What Makes a good RPG?
The players need to be apart of the world they are playing in. They need to feel the sorrow when there is a sad moment, and feel the excitement when something is epic. They need to be able to care for the world that you, as the mapper, create for them. A good example of this is how JRR Tolkien created his world. You will notice how he just adds extra details into his novels, simple things that some take for granted and make the world sound more natural, to captivate the reader into his personal universe. If you cannot make the players feel as if they are REALLY in this world you have provided them, your RPG will be a failure. So, what will you have to do to accomplish this required task? Well, let me give you a few suggestions by working off what other people have said.
1. An intriguing storyline - Of course, you must write out how your entire RPG will play out. From the point where the main characters adventure begins to the final conclusion is called the "core story." However, if you were to compare an RPG's story to a house, the core story would only be the roof. You, as the mapper, must take responsibility in constructing all of the rooms that make up the house, and create an appropriate world for the players to connect to. You must figure out how to spread out the little pieces of information, that although may not connect to the main storyline, will create a world that the players feel as being real.
2. Telling the story - Although you may be able to create this amazing world, you have to be able to ease the player into the environment, or else your story may be ruined. Instead of throwing the story at the player through some typical long cinematic narration, let the players discover the information. Slowly feed them and let them figure out how the plot unravels. Maybe they could find a mysterious scroll in a dungeon containing a betrayal, or they could overhear a conversation between two peasants, even though they may not take note of it. It is up to you to decide how to do so accordingly with your story. Another thing about telling the story that may work effectively for you. When you believe that you have reached a very important moment in the RPG, may it be romance, sorrow, or action, take the time to create a single illustration for it, and import it into the map. That one moment that is depicted through that picture will allow the players to receive a much bigger meaning than that in which Warcraft III's 3D graphics would ever allow.
3. Instances/Bosses - If you know me at all, you know of my passion for a boss fight. Heck, I wrote a tutorial on the basics. The players need to know that whatever they are fighting is truly a threat to the world they have gotten attached too. So, how do we do this? We create massive citadels teeming with the opposing forces. The evil power that radiates from inside the instances must be amplified in the form of Bosses. These specialized creatures will battle the players, working to test all the skills and tricks of game-play they have learned so far. Complex Triggering accompanied with dialog and personality will show the true face of the villains the players are up against. The only way you can truly tell if your bosses are well constructed enough are in the beta-tests, and may be one of the toughest things for an RPG mapper to face. Recruit beta-testers who specialize in the mechanics of Boss-fights (We have quite a few lurking in the hive) and get criticism from them. Always remember though, you make the final call, don’t let anyone else force you to stray from your desires, but do try to take heed of their advice. If your RPG is released with less than satisfactory bosses, the instances will appear worse. If the instances aren’t fun to play in, the villains don't appear as bad as they should be. If the villain’s don’t appear bad, no emotional response is provoked from their actions, and the entire RPG will fail its one original goal. To get the players captivated in the world they are playing in.
4. Customization - Allow the players the ability to train the way they want to train. Don't restrict them in any way that would go against the world. Do what happy Cockroach did, and add a skill system. If your RPG is based off classes, add promotion quests or items to give the players room for expansion. Make it so the player feels THEY are unique to the person who is playing with them.
5. Final Battle/Conclusion/Ending - The entire RPG can be either a failure or a success based on the way you decide to conclude it. I have seen someone say regarding the story line "storyline that isn’t as cliché as "a dark overlord/wizard has taken over the world and now you have to save it." Although I agree with this, don’t shy away from a final battle. An Epic confrontation will always be a great way to reach a conclusion in an RPG. That is, if you can make it epic. If it ends up being anti-climactic, the RPG is yet again, a failure. Don't cut it off suddenly, ease out of it, and make the players aware the end is coming. An RPG will only be at the highest level of success if 3 feelings all sweep in, something that is well-known to me is. These feelings are a sense of unbelief, celebration, and sadness. You want the players to sit silent for a second in disbelief that such a great RPG was created, and reflect upon your journey. You want them to celebrate and have a sense of accomplishment as they have completed your difficult RPG. Lastly, you want them to feel sadness. You want them to feel sorrow over the fact that this fantastic journey is over, and the world they have been playing in is nothing more than a fantasy you have created. That, is what a true RPG should create.
If you can do what I have said, you are good to go.
~Asomath