larger and greater
  structures.  Today we are very shrewd and
  unforgiving to new entries into the RPG world
  and demand they use and have the very best
  graphics and capabilities or it is only 2nd best
  to Squaresoft.
+ Cinemography and interaction.  This is actually
  absent from most of the newest entries into the
  world of RPG Generators, and with good reason.
  It is EXTREMELY difficult to program a system that
  acting upon certain flags, categories, talismans,
  events, and scope into a said custom-designed
  universe has the capability to change tempo,
  music, theme, allow entry and unique animations
  of several hundred sprites acting entirely upon a
  unique user-definable program put into them and
  behaving if I dare use the word, like a HUMAN
  would.  Yielding the envelope of COMPASSION for
  the other computer-driven characters they meet in
  this unique world.  ANGER towards the said bad-
  guys and villians in the series who almost always
  manage to get the goods before you do.  :)
  Squaresoft has done an INCREDIBLE job of keeping
  this very vital attribute in all of their
  creations.
  An Example:
  You touch a person somewhere, the music fades to a
  new emotion, text appears on the screen mentioning
  what the character you are talking to is saying,
  more people pour into your field, introduce
  themselves as friends of whom you just conversed
  with, swap over 20 items with you, set multiple
  invisible flags, a few may join you in your
  adventure, and it is your responsibility now for
  their well-being in the game you are playing, the
  quest is accomplished that one more 1% through
  more then a ten minute cinemographic RPG story.
  This is a difficult thing to put in a RPG
  Generator but in my opinion absolutely VITAL.
  Without this human interaction, without this
  sorrow that a player sheds REAL tears over the
  loss of one of their close friends as played in
  a carefully thought-out loss, then the system is
  mechanic, robotic, and tactical, and has no real
  soul.  Today any RPG that has no soul has a very
  short lifespan indeed irregardless of its fine or
  superior graphics and/or music.  It must have a
  soul or it becomes predictable, boring, and
  uninteresting.
+ Animation.  Most RPGs and RPG Generators allow the
  usual of 8 sprites per unique image of a person in
  the game.  Squaresoft goes a few steps beyond this
  with head tilts to represent concern, eyes wide
  open comically to represent surprise, and a fallen
  form of them to represent a moment of weakness or
  defeat.  It is not just Squaresoft that makes
  these games.  There are a large number of
  contendors out there who have made RPGs, but ONLY
  ASCII and a few programmers such as myself hack
  away at building a unique build-your-own-world
  system and interface.
+ Special Effects.  Combat in most RPGs is frantic,
  funny, and frenzied, if it's done well.  It occurs
  about every 2 minutes of gameplay when exploring
  outside or in dangerous territories.  They are
  called Encounters.  If it's not done well, it
  pulls the player away from the actual game and
  yields them to thoughts of boredom, frustration,
  and inability to either want or need to continue
  playing.  Special effects in combat are the icing
  to the cake.  Large several hundred color plasma
  explosions, ghosts of ray-traced summoned spirits
  and elemental-types, mind-boggling creative
  binding graphics that will always WOW the player
  are an important part of any good RPG or RPG
  Generator.
+ Growth.  Legend of Zelda for the Nintendo is a
  good example of a game that does NOT do this.
  This unusual RPG requires the player to FIND their
  growth.  In this case, graphic images of HEARTS so
  they can have more Hitpoints, the life points of a
  player or many players in a RPG.  Most RPGs and
  RPG Generators make use of a different sort of
  creature.  A curious variable called Experience
  Points, which are granted and gained to all the
  active players in a combat party upon succesfully
  defeating their said determined or random
  encounter opponent.  It is through experience
  points that a player is raised to a NEW level,
  with greater strengths, defense, cunning, and
  other abilities.  Experience Points if done well
  in a system gives the HUMAN player a feeling of
  growth themselves, of maturing in a game and
  of becoming wiser and smarter.
  A well-designed system makes it harder with a
  larger number to get to even higher and higher
  levels.  Naturally the more difficult the random
  encounters are in combat, the more experience
  points to be gained.
+ Replay ability.  Ever gone to see a movie that
  had good reviews and, after seeing it, you agreed
  it was a good movie, BUT you would not want to
  see it again ?  What was missing.  What elements
  could they have added or removed that would make
  you want to see it again ?  This is a very rare
  attribute in programs years ago and is becoming
  a demanded item for today.  Critical reviewers
  of RPGs which tell the story to gameplayers
  around the world are ruthless and cutting, just
  the way most videogamers like them to be, and
  will mention every single flaw a videogame has
  in it to detract the consumer.  They do not
  do this deliberately to be mean.  We live in a
  world now where what was a minute a year ago
  today is now considered a second.  We demand the
  very best and replay ability must be amongst
  them.  Movie makers would like to make a movie
  that has rewatch value because the consumer will
  not only go out to see it again with their
  friends but may go out to a store to purchase it
  as well so they can enjoy it on their own.
  It is a rare ability and item for a videogame to
  have any really good replay value but in today's
  times is being assessed as one of the most sought
  after and valuable characteristics in a game.
  A game that has zero replay value will either
  be rented for a short while and returned, or
  have enough bad reviews written about it that it
  detracts would-be gameplayers to it.
+ Manipulation and Change.  A RPG or RPGMaker would
  not be so very interesting or desirable to keep if
  the elements stayed the same throughout the entire
  course of the game.  Final Fantasy 3 from
  Squaresoft is a good example of change.  First
  know this game takes a good 3-4 months to play
  and, of course, SAVING your game so you can play
  tomorrow is very vital.
  An example from one of Squaresoft's crowning RPGs:
  In Final Fantasy 3, Kefka, an evil dictator is
  seeking out the Espers, a magical race of beings,
  to usurp power and control the world.  Halfway
  into the game enormous special-effects and story
  are introduced.  The entire planet cracks, images
  of hundreds of lives being lost are seen in full
  cinema animation done entirely by animating small
  sprites, shaking the screen, and the movement of
  tiles.  Known maps that the player has memorized
  over their 30 days in playing the system are
  reformed and restructured.  Favorite party members
  in quest are lost, irrovocably, so it seems.
  Flash, Fire, and Thunder rain down upon the earth,
  people scream, and the screen fades to black.
  The screen shows a 3-Dimensional view of the top
  of the world and its new map and the camera pans
  down to a small remote island where we find Celes.
  Celes, one of the main characters in the game,
  finds herself on a small beach.  Locke, her true
  love is not with her.  She examines the new
  location she is in and muses to herself that
  nothing is important to her except being with him,
  she cries and tears are seen in her eyes as she
  runs away.  She climbs to the top of a peak, the
  screen fades to a lovely violet/blue hue and the
  music changes to a heart-throbbing beautiful
  composition.  She jumps.
  * Now, if this game has done well so far, and if
  the game has REALLY hooked the player, then the
  ACTUAL real-live person playing the RPG game will
  be MOVED to real TEARS and cry as she commits this
  very emotional and distraught act of suicide.
  As she falls, the music cascades into a crystal
  of tears that are shed by all now, and the screen
  fades to black lingering on the last beautiful
  notes with very tiny sparkling crystals coming
  from her eyes to represent her tears of extreme
  sorrow.
  Transition and change again, she is only mootly
  injured having fallen on some soft sand, and finds
  Locke's scarf a small dove is carrying.  With new
  resolve and new commitment she now seeks to find
  him and continue on in this massive quest.  The
  things changed, any and all transportation such as
  Airships to cross mighty distances has been lost.
  She fashions a crude raft from timbers on the
  beach and sets out the open ocean completely alone
  and by herself to recover and locate her lost 8
  friends who are major characters in the game.
  * IF this game has entranced and captured the
  HUMAN LIVE player correctly, a mental and physical
  RUSH of adrenalin will be felt shivering them,
  and making them more HUNGRY and EAGER then ever
  before to see how the story turns out.  A story
  that they have almost 100% control over.
  If a game is not capable of change, it becomes
  stagnant, predictable and uninteresting.
  Squaresoft introduced the most mighty of
  changes for Final Fantasy 3 by introducing an
  entire NEW WORLD in the middle of the game
  forcing the player to rethink strategies and
  to place new goals and new destinations in
  mind with them.
+ The Anime principle.  It is not until only
  recently has Anime, a unique type of cartoon that
  almost entirely comes from Japan that has artwork
  of BIG round faces with BIG eyes, little bodies,
  and in almost all ways are insufferably cute.
  This is getting to be a vital attribute for
  RPGs and RPG Generators.  There is a very strong
  link between watching a Japanese Animation saga
  and playing a RPG.  It is not too surprising to
  find that most people who enjoy playing a RPG
  also enjoy immersing themselves into a rich
  and wonderful world that is presented in well-
  thought and and animated Japanese Anime.  To
  assist RPGs in this development, full-drawn
  faces to each of the important characters in
  the game are presented both in communicating
  with others and in viewing their vital statistics.
  A RPG is much more interesting and believable to
  play when you can actually see your character and
  associate a fondness and familiarity with them
  by seeing their likeness.  Keeping tempo with
  all RPGs, most heros and heroines are dazzlingly
  beautiful, severely innocent and naieve in early
  stages of the RPG, and very easy to become fond
  of.
+ Reward Factor.  Very few RPGs would be expressed
  with interest if there was not a reward factor
  involved.  This then is the game rewarding the
  player through uncalled and above-board ingenuity
  in solving puzzles that very few people may
  understand or recognize in the course of the RPG.
  The grand and glorious ending that MUST be in the
  RPG.  I mean let's see now, over 8 months of
  playing a RPG you don't JUST want to see the text
  YOU WIN, GAME OVER, PLAY AGAIN .  No ..  You want
  to see ALL the important characters that you met
  and have literally gained a friendship and
  tangible attachment to.  You want to see them all
  in their completed lives.  You want to see an
  ending to a RPG that may go as long as a half hour
  or more playing incredible adrenalin-driven music,
  BRIGHT beaming faces of the literal THOUSANDS of
  people you had met in the game, and a sense of
  EXTREME satisfaction in having surmounted these
  incredible odds, these difficult journeys, these
  unbelievable escapades, and cry REAL tears of JOY
  because the HUMAN player is so HAPPY to have done
  so much in this game to help and assist others
  over a period of TRUE 3-4 months of playing.
  You want to travel the world at the speed of
  sound and see hundreds of people waving at you,
  read long messages on the screen as each famous
  character interacts with each other in a complex
  Cinemographic script for the very last time,
  each with their own dreams, ambitions, and
  desires known fully to the human player.
  You want to see all these things, a shimmering
  thousand rainbow crystals, two lovers reunited,
  kingdoms rebuilt, families found, and purposes
  attained once again.  These then are the REWARDS
  that a RPG player will go to see and DEMAND to see
  in the most awe-inspiring and cataclysmically
  complex game type ever, the R P G .
  Most recent additions to REWARD concepts in RPG
  is the introduction of tapestries and pictures
  that the player can WIN only through extremely
  difficult measures and carry around which is very
  well-drawn artwork of any of their player
  characters usually in a seductive or enticing
  environment for a female, and heroic and gallant
  rigidity for the heros.  It's a pretty new
  concept but one of which I plan to include in my
  RPG system.
This then is the world of RPGs and RPGMakers.  This
then is perhaps the most intelligent and consuming
of all videogame types that are out today.  Sure,
we all enjoy a good 3D Racer, maybe like to jump on
the heads of critters in a cute platform game.
But have you noticed recently that most of these
predictable games are introducing RPG elements into
them ?  With the multiple facial expressions of
our heroes and heroines in these shooters,
platforms, and racers, slight RPG elements are seen
such as verbal interaction with the player's
competitors.  "Trophies" such as seeing their
opponent defeated after a quick game and having a
nice small if not outstanding ending are starting
to be more and more added to these smaller games.
But nothing comes close to the complexity that spans
beyond chess, the compassion that spans beyond the
best romance novel, and the involvement of a player.
Nothing goes beyond this save the very under-
estimated and mighty R P G Game.
- - - - -
* AFTERWORD
Today ?  RPGs are one very hot item and of extreme
interest to all, especially those that enjoy complex
scenarios, and feed off of the difficult and
seemingly impossible odds placed against them.
These games are so consuming that even at 4 hours a
day 7 days a week in playing them, perhaps only
several months later will you see the grand and
glorious ending to the game.  The reward factor is
high and it must be.  After ever single combat or
small puzzle solved a very catchy RIFF of music may
be heard, new locks may be opened, and new paths may
be explored.
We players are a demanding bunch of people now
holding zero pity for any games made today that are
not in every way excellent, flawless, and
oustanding in every possible facet of its existence.
RPGs allow others if just for a moment to leave
their own lives and help and assist these other
incredible, naieve computer-driven characters into
their world from their first humble beginnings to
their final climactic endings.
From the time RPGs were many years ago to the paper,
dice, and hand-drawn charts on graph paper to the
Dungeonmaster, so now do we yield to a greater and
more complex form of entertainment.  No longer
restricted by the limitations of memory and
inability of poor computers.  Creativity and raw
brilliance can be seen and highlighted on today's
most modern of computers.  With these computers of
today, the awesome and mighty power of the average
personal PC computer spans gigabytes of storage
and boasting several hundred megahertz of speed.  So
now, and beyond this momentous year 2000 can large
companies and individuals like you and me consider
this most amazing and difficult journey of all, to
build your own custom RPG Generator.  Let it begin
with you.

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