Breaking the Story: Why Competitive Players Are Demanding More From Their RPGs
Photo by Florian Olivo on Unsplash
Spend five minutes on any major RPG subreddit and you'll find them — the players who finished the game in 47 hours and immediately asked how fast they could do it again. Or the ones who posted their permadeath run like a badge of honor. Or the community members coordinating leaderboard strategies for a game that wasn't really designed to have one.
Competitive play in RPGs isn't new. But in 2025, it's no longer a fringe behavior that developers politely ignore. It's a design conversation happening at the studio level — and the games coming out of it are genuinely more interesting for everyone involved.
The Speedrun Community Didn't Wait for an Invitation
Let's be honest: speedrunners didn't ask for permission. Long before developers started building in official leaderboards or challenge modes, communities on Twitch and YouTube were dissecting RPGs frame by frame, finding skips through mountain ranges that took most players three hours to cross, and routing entire storylines to minimize dialogue without breaking the critical path.
What started as a niche hobby — heavily associated with Games Done Quick marathons and a very specific flavor of internet dedication — has grown into a genuine cultural force. Millions of people watch speedruns not just for the technical achievement, but for what those runs reveal about the game itself. When a speedrunner finds an unintended shortcut through a dungeon, they're exposing the seams of the world-building in a way that's almost archaeological.
Developers noticed. And the smart ones started designing with this community in mind.
When Developers Build the Race Into the Game
Some of the most talked-about RPGs of the last couple years have baked competitive mechanics directly into their structure. We're not just talking about a New Game+ mode with a timer slapped on top — though that's a start. The more sophisticated approach involves designing the game's systems so that mastery actually means something on a replay.
Hades II, still in early access as of early 2025, continues the first game's legacy of making permadeath feel like a feature rather than a punishment. Each run is self-contained, builds your understanding of the game's systems, and rewards optimization in a way that makes the hundredth attempt feel as engaging as the first. The story is the repetition. That's a design philosophy, not an accident.
Elsewhere, games like Elden Ring have developed robust speedrunning communities largely without official support infrastructure — and FromSoftware has responded over time by acknowledging the community in subtle ways, including challenge-adjacent mechanics that feel purpose-built for players who want friction. The Seamless Co-op mod community and randomizer scene around these games has effectively extended their lifespan by years.
On the indie side, developers are increasingly shipping games with built-in challenge modes that would have been DLC or community mods a generation ago. Difficulty tiers, optional permadeath, and time-limited challenge events have become expected features in the genre — not bonuses.
The Leaderboard Question
Here's where it gets complicated. Not every RPG benefits from a leaderboard, and not every developer wants one. The tension between narrative depth and competitive replayability is real — and it's one that the community doesn't always handle gracefully.
When a game is built around a rich, slow-burn story, players who optimize for speed are essentially running a different experience than the one the writers intended. That's fine! But it creates an interesting split in how a game gets talked about. A 90-hour JRPG that gets speedrun in six hours is simultaneously two completely different games living in the same body.
Some studios have resolved this by treating the speedrun experience as a distinct product layer. Leaderboards live in a separate mode. Permadeath is opt-in. Challenge events are time-limited so they don't define the baseline experience. This approach respects both audiences without forcing either to compromise.
Other studios have leaned in harder. The recent wave of "roguelite RPGs" — games that blend deep character progression with procedurally generated runs — is essentially the genre's answer to the competitive player's wish list. Every run is fresh. Death matters. Optimization is the point. These games have exploded in popularity precisely because they scratch an itch that traditional RPGs leave unscratched.
Why the "Just Here for the Story" Crowd Should Care
Here's the thing that gets lost in the discourse: competitive design features make games better for narrative players too.
When a developer builds a game that holds up to dozens of replays — because they know the speedrun and challenge mode communities will be there — they're building a game with deeper systems, tighter mechanics, and more intentional design. The story player who does one 80-hour playthrough benefits from all of that craft, even if they never touch the leaderboard.
Permadeath modes, when well-implemented, also create a kind of emotional stakes that story mode sometimes can't manufacture. Knowing that your ranger could permanently die changes how you make decisions — and that tension can make the narrative hit harder, not softer.
Some of the most celebrated RPG moments in recent gaming history have come from challenge runs. The player who completed Baldur's Gate 3 in honor mode and actually lost a beloved companion to a bad dice roll? That loss meant something. It was real in a way that a standard playthrough sometimes isn't.
The Community Is Ahead of the Discourse
What's striking, if you spend time in RPG communities online, is how little gatekeeping actually exists between these playstyles. The speedrunner who posts their any% run and the player who spent 120 hours doing every side quest are often in the same Discord servers, watching the same streams, hyped about the same games.
The competitive and narrative communities aren't at war. They're two different ways of loving the same thing. And the best developers — the ones building the games that end up mattering — seem to understand that. They're not designing for one player. They're designing for a world where someone might do a blind story playthrough in October and a challenge run in January, and find something meaningful in both.
That's the future of RPG design: not choosing between depth and replayability, but figuring out how to deliver both. The speedrunners didn't break the genre. They just showed everyone how much more it could hold.