The very essence of the role playing games genre is apparently to transplant time. This could also be known as wasting time like watching movies on a VLC Player all day, but more accurately it is the transferal of time from the real world, into the other manufactured world.
Part of the attraction to this process is the fact that RPG worlds are governed by a much simpler form of rules than the real world. Because a person knows precisely what to expect from pretty much every other character running around, it’s a lot more enjoyable to interact with
them.
But then comes the time-consuming nature of the RPG. It’s not just fun, it’s tediously fun. There are moments, smack dab in the middle of leveling your souffle cooking skill, when the game begins to curiously reflect real life. Only instead of actually developing the very useful skill of cooking a delicious souffle, the player has instead increased a rating in a virtual table.
“But my souffles give +100hp,” the RPG fanatic will respond, and that’s all well and good. Part of the mechanics of a good RPG is to reward the player for their time. Every time the buttons are pushed in the right sequence, the little avatar on the screen will dance just so and a new ability is now available.
That, again, is one of the most time-transferring aspects of the RPG. Pacman had one option to level up, and it didn’t last long before the ghosts stopped flashing and were back on his tail. Now, however, the main character when you download any RPG has more options than most people clearly understand for themselves in real life.
From sword fighting, to fishing, to mining for gold the average RPG will offer a nearly ludicrous array of skill options. And each one must be methodically and tediously increased. Second by second, minute by minute, hour by….