Role-Playing Model: Emphasizing the 'RP' in RPG
If games have any advantage over other media, it is their ability not just to observe the actions of others, but to place the player at the center of those actions. Among all genres that promise adventures allowing players to fulfill their fantasies in a variety of ways, role-playing games (RPGs) stand head and shoulders above the competition.
Since the advent of computer role-playing games in the 1970s, the genre has gradually offered new ways to create and embody fictional versions of oneself or characters living in one's mind.
However, this sense of creative experimentation is not just about satisfying a thirst for escapism. It is also about testing the player's moral qualities, problem-solving skills, curiosity, and willingness to take risks in conditions different from real life. And if developers do everything right, recognizing the player's unique role in the game will motivate them to continue playing and see the consequences of their actions.
The ability to create your own party and customize countless skills in Icewind Dale II (2002); kingdom building that can define the world and the types of encounters you face in Pathfinder: Wrath of the Righteous (2021)... RPGs have many parameters and paths that players can adjust and accordingly take on the mission of shaping events, people, and locations using the mechanics and systems embedded in the game.
Over time, other genres have looked to role-playing games, borrowing some aspects of loot and character development for their own purposes (e.g., Borderlands 2009 and Call of Cthulhu 2018). But despite such cross-genre efforts, RPGs have remained fresh in people's eyes.
And there is a reason for that: while in most genres the avatar simply travels through the world and overcomes obstacles, in role-playing games players feel part of the world they inhabit. And not just because the game boasts realistic graphics and sound. Instead, RPGs achieve an unparalleled level of immersion by doubling down on the player's ability to assume and play one of many roles in a multifaceted world.
Hence the importance of the "RP" side of the equation. And there are many ways a game can provide freedom and weight to the actions of a role-player.
Offer quests with multiple paths and long-term consequences
Player choice is a staple when it comes to role-playing games. If the genre's goal is to make you feel part of the world—a part that can influence others through your actions—then having the game recognize playstyle and allow you to leave your mark anywhere makes perfect sense. At the same time, choices in the game should not feel trivial or random: they should have long-term consequences reflected in the environment and/or NPCs.
A simple example is choosing peaceful or violent actions toward raiders threatening to destroy a pacifist village. De-escalation might require learning and using "silver" words, but it will improve reputation among villagers and even raiders if they buy into your persuasion tactics. On the other hand, a violent retaliation against raiders may lead to a quicker resolution, but it could also invite reprisals from other bandits. Not to mention a decrease in villagers' affinity.
If there is one game that embodies the gravity of choice and consequence, it's Alpha Protocol (2010). While the decisions you make during character creation affect how you play, the real moments of truth lie in how you interact with NPCs and approach situations. Not to mention the order in which you complete missions across the game's numerous locations.
The spy RPG from Obsidian Entertainment never misses an opportunity to remind players of the consequences of seemingly minor actions—from bypassing a suspicious guard with strong words to mocking a potential ally by ridiculing the death of their right-hand man. If they aren't felt immediately, they will certainly manifest later—missions start and play out differently based on previous actions.

Systems that allow players to interact with the social and economic aspects of the world
Of course, choice isn't just about morality: role-players also want a say in how they interact with the environment and its inner workings. This is one aspect of RPGs that sets them apart from other genres: the environment is not just "eye candy" with obstacles to overcome. To be more precise, a role-playing game can go further in depicting societal life by including systems and amenities that can be used and even influenced if players are willing to invest time and money.
A prime example is the ability to own property and collect rent/income from it. A player wishing to take on the role of a businessperson/landowner is free to adjust prices for goods and rent depending on their moral principles and/or how much they need money. Aside from adding another layer of interactivity to in-game amenities and services, the idea of owning virtual property allows players to establish a deeper connection with their hubs than simply visiting the same settlement to restock and return to dungeon crawling and looting. You might as well make a fortune in a safe city!
But that's not all, as the amount of income generated by player-owned enterprises also depends on the quality of the business, the economic level of the city, and the shop owner's opinion of the player. Thus, property ownership is hardly a static and passive endeavor, further compelling players to double down on their role as a business/landowner by periodically checking on the state of their holdings.
And that's not to mention other features that embed the role-player into the socio-economic fabric of Albion. The ability to court, marry, and divorce loved ones; the ability to take on jobs (e.g., blacksmith, lumberjack, merchant, etc.) and earn gold quickly; the ability to raise children and spend time with them...
Suffice it to say, Fable II caters to those who enjoy playing the role of adventurers who don't mind settling down and being as close to their society as they are to their canine companion.
The result? A system-rich world that offers players to go beyond traditional gameplay consisting of combat, exploration, and dialogue.
Provide ideologies to reflect on and delve into deeply
However, players can leverage not only material aspects in their role-playing. How they think about the world they inhabit and subsequently interact with it can be just as effective a means for the world to leave its mark on players and vice versa. This typically manifests as ideologies and mindsets shared by NPCs, who then reinforce their worldview by either isolating from the outside world or actively clashing with those they regularly encounter.
This spiritual component is not just needed to give the world a sense of plausibility (i.e., society never has only one point of view). It is also necessary to elevate player fantasy to a new level. More precisely, to a deeper level that sends them into uncharted territory that may carry some ugly truths about the universe they are in. But as stated, RPGs can test a player's moral qualities and willingness to take risks by evaluating ideologies they wouldn't even consider in the real world.
It is in this area that Disco Elysium (2019) truly shines. In this police-themed RPG, players get to familiarize themselves with various ideologies such as communism, fascism, moralism, and ultraliberalism. In one specific case, the avatar will be forced to contemplate a highly questionable ideology to get past a fearsome tattooed NPC guarding a critical path. And depending on which political leaning one inclined toward, players who took the time to ponder Revachol's eclectic web of leanings will eventually have a unique quest associated with that leaning become available.
All this is complemented by the Thought Cabinet, allowing players to internalize numerous thought directions that not only provide benefits (and penalties) but also offer insight into the avatar's past life and understanding of the world they inhabit. Thus, narrative and mechanics merge into a gameplay loop that players can tap into thanks to their curiosity about the socio-political climate of the world.
Thus, Disco Elysium gives players the ability to shape and use their brain to navigate the world as they see fit—a wise move from ZA/UM, given the novelty of malleable thoughts as gameplay tools. Especially compared to most RPGs that emphasize armor and weapons.

Reward players for interacting with the world in various ways
When one thinks about leveling up, they likely recall combat and quest completion as the primary (and sometimes only) ways to strengthen a character through XP accumulation. While it is reasonable to assume that one can get stronger through might and assignments, RPGs are capable of expanding the conditions for rewarding player interaction with NPCs and world locations. Especially compared to other genres that feature RPG elements (e.g., shooting enemies for XP in Call of Duty games) and are not designed for less combat-focused and more story-oriented role-players.
For example, suppose we have two types of players: one is a bookworm, and the other is a city watcher. The game could reward the first's curiosity by populating the world with books and documents about its history and politics, with the act of reading granting XP for each bit of new understanding absorbed. Similarly, the city watcher could be spoiled for choice when they notice numerous vantage points from which they can study city life and pick out appealing details (e.g., people whose brisk walk gives them away as office workers eager to earn a quick buck). In other words, an RPG should acknowledge that players in certain roles will engage in that very activity and reward them for sticking to their character.
Torment: Tides of Numenera (2017) serves as an example of how developers can think outside the box when it comes to dispensing XP. Being a narrative-focused RPG, Torment: Tides of Numenera places less emphasis on combat and more on dialogue and exploration. Therefore, interacting with NPCs, objects, and even the avatar's memories using the Anamnesis skill allows earning XP and valuable items from time to time.
For instance, players who enjoy learning about NPCs' lives can inquire about a couple's adopted son and even chat with the boy himself. By choosing appropriate topics, the curious player earns XP. Additionally, players who like playing detectives can earn XP by thoroughly investigating a crime scene in the Underbelly of Sagus Cliffs.
By acknowledging that curiosity manifests not only in combat and quests, developers created an RPG that rewards players with distant landmarks and world-building at almost every turn, inviting them to engage. Discoveries themselves can be rewarding, but XP and item rewards can serve as additional motivation for players to stay true to their role as a knowledge seeker and use the gathered information to better navigate circumstances and surroundings.
Don't make the player feel guilty for favoring one moral side over others
It's one thing to provide budding role-players with plenty of opportunities to experiment as they carve their path through the world. But it's another thing entirely if that world allows role-players to go any direction on the moral scale without warning that they are going too far. This can range from sending evil assassins after you to creating a world where everyone is so lawful and good that players feel guilty for performing devilish acts. Especially if it means losing access to quests and locations where they can rest and restock.
While it's true that reputation-based content should not be universally accessible to players who prefer one moral path over others, it's also true that, ideally, an RPG should be designed so that all moral paths are viable options, providing different but equally proportional sets of benefits and penalties. One way to achieve this is to make the world itself harsh enough that evil players seem normal compared to malicious NPCs, yet forgiving enough that good players can act virtuously where appropriate.
An example. Tyranny (2016). While in most RPGs players act as rising heroes tasked with ridding the world of villains, in Tyranny they find themselves in the shoes of a soul serving an authoritarian regime and responsible for studying the lands over which that regime rules. The mood of the game world from the start makes it clear that evil deeds make sense in the context of the game, but that doesn't mean relatively virtuous actions aren't allowed.
One striking example is burning a magical library full of people. If players are evil, they can set it on fire without asking those inside to clear out. Yes, it's a heartless act, but your profession and the state of the world imply that those around you will take such behavior for granted.
But if players have a heart, they can warn those same people in the library beforehand before committing the fiery act. Even though the avatar remains a tool of tyrannical forces, later in the game they will receive compliments from those they spared. Tyranny may be a game about tightening the iron fist of an evil force, but it is a game that does not shackle players to a completely dark path. The result is a tonally unique experience that analyzes human nature and morality through choices that highlight the potential for compassion and mercy in a world that seems utterly devoid of them.

Create conditions for all available playstyles
As mentioned, RPGs differ from other genres by allowing players to solve situations in ways that fit their role. In many cases, this design philosophy manifests in encounters with NPCs outside and during combat, which ideally account for all available playstyles and outcomes stemming from players sticking to their gameplay preferences and moral values.
An example focused on combat: stealing a valuable item stored in a bandit hideout. Will players hack and slash, or try to sneak in and out without touching enemies? In another scenario, players might walk into a bar and see a surly patron threatening the bartender. Will they defuse the situation by bribing him to leave, or put a bullet between his eyes? Either way, players should feel that all possible options are on the table, allowing them to personalize their playthrough with any


