Different themes in rpgs

wclear

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I think many people here already know that RPGs have always carried a lot of cliches, that old adventure of a hero to save the world has become something very common in several games, so my question is this: What themes and subjects RPG's should approach More? Earthbound, Lisa, Off, and Undertale for example, address different themes of casual.

 

Ms Littlefish

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I think issues that would be refreshing for RPGs to tackle are actual human sexuality instead of "well, I guess we're the couple." The actual complexity of relationships, both old and new; romantic and platonic. Familial, too. However, I think the possibilities are endless. I'd love to see more games deal with issues like the effects of social media/technology on private life, work/life balance, and other real world issues. I'd love to see games set in the past that accurately depict the lifestyles and challenges of an older society.

It's not that there aren't any games dealing with this, there definitely are. The "save the world" plot tends to just be the vehicle for more complex personal interactions, or at least I hope to see that in games! I don't necessarily want to completely ditch the 'save the world' plot more so that I just want more to be happening within that. Different spins are always welcome, too. The "cliche" hero coming of age story can easily be transformed into something else by making the character older, a different background, or by putting it through the lens of a child's imagination.
 
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Jef299

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dragoonwys

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I personally wouldn't call, 'saving the world' a theme but rather a plot device used to put the theme in. Some of the examples you mentioned like Undertale and Lisa revolves around saving something one way or another, but their themes are different. I agree with what Ms Littlefish said, that just changing the details such as age, background, etc can really breath a new breath of air into an overused plot device.
Theme wise though, I would like to see more real life problems older aged protagonists would have, like: what it means to have a functional work and social life, issues between their circle of relationships in their life, or coming into terms that they are inching their way past their prime and should think about what they should prepare for when they really do get a full head of white hair.
Just don't think there are enough of them around yet.
 

MRHAPPYFACEMAN

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Yea, being the hero is a super broad concept that anyone can find to be interesting. I am finding more and more that being honest and responding normally to certain situations make games really cool. No one likes being forced to like something or have to do something, it's what makes RPGs so special, they have multiple endings :). For instance, When stupid games end, everyone is friends, the random girlfriend comes out in a white dress, and birds are singing left and right. Well..... What if I didn't like the girl, what if I thought she was a complete loser? Or the friends on the way, there is nothing more cliche than forced friendships in the game that make the player feel obligated to love all the side people. I enjoy hating some characters, it makes it more realistic.

I will say that the biggest cliche in games is the idea that there is no space for personal opinion. Give them that, and it will make the game much better. Yea, saving the world is a cliche, but most people (especially people that live playing games) find themselves daydreaming a lot about being a superhero. It's a kind of outlet for hidden desires to live some fantasyland.

NOW! Take Undertale for example. Your personal opinion had wiggle space, and you played not just as a superhero, but more of the person with the power, the judge if you will. If you liked the stupid monsters, you could spare them. If you despised them all (like I did), to heck with it and just kill them all. I Didn't like Sans or that dumb Asgore loser, and I was allowed to express that in the game, so it was fulfilling...

Follow what I am trying to say?
 

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