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Check out this guest article by Chris Baker, Writer & Creative Director of Operencia: The Stolen Sun

Computer roleplaying games (or CRPGs) have a long and storied history, which is both a blessing and a challenge for modern RPG designers. On one hand, we have decades of innovative games to draw inspiration from, but on the other hand, the legacies of the legendary titles in this space shape player expectations in big ways.

When you design an RPG, you can stand on the shoulders of giants, or those same giants can trample you. With that in mind, our team at Zen Studios starts our design process by taking a deep look at the RPGs we grew up playing. Part of this is passion. These are games we love, after all, but we also seek to more deeply understand the design choices that made these games legendary.

Then, those insights turn into starting points for our own inspiration.

To pay tribute to the RPGs that inspired us, we invited veteran CRPG writer, Patrick Holleman, to articulate the design choices that made classic games like The Bard's Tale and Eye of the Beholder iconic. It is our hope that this RPG retrospective series inspires new players to try these games and that it brings a fresh appreciation from longtime fans.

Episode 1: The Power of Limitations in The Bard’s Tale

Watch on YouTube

Early computers didn’t have the processing power to capture the sprawling, open worlds that we explored in our tabletop Dungeons & Dragons adventures, so designers had to be very deliberate about what parts of the experience captured their focus. In practice, the limitations of PC hardware quickly turned into catalysts for innovation.

Episode 2: Injecting Action into RPGs with Eye of the Beholder and Dragon Slayer II

Watch on YouTube

As CRPGs began to mature, early designers experimented with various approaches to capturing the action of the combat that we saw in our minds. Even today, we see designers taking very different approaches when bringing RPGs to life in new, vivid ways, and we can see the earliest forms of these modern ideas in classic games.

Episode 3: RPG Immersion in Ultima Underworld and Final Fantasy VII

Watch on YouTube

“Immersion” can be a problematic term in game design because several factors contribute to the abstract feeling of immersion, but as RPGs become more graphically complex and start to venture into virtual reality, we can look back at early RPGs to better understand what factors and technologies bring a world to life. As a side note, we recognize that Final Fantasy VII may not be a CRPG in the purest definition of the genre, but its impact was significant.

The Zen Studios Philosophy and the Influences Behind Operencia: The Stolen Sun

At Zen Studios, we have a pretty straightforward approach to creating video games - we make what we want to play. And that’s exactly how Operencia: The Stolen Sun came to be.

Before Operencia: The Stolen Sun was greenlit, our developers were dismayed that first-person dungeon crawlers - the RPGs we cut our teeth on like the Wizardry series, The Bard's Tale and Eye of the Beholder - were so few and far between in modern gaming. So we decided to change that ourselves.

Operencia: The Stolen Sun is our own version of the classic “blobber,” with modernized sensibilities that are friendlier to those who have never delved into this niche subgenre. So you’re not just getting mazes that pretty much look the same every level; you’re getting a full variety of beautiful Unreal 4-enhanced settings, from classic tombs and castles to fantastical outdoor environments. Your party isn’t composed of nameless faces either -- they’re real characters with personalities and fleshed-out backstories, all brought to life through quality voice-acting for more than 30 characters. And it’s all inspired by the Central European myths, legends, and histories many in our Budapest-based studio grew up with.

For us, Operencia: The Stolen Sun is a game straight out of the mid-’80s that still feels like a product of 2020. But for players to feel the same way, we knew we needed to reflect deeply on what made classic CRPGs so memorable.

We hope that you enjoyed our docuseries and this brief look inside our design process. We plan to share more videos with our fellow RPG fans, and we’re looking forward to hearing how this look back through RPG history might change how players think about the games of today.
Post edited October 13, 2020 by emter_pl
high rated
did i get it wrong, or this article was just a whole advertising campaign for the game "operencia: the stolen sun" disguised into a serie of documentaries of RPG to magically prove the point that Operencia included/encompassed all the features, game design concepts, and qualities of all the RPG made so far and from the classic roots of the genre ?

i see more and more stunts of this kind recently pulled by gog and it all feels like "trying way too hard"

you made a dungeon crawler game in 202, a game that is already from a niche genre (a cool genre nonetheless) ? fine... if your game is so good it will get notoriety from mouth to hear and word will spread among connaisseur gamers... i dont think there is any need of such "hammering" marketing campaign to hype it !

my two cents

and i react only because since last few months, gog seems to pull such kind of stunt of quite often... just wanted to make you know that we got the point and it was a little too obvious... no need to take consumers for clueless fools
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Djaron: did i get it wrong, or this article was just a whole advertising campaign for the game "operencia: the stolen sun" disguised into a serie of documentaries of RPG to magically prove the point that Operencia included/encompassed all the features, game design concepts, and qualities of all the RPG made so far and from the classic roots of the genre ?

i see more and more stunts of this kind recently pulled by gog and it all feels like "trying way too hard"

you made a dungeon crawler game in 202, a game that is already from a niche genre (a cool genre nonetheless) ? fine... if your game is so good it will get notoriety from mouth to hear and word will spread among connaisseur gamers... i dont think there is any need of such "hammering" marketing campaign to hype it !

my two cents

and i react only because since last few months, gog seems to pull such kind of stunt of quite often... just wanted to make you know that we got the point and it was a little too obvious... no need to take consumers for clueless fools
It's flavour marketing. It's normally delivered within a small/niche community to expose the ideas and concepts behind a title, while also showing an understanding for the marketing/niche you are directing your project at. It tends to be a bit more subtle than this, but can still produce an interesting read.


Admittedly, this does feel more like a pitch, but hey it's better than every fps being called 'like Doom'! plus more CRPG is hardly a bad thing
as i said: i am among those who consider such niche genre to be a cool genre anyway...

people just need to understand exactly that: consumer base within a niche genre is already small community where word spreading works rather well and where titles/games quickly get assessed by gamers with very high expectation and heavy/extensive background and past history of played titles in same genre...

as a consequence: potential consumers within said niche genre already "know the ropes" and are quite aware of what to expect or what they want in new titles.

as such, i humbly dont think that level of unsubtleness in marketing really suits/fits such consumer base, but it may be just me... it only feels counter-productive if made in that way, tbh...

fun fact: this game went into my wishlist when it got a storepage on gog already... but this kind of marketing attempt is frankly the kind of stuff that makes me feel like loosing any interest in the title, which is probably sad... also to consider: we recently got a bunch of long awaited and long famed games of that genre on gog 'grimoire iirc, and/or at least heroes of monkey tavern, the new wizardry, and such...) so devs would rather need a more tailored approach to get the visibility they need for their own title in such context on this platform
Not going to hold my breath but could be "warming up the engines" for digital re-releases of some of the long overdue cRPG classics until the end of the year as well?

Like, some (or even all) of the Phantasie games, which have been submitted to GoG by its creator Doug Wood earlier this year.
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GOG.com: Check out this guest article by Chris Baker, Writer & Creative Director of Operencia: The Stolen Sun

Computer roleplaying games (or CRPGs) have a long and storied history, which is both a blessing and a challenge for modern RPG designers. On one hand, we have decades of innovative games to draw inspiration from, but on the other hand, the legacies of the legendary titles in this space shape player expectations in big ways.

When you design an RPG, you can stand on the shoulders of giants, or those same giants can trample you. With that in mind, our team at Zen Studios starts our design process by taking a deep look at the RPGs we grew up playing. Part of this is passion. These are games we love, after all, but we also seek to more deeply understand the design choices that made these games legendary.

Then, those insights turn into starting points for our own inspiration.

To pay tribute to the RPGs that inspired us, we invited veteran CRPG writer, Patrick Holleman, to articulate the design choices that made classic games like The Bard’s Tale and Eye of the Beholder iconic. It is our hope that this RPG retrospective series inspires new players to try these games and that it brings a fresh appreciation from longtime fans.

Episode 1: The Power of Limitations in The Bard’s Tale

Early computers didn’t have the processing power to capture the sprawling, open worlds that we explored in our tabletop Dungeons & Dragons adventures, so designers had to be very deliberate about what parts of the experience captured their focus. In practice, the limitations of PC hardware quickly turned into catalysts for innovation.

Episode 2: Injecting Action into RPGs with Eye of the Beholder and Dragon Slayer II

As CRPGs began to mature, early designers experimented with various approaches to capturing the action of the combat that we saw in our minds. Even today, we see designers taking very different approaches when bringing RPGs to life in new, vivid ways, and we can see the earliest forms of these modern ideas in classic games.

Episode 3: RPG Immersion in Ultima Underworld and Final Fantasy VII

“Immersion” can be a problematic term in game design because several factors contribute to the abstract feeling of immersion, but as RPGs become more graphically complex and start to venture into virtual reality, we can look back at early RPGs to better understand what factors and technologies bring a world to life. As a side note, we recognize that Final Fantasy VII may not be a CRPG in the purest definition of the genre, but its impact was significant.

The Zen Studios Philosophy and the Influences Behind Operencia: The Stolen Sun

At Zen Studios, we have a pretty straightforward approach to creating video games - we make what we want to play. And that’s exactly how Operencia: The Stolen Sun came to be.

Before Operencia: The Stolen Sun was greenlit, our developers were dismayed that first-person dungeon crawlers - the RPGs we cut our teeth on like the Wizardry series, The Bard’s Tale and Eye of the Beholder - were so few and far between in modern gaming. So we decided to change that ourselves.

Operencia: The Stolen Sun is our own version of the classic “blobber,” with modernized sensibilities that are friendlier to those who have never delved into this niche subgenre. So you’re not just getting mazes that pretty much look the same every level; you’re getting a full variety of beautiful Unreal 4-enhanced settings, from classic tombs and castles to fantastical outdoor environments. Your party isn’t composed of nameless faces either -- they’re real characters with personalities and fleshed-out backstories, all brought to life through quality voice-acting for more than 30 characters. And it’s all inspired by the Central European myths, legends, and histories many in our Budapest-based studio grew up with.

For us, Operencia: The Stolen Sun is a game straight out of the mid-’80s that still feels like a product of 2020. But for players to feel the same way, we knew we needed to reflect deeply on what made classic CRPGs so memorable.

We hope that you enjoyed our docuseries and this brief look inside our design process. We plan to share more videos with our fellow RPG fans, and we’re looking forward to hearing how this look back through RPG history might change how players think about the games of today.
Just going to point out: by the "purest definition" of the term, Final Fantasy VII is a CRPG. It's only those who inject politics into the term and segregate based on minute cultural or abstract hardware differences that don't consider it a CRPG.
I was hoping this article would've brought with it "more Zen Studios games on GOG!!!", but no :(
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Djaron: as i said: i am among those who consider such niche genre to be a cool genre anyway...

people just need to understand exactly that: consumer base within a niche genre is already small community where word spreading works rather well and where titles/games quickly get assessed by gamers with very high expectation and heavy/extensive background and past history of played titles in same genre...

as a consequence: potential consumers within said niche genre already "know the ropes" and are quite aware of what to expect or what they want in new titles.

as such, i humbly dont think that level of unsubtleness in marketing really suits/fits such consumer base, but it may be just me... it only feels counter-productive if made in that way, tbh...

fun fact: this game went into my wishlist when it got a storepage on gog already... but this kind of marketing attempt is frankly the kind of stuff that makes me feel like loosing any interest in the title, which is probably sad... also to consider: we recently got a bunch of long awaited and long famed games of that genre on gog 'grimoire iirc, and/or at least heroes of monkey tavern, the new wizardry, and such...) so devs would rather need a more tailored approach to get the visibility they need for their own title in such context on this platform
I understand where you're coming from, but you said yourself that this is a niche genre: anyone developing games for it is clearly doing so more out of a love for older games than for money. So I don't think it's that far out of the realm of possibility that they produced this docu-series out of passion for those same games.

Is it a marketing piece? Sure. That's what the entire GOG News section is for. Everything in there is about making money off games on GOG. I don't think it's fair to criticize an indie developer for producing short videos about CRPGs and then using them to promote its game a storefront's news section. That's how they make money, and it's what makes producing the docu-series financially worthwhile. Maybe the devs should have made those videos out of the love of their heart and not shared them on GOG with a plug for their game, but I think you'll find that word of mouth doesn't buy as much food as money does.
high rated
Hi guys,

Thanks for the comments!

Our devs and I talked about a lot of these inspirations for Operencia through various channels during the release of the game. We felt we talked about them so much, (even in our dev diary - https://youtu.be/ZfF0Zmb27dQ?t=63) that it was worth exploring more.

Of course, these videos serve promotional purposes, but we were like 'why not promote Operencia and give some value or interesting insights in return to whoever runs into them or the game? '

Hope you enjoyed these and thanks for taking the time to look at our guest piece and comment on it!!

Also a big shout out to GOG.com for having us.
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MSRDGM: Just going to point out: by the "purest definition" of the term, Final Fantasy VII is a CRPG. It's only those who inject politics into the term and segregate based on minute cultural or abstract hardware differences that don't consider it a CRPG.
I consider games like Final Fantasy 7 to be CRPGs. (I note that a game does not have to be *good* to be a CRPG; it just has to be an RPG that's played on a computer or other computing device (like a console or smartphone).)

To me, the term CRPG mainly differentiates these games from games like Dungeons and Dragons, which are played without a computer, but rather with a few friends at a table. (Note that games like Pool of Radiance are CRPGs; it's Dungeons and Dragons that are not.)

In any case, there are terms for the difference in styles that's prevalent; JRPG refers to the styie of CRPG that's popular among Japanese developers (Dragon Quest and Final Fantasy being the two most well known examples here), while WRPG refers to the style more common in the west (including games like Ultima, Might and Magic, and Pool of Radiance). Some games aren't so easy to classify, either before the two branches had firmly established themselves (the original Dragon Quest is an interesting case here), or because the game blends the two styles together (Romancing SaGa series, SaGa Frontier 1).

Also, there's some cross-polination betwee the styles. For example, considering the mechanic of healing spells hurting undead:
* Earliest example I'm aware of is Final Fantasy 2, though the game was (originally) only released in Japan.
* A simplified version of Final Fantasy 4, which has this mechanic, did see US release; that's the first non-Japanese appearance of this mechanic to my knowledge. This mechanic would appear later in the series, and is what made the mechanic popular.
* Dungeons and Dragons, in its 3rd Edition ruleset, opted to include this mechanic.
* Then WRPGs based off this ruleset came out, and of course adopted this mechanic. (This would, I believe, include Temple of Elemental Evil; could someone check to see if this is the case?)
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Mawthra: I was hoping this article would've brought with it "more Zen Studios games on GOG!!!", but no :(
I didn't know they were already on GOG, I just realized that Zen Studios are the people behind Operencia. Yep, more games, I'd like to see their pinballs here.
I don't see a link to documentaries in the opening post, only links to games?
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Djaron: did i get it wrong, or this article was just a whole advertising campaign for the game "operencia: the stolen sun" disguised into a serie of documentaries of RPG to magically prove the point that Operencia included/encompassed all the features, game design concepts, and qualities of all the RPG made so far and from the classic roots of the genre ?

i see more and more stunts of this kind recently pulled by gog and it all feels like "trying way too hard"

you made a dungeon crawler game in 202, a game that is already from a niche genre (a cool genre nonetheless) ? fine... if your game is so good it will get notoriety from mouth to hear and word will spread among connaisseur gamers... i dont think there is any need of such "hammering" marketing campaign to hype it !

my two cents

and i react only because since last few months, gog seems to pull such kind of stunt of quite often... just wanted to make you know that we got the point and it was a little too obvious... no need to take consumers for clueless fools
Totally agree with you .
Operencia was a wondeful game though. Really fantastic. If promoting it means more Operencia like games I'd be all for that!
I felt that Operencia lacked a bit the feeling of exploration. Even with the minimap switched off I basically never got lost, there were always only a few paths to take.

Also I prefer faster-paced combat and random encounters and looting and leveling approach over this highly strategic one-off-battle approach.

Still was was quite okay the game.