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5 RPGs That Changed How I Think About Games

5 RPGs That Changed How I Think About Games
Alex shares five RPGs that rewired how he sees storytelling, player agency, failure, and design—Disco Elysium, Planescape: Torment, Baldur’s Gate 3, The Witcher 3, and Fallout: New Vegas—and why they still shape every recommendation he makes.

Some games entertain you. A smaller number quietly rearrange the way you evaluate everything that comes after. These five did that for me. They didn’t just deliver good stories or clever systems. They changed the questions I ask when I sit down with a new RPG: What does failure feel like here? How much does the world actually notice me? Where is the real story hiding? How much of myself am I allowed to bring into this?

I’m not ranking them. They’re not in order of quality. They’re in the order they hit me hardest over the years.

Disco Elysium — Failure as character

I bounced off it the first time. The tone felt too bleak, the skills too abstract. Then I came back six months later and let it wreck me properly.

Disco Elysium treats your character’s mind as a party of unreliable narrators. The skills argue with each other. They sabotage you. They save you at the worst possible moment. Failure isn’t a soft reload screen—it’s texture. You can lean into being a disaster and the game will meet you there with writing that somehow stays compassionate and vicious at the same time.

Rain-streaked window and cluttered detective desk under neon light

What changed for me was the idea that systems themselves can carry theme. The way the skill checks are framed, the way the world reacts to your political leanings or your substance abuse or your inability to shut up—none of it feels bolted on. It’s the whole point. After Disco I became much harder to impress with dialogue trees that only exist to deliver lore. I started looking for games where the mechanics and the writing are the same conversation.

Planescape: Torment — The question that sticks

“What can change the nature of a man?”

I played it late, long after the discourse had moved on. The combat is clumsy by modern standards. The interface feels like a product of its time. None of that mattered. The writing and the philosophical weight of the premise did.

Torment treats identity as something you can lose, recover, and argue with. Companions aren’t quest dispensers; they’re people who have been circling the same questions for longer than you’ve been alive. The game trusts you to sit with ambiguity. It doesn’t rush to resolve every moral knot. That patience left a mark. I still measure narrative RPGs against the feeling Torment gave me—that the most important fights were happening inside the protagonist’s history rather than on the battlefield.

It also taught me that production values are secondary to conviction. A game can look dated and still feel more alive than something with perfect lighting and nothing to say.

Baldur’s Gate 3 — Reactivity as respect

I went in skeptical of the hype. I came out convinced that Larian had raised the floor for what player agency can look like in a big-budget RPG.

The reactivity is the thing. Not just the big branching moments, but the small ones—the way companions comment on a choice you made three acts earlier, the way a throwaway item or an earlier conversation can open an entirely different solution to a problem. The game is watching you more carefully than most. That attention feels like respect.

From a design standpoint it also showed how much you can get away with when the systems and the narrative are in conversation. The turn-based combat is deep without being precious. The exploration rewards curiosity without turning into a checklist. And the companions are written like people who have their own arcs whether you’re paying attention or not.

After BG3 I became less patient with RPGs that only react on the main quest critical path. If the world doesn’t notice the weird, specific way I decided to solve something, part of me checks out.

The Witcher 3 — Side quests as the main event

I finished the main story and immediately started a second playthrough focused almost entirely on the side content. That’s when the game properly clicked.

The Bloody Baron. The Reflections quest. The smaller, quieter stories that never make the marketing trailers. CD Projekt Red treated side quests like short stories with their own emotional logic instead of filler between the next big set piece. Some of them are better than large stretches of the main plot. That decision rewired my expectations. Now when I play an open-world RPG I pay closer attention to the margins. The main quest can be competent and I’ll still bounce if the side content feels like it was written by someone who just needed to fill the map.

It also reinforced something I already suspected from the design work I do: emotional pacing matters more than constant escalation. The Witcher 3 knows when to let a quiet conversation breathe. That restraint is rarer than it should be.

Lone figure at a desert crossroads with distant faction symbols on the horizon

Fallout: New Vegas — Letting the player write the story

New Vegas is the game that made me fall in love with faction politics and player expression. The main plot is fine. The real pleasure is in how many different ways you can move through the Mojave and how the game mostly gets out of your way while you do it.

You can be a diplomatic peacemaker, a chaotic menace, a loyalist to one vision of the future, or someone who burns every bridge and still finds a path forward. The writing supports all of those approaches without constantly yanking you back to a single “correct” tone. Companions have opinions. The world has memory. The ending slides are still some of the most satisfying payoff I’ve seen in an RPG because they feel like they belong to the specific version of the story you told.

New Vegas taught me to value freedom that has teeth. Not the empty freedom of a thousand identical side activities, but the kind where your choices accumulate into a shape that only you would have made.


These five games sit in the back of my head every time I start something new. They raised the bar for writing, for systems that mean something, for worlds that notice you, and for the quiet confidence to let a story take the time it needs.

I still bounce off plenty of RPGs. A lot of them feel like they’re checking boxes instead of chasing a feeling. But when something does connect—when the writing has weight, when the systems reinforce the themes, when the side content has its own soul—I can usually trace the pleasure back to one of these five.

They didn’t just give me good memories. They changed the criteria. And once that happens, it’s hard to go back to being easily impressed.

— Alex

Updated · 2026-08-29 22:36
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