Almost without exception, when a person walks into a home for the first time, that person will deliberately look around at the furnishings and decorations. The same can't be said for businesses, schools, etc.
A great but uncommon feature in RPGs is a place the player can call home and fill with stuff from his or her adventures. From Everquest 2 to Oblivion to The Sims games, player homes have been offered in many forms but always to great appeal. Gamers like to be able to share their personalities and experiences with in-game visuals.
The Sims games are rare in that player-created content is a cornerstone that enables endless variety. Most games aren't open to that, so I'll instead focus on Oblivion as an example.
Oblivion allows me to own multiple homes simultaneously in different cities. Those homes vary greatly in architecture and size. I prefer to focus on just one place, a castle I got through DLC (Bloodhorn Castle). I can't buy new wall textures or furnishings, like in EQ2. But that's alright, because the beauty of Oblivion's system is that it allows me to bring back items I find in my adventures and place them where I like. That includes weapons and armors, gems and jewels, clothes, quest objects, tableware, and even food.
So, for example, in one display case I keep all the gemstones I find. In another I keep jewelry I've won and stolen (my character's a thief). In yet another, I have the decorative breastplate and shield of the castle's former owner.
Every wall has a small nook, and in these nooks I place silver, pewter, and decorative urns. In the corners, there are helms and shields from the different enemies I've slain. On racks are various weapons and shields from quests and merchants.
The beauty of this is that it is truly my home. It reflects not only my preferences and aesthetics, but my experiences and desired memories as well.
Homes reflect their owners. They provide subjects for friends and strangers alike to discuss. And they provide owners with comfort and tools for reflection. In a game, that means players socializing and looking back to remind themselves of all the experiences that make the game worth playing.
Incidentally, Oblivion allows players to make considerable money through alchemy, so in my latest playthrough I haven't needed to sell any extraordinary item I find. I can bring these back as souvenirs. Of course, I can sell these at any time. My decorum is also my financial collateral.
The home is a too often neglected feature in RPGs.
By the way, I'd show you pictures of my furnished castle, but I play the 360 version of Oblivion. My PC isn't good enough to run the game.
Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts
Tuesday, December 08, 2009
Wednesday, November 04, 2009
rounded RPGs
While chatting with Scott about Dragon Age: Origins, we talked a bit about the different types of RPGs. Inevitably, I started describing what I've enjoyed in past games and what I hope for in any RPG.
I've always preferred Action RPGs, but the label can be misleading. Action RPGs tend to be light on story. I do love action, like Diablo 2 and Borderlands, but I also like richly developed worlds, ala Star Wars: Galaxies and Oblivion. I don't believe solid systems design negates the need for good graphics and audio. I like established stories, but I don't like a lot of cutscenes and tedious conversations which separate me from the world and interaction (play). I like archetypes and roles, but not having my path mapped out for me. I like loot, but not loot that's all about numbers and a strict hierarchy.
In other words, many RPG features I enjoy reappear from time to time in new games, but they seldom appear together. I love the RPG genre, but I ignore most of the games because they're so lopsided or jumbled.
Some have great settings but have gameplay that's mind-numbingly slow, complex and tedious. Some have great combat and loot but shallow settings and stick-figure characters. Some offer great dialog gameplay but require you to give up many freedoms to support it. Some are deep and free, but with ugly or rudimentary presentation.
I'm a realist. No game's perfect. Odds are, you'll have to make compromises and settle for limited resources when developing any game. And some features are difficult to fit together. But I'm also a Platonist. When I experience anything, I'm thinking not only of what it is but also of the ideals and potentials behind it. The RPG genre is full of untapped potential.
The main problem with the genre is the elitism of the various camps. Intellectuals scorn simple and fast action, demanding complex and turn-based games of strategy. They want to be told twisting stories and solve puzzles. Action gamers scorn slow and tedious systems, wanting to experience the fun immediately and always without having to jump through hoops. They want tactics and brutal warfare. World gamers want to explore, discover and be continually surprised. They hate character restrictions and being push along linear paths.
The solution is American football... metaphorically speaking.
American football is a game for both action junkies and intellectuals. It combines a plethora of deep and evolving strategies with on-the-ground tactics, finesse and brute force. There are hundreds of statistics for the number-crunchers. There are great histories and traditions for the lore-minded. There are many dynamic intangibles, like the effects of crowd support and the personalities of individual players. And football is a great social setting.
The point isn't just that football offers something for everyone. It's that all those elements are put together into one solid experience, so every fan inevitably experiences all of it at once.
RPGs can do the same. They don't have to sacrifice story for action, freedom for story, depth for graphics, etc. All of that can be in one game. All those elements can depend naturally on each other, rather than being separate things which the player experiences in sequence. I long for well-rounded RPGs.
I've always preferred Action RPGs, but the label can be misleading. Action RPGs tend to be light on story. I do love action, like Diablo 2 and Borderlands, but I also like richly developed worlds, ala Star Wars: Galaxies and Oblivion. I don't believe solid systems design negates the need for good graphics and audio. I like established stories, but I don't like a lot of cutscenes and tedious conversations which separate me from the world and interaction (play). I like archetypes and roles, but not having my path mapped out for me. I like loot, but not loot that's all about numbers and a strict hierarchy.
In other words, many RPG features I enjoy reappear from time to time in new games, but they seldom appear together. I love the RPG genre, but I ignore most of the games because they're so lopsided or jumbled.
Some have great settings but have gameplay that's mind-numbingly slow, complex and tedious. Some have great combat and loot but shallow settings and stick-figure characters. Some offer great dialog gameplay but require you to give up many freedoms to support it. Some are deep and free, but with ugly or rudimentary presentation.
I'm a realist. No game's perfect. Odds are, you'll have to make compromises and settle for limited resources when developing any game. And some features are difficult to fit together. But I'm also a Platonist. When I experience anything, I'm thinking not only of what it is but also of the ideals and potentials behind it. The RPG genre is full of untapped potential.
The main problem with the genre is the elitism of the various camps. Intellectuals scorn simple and fast action, demanding complex and turn-based games of strategy. They want to be told twisting stories and solve puzzles. Action gamers scorn slow and tedious systems, wanting to experience the fun immediately and always without having to jump through hoops. They want tactics and brutal warfare. World gamers want to explore, discover and be continually surprised. They hate character restrictions and being push along linear paths.
The solution is American football... metaphorically speaking.
American football is a game for both action junkies and intellectuals. It combines a plethora of deep and evolving strategies with on-the-ground tactics, finesse and brute force. There are hundreds of statistics for the number-crunchers. There are great histories and traditions for the lore-minded. There are many dynamic intangibles, like the effects of crowd support and the personalities of individual players. And football is a great social setting.
The point isn't just that football offers something for everyone. It's that all those elements are put together into one solid experience, so every fan inevitably experiences all of it at once.
RPGs can do the same. They don't have to sacrifice story for action, freedom for story, depth for graphics, etc. All of that can be in one game. All those elements can depend naturally on each other, rather than being separate things which the player experiences in sequence. I long for well-rounded RPGs.
Labels:
RPG
Thursday, October 22, 2009
incongruent pauses
I'm loving Borderlands so far, but it does run into a problem that affects all co-op RPGs. Each player must pause from time to time to select a new skill or compare items in inventory and switch equipment. The problem is that all the players in a group don't share that pause. One player is kept waiting while another makes choices.
One player levels up before or after another player. Because they don't level simultaneously, one player is waiting patiently (or impatiently) while the other looking at skills and considering which to select next.
One player loots a weapon that compares favorably to something already equipped. The other plays waits patiently (or impatiently) while he or she is comparing items and deciding what, if anything, to switch.
How big a problem this is depends largely on the personalities of individual players and the degree of familiarity between them. Some players think nothing of it because they're used to it. But it generally is a barrier to fun.
So what are some possible solutions?
One option, which I seem to remember experiencing once or twice before (in Gauntlet: Seven Sorrows?), is to set intervals at which all players receive their rewards (new levels, skills, and such) simultaneously. An advantage of such a system is that developers can keep the action flowing and the experience unbroken until a bit of respite would be ideal for players. Another advantage is that players do not feel pressured while making their skills/equipment selections and are likely to discuss their options with their fellow players.
A second option is to pool the experience points and loot in such a way that co-op players necessarily reach their goals (such as a new level) simultaneously. I'm not sure how most players would react to such a system in regard to leveling, but achieving this would a loot system would certainly be difficult.
Your thoughts?
One player levels up before or after another player. Because they don't level simultaneously, one player is waiting patiently (or impatiently) while the other looking at skills and considering which to select next.
One player loots a weapon that compares favorably to something already equipped. The other plays waits patiently (or impatiently) while he or she is comparing items and deciding what, if anything, to switch.
How big a problem this is depends largely on the personalities of individual players and the degree of familiarity between them. Some players think nothing of it because they're used to it. But it generally is a barrier to fun.
So what are some possible solutions?
One option, which I seem to remember experiencing once or twice before (in Gauntlet: Seven Sorrows?), is to set intervals at which all players receive their rewards (new levels, skills, and such) simultaneously. An advantage of such a system is that developers can keep the action flowing and the experience unbroken until a bit of respite would be ideal for players. Another advantage is that players do not feel pressured while making their skills/equipment selections and are likely to discuss their options with their fellow players.
A second option is to pool the experience points and loot in such a way that co-op players necessarily reach their goals (such as a new level) simultaneously. I'm not sure how most players would react to such a system in regard to leveling, but achieving this would a loot system would certainly be difficult.
Your thoughts?
Tuesday, October 06, 2009
roleplay isn't for nerds alone
It occurs to me that books and movies are basically an externalization of the roleplay all human beings naturally engage in as children.
In other words, we never really stop roleplaying as we grow into adults. We just rely increasingly on the imaginations of others... entertaining their adventures, rather than conjuring our own.
Instead of donning paper helmets and swinging wooden swords, shooting paintball guns and lobbing water balloons, we watch action movies, violent and competitive sports, and military documentaries. The girl who plays with dolls and tea sets might grow up to watch melodramas and "play" hostess at gatherings. It's still playing pretend, but why come up with your own fantasies when someone else can provide better ones?
If this is true, then it makes sense that video games would be tagged as childish, because the medium is a step back toward the self-directed roleplay of childhood.
It also suggests that role-playing games are not just for nerds. They're for everyone. If RPGs have trouble matching the sales of shooters, perhaps the problem isn't the genre itself. Perhaps the problem is a mistake in how RPGS are commonly realized.
It's not that RPGs are intellectual. Football has an abundance of rules and more strategy than chess. But football is also fundamentally about action. And there, I think, is the key. It's the poor presence and implementation of action that holds most RPGs back from broad appeal.
On the one hand, you have RPGs like Final Fantasy and Mass Effect which emphasize dialog and cutscenes over other elements. On the other hand, you have MMOs and D&D-derived stat-based combat systems in which the rules dictate more than guide.
I'm happy to see a lot of blending between genres these days; particularly between shooters and RPGs. I think developers will find that most people, and not just nerds or hardcore gamers, respond well to RPG elements when those elements don't slow things down to a crawl and allow players the freedom to direct their own experiences.
In other words, we never really stop roleplaying as we grow into adults. We just rely increasingly on the imaginations of others... entertaining their adventures, rather than conjuring our own.
Instead of donning paper helmets and swinging wooden swords, shooting paintball guns and lobbing water balloons, we watch action movies, violent and competitive sports, and military documentaries. The girl who plays with dolls and tea sets might grow up to watch melodramas and "play" hostess at gatherings. It's still playing pretend, but why come up with your own fantasies when someone else can provide better ones?
If this is true, then it makes sense that video games would be tagged as childish, because the medium is a step back toward the self-directed roleplay of childhood.
It also suggests that role-playing games are not just for nerds. They're for everyone. If RPGs have trouble matching the sales of shooters, perhaps the problem isn't the genre itself. Perhaps the problem is a mistake in how RPGS are commonly realized.
It's not that RPGs are intellectual. Football has an abundance of rules and more strategy than chess. But football is also fundamentally about action. And there, I think, is the key. It's the poor presence and implementation of action that holds most RPGs back from broad appeal.
On the one hand, you have RPGs like Final Fantasy and Mass Effect which emphasize dialog and cutscenes over other elements. On the other hand, you have MMOs and D&D-derived stat-based combat systems in which the rules dictate more than guide.
I'm happy to see a lot of blending between genres these days; particularly between shooters and RPGs. I think developers will find that most people, and not just nerds or hardcore gamers, respond well to RPG elements when those elements don't slow things down to a crawl and allow players the freedom to direct their own experiences.
Labels:
audience,
combat,
core philosophies,
pacing,
RPG
Thursday, August 27, 2009
racer RPG
In this interview about Borderlands, Randy Pitchford talks about the importance of the "feedback loop" in games like Diablo 2. He muses that the game was so enjoyable largely "because of the compelling, compulsive feedback loop of growing my character and becoming a bad ass".
More and more, shooter gameplay is being mixed with RPG-style character progression and customization. Borderlands, Mass Effect 2, Alpha Protocol, The Agency and many others have done this in their own ways.
How might racing and RPG gameplay be mixed?
There are already similarities. Vehicle customization is like gear customization in that the player operates most vehicles in basically the same way while vehicle stats (grip, acceleration, speed, etc) affect style and performance. There's also progression in that the player acquires new vehicles and options for those vehicles.
But some of those similarities are only skin-deep. Customizations cannot be carried from car to car. The same may be said of items in RPGs, but new gear is acquired much more frequently in RPGs. Customizations are more personal in RPGs. Almost every car can be customized in the same ways, and most of those are purely graded (worse to better): exhaust, tires, engine, etc.
Anyway, here are some ideas of how I might design a racer-RPG hybrid.
Create a growth experience with only one or a few cars, instead of encouraging the player to swap out cars or buy new ones. Imagine selecting your vehicle at the beginning of the game and experiencing a whole adventure with just that vehicle. The car is like a companion. It's adorned inside and out with reminders of events. It might even bear scars (until repaired). As the driver improves, it is improved. The player's character talks to the car while driving.
Competitors are not faceless. They are seen. They are heard. And they, too, stick to one vehicle each... vehicles with their own reminders.
Realism isn't ignored entirely, but it takes a back seat to making customization truly personal. If five players all choose to play through the game in Car A, they're customization choices should be different. This personalization of vehicles is in addition to the dynamically-achieved trophies and other reminders of experiences acquired during each player's unique adventure.
The game isn't just racing. Like in an RPG, there are a variety of activities, and not all are sought by the player. For example, the player might be casually driving down a highway or through a city when one or more vehicles start to chase, perhaps even try to ram him off the road. Events like these would be dynamic and not strictly scripted. So what vehicles the player is being chased by might vary, as would where the player happens to be when the chase begins and how the chase ends (perhaps the player or enemy is run off the road, involved in a traffic accident, or police get involved).
What I'm basically proposing is a vehicle-based adventure as opposed to typical driving games.
P.S. Yes, there's more than one pun in this article. And, no, they were not intentional. =P
Also, two games to keep an eye on for how they might mix driving with RPG elements are Rage and Borderlands.
More and more, shooter gameplay is being mixed with RPG-style character progression and customization. Borderlands, Mass Effect 2, Alpha Protocol, The Agency and many others have done this in their own ways.
How might racing and RPG gameplay be mixed?
There are already similarities. Vehicle customization is like gear customization in that the player operates most vehicles in basically the same way while vehicle stats (grip, acceleration, speed, etc) affect style and performance. There's also progression in that the player acquires new vehicles and options for those vehicles.
But some of those similarities are only skin-deep. Customizations cannot be carried from car to car. The same may be said of items in RPGs, but new gear is acquired much more frequently in RPGs. Customizations are more personal in RPGs. Almost every car can be customized in the same ways, and most of those are purely graded (worse to better): exhaust, tires, engine, etc.
Anyway, here are some ideas of how I might design a racer-RPG hybrid.
Create a growth experience with only one or a few cars, instead of encouraging the player to swap out cars or buy new ones. Imagine selecting your vehicle at the beginning of the game and experiencing a whole adventure with just that vehicle. The car is like a companion. It's adorned inside and out with reminders of events. It might even bear scars (until repaired). As the driver improves, it is improved. The player's character talks to the car while driving.
Competitors are not faceless. They are seen. They are heard. And they, too, stick to one vehicle each... vehicles with their own reminders.
Realism isn't ignored entirely, but it takes a back seat to making customization truly personal. If five players all choose to play through the game in Car A, they're customization choices should be different. This personalization of vehicles is in addition to the dynamically-achieved trophies and other reminders of experiences acquired during each player's unique adventure.
The game isn't just racing. Like in an RPG, there are a variety of activities, and not all are sought by the player. For example, the player might be casually driving down a highway or through a city when one or more vehicles start to chase, perhaps even try to ram him off the road. Events like these would be dynamic and not strictly scripted. So what vehicles the player is being chased by might vary, as would where the player happens to be when the chase begins and how the chase ends (perhaps the player or enemy is run off the road, involved in a traffic accident, or police get involved).
What I'm basically proposing is a vehicle-based adventure as opposed to typical driving games.
P.S. Yes, there's more than one pun in this article. And, no, they were not intentional. =P
Also, two games to keep an eye on for how they might mix driving with RPG elements are Rage and Borderlands.
Labels:
game concept,
genre,
racing,
RPG,
vehicles
Wednesday, August 12, 2009
fun and simulation
This article by Ysharros got me thinking. Sometimes it's difficult to find the right balance between fun and simulation in an RPG, where both are at play.
Case in point: crafting.
Should being a beginner/apprentice and learning the basics of the trade be more difficult than being a master? or vis versa?
Yes, masters do crazy-hard stuff, but they’ve also naturalized most habits and strategies. Masters are more likely than beginners to feel flow. Beginners have to think about what they’re doing, rather than what they’re making. In general, masters of any craft think less about technique than about the product ideal they're pursuing.
Thus, as a simulation, the beginning levels of crafting should be harder. But, as a game, the early levels should be easier. Right?

How fun and simulation are balanced depends largely on the specific game's goals. I think it's worth resurrecting such basic questions during every design process, regardless of how many times you've considered and debated it before.
Case in point: crafting.
Should being a beginner/apprentice and learning the basics of the trade be more difficult than being a master? or vis versa?
Yes, masters do crazy-hard stuff, but they’ve also naturalized most habits and strategies. Masters are more likely than beginners to feel flow. Beginners have to think about what they’re doing, rather than what they’re making. In general, masters of any craft think less about technique than about the product ideal they're pursuing.
Thus, as a simulation, the beginning levels of crafting should be harder. But, as a game, the early levels should be easier. Right?

How fun and simulation are balanced depends largely on the specific game's goals. I think it's worth resurrecting such basic questions during every design process, regardless of how many times you've considered and debated it before.
Labels:
balance,
core philosophies,
realism,
RPG,
simulation
Tuesday, April 14, 2009
RPG physics
Good physics simulation has been used in RPGs before, such as in Might & Magic: Dark Messiah. But I'm surprised those physics simulations have never been tied to character statistics and skills.
For example, as your character becomes stronger, his strikes become visibly more powerful by doing more damage to objects and transferring more momentum to enemies. Wood is splintered faster, metals dented more, enemies knocked back further, weapons and shields shattering, physical stun attacks are more effective, etc. In other words, the number or other value representing the character's strength has a direct effect on the physics calculations.
This could be applied to any number of other influences, of course, such as speed and agility.
And the physical changes can be related to gameplay events other than character stats. Changes could be tied to the environment in the form of astronomical events (the day/night cycle or alignments), for example.
I'd love to see interaction between physics simulation and story events, character development, etc.
For example, as your character becomes stronger, his strikes become visibly more powerful by doing more damage to objects and transferring more momentum to enemies. Wood is splintered faster, metals dented more, enemies knocked back further, weapons and shields shattering, physical stun attacks are more effective, etc. In other words, the number or other value representing the character's strength has a direct effect on the physics calculations.
This could be applied to any number of other influences, of course, such as speed and agility.
And the physical changes can be related to gameplay events other than character stats. Changes could be tied to the environment in the form of astronomical events (the day/night cycle or alignments), for example.
I'd love to see interaction between physics simulation and story events, character development, etc.
Wednesday, March 04, 2009
keep mood and tone dynamic
A friend suggested that Fallout 3 is "too soulless for its own good". I have to agree. It's a great game, certainly. But the relentless dreariness works against it.
Dynamics in mood and tone are vital for any RPG, and games in general. This is particularly true for visual presentation.
Fallout 3's environmental design is really impressive, particularly due to the scope and level of detail. But it's bleak, almost without exception. That certainly fits the story and the overall tone of the game. However, too much consecutive bleakness ultimately has the same effect it would have in true life -- it drains enthusiasm and motivation.
With a game so big, there are undoubtedly factors at play which differ from player to player. If you initially focus on wandering and sidequests, as I did, then it can be a very long time before you enter Tenpenny Tower or the wooded sanctuary. For perspective, I've spent dozens of hours in the game and explored much of the world, but am hardly beyond Tenpenny in the main questline.
In any case, it's good in any RPG to offer a variety of environments with different color palettes and tones, as well as missions/quests and encounters with a variety of moods. Dynamics provide freshness, which is necessary to maintain momentum and excitement. This is one of the reasons I think color palettes and elegant designs like World of Warcraft uses are the best visual design option for the majority of games.
I still enjoy Fallout 3 (though I haven't played in a while), but the different areas and experiences of the gameworld started to blend together after a while.
Dynamics in mood and tone are vital for any RPG, and games in general. This is particularly true for visual presentation.
Fallout 3's environmental design is really impressive, particularly due to the scope and level of detail. But it's bleak, almost without exception. That certainly fits the story and the overall tone of the game. However, too much consecutive bleakness ultimately has the same effect it would have in true life -- it drains enthusiasm and motivation.
With a game so big, there are undoubtedly factors at play which differ from player to player. If you initially focus on wandering and sidequests, as I did, then it can be a very long time before you enter Tenpenny Tower or the wooded sanctuary. For perspective, I've spent dozens of hours in the game and explored much of the world, but am hardly beyond Tenpenny in the main questline.
In any case, it's good in any RPG to offer a variety of environments with different color palettes and tones, as well as missions/quests and encounters with a variety of moods. Dynamics provide freshness, which is necessary to maintain momentum and excitement. This is one of the reasons I think color palettes and elegant designs like World of Warcraft uses are the best visual design option for the majority of games.
I still enjoy Fallout 3 (though I haven't played in a while), but the different areas and experiences of the gameworld started to blend together after a while.
Labels:
art,
dynamics,
environment,
mood,
NPCs and story,
quests,
RPG,
tone
Wednesday, November 26, 2008
a better roles model
Yes, roles model. That's not a typo.
MMOs and other multiplayer games could learn a great deal from Left 4 Dead, particularly in regard to combat roles. In Left 4 Dead, no person in the group is mysteriously regarded by all enemies as the tank, so all players have to keep an eye on each other.
"Grouping" hardly describes it. This is as close to real soldier camaraderie as I've ever experienced in a game. You have to constantly watch the backs of your buddies. They rely on you completely; they pay for your mistakes... not with minor injuries, but with their lives. You're sharing resources -- whoever needs a healthpack most gets it, regardless of who happens to be carrying one. You can only carry one at a time, so giving is always a sacrifice.
And perhaps that's the key component. More than any game to date, Left 4 Dead enables and encourages sacrifices for the sake of teammates. Sometimes you sacrifice pills or healthpacks. Sometimes you sacrifice your life.
I'm not stretching the truth. Among my friends in Left 4 Dead, it's not uncommon to see true sacrifices -- selfless acceptance of hardship for the sake of another. One person will speak into his headset, "Don't come get me", because he knows the rest of us stand a better chance of surviving if we don't chase his captured and pinned character into the middle of an unmanageable horde. Death means he is only a spectator for minutes at a time... possily a long time. Sometimes the player healing another with his healthpack is down to half-health himself, but he's chosen to help the person with the most need.
It's honestly pretty touching, and a phenomenon all game developers should take note of. With the unlikeliest of settings, a zombie infestation, a game has managed to contribute a deep and lasting lesson to gamers. People can learn more about being a soldier from playing Left 4 Dead than from most war games, and even many documentaries.
MMOs and other multiplayer games could learn a great deal from Left 4 Dead, particularly in regard to combat roles. In Left 4 Dead, no person in the group is mysteriously regarded by all enemies as the tank, so all players have to keep an eye on each other.
"Grouping" hardly describes it. This is as close to real soldier camaraderie as I've ever experienced in a game. You have to constantly watch the backs of your buddies. They rely on you completely; they pay for your mistakes... not with minor injuries, but with their lives. You're sharing resources -- whoever needs a healthpack most gets it, regardless of who happens to be carrying one. You can only carry one at a time, so giving is always a sacrifice.
And perhaps that's the key component. More than any game to date, Left 4 Dead enables and encourages sacrifices for the sake of teammates. Sometimes you sacrifice pills or healthpacks. Sometimes you sacrifice your life.
I'm not stretching the truth. Among my friends in Left 4 Dead, it's not uncommon to see true sacrifices -- selfless acceptance of hardship for the sake of another. One person will speak into his headset, "Don't come get me", because he knows the rest of us stand a better chance of surviving if we don't chase his captured and pinned character into the middle of an unmanageable horde. Death means he is only a spectator for minutes at a time... possily a long time. Sometimes the player healing another with his healthpack is down to half-health himself, but he's chosen to help the person with the most need.
It's honestly pretty touching, and a phenomenon all game developers should take note of. With the unlikeliest of settings, a zombie infestation, a game has managed to contribute a deep and lasting lesson to gamers. People can learn more about being a soldier from playing Left 4 Dead than from most war games, and even many documentaries.
Labels:
death,
NPCs and story,
rewards,
roles,
RPG
Wednesday, March 05, 2008
where might RPGs go?
Toward the end of an article on RPGs that I read, Peter Molyneux muses, "... I predict that the RPGs we’ll be playing in five years time will be radically different from the RPGs that we are playing today".
That got me wondering: What paths have RPGs yet to try?
Roleplay has already been combined with every genre, and efforts of inclusion continue. Take Tom Clancy's Endwar, for example... an RTS that is recording voices for each individual soldier in an attempt to humanize the gameplay of giving them orders in combat.
FRAGILE
The first idea that popped into my mind is something like The Sims in first-person. "Fragile" is what I thought to title the game.
The player selects, rather than creates, a character to play. The selection is made from a large group of characters, all of whom will act in the game as NPCs if not selected for the player's direct use. The player then plays with that character just as one might in a game like Fable 2 or Oblivion. The tricky part is that the character is "fragile" in the sense that permadeath is a close and constant possibility. No, that's not the innovation.
The fresh idea is that the player then selects one of the other NPCs to take control of. The consequences of the first character's life, and that character's reputation, remain active in this second character's life. When the second character dies, the player takes control of a third character; and, again, the new character must witness and live through the effects of the previous character's life. This situation continues through several characters -- characters of the same generation, but different personalities and circumstances.
This basic scenario could set the stage for tons of replayability and some powerful player-directed drama.
The prince and the pauper
For example, let's say one character is a prince and another is a pauper. If you play as the pauper first, you might decide that your character is bitter about his circumstances and blames the aristocracy. In an act of revenge, he kills one of the royals (and is quickly slain by the guards). When you later play the prince, you must decide how to respond to the situation you set up. Does the murder of the prince's sister send him into a rage, and all the city's peasants must pay the price? Does the murder direct his attention to the poverty around him, so you guide him into charitable acts that help the city's unfortunate? Or is the murder meaningless to him? Does he ignore it entirely or use the absence of a fellow royal to consolidate his own power?
On the other hand, you might first play as the prince. If the prince makes it his duty to aid the poor, then your later experience as the pauper might begin in very different circumstances (such as beginning in public housing, rather than sleeping in the street; or being able to rely on a few gold coins from the queen, rather than a few coppers from the baker at church). If the prince decides to outlaw beggars, your pauper might not even be allowed in the city, but instead have to survive in the woods.
That's just two characters. Now imagine continuing through another ten characters. The possible ways the overall story could play out are incalculable.
The fragile part
Apart from the more obvoius meaning of the title "Fragile" (permadeath), what it's really about is a Montessori-like learning experience... the sort of learning brilliant designers like Will Wright and Peter Molyneux are always talking about with their games. The game would be an intuitive and player-guided lesson in how precious time is and how monumental even the simplest actions can be.
For example, it would be possible for the prince to have no effect whatsoever on the pauper. If he spends most of his time hunting and partying with the aristocrats of other cities, the beggars of his own city might never see him or be affected in any way. But if he gives a few gold coins to the pauper just once, the player's pauper will begin with those coins and have a chance to change his life with them (such as by purchasing a bow and arrows, thereby becoming capable of acquiring food without stealing). Or the pauper might spend those first few coins on booze... attracts attention while drunk, and gets stabbed during the altercation (and dies). The simple act of giving or withholding a few coins, spending those coins wisely or foolishly, can result in huge consequences. Players learn a thousand ways in which the smallest of actions can change a life.
And it would not be difficult to be killed in this game. That sounds harsh, but I would make it so for one reason: true sacrifice is only possible through the possibility of true loss. The surest way for the player to prolong any character's life would be to "play it safe", to live with reservation and fear. Molyneux said he wants Fable 2 players to experience that living a good life is difficult. Likewise, I would want Fragile players to experience that goodness often requires making oneself vulnerable. The greatest, most memorable deeds require great risk. The more players are willing to risk, the more their characters would be remembered by surviving NPCs.
I'm fully aware that there are a number of difficult problems in that basic design, and that plenty of gamers would hear "permadeath" and not care about any qualifying circumstances. I'm just trying to offer an example of something RPGs haven't done before (to my knowledge).
What else haven't RPGs done before?
That got me wondering: What paths have RPGs yet to try?
Roleplay has already been combined with every genre, and efforts of inclusion continue. Take Tom Clancy's Endwar, for example... an RTS that is recording voices for each individual soldier in an attempt to humanize the gameplay of giving them orders in combat.
FRAGILE
The first idea that popped into my mind is something like The Sims in first-person. "Fragile" is what I thought to title the game.
The player selects, rather than creates, a character to play. The selection is made from a large group of characters, all of whom will act in the game as NPCs if not selected for the player's direct use. The player then plays with that character just as one might in a game like Fable 2 or Oblivion. The tricky part is that the character is "fragile" in the sense that permadeath is a close and constant possibility. No, that's not the innovation.
The fresh idea is that the player then selects one of the other NPCs to take control of. The consequences of the first character's life, and that character's reputation, remain active in this second character's life. When the second character dies, the player takes control of a third character; and, again, the new character must witness and live through the effects of the previous character's life. This situation continues through several characters -- characters of the same generation, but different personalities and circumstances.
This basic scenario could set the stage for tons of replayability and some powerful player-directed drama.
The prince and the pauper
For example, let's say one character is a prince and another is a pauper. If you play as the pauper first, you might decide that your character is bitter about his circumstances and blames the aristocracy. In an act of revenge, he kills one of the royals (and is quickly slain by the guards). When you later play the prince, you must decide how to respond to the situation you set up. Does the murder of the prince's sister send him into a rage, and all the city's peasants must pay the price? Does the murder direct his attention to the poverty around him, so you guide him into charitable acts that help the city's unfortunate? Or is the murder meaningless to him? Does he ignore it entirely or use the absence of a fellow royal to consolidate his own power?
On the other hand, you might first play as the prince. If the prince makes it his duty to aid the poor, then your later experience as the pauper might begin in very different circumstances (such as beginning in public housing, rather than sleeping in the street; or being able to rely on a few gold coins from the queen, rather than a few coppers from the baker at church). If the prince decides to outlaw beggars, your pauper might not even be allowed in the city, but instead have to survive in the woods.
That's just two characters. Now imagine continuing through another ten characters. The possible ways the overall story could play out are incalculable.
The fragile part
Apart from the more obvoius meaning of the title "Fragile" (permadeath), what it's really about is a Montessori-like learning experience... the sort of learning brilliant designers like Will Wright and Peter Molyneux are always talking about with their games. The game would be an intuitive and player-guided lesson in how precious time is and how monumental even the simplest actions can be.
For example, it would be possible for the prince to have no effect whatsoever on the pauper. If he spends most of his time hunting and partying with the aristocrats of other cities, the beggars of his own city might never see him or be affected in any way. But if he gives a few gold coins to the pauper just once, the player's pauper will begin with those coins and have a chance to change his life with them (such as by purchasing a bow and arrows, thereby becoming capable of acquiring food without stealing). Or the pauper might spend those first few coins on booze... attracts attention while drunk, and gets stabbed during the altercation (and dies). The simple act of giving or withholding a few coins, spending those coins wisely or foolishly, can result in huge consequences. Players learn a thousand ways in which the smallest of actions can change a life.
And it would not be difficult to be killed in this game. That sounds harsh, but I would make it so for one reason: true sacrifice is only possible through the possibility of true loss. The surest way for the player to prolong any character's life would be to "play it safe", to live with reservation and fear. Molyneux said he wants Fable 2 players to experience that living a good life is difficult. Likewise, I would want Fragile players to experience that goodness often requires making oneself vulnerable. The greatest, most memorable deeds require great risk. The more players are willing to risk, the more their characters would be remembered by surviving NPCs.
I'm fully aware that there are a number of difficult problems in that basic design, and that plenty of gamers would hear "permadeath" and not care about any qualifying circumstances. I'm just trying to offer an example of something RPGs haven't done before (to my knowledge).
What else haven't RPGs done before?
Labels:
industry,
nobility,
NPCs and story,
RPG
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