As to rpg's and replayability, I want to take issue with at least two
of your examples Dark.

Fallthru was replayable, but the essential shape of the game stayed
the same.  Once you beat it, the general plan to beat it was the same.
Some locations moved a little, but the general challenges were the
same, and while individual map features changed, the same strategies
won the game.  I think using it as an example of replayability is
somewhat misleading.

The Wastes presents the problem of having everything random.  There's
no reliability for a player to build on.  You don't ever learn the map
because the map changes game to game.  Your tactics have to change
whether you have the super overpowered weapon of death, or are
fighting with your bare fist.  I myself find that somewhat
frustrating.  It's a fun game, and I don't detract from the work put
into it by any means, but it's replayable only because you're drawing
random cards from a deck every time.

To me, designing a single person RPG with replayability would demand
some randomness of course, but you'd have to put some steady elements
in as a place to start from, or you'd lose players who don't like the
chaos factor.  For myself, I'd want alternate reactions to different
options etc for each encounter, each situation.  That's a lot of work.
A lot of planning.  I could slap together a random generator that
would produce an ok game that was replayable because of randomness,
but to me that's not an RPG.  That's the old random dungeon generator
at the back of the first ed. dmg that people would use when they
couldn't get a group together.

That said, I see some ways it could be done, but the problem would be
the time expenditure--to do it well.

As to several people commenting on cheapness or text in place of audio
etc.  I agree, one can play text games just fine, but if we're going
to do that we can go back to the old IF titles and forget a real rpg.
If you want to have real interaction you'll end up having to create a
complex interaction engine.  The reason why Eamon for instance worked
so well was that at the core of it were only about 40 commands, most
of which you never used.

As to the sounds issue: putting together a cheap game with good
sounds, music, and sound scape is difficult unless you have lots of
free time, a good recording set up, and plenty of stuff to provide
foley effect with.  For example, with Interceptor, we purchased a
number of the sounds we used.  That's another thing that must be taken
into account.

I think we need more large scale well designed RPG's but I think that
we do need to go into that expectation open eyed.  Entombed was a
decent start and it was $40.  Marty's estimate sounds high to me for
an IOS app, but it sounds reasonable as a complex Windows platform
game.  So, we can jettison everything but text, go the random shuffle
and draw approach, and produce a mildly amusing but ultimately
frustrating game, or we can invest a lot of time, effort, and work
into producing a complex game with good acting and music and sounds,
and then we have to charge more, or somehow, sell more units.

>From a developer standpoint, if you are actually trying to make a
profit, the RPG looks like a bad bet.  Now, that said, if you had 30
or 40 smaller games that could support you while you did it, it might
be doable.  If you had a consortium of small developers that could
agree on a language, a story, and delegate parts of the game
effectively, it might be produced cheaply.

Just a few thoughts as usual.  I eagerly await disagreement.

Take care,

Jeremy


-- 
In the fight between you and the world--back the world! Frank Zapa

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