We Have
No Lives:
RPGs, Players, and The Future
Introduction
We began each session by acknowledging the futility of defining computer
roleplaying in a couple of one-hour sessions. (Amongst ourselves we
even debated whether trying to define the form had any value at all,
no matter how long the discussion lasted.)
In addition, we took it as a given that each person in the room had
some knowledge of the history of the genre and a highly personal list
of favorite or most significant games. This seemed likely to be a rat-hole,
another fruitless discussion, and chose not to delve into history or
significance, either.
So where did this leave us? There was a real risk of sitting in uncomfortable
silence for an hour each day. Not a good thing
We decided to avoid sitting quietly for a couple of hours by taking
a more utilitarian approach to the analysis and discussion of computer
roleplaying games. Our agenda was as follows:
1. We asked attendees to participate in the creation of a list of critical
tools available to RPG developers. (Interestingly, this list could easily
stand as a definition of computer roleplaying
)
2. We followed up by encouraging specific discussion of games that had
made particularly good (or bad) use of each tool.
3. Finally, we pondered whether RPG's were really the Next Big Thing
(as many seem to feel these days) or whether we're doomed to niche status.
Tools
The tool list generated by attendees on Day One matched almost precisely
the list we made up in advance (in case we had a bunch of deadbeats
in the crowd and ended up lecturing). The group from Day Two came up
with a list that was all but identical and came up with it in virtually
the same order. This congruence of thought leads us to believe there's
some validity to our tool list. Here, without further ado, is the combined
Moderator/Day One/Day Two RPG Tools List:
- Story/Goals/Quests/Surprises
- Conversation with Non-Player Characters
- Player Character Differentiation
and Development/Personal Growth/Stature
- Immersive Setting and/or World
- Freedom (or illusion of freedom)
to choose your own path/Replayability
- Exploration/New things to see and
do
- Stats, Skills and/or Trackable
Abilities
- Combat
- Underlying Philosophy/Emotional
Response/ Ethical Underpinning
- Puzzles and/or Problems to solve
- Object manipulation and/or Inventory
- Single-Character or Party-based
- NPC Interaction
- Technology/Viewpoint (Third-person
or First-person)
- Minigames
- Economics (monetary system, information
exchange, object bartering)
- User Interface Expressibility and
Accessibility/Virtual Reality
- Music and Sound
- Player Rewards
- Fun/Realism Balance
- Multiplayer
Clearly, many of these tools are common
to all forms of computer gaming, not just RPG's. Luckily, we ran out
of time LONG before we got to some of the more generic items on the
list. In fact, on Day One, we made it through only the first two items
on the list: Story and Conversation. On Day Two, we generated the list
again, but skipped over the tools we'd discussed earlier and jumped
right into Player Rewards, Player Character Development and the nightmare
that is Stats.
Story
Everyone agreed an RPG had to have a story, but there was much debate
about whether that story should unfold in linear fashion or with multiple
branch points.
It was generally agreed that a linear story almost inevitably meant
a more powerful story whereas a branching storyline had the advantage
of giving players at least the illusion of freedom.
The closest we came to consensus was that perceived freedom was more
important than actual freedom. This could be read as an argument in
favor of powerful, linear stories. The example most often sited of a
successfully implemented linear story game was Final Fantasy VII
(though other console games were mentioned as well). Though there were
dissenters, FF7 was cited as successfully giving players the
illusion that they were in control when, in fact, they were not.
Conversation
All in attendance agreed that every RPG needs a conversation system
of some kind - you must be able to interact with non-player characters
in ways that don't involve killing them.
All in attendance agreed that every conversation system ever devised
and implemented, well, sucked. No one has yet come up with a system
that doesn't draw you out of the game world and remind you that you're
just manipulating pixels on a screen.
Among the approaches discussed were:
- Branching/keyword systems which
turn conversations into puzzles but give players a great deal of
control over the direction a conversation (and even a game) take.
Older Ultima games and the more recent Fallout were held
up as exemplars of this approach. The question was raised whether
this approach stripped conversations of emotional impact.
- Text parsers that allow players
to type in whatever they want. There was some diehard support for
this concept but not much beyond that.
- "NPC as signpost" approaches common
in many console RPG's, where conversations simply point you to your
next goal.
- Binary decision point systems (a
la Suikoden and Square games) which only offer choices/branches
when such choices reveal something about the PC, the Player or about
NPC's.
- The idea of a reaction-based system
was raised (hear what an NPC has to say and then pick the tone,
but not the specific content of your response). This garnered little
support.
There was general agreement that some
form of "auto-history" or recording device was desirable, so players
could review conversations after the fact. (Some folks argued this was
unrealistic and shouldn't be done.)
Few in the group could identify emotional moments generated by RPG conversations
but everyone agreed achieving such moments would be a Good Thing.
If anyone out there knew how to create the Perfect Conversation System,
they weren't talking.
Player Rewards
Our roundtable participants cited many types of rewards for player actions
and choices:
- Items: Seeing your inventory grow
in cool, unique ways is a good and necessary thing. This was expanded
to include the idea of objects you acquire but don't yet know how
to use.
- Money and treasure: Ditto.
- Information: Feeling like you're
causing a story to reveal itself through your choices was cited
as a big reward. Also, if emotional moments come at all in RPG's,
consensus was they come in the form of story revelations.
- New Mysteries: As you solve old
problems, new ones should present themselves.
- Character Growth: Seeing your character
grow in unique ways is, perhaps, the definitive RPG reward. Acquisition
of new skills, going up in levels, getting a title
All of
these were mentioned.
- Humor: Laughter really is the best
medicine. Giving people a good laugh was described as a difficult
thing to do, but also a good thing.
- Accomplishment: Many people expressed
the belief that the most compelling rewards came from within - becoming
the Avatar, in Ultima IV, was reward enough. No external
symbol or acknowledgment was necessary.
- A cool endgame or payoff: This
was, perhaps, the most hotly debated. Many agreed that there had
better be a rockin' payoff at the end of a game (and at important
points throughout the game). Others clearly felt (and clearly expressed)
that this was stupid - if the most compelling, or worse, only, reward
a game offered was a cutscene, the game probably sucked. In the
end, consensus was that some cool, visual payoff was probably a
good idea
Perhaps the most intriguing notion that
came up was the idea that the most compelling "reward" a game could
offer was the ability to respond to player choices. In other words,
players should be rewarded by seeing the game (storyline, NPC, whatever)
react differently if you sneak around rather than blasting everything
in sight. Enthusiasm would be high, at least among the attendees, for
an RPG that rewarded Player Character Differentiation in direct, observable
ways.
Player Character Development & Differentiation
Everyone agreed that an RPG had to allow the player character to grow
and change as a result of player choices.
Clothes Make the PC: Clearly, according to our attendees, roleplaying
games need more in the way of shopping. Though this idea sounds silly,
it introduces an intriguing subject. Specifically, how important is
a player character's appearance to the whole roleplaying experience?
The group was split pretty evenly between people who thought clothes
should affect how NPC's and the world respond to PC's. Actually, I think
most people thought this would be cool but several thought it was too
difficult to implement. Paperdolling, especially in a first-person game,
where you can't see your character except on a 2D screen of some kind,
was held up as necessary (though, again, there was no consensus on this
point).
Stats & Skills: Everyone agreed that Stats and skills could be effective
character differentiation tools but we put off discussion on the subject,
since we had Stats listed as a unique RPG tool. (See below.)
Player or Character: There was some discussion of whether it was better
to use prefab characters (Indiana Jones, for example, or Duke Nukem)
or let each player create his or her own unique persona. Several people
commented that they find it annoying when they are forced to do and/or
say things because the designer thinks their character would do or say
that thing. No consensus was reached but the majority opinion seemed
to be that player choice should take precedence over character and/or
designer "choice."
Offshoots of this subject included a brief discussion of voice acting
and the power of voice to enhance character in a player's mind. Another
offshoot saw us wondering if "Karma" or some external measure of player
behavior was good and/or necessary. Most of the attendees seemed as
if they'd be satisfied as long as the game responded in some way to
whether the player acted in a good or evil fashion. At the very least,
these seem like issues all RPG developers must think about and take
a stand on.
Stats
There were some dissenters, but nearly everyone agreed that some tangible
measurement of your character's prowess and progress was necessary if
a game were to be considered an RPG (let alone be a successful RPG
)
There was agreement that use of a skill or stat should result in obvious
feedback. Some examples suggested:
- Display the amount of damage done
in an attack over the target's head, a la console games
- Display the skill used over the
user's head
- Have a puzzle display the skill
and/or skill level necessary to overcome the puzzle (e.g., try to
pick a lock and a message appears, reading "you can't pick this
lock until you have Lockpick 3")
- A high IQ could result in additional
information for the player when he or she examines an object.
Two games, Wasteland and Diablo,
were held up as examples of games that used stats and skills effectively.
These games used stats as rewards, as a way for players to refine their
characters with a great deal of control and precision, as a way to individualize
player experience in ways the limited storylines didn't offer.
Most people in the group seemed to feel that the more stats you tracked
and the more finely you tracked them, the better. This seemed like the
best way to differentiate one character from another. However, there
was consensus that, if you're going to track stats and skills, increases
have to be meaningful to players and differences between characters
of differing skill level have to be immediately obvious to players.
However, a small, very vocal and very persuasive minority argued in
favor of the stat-free RPG. In other words, they felt that hidden die
rolls and finely tracked stats were hold-overs from papergaming. This
led to a bunch of unanswered questions:
- Why use a crutch from another medium
with limited simulation capabilities in computer gaming, which has
far more powerful simulation tools available?
- Why not let player choices determine
character differences?
- Does anyone think the difference
between a 17 and an 18 should have an impact on gameplay?
- Should two players who do exactly
the same things under exactly the same circumstances get different
results based on a secret dieroll?
- Can we get away with a less-fine-level
of granularity in how we track stats and skills? (Fine granularity
is fine if players know they're progressing toward a significant
increase in capability.)
- Should you have to use a skill
to increase in it or are generic experience point systems adequate?
The only published stat-free roleplaying
game cited was System Shock (and there was some question about
whether that was an RPG or not
). Attendees will likely watch responses
to the upcoming Thief: The Dark Project for a clue about how
players feel about stats (or the lack of them) in roleplaying games.
There was general consensus that stats are cheap and easy. Showing changes
in the world, or in a location, or in NPC reaction is very, very hard.
We can do stats; we may not be able to do the stat-free game, yet.
The whole stats/no stats issue promises to be hotly contested among
RPG developers in the coming year.
Niche or Next Big Thing?
There's been a lot of hype about RPG's over the last year. Talk about
the hype led to more questions than answers:
- Do we have to dilute the RPG essence
to reach the mass market?
- Should we even try to live up to
the hype and go for the mass market?
- Can we make games that are both
sophisticated and accessible?
One of the critical problems cited in
reaching the mass market with an RPG was the fact that, unlike puzzle
games or shooters, RPG's require an investment in time many people are
unwilling to make - you can't just jump into the middle of an RPG. You
have to be there from the beginning.
Solutions to this problem were few and far between. The only suggestion
that seemed likely to bear fruit was the introduction of features (and
complexity) in a staged fashion. Start off simple, hook players, and
keep them hooked by giving them more to do as time goes on. Everyone
hoped that an RPG that offered enough fun right from the outset would
keep even mass market types playing.
In addition to time investment, business considerations also limit the
likelihood of mass market RPG's. Funding offers a significant reality
check. One attendee brought up a direct inverse correlation between
game complexity and the willingness of a publisher to jump into making
an RPG. Without an easily graspable storyline or a way to ease novices
into the game, most publishers will turn away or, at best, minimally
fund an RPG.
This leaves the question: How far do you compromise before it you're
just selling out? A quick poll of the room revealed a little over ten
of the thirty-odd attendees were currently developing RPGs. The next
question, "who is funded right now?" left two or three hands in the
air.
In the end, there was consensus on one point: Someone better do an RPG
that sells a million units so "they" will let us make some games that
don't.
Summation
Everyone that spoke in our roundtable seemed to have definite set views
on things. The "linear story" camp was very clearly delineated from
the "total freedom" camp. The "no-stats" people and the "many-stats"
people divided themselves quickly, too. People seem to have messianic
beliefs about RPG's, perhaps more so than developers working in any
other genre. Findings ways to compromise is difficult, like trying to
sort of implement the Death Penalty. In the end, it is probably for
the best that there are many games out there with many different styles.
Trying to dilute them to please everyone will probably end up pleasing
no one.