How the fantastic becomes dull and familiar

Most fantasy RPGs follow the tried and allegedly true formula, which strips them of anything ‘fantastic’ and grounds them in the dull ‘reality’ of the familiar. Sadly, the much coveted instant recognition usually means instantly forgettable. How many times should we save an utterly predictable and generic world before it gets really old? Why is that when we see a town on the horizon, it’s not a place of wonder and strange customs, but a place to restock on FEDEX quest and trade in your loot?


Folksonomies: mundanity fantastic fantasy wonder

/health and fitness/drugs (0.576638)
/food and drink (0.263534)
/hobbies and interests/games/role playing games (0.219321)

allegedly true formula (0.969475 (:0.000000)), coveted instant recognition (0.908734 (:0.000000)), dull ‘reality (0.778304 (:0.000000)), FEDEX quest (0.686899 (:0.000000)), strange customs (0.668729 (:0.000000)), generic world (0.667013 (:0.000000)), RPGs (0.415895 (:0.000000)), place (0.412575 (:0.000000)), loot (0.406895 (:0.000000)), wonder (0.390479 (:0.000000)), horizon (0.389490 (:0.000000)), times (0.367180 (:0.000000)), town (0.365015 (:0.000000))

FEDEX:Company (0.986985 (:0.000000))

Computer role-playing game (0.912377): dbpedia_resource
Video game gameplay (0.717688): dbpedia_resource
Horizon (0.712000): dbpedia_resource
International trade (0.660276): dbpedia_resource
Time (0.659717): dbpedia_resource

 The CRPG Book Project: Sharing the History of Computer Role-Playing Games
Books, Brochures, and Chapters>Book:  Pepe, Felipe (April 2017), The CRPG Book Project: Sharing the History of Computer Role-Playing Games, Retrieved on 2017-07-20
  • Source Material []
  • Folksonomies: rpg crpg