Topic: Classic versus learning: a computerized RPG system
Started by: George the Flea
Started on: 1/8/2005
Board: RPG Theory
On 1/8/2005 at 9:52am, George the Flea wrote:
Classic versus learning: a computerized RPG system
This may not be an appropriate post to the Forge, since it seems to be mainly focused on pencil and paper RPG design. However, people here obviously have well considered opinions and long experience with RPG's, and I need any input I can get.
A little background to see where I'm coming from: I'm an avid player of RPG computer games, but have never played a pencil and paper game (intriguing as they are). I have limited experience with the D&D system, but only through games such as Baldur's Gate and Neverwinter Nights. As such, I don't really have much breadth in my knowledge of RPG's.
I am currently involved in designing a computer game RPG, and am in the initial planning stages. My dilemma is that I am unsure what type of character development system I should use, and I have been unable to find any good resources. As such, any links or suggestions you can make will be much appreciated.
As for specifics: I am debating whether to use a classic experience/leveling system to drive the game (gain X experience for an act, eventually get to the next level, and purchase better abilities/feats/skills/whatever as a result of leveling), or if I should attempt to build a system based on learning algorithms (get better at a skill by practicing it). I'm leaning toward the latter system, but because it is such a total break with the vast majority of computer RPG systems I have been unable to find any discussion or information that could help me figure out where I'm headed.
Are there any systems that you know of (or discussions about theory/implementation of such a system) like what I've described?
Do you have any thoughts on such a system?
Obviously the kind of system that I'm thinking of is really only practical when a computer can handle all the calculations necessary to control character development, but I really would appreciate any help I can get.
Apologies in advance for this fairly broad, ill defined topic. I'm definitely floundering around trying to figure out if this would work, probably without even knowing the language necessarily to converse about it intelligently. Let me know if you have questions or need clarification for what I'm trying to figure out.
On 1/8/2005 at 2:45pm, Mark D. Eddy wrote:
RE: Classic versus learning: a computerized RPG system
I don't know about computer RPG's but the old RuneQuest system (later used in their BRP System, I think) had a process where sucessful use of a skill called for a check to see if that skill improved at the end of the gaming session. I would guess that you could set up an algorithm where if you have a successful use of a check, a tally is made, and after some number of tallies (determined by you), either the skill goes up automatically or there is a check that determines (based on the current level of the skill) whether or not improvement has occured.
In fact, with a computer system, you could even have a "you are eligible to level up [skill x]. Do you wish to try to level up, or keep practicing?" and if they keep practicing, their chance once they do try to level up improves.
I don't know if any of this helps...
On 1/8/2005 at 3:28pm, Simon Kamber wrote:
RE: Classic versus learning: a computerized RPG system
If you go with a practice system, remember to keep something up to the players. They used something like that in Dungeon Siege, and I personally found that since there was little control of the character, the player actually didn't have much to do. Most of the fights involved sitting there and watching the characters fight automatically, and clicking a potion once in a while to keep them from dying. And character advancement happened automatically, so that's a dead end too.
So, if you go with a practice system, just make sure you have something for the players to do when they're in combat.
On 1/8/2005 at 8:52pm, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
So, if you go with a practice system, just make sure you have something for the players to do when they're in combat.
This shouldn't be a problem; the game engine that we're planning to build this game on is actually a first person shooter engine, so combat will be almost exclusively player driven. Although I haven't really played it much, I believe Morrowind is the most similiar to what our gameplay will likely end up being.
Thanks for the info Mark! I'll have to track down the rules for RuneQuest and see if I can find any inspiration in it.
Anyway, here's a bit more of what I'm thinking about; I realized that I didn't get into it very much in my initial post. Any commentary would be great.
At the beginning of the game the player sets an initial group of attributes for their character (things like strength, dexterity, intelligence). I haven't decided yet if setting these stats will be through a point system, a roll system, or even perhaps if the engine will assign specific values based on dialog responses from the character ("I'm very strong, and moderately intelligent" -- engine assigns a random stat to strength in a certain high range, a random stat to intelligence in a medium range).
Anyway, over the course of the actual game the basic attributes change very little, and can only be changed by practicing other skills or doing activities specifically aimed at improving base stats (say, weightlifting).
There are then disciplines or groups of skills (say, melee combat). Your initial ability in skills in those disciplines is set by calculations based on base attributes, and how well you can learn the skills in those disciplines is also based on the attributes. So if my character is very strong, then I'll have a sight advantage with any type of melee weapon over someone with less strength, even if I haven't trained at a specific melee skill (like swordplay).
Some skills can be learned right off the bat by anyone who practices them, and then you can purchase or otherwise "learn" new skills by talking to NPC's, completing certain quests, or whatever. To get better at a skill, you practice it (so fight with a sword if you want to be better at swordplay).
Obviously players control what their characters learn by controlling what they do, but I'm considering also allowing the player to choose a focus/talent/etc., perhaps in a certain discipline. Then the skills in the discipline that recieve the focus are learned a little quicker, and the focus could of course be changed if say the character maxed out the skills in the currently focused discipline.
Thoughts? Could this work, and if it did would it be preferable to the classic leveling system (or some variation thereof)? This system would take a lot of control out the player's hands, but by making it unneccessary to perform calculations to try and maximize player effectiveness I'm hoping to make the whole experience more immersive.
Thanks for your help!
On 1/8/2005 at 11:09pm, Silmenume wrote:
RE: Classic versus learning: a computerized RPG system
Hey George,
Welcome to the Forge!
I wish you the best of luck in your endeavor!
I don't have anything to offer about what would be better or why. However, I do remember a computer game that was first person and used the same basic use and improve method of advancement that you are wondering about. That game was Elder Scrolls II: Dagger Fall, was developed by Bethesda and published by Virgin Interactive.
I am only familiar with Dagger Fall, but apparently the first game in the series was Elder Scrolls: Arena and the follow up to Dagger Fall was Elder Scrolls III: Morrowind. Apparently an upcoming addition to the series is called Elder Scrolls IV: Oblivian.
I don’t have anything else to offer, but I hope that by giving you these game names you might find some leads or information that reflects in some way what you are looking to do.
On 1/9/2005 at 1:48am, Noon wrote:
RE: Classic versus learning: a computerized RPG system
Hi George, welcome to the forge,
I see your sort of floundering about between a leveling or a practising system, unsure which to choose. I find when I'm not sure what to choose, it's time to sit down and write out what the hell each does, rather than intuitively guessing which is a bit more 'right' than the other.
One great idea I got from the here is to write a quick transcript. Write out how you imagine some play would happen. Never mind how you'd get it to work, just write out your dream of how it would go.
But basically I've come to believe that skill improvements are three things: A reward for playing, an incentive to play more, and a way to insinuate the players choices into all elements of the game.
I'll talk about the last one. For example, say you program makes a spot check for the player. Now, it's just a dice roll...the players skill doesn't come into that at all. It's nothing to do with him. Until he's able to influence the bonus to that roll, by his choices (distributing points or choosing what to practice). In this way hundreds of rolls can be influenced by the players choice, without him making a choice directly before or after that roll. I think it's why computer games which have spreadable points call themselves RPG's...they've associated that name with that feeling of player choice having an influence this way.
On 1/9/2005 at 2:39am, Simon Kamber wrote:
RE: Classic versus learning: a computerized RPG system
George the Flea wrote: This shouldn't be a problem; the game engine that we're planning to build this game on is actually a first person shooter engine, so combat will be almost exclusively player driven. Although I haven't really played it much, I believe Morrowind is the most similiar to what our gameplay will likely end up being.
Sadly, I never got around to playing Morrowind :( But the idea isn't bad.
At the beginning of the game the player sets an initial group of attributes for their character (things like strength, dexterity, intelligence). I haven't decided yet if setting these stats will be through a point system, a roll system, or even perhaps if the engine will assign specific values based on dialog responses from the character ("I'm very strong, and moderately intelligent" -- engine assigns a random stat to strength in a certain high range, a random stat to intelligence in a medium range).
I don't like rolling in computer games. Not when the outcome of one roll has such wide consequences for the rest of the game. In Baldurs Gate, I quickly learned to keep pressing the roll button until I had a high set of stats. It's simply not fun that your defeat stems from a bad output from a randomly generated number, rather than something you can actually effect. So, personally I'd say go for the simple system without too many numbers to confuse a beginner (Very strong and moderately intellegent sort of system, but with every "very strong and moderately intellegent" being the same as the previous one, technically).
Anyway, over the course of the actual game the basic attributes change very little, and can only be changed by practicing other skills or doing activities specifically aimed at improving base stats (say, weightlifting).
Not bad.
There are then disciplines or groups of skills (say, melee combat). Your initial ability in skills in those disciplines is set by calculations based on base attributes, and how well you can learn the skills in those disciplines is also based on the attributes. So if my character is very strong, then I'll have a sight advantage with any type of melee weapon over someone with less strength, even if I haven't trained at a specific melee skill (like swordplay).
Unless the characters for some reason start off totally incompetent because of some story element, let them have a say. It gives the feeling of control right away. Making them able to influence their character makes it more like THEIR character.
Obviously players control what their characters learn by controlling what they do, but I'm considering also allowing the player to choose a focus/talent/etc., perhaps in a certain discipline. Then the skills in the discipline that recieve the focus are learned a little quicker, and the focus could of course be changed if say the character maxed out the skills in the currently focused discipline.
Sounds like a nice idea :)
Thoughts? Could this work, and if it did would it be preferable to the classic leveling system (or some variation thereof)? This system would take a lot of control out the player's hands, but by making it unneccessary to perform calculations to try and maximize player effectiveness I'm hoping to make the whole experience more immersive.
The basic idea isn't bad. But I'm a little wary that creating the character ends up becoming a consequence of playing the game, and not a part of playing the game.
On 1/9/2005 at 3:41am, xenopulse wrote:
RE: Classic versus learning: a computerized RPG system
If you want to create a skill-based system, there's no way around taking a look at Morrowind. It's an incredibly popular (and excellent) game, and you need to know your competition and what's already been done to make something better/different.
In short, in Morrowind, you train skills by using them (or by paying for training). You initially pick 5 major and minor skills each. Gain ten ranks in any combination of these by using them, and you can level up, which lets you increase three of your attributes. Your attributes can rise more or less depending on which skills you used. So if you bashed things a lot and used other strength-based skills, your strength can be raised higher (up to 5 points) than if you didn't use any strength-based skills (just 1 point).
This system is great in that it really makes you appreciate the time you put into whatever skill you're using, it allows for leveling without combat (if you're all into magic, alchemy, lockpicking, etc.), and it just makes sense.
On 1/9/2005 at 4:05am, daMoose_Neo wrote:
RE: Classic versus learning: a computerized RPG system
xect wrote:
I don't like rolling in computer games. Not when the outcome of one roll has such wide consequences for the rest of the game. In Baldurs Gate, I quickly learned to keep pressing the roll button until I had a high set of stats. It's simply not fun that your defeat stems from a bad output from a randomly generated number, rather than something you can actually effect.
Agreed.
When you roll low on chargen at the table, you can work things out with the GM or restructure campaigns or adventures. PCs, you just can't do that. Theres the difficulty level, thats what it is, the goal is to do this, not that.
If you're going with a tabletop approach, go with some quasi table top methods. Work some kind of scale into the system by which the characters are measured against. Instead of saying the badguy has 15 HP when the character should have 10, work it so the badguy has 1.5 times the characters HP, so that there is a statagy challenge, not a numbers.
On 1/9/2005 at 9:01pm, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Thank you all for your responses!
I will definitely have to look more closely into the Elder Scrolls games. I'd given them a cursory exploration a while back and realized Morrowind was similar to what I wanted to do (because it was first person perspective), but I hadn't really looked into the skill system. I'll definitey give that a go.
Straight rolling for stats is definitely out. I can remember all too well sitting in front of the computer hitting the reroll button for Baldur's Gate, trying to get at least decent numbers. Pain, pain, pain.
I'll definitely keep in mind writing a system for scaling opponent difficulty based on player skill. That's a really good idea.
Brainstorming out an ideal playing session is a good idea, too. That would definitely give me a goal to work back from.
Thanks again for all the comments!
On 1/10/2005 at 8:01am, M. J. Young wrote:
RE: Classic versus learning: a computerized RPG system
Most of what I'd have said about the advancement process has been said; but I've a thought on the character generation process.
Rather than "generate" a character, why not just pick one? I've seen a few CRPGs in which the players pick from one of several characters at the beginning of play, and use those values. I'm thinking to expand that idea. Create a list of perhaps fifty to a hundred different characters, each with different initial attributes and skills. Then rank them according to how much of a handicap this particular character would be compared to the others. List them in order from the character which would be the easiest to play (for reasons of strength and of the intuitive nature of the strategies involved--e.g., it might be that a character with maximum strength and a character with maximum dexterity would both have the same chance of winning, but that you'd have to think more about a great number of options if you're using the dexterity).
That way players can pick a character that will be an easy starting point or one that will be more difficult. You avoid the Baldur's Gate problem of players rerolling dozens of times to get the strong character (as they can just pick the strong character), but at the same time you don't eliminate the option of starting with the weak character for those who really want the challenge. And by ranking them you give some guidance concerning which is the stronger or weaker character.
--M. J. Young
On 1/10/2005 at 5:58pm, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
M. J. Young wrote: Rather than "generate" a character, why not just pick one?
That's actually a really interesting idea. Thinking about that, it would actually solve a lot of problems: I don't really want to let the player see the numbers involved (reasons here for the curious), which is solved with a list of premade characters. If I let the character engage in a dialogue selection like that of Morrowind, I run the risk of letting them create an uber-character, unless I factor in some artificially limiting algorithms. With a list, though, I could control for discrepancies, and still allow the player to customize the name, gender, and other largely superficial characteristics.
I really like that. Thanks for that idea!
On 1/10/2005 at 10:26pm, Noon wrote:
RE: Classic versus learning: a computerized RPG system
George the Flea wrote: If I let the character engage in a dialogue selection like that of Morrowind, I run the risk of letting them create an uber-character, unless I factor in some artificially limiting algorithms
Ah, what's your category with this game? You might not know about GNS, so I'll just list two here:
Simulationist - this is like exploring a game world. Personally I think it has the appeal that nature documentaries have and such like, in that you engage it to learn and sort of experience the contents.
Gamist - This is about player skill in just the same way chess or sports are. The game presents a challenge in the form of a world, and partly using the system/partly using their knowledge of that world (and a lot of the real one), they see if they have the skill to overcome the challenge.
A quote from the link you gave
The fact that a traditional RPG is essentially a numerical simulation has spawned a number of very annoying trends in player behavior. Most of these types of behavior can be subsumed under the term "numbercrunching." Also called "min/maxing," numbercrunching largely involves the study of the game's numerical systems and figuring out how to use it to the player's best advantage.
It's a long document so I've scanned through it. The author (yourself?) is very simulationist. Further, it's assumed that while deciding to use cover in game is an okay choice for a player to make, making choices outside game play like looking at stats, is just wrong and waiting for the numbers to stack up or some such.
It's not a broadminded document. Elements that support another play style (gamist style), it simply puts down as stupid mistakes (In "Hit points! PAH!" style). BOTH of those styles are valid, and once you get a handle on that you'll have a better focus on the one you want, rather than reflexively flinching away from miss-associated phobia of elements, like below:
It is my firm belief that the axiom "most players are self-centered bastards who will ruin other players' experience at the drop of a hat" is greatly exacerbated by this numerical obsession. Why do players steal kills from other players? Because doing so will help their numbers increase. Why do players exploit bugs to kill monsters (or players) with relative ease? Because doing so will increase their numbers. Why do players use cheats and plugins that give them unfair advantages in the game world? You get the picture
Numbers shape play, they don't just lead to everyone screwing everyone else. You don't flinch away from numbers, you make the numbers form the behaviour you want.
For example (a simulationist one, IMO): Imagine your character has been climbing a hill for hours, pushing through dense undergrowth. And when he get's to the top, he see's an amazing vista in the valley below! PING! He get's some points...but no, it's not XP that'll raise his fighting skill or strength. No, the message shows that his area knowledge has increased and these points mean he is now that much closer to learning where a certain special cave is where amazing crystals are (they are said to be alive or such), assuming he doesn't find it first by exploring really thoroughly.
That's shaping play, shaping it to support exploration.
Once in a while, he may receive a system message telling him that he has learned something new about pottery, but these messages should be unreliable and ambiguous. He may even be able to compete for titles in various contests of skill, but this is only an indicator of prowess, not a measurable figure that you can watch increase as you fight your eight millionth orc. Sure, there are players who will still go camp the goblins for "skill," but he can't really be sure it's doing him all that much good, and if the designer has been building his system holistically, it's not.
I mean, here it's basically saying the player shouldn't advance (from act's of his choice, like killing goblins) despite having a system for it. If you follow this it sounds like your going to go to the effort of designing an advancement system, then go to the effort of nuetering that system.
Just don't have this advancement to begin with. You don't have to have advancement of the traditional type. Shape play with other designs, like the example I gave before. That's advancement in the direction you do want to go.
I think I've written too much, inspired by some IMO wrong headedness.
On 1/11/2005 at 10:10pm, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Thanks for the response Noon!
I'm not sure how you would classify my game. I think it would probably fall best under gamism (as I understand it from your post and a quick read of some of the stuff in the GNS forum), since the main point of the game is to accomplish quests in order to avert disaster. (I know this sounds like a bazillion other games, but the disaster is of an unusual kind and the game takes place on a college campus.) Anyway, the game will also hopefully have narrativistic aspects as well, since quests will have multiple ways to beat them, and depending on what quests you do (and how you do them) the ending will be different. Simulationism will be evident to some extent (planning on leaving little Easter eggs around), but since the base map is fairly small, it will be largely irrelevant.
I didn't write that outside link, by the way. Sorry if I presented it as such.
However, I am using quite a lot of the theory there to guide design. Granted, the guy is extremely outspoken and generally goes for trashing anything that's been done rather than discussing any pros for the things that currently exist ("It's not a broad minded document" is a bit of an understatement), but on the whole a lot of his basic ideas make a lot of sense to me. (Good to note that he's ranting about MMORPG's, too, so a good portion of his discussion is moot in my case.)
A lot of his issues with numbers stems from the fact that most if not all MMORPG's on the market have no level cap, and so end up catering to a bunch of uber characters and leaving the low level characters behind. He argues that by focusing on the literal numbers that make up a character, a good number of players loose focus of the things that matter (role playing, exploring, having fun) and just power level until they can destroy entire cities on their own. I think that he actually would want your climbing a hill idea to work, because that is an example of numbers not corrupting the system. On the other hand, he might argue that if players can see a direct advantage for climbing a hill that you'll have hundreds of people just climbing the hill over and over again to increase their stats. Not exactly role playing.
To explain why I agree with the third quote, I think I really have to describe the one MMORPG that I ever really got into:
Clan Lord is a Mac-only MMORPG with some very different rules and gameplay (and pretty old school graphics, but if you get into the game you don't even notice them). In order to advance in Clan Lord you have to find an NPC trainer. Trainers will tell you things like "I will help you improve your body" or other general things such as this. Once you've agreed to train with them all of the experience that you gain from fighting goes into gaining ranks in the trainer's associated skill. However, you don't have any way to see how many ranks you have. When you gain one you usually get a message saying you feel a little stronger (if training for your body), and when you talk to the trainer again they'll tell you something like "You are one of my better students" or something else that gives you a general sense of where you are in advancement, but doesn't really pinpoint it.
Now it's true that some people count the ranks that they get. But because the system doesn't allow you to just look at the numbers that make up your character, it is in many ways more immersive and fun. You fight low level creatures not to power level, but because you want to get out of town and be able to explore more of the game world. Not seeing stats can be a little weird, but it definitely shapes game play in different ways than are seen in many RPG's.
(I feel it incumbent on me to note that despite my rather glowing description of Clan Lord's advancement system, the game has its share of problems, which after a few months overwhelmed its positive aspects for me. And I'm not designing a Clan Lord-esque system, I just thought it was a good example of no-stats gameplay that worked, or at least mostly worked.)
Anyway, I am hoping to shape gameplay by awarding people for what they do. So if someone wants to solve problems with a sword all the time, then they'll get very good at sword skill, whereas someone else might try to persuade people to their point of view a lot and become really good at persuasion. I'm planning to have indicators that skills are increasing (likely visual, such as fading from one color which means not-so-good to another which means pretty good, to a third which means butt-whupping-good). Sort of a practice makes better system.
Another reason I would like numbers hidden, or at least represented visually or textually, is because I've experienced numbers drawing me out of the game myself. I can't count the times that I've been playing Baldur's Gate or a similar RPG, and then level up and completely get broken out of the game play because I suddenly have to start looking up what will happen if I add a point here versus there.
Okay, I've argued Mu's case long enough. Let me know if you have any questions or critiques of the system (or theory the system is based on). Thanks again for your response!
On 1/11/2005 at 11:15pm, Noon wrote:
RE: Classic versus learning: a computerized RPG system
George the Flea wrote: Thanks for the response Noon!
I'm not sure how you would classify my game. I think it would probably fall best under gamism (as I understand it from your post and a quick read of some of the stuff in the GNS forum), since the main point of the game is to accomplish quests in order to avert disaster. (I know this sounds like a bazillion other games, but the disaster is of an unusual kind and the game takes place on a college campus.) Anyway, the game will also hopefully have narrativistic aspects as well, since quests will have multiple ways to beat them, and depending on what quests you do (and how you do them) the ending will be different. Simulationism will be evident to some extent (planning on leaving little Easter eggs around), but since the base map is fairly small, it will be largely irrelevant.
The quests to avert disaster thing doesn't really indicate anything in terms of GNS. It could be part of any of the three.
On multiple ways to beat a quest, that isn't narrativism as I understand it. It could be gamism or sim. For example, Say I can sneak in to take a locket or walk up an con the owner out of it.
Now, if there's absolutely nothing I as a player can do to contribute to either, tactically (or even by reflexes), it's promoting sim, ie, you should be happy just watching how things go.
If there are lots of choices, even if it's just previously deciding to put points in skills like sneak or con and then evaluating the risks involved with each (which your Clan lords example sort of neuters by it's lack of info for the player), then it's gamism, as my tactics as a player matter.
And then there is a terrible middle ground (though it can be good), where it's supposed to be sim, but there are things you can do while sneaking or conning, but the sim people don't like it because they want to enjoy rather than strategize, and the gamists don't see it as enough input for all the 'waiting around' as the con/sneak happens.
But sometimes, it hits a perfect blend. I think this can only happen effectively in table top groups, where they customise play. Given human diversity, I don't think (IMO) you can get the right blend for a significant demographic.
Simulationism isn't (just) stuff like easter eggs. A focus on graphics is one type of focus on simulationist enjoyment (though not a primary one, as demonstrated from you Clan lords example), IMO.
On narrativism, for the player that isn't about beating the quest at all. It is for the PC, but not the player. The quest is just a platform for the player to express his PC. For example, the PC is given a choice between killing his betrayer cousin and letting a town starve. Which does he choose? This isn't like a quest where you need to make the town happy to win, it's basically about what your PC does when given a terrible choice. PS: I think if he can do both options to his satisfaction (feed the town, jail and not kill his cousin), you've let it slip into gamism. IMO.
I didn't write that outside link, by the way. Sorry if I presented it as such.
However, I am using quite a lot of the theory there to guide design. Granted, the guy is extremely outspoken and generally goes for trashing anything that's been done rather than discussing any pros for the things that currently exist ("It's not a broad minded document" is a bit of an understatement), but on the whole a lot of his basic ideas make a lot of sense to me. (Good to note that he's ranting about MMORPG's, too, so a good portion of his discussion is moot in my case.)
I think there were some things to be had there as well. The problem is, every time he see's a gamist design with flaws in the gamism, he see's both the flaws and the good gamist design as flaws, and is trying to 'fix' them with simulationism. It's like 'fixing' chinese food with mayonaise...it's just yuck!
There's some good points/observations there, but trying to pick them out can be dangerous since you might end up adopting his stance in certain areas, from what you take away. Read with care! :)
A lot of his issues with numbers stems from the fact that most if not all MMORPG's on the market have no level cap, and so end up catering to a bunch of uber characters and leaving the low level characters behind. He argues that by focusing on the literal numbers that make up a character, a good number of players loose focus of the things that matter (role playing, exploring, having fun) and just power level until they can destroy entire cities on their own. I think that he actually would want your climbing a hill idea to work, because that is an example of numbers not corrupting the system. On the other hand, he might argue that if players can see a direct advantage for climbing a hill that you'll have hundreds of people just climbing the hill over and over again to increase their stats. Not exactly role playing.
Yes, the prob is he'd throw that idea away wholesale rather than put a binary flag on each hill so you can only go up to each once for a bonus. He chucks idea's like using numbers as if the whole idea is soiled. That doesn't help.
*snip* Now it's true that some people count the ranks that they get. But because the system doesn't allow you to just look at the numbers that make up your character, it is in many ways more immersive and fun. You fight low level creatures not to power level, but because you want to get out of town and be able to explore more of the game world. Not seeing stats can be a little weird, but it definitely shapes game play in different ways than are seen in many RPG's.
Yeah, a simulationist way (a completely valid style, don't get me wrong). If you shuffle away the stats, it hides that type of reward and something like exploring becomes the more visible and thus dominant reward.
I'd make messages about exploring the world a lot more clear cut, to further emphasize this reward type.
(I feel it incumbent on me to note that despite my rather glowing description of Clan Lord's advancement system, the game has its share of problems, which after a few months overwhelmed its positive aspects for me. And I'm not designing a Clan Lord-esque system, I just thought it was a good example of no-stats gameplay that worked, or at least mostly worked.)
What were the problems you experienced?
Anyway, I am hoping to shape gameplay by awarding people for what they do. So if someone wants to solve problems with a sword all the time, then they'll get very good at sword skill, whereas someone else might try to persuade people to their point of view a lot and become really good at persuasion. I'm planning to have indicators that skills are increasing (likely visual, such as fading from one color which means not-so-good to another which means pretty good, to a third which means butt-whupping-good). Sort of a practice makes better system.
Another reason I would like numbers hidden, or at least represented visually or textually, is because I've experienced numbers drawing me out of the game myself. I can't count the times that I've been playing Baldur's Gate or a similar RPG, and then level up and completely get broken out of the game play because I suddenly have to start looking up what will happen if I add a point here versus there.*snip*
It shaped your play into gamist, basically. I think your practice system is knife edged between sim and gamism. I think you want the experience of working with a sword...all those difficult times of practicing away, of hard battles with monsters since you just weren't that adept and now today you are an adept swordsman, with a rich past full of practice, before you got to this stage. Something to think about as you swing your sword with amazing accuracy.
While someone else might leave a book on their mouse button for an hour, so they can get that dragon and make some boots out of it.
I think that's the knife edge your courting with a practice system. I'd give some idea's on how to shape play so the experience is enjoyed, but first can you see the duality here?
On 1/12/2005 at 1:26am, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Hmm, I don't think I'm particularly clear on the concepts of gamism and so forth. I'll do some reading before I try to use them any more, since otherwise I'll just be making stuff up. :)
For example, the PC is given a choice between killing his betrayer cousin and letting a town starve. Which does he choose? This isn't like a quest where you need to make the town happy to win, it's basically about what your PC does when given a terrible choice.
This is actually what I'm hoping to have in the game. Some NPCs will offer quests that would naturally exclude doing other NPC's quests, and how you do a specific quest (do you kill your brother or trick him into being jailed?) will have an effect later in the game (if the brother is merely jailed, he may come into use later in the game). Of course, this is a fairly ambitious hope, so it may not pan out. I don't think that this is pure narrativism, but as I understand it it does implement elements of it. On the other hand, if I have to cut something in the course of designing the game, this narrative-creating stuff will likely be one of the first things to suffer, since it's not fun to code. Computers are not particularly good GM's when it comes to creating stuff on the fly.
Why I quit playing Clan Lord is kind of out of the scope of this discussion, but to asuage your curiosity, here's the quick and dirty version:
The system is set up so that you have to have help questing, or you'll be killed. Everyone's really friendly (because the game is designed to bring out the cooperative, so people who aren't friendly get frustrated early on and quit playing), but there aren't all that many subscribers any more because the game's problems aren't addressed very quickly by the few overworked GMs. Since there aren't many subscribers and absolutely no single adventuring possibilities, I would often sign on and be unable to do anything. Additionally, to become a Mystic (the class I was interested in) is ridiculously difficult, and essentially depends purely on luck. I was dedicated, and managed to start on the road to being a Mystic, but because I couldn't adventure on my own in order to try and find the stuff I needed to advance, I never got anywhere. The game is essentially developed by GMs; from what I saw during my tenure I'm not sure the developer did much beyond supervise the payment system. Because of this (and because there are very few GM's, all of whom are paid diddly squat), development on the world/engine was slow, and promised features (like sub-classes) took so long they may as well not have been in development. Also, I enrolled in college, and didn't have time to waste on a game that didn't appear to be going anywhere.
Okay, maybe not so quick, but definitely dirty.
I think your practice system is knife edged between sim and gamism. I think you want the experience of working with a sword...all those difficult times of practicing away, of hard battles with monsters since you just weren't that adept and now today you are an adept swordsman, with a rich past full of practice, before you got to this stage. Something to think about as you swing your sword with amazing accuracy.
While someone else might leave a book on their mouse button for an hour, so they can get that dragon and make some boots out of it.
I doubt anyone would leave a book on their mouse. This game will be fairly small in size (disregarding interior areas, underground areas, and so forth it will take roughly seven minutes real time to walk across the primary map), and will be only single player. If it were going to be a mutliplayer game I would worry about people abusing the system, but as it is there would be no point (if the game is designed and balanced well, that is).
On the other hand, the duality is pretty clear, although I'm not particulary clear why mixing styles is bad (perhaps because I'm not particularly well aquainted with gamism theory). What are your ideas? I'd really like to hear them, particularly now when I'm still doing preplanning and haven't written any code.
On 1/12/2005 at 9:16am, Tobias wrote:
RE: Classic versus learning: a computerized RPG system
It's really old-school, but have you heard of Angband? Call it the ASCII precursor to the Elder Scrolls series. You may also know it as Moria, or Hack, or any of a group of similar games.
The reason I mention it is that there have been many different takes within it on ways it would be fun to have a guy running around, clobbering things, and growing towards the big end baddy. Some of them use skill-us-learn methods. I remember CthuluAngband (or something similar) as one of the prime ones.
There's a lot of experience, programs, and open source out there for you to look at, and possibly people to correspond with?
Try www.thangorodrim.net to get started.
On 1/12/2005 at 9:39pm, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Thank you Tobias! That is definitely worth looking into, and at least on first glance Cthulu Angband looks like it might be running a system pretty similar to what I've got in mind.
On 1/13/2005 at 1:50am, Noon wrote:
RE: Classic versus learning: a computerized RPG system
George the Flea wrote: Hmm, I don't think I'm particularly clear on the concepts of gamism and so forth. I'll do some reading before I try to use them any more, since otherwise I'll just be making stuff up. :)Keep in mind what I say about GNS is from my understanding of it. I'm getting practical results from my understanding, but that doesn't mean it's right.
Callan wrote: For example, the PC is given a choice between killing his betrayer cousin and letting a town starve. Which does he choose? This isn't like a quest where you need to make the town happy to win, it's basically about what your PC does when given a terrible choice.
This is actually what I'm hoping to have in the game. Some NPCs will offer quests that would naturally exclude doing other NPC's quests, and how you do a specific quest (do you kill your brother or trick him into being jailed?)
I'm not sure you quite get what I mean, from your example. I'm certain it's not a problematic choice between killing or tricking your brother into jail. One (tricking) is clearly a better choice than the other. The only value of having the kill option would be if you wanted to explore that option and see what happens...simulationism. If you really want to go narrativist, it's not about exploring either option...it's about asking yourself deep, dark questions about what your PC would do and answer them.
For that reason, you don't need to code stuff to happen latter on in relation this choice. You really don't...you can just toss a choice like my one and even though it wont effect any single bit of the game latter, as a player you'll finish the game perhaps as a hero but think 'But damn, I wish I hadn't had to let that village starve' or 'Damn, I had to kill my betraying cousin...that was such a hard choice'.
I argued this in a thread I can't find right now. In that many seemed to think that you had to have repurcussions from such a choice, for it to be narrativist. I think that's nice to have, but it really supports a sim style game. So you don't have to dith narrativism, just ditch repurcussions from it (if you actually did implement a nar choice properly, it'll still be cool content, even without repurcussion).
Basically the nar trick is to think of two roughly equally bad choices. The wonderful part of narrativism is where, even though the choices seem equally bad, the PC is shown to believe one is less bad than the other.
Okay, maybe not so quick, but definitely dirty.
Ah, thanks. Sorry, I thought it might help me help you by my learning about your play style. But it seems more of a system screw up on their part (forced teaming, but with few subscribers).
Callan wrote: While someone else might leave a book on their mouse button for an hour, so they can get that dragon and make some boots out of it.
I doubt anyone would leave a book on their mouse. This game will be fairly small in size (disregarding interior areas, underground areas, and so forth it will take roughly seven minutes real time to walk across the primary map), and will be only single player. If it were going to be a mutliplayer game I would worry about people abusing the system, but as it is there would be no point (if the game is designed and balanced well, that is).
I mean leave a book on their mouse so as to keep training up to max.
But hold on, I started posting because you mentioned hiding stats so players can't make uber characters. If it's okay for them to not abuse the system, why can't they make uber characters as well?
On the other hand, the duality is pretty clear, although I'm not particulary clear why mixing styles is bad (perhaps because I'm not particularly well aquainted with gamism theory). What are your ideas? I'd really like to hear them, particularly now when I'm still doing preplanning and haven't written any code.
Well, I thought you didn't want to mix styles. Mixing isn't bad...but your comment about uber characters certainly suggests it is. An uber character comes from smart combinations of choices...the area of gamist expertise. If a mix is okay, some people will just choose a guy who seems interesting (I've just started playing morrowind, and did this...mostly glazed over at all the numbers), while someone else will choose to max out their ability.
Do you want a mix? If so, the duality isn't a prob (except if you allow the book on mouse thing, its not good gamism). But I think you yourself and anyone who helps you will have probs if you have a mix in one spot, but no mixes in other spots, without a clear structure to such choices.
On 1/13/2005 at 12:48pm, HereticalFaction wrote:
RE: Classic versus learning: a computerized RPG system
It is interesting that so many of you have been refferancing the Elder Scrolls games... The only one I played for any duration was Elder Scrolls II, and it has since been my leading example of poor CRPG design. The idea of a giant gameworld with thousands of defined locations was a good one, but since 90% of the buildings were empty and seemed to have no purpose in any quest, it just resulted in an unnecessary ammount of travelling time. Why ever some game designer felt I would enjoy making endless shorthand like passes across my mousepad in order to "swing" my weapon I shall never know.... But the real failure of this system was that the practice based levelling system left the player constrained to "set a book on their mouse button" because you had to spend several straight hours Juggling or Jumping or Tumbling if you wanted to get more HP and your charachter template included those skills...
On 1/13/2005 at 11:52pm, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Noon:
In that many seemed to think that you had to have repurcussions from such a choice, for it to be narrativist. I think that's nice to have, but it really supports a sim style game. So you don't have to dith narrativism, just ditch repurcussions from it (if you actually did implement a nar choice properly, it'll still be cool content, even without repurcussion).
Okay, I gotcha. When you put it that way, then I don't think that I'm going to be focusing on narrativism much at all. Granted, I'll be trying to create quests and a plot outline that have some difficult choices for the player, but the sort of playing that is narrativism will likely not be an active focus. I think that really there isn't much narrativism in CRPGs at all. A lot of the actual role playing that exists in a table top environment is lost when you sit down to play a CRPG. Dialog is multiple choice, and there may be times when you act either for "good" or for "evil," but there isn't usually anything that really captures the variability of people's behavior.
I think that I've been misunderstanding what you were asking from the start. When you asked whether the game would be gamist, simulationist, or whatever, I thought that you were asking for a label for the game, as opposed to what kind of playing experience the game will be shooting for.
With that in mind, I'm really not sure that the GNS model can accurately describe the different types of gaming that go on in CRPGs. Table top and CRPGs are extremely different, particularly when talking about single player CRPGs. I would argue that while it is possible to have a narrativist player in a table top scenario (because the GM can actively facilitate the player role-playing the character), that in a CRPG this is much less common if not completely absent. CRPGs much more often are like interactive movies; sure the player has options about how to go about accomplishing goals, but because the game is being run by a computer (which can't do anything the programmer doesn't forsee and plan for) things are much more restricted. The actual role playing that goes into a single player CRPG is greatly reduced or even removed as compared to a table top game.
That said, I want my game to simulate real life, or at the very least simulate the real life of characters in the game world. Is this simulationism, or aimed at players who lean towards simulationism? I'm not sure that it matters.
Additionally, I want the choices that the actual player makes to make a difference both on how the character develops (which influences how the character interacts with the world), and how the story develops (as shaped by quests). As far as there being a definite strategy to playing different types of characters in order to succeed in the game world, this is a fairly gamist leaning.
I'm not sure how not allowing uber characters is indicative of not mixing styles. My definition of an uber character would be one that is so overpowered (as far as its stats go) that it is capable of easily dealing with any threat in the game world, thus making it unneccessary for the player to make any sort of choice about how to approach problems. That's not to say that I don't want people to be able over time to create really good characters; just that the player should not be able to leave the character alone in a room swinging a sword in order to become a combat master before fighting their first enemy. My hope would be that the enemies and challenges would be scaled so that a character smoothly develops better and better skills as the challenges become more difficult.
This is a gameplay challenge that I will have to face later on, and has little or no relevance to designing the statistic system. I need to keep it in mind, but dealing with the actual numbers involved will be a task for when I have a working prototype running.
I think that I'll likely have to tie a check into the skill improvement algorithm to make sure, for instance, that skill is only granted for swings that connect (or else that swings that don't connect have a reduced improvement value). I hadn't thought about implementing something like that before; thanks for bringing it up.
Do you think that what I'm thinking of will be well mixed? Or am I still unbalancing the game as far as appealing to people?
------------------------------
HereticalFaction:
The only one I played for any duration was Elder Scrolls II, and it has since been my leading example of poor CRPG design. The idea of a giant gameworld with thousands of defined locations was a good one, but since 90% of the buildings were empty and seemed to have no purpose in any quest, it just resulted in an unnecessary ammount of travelling time.
I hope to correct this by having a really small world in which everything will be used. :)
the real failure of this system was that the practice based levelling system left the player constrained to "set a book on their mouse button" because you had to spend several straight hours Juggling or Jumping or Tumbling if you wanted to get more HP and your charachter template included those skills...
I'll keep that in mind. This game will definitely take quite a lot of play testing to make sure that the gameplay difficulty advances at the same (or at least similar) rate as the character does. I wasn't aware of those problems in Elder Scrolls II (never having played it); thanks for pointing them out.
On 1/14/2005 at 2:37am, Noon wrote:
RE: Classic versus learning: a computerized RPG system
I'm not sure how not allowing uber characters is indicative of not mixing styles. My definition of an uber character would be one that is so overpowered (as far as its stats go) that it is capable of easily dealing with any threat in the game world, thus making it unneccessary for the player to make any sort of choice about how to approach problems.
You originally suggested hiding stats so they couldn't make an uber PC, but your recent comment below...
If it were going to be a mutliplayer game I would worry about people abusing the system, but as it is there would be no point (if the game is designed and balanced well, that is).
If it's well designed and balanced, then the uber thing is not an issue. So is there any reason to hide stats?
The only reason you might do so is like in your baldurs gate example, seeing the numbers broke you out of the world (broke you out of sim) and into more of a tactical numbers exercise (gamism).
I think you could be designing in frustration with this sort of mix. You want people to make descisions, but to make them they need to know the numbers...which you hid from them. Which means they can't make descisions unless they fight against the game structure (like people counting ranks in clan lords).
Anyway, I've drifted your thread a bit. I was thinking about skills. How about something like this (a rough example, change numbers to suit). Imagine you have twenty skills with a range of one to ten. Now say you have twenty focus points.
Now, when you practice a skill, these focus points go into it and raise it. Now, here's the fun bit. Once all focus points are allocated, if you start excercising another skill, it will ask if you want to loose focus/loose interest in another skill (of your choice) and take a focus point from there to put in this practised skill.
This way they only have a limited amount of focus, but they are very flexible. If they come across a problem latter they can work on a skill to help them beat that (loosing another skill in the process).
On practising, I'd allow it up to something like level five (outside of combat), and like GTA: San andreas, you can only train a bit each day. Also, in that game you have to hit a sequence of buttons as you train. This way they have to put some work in to get something and they can only do so much of this in a day (so they train a bit, then go off and adventure).
I'd highly recommend the allowed training in a day take a unrealistically short amount of time. It is boring compared to adventure, after all.
On 1/14/2005 at 6:41am, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
You want people to make descisions, but to make them they need to know the numbers...which you hid from them. Which means they can't make descisions unless they fight against the game structure (like people counting ranks in clan lords).
I guess I wasn't clear. Stats will be hidden, but there will be an indicator of comparative level. Likely this will be done using a gradual color shift. For example, say you start out sword skill at the amateur level. In the character part of the inventory will be an indicator for sword skill that starts out green, and then as you get better at the skill gradually fades to yellow to represent being skilled at the weapon, and then finally fades to red to show that you are a grandmaster swordsperson (or whatever colors make sense).
This way, there's no number crunching for the player, and they have no idea what their actual stats are (numbers are hidden), but they do have an indicator to let them know where they are improving, allowing them to use certain skills they want to improve accordingly.
That's an interesting skill system you've outlined. I like it. I've been planning things out with one of the other people involved in the project, and here's a basic outline of how we're thinking we'll probably do things. It's actually pretty similar to your system, but with a different way to allow players to shape their characters.
Characters start out with six attributes. These attribute values affect initial skill levels in the default skills, how quickly any said skill can be learned, and the maximum amount of points that can go to a given skill (so if you have a high strength when you've maxed out your club skill, it will be better than someone who has maxed out their club skill but has a lower strength). Skills increase when you use them, so if you want to be an expert swordsperson, you use a sword to solve your problems. The game's difficulty is slanted so that practice outside of just playing through quests and stuff is largely unneccessary. The few exceptions to this are activities such as weightlifting, which work on improving your basic attributes and will be simulated through a quick message/animation/whatever and a jump forward in time (since no one wants to actually lift weights in game). A fatigue system makes sure that the amount of stuff that a character can do isn't too outrageous. If a character gets too tired and it starts to negatively affect them, they can rest (which will be another jump forward in time type of thing).
Skills will improve as long as they are being used, but if the player start using different tactics (say, switches from attacking everything with swords to tossing darts), then skills that are never practiced will slowly start to lose skill points. This sort of accomplishes the same thing as your proposed system does by allowing a player to choose different skills to be accomplished in (although if they start out in a new skill and decide its more effort than its worth, then they will probably be able to pick their old skill up without too much effort).
Think that would work? Or should I work to make the strands of GNS stand out a little bit more?
On 1/14/2005 at 11:50pm, Noon wrote:
RE: Classic versus learning: a computerized RPG system
The color shift is basically a way of hiding the statistical information. It doesn't hide it completely, but it still hiding them. That isn't a problem for sim I think, but for gamism...
I think (lots of hypothesis ahead) a big problem you might have is that you go through the game thinking your designing quests and such which support gamism, when your not (IMO).
Most computer game players are going to come to your game intending to play gamist, and grind against the style (I think) you designed it in. Eg, they will want to know their tactical options, but only see hazy color shaded factors. In other words, they are going to come in a frame of mind that doesn't appreciate the way you designed the game. Sort of like expecting MASH when going to see black hawk down, or some other missplaced expectation.
I think you need to shape play to the style your designing. Which is difficult to do unless you identify your priorities and that of (what I hypothesise) the market prepped for gamism. I'd really recommend reading the simulationist and gamist essays in the articles section. I recently read the sim one and regretted having left it till last to read, since I realised how much I love sim...and how the priorities of that are very different to gamism. For me, it was good to stop confusing sim for gamism.
On 1/15/2005 at 10:42am, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
I think we've reached the point where the terms "gamist" and "simulationist" have become far more hindrance than help. First off: the words are theory to help streamline development. However, as is noted throughout the articles on the GNS model, all three types of gameplay are highly fluid and are rarely present without attendance from the others. If I seemed to say that I only wanted to represent one style before, it was because I was confused with the terms. I would prefer to access the bits out of all three orientations that I enjoy.
Secondly: I cannot fathom why you insist that by not allowing people to see the exact numbers that I am crippling gamist play. From the article "Gamism: Step On Up" dealing with the second part of the gamism definition:
The in-game characters, armed with their skills, priorities, and so on, have to face a Challenge...Challenge is about the strategizing, guts, and performance of the characters in this imaginary game-world
Considering that the player will be using skills to accomplish goals, and that which skills to use and how to accomplish the quests is a decision which they have to strategically make, I would say that giving a comparative indication of where they are at with the skill rather than an exact number will actually make gameplay more fun. It's a gamble; the player knows how well they've dealt with problems in the past, but will their sword skill be enough to beat the dragon? Save the game, and give it a try.
You seem to be using the term gamism to mean painstaking strategy. I am not creating a strategy game of any sort. If I were trying to make the next Europa Universalis or Hearts of Iron then I would be much more concerned about giving the player the option to consult explicit character stats to please the number crunchers. However, strategizing to a certain extent to decide what skill to use in a given situation is not hard-core sit-back-and-consider-stuff-from-every-possible-angle strategizing. And neither one is gamist at the expense of the other.
Thirdly: I suspect that the vast majority of the people who play this game will have absolutely no idea the terms "gamist" or "simulationism" exist. They'll play the game because it happens on a college campus, which is rather novel. Or maybe they'll hear the stats system is pretty different from other things on the market, and since what is currently on the market didn't work perfectly for them they'll download the game and give it a shot (currently planning to release it as freeware or cheap shareware so there won't even be the decision to buy it to stop people from playing it). Thus, examining their reason for playing and trying to cater to it is important, but since the majority of the audience won't be defining themselves as gamists vs. simulationists the discussion becomes to a certain extent moot.
Fourth: I honestly don't care if this system conforms to some theoretical approach to the reason that people play games. From my perspective, people play games because they are fun. A cop out? Yes, from the theoretical perspective. However, I'll be play-testing this game pretty extensively since the development team will be very small, and so if I find something that isn't fun I'll remove or change it. I'm certainly not indicative of everyone who will play this role playing game, but I want to program a game I enjoy; not one which some theoretical person who may not even exist will enjoy. The theory is useful to a point, and I think we've reached that point.
Okay, I've vented enough. :-)
Bottom line, I haven't found anything in your most recent break-down of the gamism vs. sim in my proposed system that makes changing my plans a good idea. If you really think that I'm going to be proceeding about this the wrong way, I would welcome a more specific critique of the system. If you can't offer a more specific critique without a good overview of what I'm planning to do, let me know and I'll post a more comprehensive look at the plan. Or maybe it would be helpful if I defined my understanding of gamism and simulationism that I've gotten from browsing through the Forge articles. Let me know.
Thanks for continuing to give me feedback! As you've noticed, I'm a bit frustrated that the theory has broken down (or perhaps just that we understand it differently and may be talking at cross purposes), but I really value any commentary you can give. I really don't want to embark on what is likely to be a two to three years (or more) project without doing a goodly amount of planning for what exactly I'm going to build.
On 1/16/2005 at 1:16am, Noon wrote:
RE: Classic versus learning: a computerized RPG system
I don't think I (in particular) can help you further. The way I refine an RPG idea is to use tools that I can measure it by and make further descisions based on those measurements. Currently I use GNS to measure stuff and talk about it in those terms.
Right now I think we could spend a whole thread together on the topic of gamism, for example, and how to measure that. Feel free to start one in the GNS forum if you want and I'll head there (quote from here, to make it easier). From what I use (and possibly, in the specific way I use it) I don't have enough of a shared foundation with you to help you.
Well, I would give individual parts of it a shot, but I'm certain that the primary thing to check with a mixed play style is that individual parts mesh with each other. Looking at a piece at a time wont help there. It'd be like looking at the spiritual attributes in The Riddle of Steel, or it's combat system, seperately. It's the way they mix that is the key to the games goal. Sorry. :(
On 1/16/2005 at 1:39am, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Hey, no probem. Thanks a lot for your help! I've definitely gotten a goodly amount out of this ongoing discussion. I suspect the game will be quite a bit better than it otherwise might have been thanks to discussion on the Forge.
Thanks again!
On 1/17/2005 at 8:48am, contracycle wrote:
RE: Classic versus learning: a computerized RPG system
George the Flea wrote:
Secondly: I cannot fathom why you insist that by not allowing people to see the exact numbers that I am crippling gamist play. From the article "Gamism: Step On Up" dealing with the second part of the gamism definition:
Because it denies intelligent decisions. If I do not have sufficient information, I cannot make informed decisions. Thus risk becomes gambling, not strategy.
Considering that the player will be using skills to accomplish goals,
What skills?
It's a gamble; the player knows how well they've dealt with problems in the past, but will their sword skill be enough to beat the dragon? Save the game, and give it a try.
Not everyone likes to gamble. And gambling ids definitely not about strategy or intelligent engagements awith the problem.
Thirdly: I suspect that the vast majority of the people who play this game will have absolutely no idea the terms "gamist" or "simulationism" exist.
...
Thus, examining their reason for playing and trying to cater to it is important, but since the majority of the audience won't be defining themselves as gamists vs. simulationists the discussion becomes to a certain extent moot.
Not in any sense. It does not matter in the slightest what they self-identify as, any mopre than your self-identification matters to your blood group.
I really don't want to embark on what is likely to be a two to three years (or more) project without doing a goodly amount of planning for what exactly I'm going to build.
You might consider that thats exactly why people have suggested you move away fomr the useless term "fun".
On 1/18/2005 at 3:01am, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Contracycle:
If you don't have the exact numbers for stats, that immediately means you're going to make stupid decisions? I fail to see how creating a visual approximation of skill makes gaming completely based on gambling. Of course, if you have that rare mental disease that destroys all short term memory, perhaps knowing exact numbers would help in making decisions. Otherwise,the player will have been experiencing exactly what they can do whenever they use a skill, so I presume they will have a fairly good idea of what the character can do. The skill level serves to show how far you have advanced in a given skill, and thus allows you to plan (a word I hesitate to use, since I don't intend people to think for hours on end before embarking on a quest or challenge) accordingly.
I'll repeat myself: this isn't a strategy game.
What skills?
Are you serious? If you want to know what specific skills will be in the game, then you're out of luck; I'm still planning out how the gameplay system will work (the whole purpose of this topic). If you haven't read the other posts in this topic, I'd suggest reading my first reply after the initial posting (although the planned system has changed a bit since I posted that). Hopefully those will give you an idea how I'm thinking of organizing the stats system.
Not everyone likes to gamble. And gambling ids definitely not about strategy or intelligent engagements awith the problem.
I'm aware not everyone likes to gamble. Not everyone likes to play CRPGs, either, but I'm still making one. Can't please everyone.
And if I you seriously think that gambling isn't about strategy and intelligent engagements with a problem, I'd suggest you go play some poker without using any strategy or trying to engage the problem and see how long you last.
Not in any sense. It does not matter in the slightest what they self-identify as, any mopre than your self-identification matters to your blood group.
I fail to see how my blood type is in any way analogous to whether or not my audience has dissected the reason why they play role playing games. My point was that although the GNS theory is useful to a certain extent to shape gameplay in order to cater to the audience, when the audience has no idea that GNS even exists and plays games because they find them fun making all gameplay elements strictly in line with gamist or simulationist play is pointless. I doubt anyone who plays the final game will start it up, notice that numbers are absent, and say, "I will not play this game because I am a gamist and this does not cater to hard-core gamists because it hides its numbers!"
Thus it does matter how they self identify, because how they identify why they are playing the game influences what they will be critical of.
You might consider that thats exactly why people have suggested you move away fomr the useless term "fun".
Purely out of curiosity, which people suggested I not use the term fun? And just to put things in perspective, I used the word "fun" exactly six times in the course of this topic, two or three of which were in an entirely different context than describing gameplay as fun.
Lastly, I'd love to see an argument why fun is a useless term, instead of a comment that is unconstructive and does me absolutely no good. I think I've made it fairly clear where I'm currently standing on the issues that I wanted feedback on, and if you aren't going to give a good argument for why I should change my mind about those design decisions, then I'd appreciate it if you didn't waste my time with one-line responses.
Apologies if this is a bit antagonistic. I really hate it when people don't bother to give any support for their arguments and just expect me to believe that they are right, and it makes me a bit more vitriolic than is perhaps necessary.
On 1/18/2005 at 6:13am, M. J. Young wrote:
RE: Classic versus learning: a computerized RPG system
I've been watching this unfold with some distress. It seems to me that a lot of misleading impressions about creative agenda theory have been bandied about, and George has come to the point where he's rejecting the entire notion because it's been poorly presented to him.
For example, there is nothing about gambling that makes it not gamist, and the use of strategy does not necessarily mean that play is gamist. Gamist merely means that your primary motivation is proving how good you are at this. Whether you prove that by carefully considered strategies or by intuitive assessment of the risks doesn't change the fact that you're in it for the glory of success.
George, if you'll permit me to address the creative agendum question for a moment, maybe I can clear up a few things.
Everyone wants to play a game that is "fun". The problem is that not everyone agrees as to what sorts of things are "fun".
In real role playing games, there seem to be three fundamental concepts of what is fun. Some people play to win, or to show off how well they can do. Some people like to explore, to do for the sake of doing, to find out what happens or what things might be like if they were different. Some people like to get very involved in moral and personal issues, and so create stories that speak to our values as players. We call those three kinds of fun gamism, simulationism, and narrativism, respectively. (This is overly simplified for space.)
The problem that arises is that people tend to focus on one kind of fun, but they don't always agree as to which that should be. Thus in a multi-player game you get conflicts of interest, as different players are attempting to derive different kinds of play from the same game--and there's only so much time in which to do it.
Computer and console role playing games are nearly always gamist. One way or another, they're about being good at the game--and that's a gamist agendum. It is difficult for a computer game to be essentially about what things are like and how they work--not impossible, but I'm not aware of any successful computer role playing game in which playing well is not at all an issue. At present there are great debates concerning whether it is even possible to imagine a computer role playing game which is about narrativist interests--in which players get to decide what sort of moral and personal issues they would like to explore through their characters, and outcomes revolve around the consequences of those choices--without a quantum leap forward in artificial intelligence. Some even doubt whether such a leap is possible, at least until machines can have human-like experiences from which to draw.
The importance of understanding these distinctions in real role playing games is the problem of design. You can, if you wish, design a game that caters to all three kinds of fun. If you do, then players will take your game and strip it to make it work for them, or it won't work. That is, simulationists (for example) will toss out everything that rewards the desire to play well or to explore issues, and merely explore the world and the characters themselves, while gamists will toss out the issues materials and focus on the strategies that make for success in the game. A group that all plays the same way will enjoy your game once they've gutted all the stuff that doesn't appeal to them. On the other hand, a group consisting of people with different ideas of what is fun will within the context of your game fight about which rules should be followed, because you've attempted to support all of them, and you can't really produce all three kinds of fun at once, at least not consistently.
A successful CRPG can benefit from this in a slightly different way. What you need to work out is exactly what it is that you think your targeted players find to be fun, and how you can provide that to a greater degree. The First Person Shooter is an excellent example. Some players particularly like beating a lot of bad guys in combat, and the FPS essentially eliminates anything that is not closely related to providing that experience. Of course, there are other appeals within gamist play (solving puzzles, for example). The CRPG's disadvantages include that it is less customizable by the end user, and that the range of types of fun that can be provided is more narrow. To take advantage of these limitations, you need to focus on exactly what it is you want to provide as a game experience, and work to exploit that.
I hope this helps.
--M. J. Young
On 1/18/2005 at 8:26am, contracycle wrote:
RE: Classic versus learning: a computerized RPG system
Please don't misquote me. I said that your model frustrated INTELLIGENT decisions, not that it imposed stupid ones. It will be very hard to calculate risk. It will be very hard to estimate whether risk outweighs reward. It will reduce confidence, encourage caution, and play will be more tentative than if players had a clear understanding of their limits.
I fail to see how creating a visual approximation of skill makes gaming completely based on gambling.
I cannot do calculations based on visual representations.
The skill level serves to show how far you have advanced in a given skill, and thus allows you to plan (a word I hesitate to use, since I don't intend people to think for hours on end before embarking on a quest or challenge) accordingly.
LOL. Then they deserve to get killed, don't they?
Are you serious? If you want to know what specific skills will be in the game, then you're out of luck; I'm still planning out how the gameplay system will work (the whole purpose of this topic).
No, what human skills. It's not odds-guessing becuase we are not allowed to see the odds. It's not risk-vs-reward becuase we can't properly assess the risk. It's not expertise with the system, becuase it is concealed. And its probably not guts because these limits tend to produce caution.
I don't play poker - its too random. It is unsatisfying as a game; I do not feel my actions have much impact on the course of events.
My point was that although the GNS theory is useful to a certain extent to shape gameplay in order to cater to the audience, when the audience has no idea that GNS even exists and plays games because they find them fun making all gameplay elements strictly in line with gamist or simulationist play is pointless.
Thats absurd I'm afraid. Thats like saying that people who are afraid of flying cause planes to crash. What the person subjecively feels is irrelevant. Do you think the only people who ever appreciate a decent story are those who hold masters degrees in literary criticism? Its nonsense - just becuase litcrit exists does not mean that only they appreciate a good story.
I doubt anyone who plays the final game will start it up, notice that numbers are absent, and say, "I will not play this game because I am a gamist and this does not cater to hard-core gamists because it hides its numbers!"
Oh I doubt that too. But some people will say "this game is stupid, it doesn't let you do anything" and power down.
On 1/18/2005 at 8:42am, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Thank you, thank you, thank you for your post M.J. Young. I really appreciate your description of the elements, simplified for space and all. With your comments in mind, I will try to outline exactly what I am thinking about this system for a CRPG.
I am of course aiming to create something for a crowd that is essentially gamist. However, with that in mind I want to create a game that will meld the different styles of gameplay into something enjoyable to the middle-of-the-road RPG player who enjoys achieving objectives, participating in an interesting story line, and getting to experience an alternate world.
Basically the crowd I'm aiming for is me and all of the people I know who play CRPGs (admittedly, a small sample). From what I've observed, this is the majority of CRPG players. Competing and achieving an objective and accolades is much more easy to reach in multiplayer games, from first person shooters to great games like Myth. I think that most people who would be the hard core gamists in the tabletop RPG world are probably doing something else on computers.
Likewise with simulationism, at least the more concentrated varieties. CRPG's often do have a really great world to explore, but they are too driven by story or objective oriented play to really please a simulationist who doesn't really like the other two types of gameplay.
And as you said, it's just about impossible to achieve decent narrativism in a computer game, especially for a person like me who has not dealt much with AI.
So I don't think that the crowd playing CRPG's is a distinct one, and because of the highly structured way that CRPG's are usually created I don't know if people have the liberty of just sloughing off what they don't like. Logically, if someone only really finds gamism fun and will have nothing to do with simulationism, they will probably not find CRPG's as fun and won't play them.
Of course there's exceptions to this rule (particularly when games which allow more player manipulation and interaction such as Neverwinter Nights are the subject), but I think that most people playing single player CRPG's are mix and matchers when it comes to what they find fun. (And I certainly am, which admittedly biases my viewpoint.)
What I am going for then is first off immersion -- this includes attention to detail, as realistic gameplay system as I can code, and a world that gets the player's attention and encourages them to interact with it rather than play God. True narrativism is beyond my reach, but I want a system of quests which allow the player to shape the final outcome of the game and with storylines that engage the player (again, that are immersive). I want how a player decides to play to affect his character, and for the choices that the player makes matter to how the character best interacts with problems and the world in general. On the other hand, the character should be mutable to a point to allow the players to do more than just a single style.
So here's where I got into the whole debate. I say I want to hide the numbers (an immersion issue). Other people say that ditches the gamists. Perhaps the main misunderstanding is that I don't really believe that the people playing CRPG's are wholey gamists or simulationists or anything else. I think they like the mixed experience that CRPG's can offer, but I also think that past games have had serious design issues with catering to this mixed interest.
So that's why I'm asking: do you think this system that I have imagined will work?
To be honest, my goal is to create a game that people don't feel the need to toss out elements in. People who enjoy simulationism will hopefully enjoy the fact that shaping their character is based on concepts of how people actually learn instead of an arbitrary experience system (a note for argumentative people: I'm not saying the system won't be arbitrary, just that I'm hoping to get it less arbitrary in a good way). People who lean a little more toward gamism will hopefully enjoy the fact that you can approach quests from different angles and by making different choices about how to do that approach can succeed at varying amounts at the game.
Does that make sense? Questions, comments, and critiques are welcomed. I really want to design a system that works, and constructive input is good.
A side note: I don't really consider gamism, simulationism, and narrativism to be useful as discrete categories. I think they are much more useful to describe as ideals or extremes of a continuum of probable reasons why people decide to play role playing games. For instance, some people tend to favor gamist elements, but may also have fun if simulationist elements are present (or perhaps need simulationism present to really enjoy the gamist bits). For someone to say "I'm a gamist" is limiting and probably false. It's like mental illnesses: some people are obsessive-compulsive and it defines who they are, but far more people have obsessive-compulsive tendencies or behaviors but aren't actually diagnosable. (Apologies for the psych analogy; just came off a psych class.) Not a perfect analogy, but the same basic problem of assuming things are categories instead of continuums.
Thanks again for your post, M.J. Young. A good explanation of the GNS ideas and reasons for them was very much needed.
On 1/18/2005 at 9:18am, Noon wrote:
RE: Classic versus learning: a computerized RPG system
M. J. Young wrote: For example, there is nothing about gambling that makes it not gamist, and the use of strategy does not necessarily mean that play is gamist. Gamist merely means that your primary motivation is proving how good you are at this. Whether you prove that by carefully considered strategies or by intuitive assessment of the risks doesn't change the fact that you're in it for the glory of success.
This is part of the reason I stopped, because I could make a whole thread on it. But I'll give it a quick one shot here, which might be good for George or others too.
Okay, now imagine I'm sitting with my friend, not playing anything, and he picks up a dice and declares "If I roll a six, I win!"
"Ah, WTF? You mean you stand to loose nothing and stand to win...nothing in particular either" Yawn! He rolls a six. "YAWN!"
Okay, next my friend goes to the casino and bets $100 on the roll of a D6.
"MAN, your ballsy!", I say. He gets a six "Ah you lucky f***! Damn, your good!". I admire the mans GUTS!
Gamble is incredibly unlikely to be gamist, unless the resource laid down has been earned. Earned through strategy or even just time used on it rather than anything else (which earns it as well).
It's not about gambling, its about the GUTS to gamble...who needs guts to gamble something they didn't earn/something they wont lament the loss of?
Now, imagine my friend says he's going to go to the cave with the skeleton.
I ask him, what are your odds? He tells me he doesn't know, he's just going to go there to explore what happens. Indeed, he has no way of knowing except by exploring.
Oh yeah, fair enough, I say. I'm interested in finding out what will happen with the skeleton when he goes there. Indeed, I may be interested in going there myself to explore personally. I mean, how powerful is a skeleton...will I die straight away...or after awhile. How fast is he? Will I be able to get away? What are skeletons like in this world? I'm very intrigued.
Simulationism right there. Not that the knowledge you learn can't lead to gamism, but at that point its sim as far as I know sim to be. Because it's "I want to know" rather than "I want to use what I know to win".
The more you hide stuff, the more your enjoyment can't come from using what you know to win...you have to learn first. If you keep everything hiden most of the time, you keep people in this learning phase most of the time. People will either have to throw away the game in disgust or adapt to the pleasure of learning/exploring it suggests.
I think many people will adapt to and enjoy that rather than traditional video game gamism. But as I said, a mix can easily have parts that clash, and I wasn't skilled enough to both explain this and go into that as well.
PS: I completely disagree on CRPG narrativism needing AI or such as if you simply must have consequences from nar for it to be nar. I don't agree and I even think it's just a desire for sim after nar.
George:
A side note: I don't really consider gamism, simulationism, and narrativism to be useful as discrete categories.
Try thinking of the primary colors, red, green and blue. Not many colors you will see are exactly one of them, they are a mix. None the less, they are all made of these primary colors. A plethora of colors doesn't make this less true, nor does a plethora of game styles make GNS any less as a category mechanism.
On 1/18/2005 at 9:47am, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Contracycle:
I misquoted you? You said "[hiding stat numbers is bad] Because it denies intelligent decisions." If a decision isn't intelligent, then what is it? Admittedly, it's not necessarily stupid, but it's probably bad. I reserve the right to draw conclusions from what you say and put them in mildly offensive language, since I would hope that you would realize that when your sole statement is a single line long without any support for the reasoning behind it that people are going to misunderstand you.
And just to clear things up I don't want people to be able to calculate down to the minutest detail the risks involved. They know what their character has done in the past; they know approximately how good at a skill the character is. They will hopefully have a strategy in mind to solve the upcoming problem, and if things go bad then they'll have to think on their feet.
I cannot do calculations based on visual representations.
Thank you for completely ignoring my point about past experience. Since I think it's important, here's a question for you:
If you are approaching a green light and it suddenly turns yellow, do you pull over to the side of the road, calculate out how fast your car can move versus how long the light has until it changes, or do you judge the distance from past experience with how cars and yellow lights behave and slow down or speed up accordingly?
You also appear to have ignored my suggestion that your read the other posts in this topic. I previously stated that one of the things I didn't like about Baldur's Gate was that whenever I leveled up I had to sit there and try to maximize numerical values. From what you've said, I imagine you would like this. Very well, we like different types of games. Unless you are able to give a good explanation why these numbers which break the immersion of gameplay are so mighty important beyond the fact that what we find fun is different, I'm not going to care. Given the choice between leaving the numbers in to satisfy a hypothetical group of people represented by you and taking the numbers out to satisfy the theories of what will be fun for myself and my friends, I'll go with myself every time. What can I say? I'm egotistical.
And to answer your comment quoted above: I'm sorry for you. If you can't strategize based on how you think the world works instead of on knowing exactly how the world works, then I'm plain baffled how you get through everyday life without going nuts.
LOL. Then they deserve to get killed, don't they?
Please. I'll give another example:
You walk out the door of your home and find a man with a very large sword standing a short ways in front of you. You notice that lying on the ground next to you is a sling-shot and rocks and on the other side is a medium sized sword. For the purposes of this example, in your childhood you used to play with slingshots, and you've never touched a sword. The man tells you he is going to kill you unless you kill him and begins moving toward you. Do you consult a magically appearing sheet that lists your exact skill with a sling-shot versus the probability of evading or blocking him long enough to tire him by using the sword? No. You quickly figure out your approximate skill level, make a quick decision, and go with it. And maybe that decision is to run like hell because you were a champion long distance runner in high school. In any case, you don't stand there thinking and get diced into very small pieces in short order.
Or maybe I've taken second person perspective too far. From all you've intimated, you would prefer to stand there calculating with numbers you couldn't possibly know and the dude with the sword would just patiently wait for you to finish.
Again, we find different things fun is what this comes down to. But I've used the useless "f" word; better shoot me.
No, what human skills. It's not odds-guessing becuase we are not allowed to see the odds. It's not risk-vs-reward becuase we can't properly assess the risk. It's not expertise with the system, becuase it is concealed. And its probably not guts because these limits tend to produce caution.
Have you gotten the chance to play Half-Life 2? If not, the physics in that game are awesome; when you shoot things (like tables, windows, random crap lying around) they react like pretty close to how they would in real life (or at least closer than other games have come so far). The physics system really gets you into the game. It's way fun because stuff can be so lifelike (among other reasons).
In an ideal world, the character stats system that I want to create is to my CRPG, as the physics are to Half-Life 2.
But wait, that doesn't have much to do with any of the skills you mentioned. Funny how things work sometimes, isn't it?
And as for "its probably not guts because these limits tend to produce caution," what example goes with that? What game has shown that when exact stats are hidden players are more cautious? I'm curious to know your reason for such a massively blanket statement.
I don't play poker - its too random. It is unsatisfying as a game; I do not feel my actions have much impact on the course of events.
Well, there you go. Some people consistently make huge sums of money at playing poker which would imply that there is some sort of skill involved. I suspect they would say that their actions have a big impact on the course of events. Just because you don't have those skills doesn't mean they don't exist.
On a barely related note, I never play poker either. The few times I've tried I've uber-sucked, and I don't have enough fun playing to bother with trying to get better. In case you're curious.
What the person subjecively feels is irrelevant. Do you think the only people who ever appreciate a decent story are those who hold masters degrees in literary criticism? Its nonsense - just becuase litcrit exists does not mean that only they appreciate a good story.
You just said that what people subjectively feel is irrelevant. Unless I'm badly mistaken, GNS is a theory about why people enjoy games created in order to better create games people will like. Seems like subjective feeling has a lot to do with that. In fact, GNS is trying to help people express their subjective feelings: "My goal in this [article] is to provide vocabulary and perspective that enable people to articulate what they want and like out of the activity [of role playing]." (From here.)
I was saying that people who don't know the theory of GNS will be less critical of mixed gameplay elements. I think that one of the biggest problems with GNS is that it encourages the people who use it to categorize the terms gamism/simulationism/narrativism into discrete realms. A gamer who doesn't speak the talk is less likely to be critical of mixed methods, and thus more likely to enjoy gameplay elements they might have otherwise discounted out of hand.
It's almost like a literary critic despising a national bestseller because the artist has trampeled over the rules of literature. But it's still a national bestseller; obviously someone likes it, perhaps because they don't have a lit degree.
But some people will say "this game is stupid, it doesn't let you do anything" and power down.
Those people will obviously be unable to appreciate possible divergences from classic gameplay, then. So presumably they like binary narrativism, immersion destroying number systems, and quests that have exactly one way to them, and that way is combat. I guess you can't please them all.
And I don't intend to.
Forge Reference Links:
On 1/18/2005 at 10:21am, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Hey Noon,
I see what you mean about gambling. I probably used that concept wrong. I figure the player knows approximately what the character can do from past experience. Really what the stat indicator is for is to show how far advanced a character has gone in a particularly skill. If the character is maxed out in swordsplay and tries to kill the dragon with his sword but dies horribly, then that's probably not the best strategy to use.
Which leads back to the issue of immersion, which is really a sim issue at heart. So maybe I am struggling to find a way to simulation-ize a category of games that has been predominately gamist. I've waffled so often between the terms because I've been trying to understand them that I'm not even sure.
I think many people will adapt to and enjoy that rather than traditional video game gamism.
My ardent hope.
But as I said, a mix can easily have parts that clash, and I wasn't skilled enough to both explain this and go into that as well.
I see. My bad. I sincerely hope that my parts won't clash too bad. Are there any that stand out to you right now as desperately needing revision? If you think you've already answered this in a previous post please let me know. This discussion has gone on long enough (and I've discussed it outside of the forum enough) that I'm losing track of what's been said.
PS: I completely disagree on CRPG narrativism needing AI or such as if you simply must have consequences from nar for it to be nar. I don't agree and I even think it's just a desire for sim after nar.
I see your point. You just are defining narrativism differently than M.J. Young. Fine by me. This game is not really focused on narrativism by either definition, or I'd try to work out a better definition for myself. Most huge dilemma decisions have to have some sort of outcome in order for the system to maintain credibility. But I understand that you're saying that simply making the decision is narrativism. It's just bad for game flow to have fairly open ended responses to tought decisions go unnaccounted for, and it's real hard to adequately account for all the things that might happen.
Try thinking of the primary colors, red, green and blue. Not many colors you will see are exactly one of them, they are a mix. None the less, they are all made of these primary colors. A plethora of colors doesn't make this less true, nor does a plethora of game styles make GNS any less as a category mechanism.
Interesting analogy; I'll try to explain what I mean better. I believe there does exist a group of people who have the most fun in games that are exclusively gamist. However, people's preferences are diverse, and even an individual can enjoy varying degrees of gameplay styles. By classifying GNS as discrete categories theory runs the risk of being too divorced from reality. I think it is much more useful to describe GNS as related to a pseudo-continuum, because it introduces a theoretical that is more capable for taking diversity into account. I mean, if all games only supported one different GNS bit each (one game totally gamist, another totally sim, etc.) -- and this is a direction that assuming they are discrete categories pushes for -- then many, many gamers will be left out in the cold because they prefer varying aspects of the three at different times.
To use your analogy, it's the difference between having a gradient (from strong blue into various shades of green and finally into full yellow) as opposed to just mixing the discrete colors (which gets you a bunch of blue and yellow spots on a page, intermingled but not really representing the other colors).
Even better, what I picture is like this color wheel:
[img]http://www.beckistproductions.com/beck/images/gaming/color_wheel.jpg[/img]
I would talk more about this, but I've got to get to bed. I've been up too late, and I'm losing the ability to think straight. If you want I'll try to expand on this idea, but it might also be better as another thread since it's not directly related to a CRPG game system. :-)
On 1/18/2005 at 11:55am, contracycle wrote:
RE: Classic versus learning: a computerized RPG system
George the Flea wrote:
I misquoted you? You said "[hiding stat numbers is bad] Because it denies intelligent decisions." If a decision isn't intelligent, then what is it? Admittedly, it's not necessarily stupid, but it's probably bad. I reserve the right to draw conclusions from what you say and put them in mildly offensive language, since I would hope that you would realize that when your sole statement is a single line long without any support for the reasoning behind it that people are going to misunderstand you.
But in so doing you have severely distorted the point that I was advancing, and mishcaracterised it. That is unnecessary. Many investigations into work-place stress, for example, discuss the problems associated with being responsible for things over which you have no power. It is stressful to be obliged to act or to decide and to not fully appreciate the scope of the decision or to not be aqble to implement your own strategy.
Reinterpreting this to imply stupid decisions grossly misrepresents what I said. Decisions can be frustrating becuase there is nothing to work with - that does not imply stupidity or incompetence.
And just to clear things up I don't want people to be able to calculate down to the minutest detail the risks involved. They know what their character has done in the past; they know approximately how good at a skill the character is. They will hopefully have a strategy in mind to solve the upcoming problem, and if things go bad then they'll have to think on their feet.
Buit if they don;t know what there rating is, and they don;t know the ratings of the opposition, then their past experience contributes very little becuase there is so little information with which to generalise to the present situation.
If you are approaching a green light and it suddenly turns yellow, do you pull over to the side of the road, calculate out how fast your car can move versus how long the light has until it changes, or do you judge the distance from past experience with how cars and yellow lights behave and slow down or speed up accordingly?
Approx stopping distance at 30mph is 23-odd meters.
Approx stopping distance at 60mph is approx 73 meters
Road safety campaigns have sometyimes made a big deal out of these real numbers precisely because intuitive judgements about them are unreliable. Numbers serve as a reality check for what you "feel" in your water.
You also appear to have ignored my suggestion that your read the other posts in this topic. I previously stated that one of the things I didn't like about Baldur's Gate was that whenever I leveled up I had to sit there and try to maximize numerical values. From what you've said, I imagine you would like this.
Yes and no. Certainly I take care not to waste my points in these games, and it is certainly the case that I seek the biggest bang for my buck. But this is in no small part something that contributes to the sense of the game, IME, because it means I am actually interacting with the games reality.
As a qualifier to that I will also say that I find such systems sub-optimal in adventure games, whereas a game like Pharoah consists almost entirely of min-maxing, and I love it to bits.
And to answer your comment quoted above: I'm sorry for you. If you can't strategize based on how you think the world works instead of on knowing exactly how the world works, then I'm plain baffled how you get through everyday life without going nuts.
By studying physics and politics.
Do you consult a magically appearing sheet that lists your exact skill with a sling-shot versus the probability of evading or blocking him long enough to tire him by using the sword? No. You quickly figure out your approximate skill level, make a quick decision, and go with it. And maybe that decision is to run like hell because you were a champion long distance runner in high school. In any case, you don't stand there thinking and get diced into very small pieces in short order.
You're missing the point - my argument is that without some frame of reference like my childhood experiences, I have no idea whether the sling is a realistic option whatsoever. That is the virtue that numbers provide - they stand as a consistent, non-subjective assesment of capability. At no point have I said that it is necessary to carry out an action that includes explicit numbers, but rather that the numbers should be findable, visible, somewhere.
Heres an interesting ecample of what I mean from Counter-Strike. When I started playing, it was hard to get feedback on what I was achieveing because I would be mercilessly gunned down very quickly. Then I found a server that provided stats, showing when I scored a hit and on whom. And what I discovered from this was that I was hitting targets without knowing it, especially at range - I learned that my actual accuracy was better than my perceived accuracy. And that improved my confidence, which improved my willingness to risk the time to take careful aim, which improved my hit rate.
At no point during thenplay of this game do I think in terms of numbers. But I do know how the numbers work, and roughly know how much damage each weapon does, and how damage is calculated on the hit boxes. And this degree of understanding of the game, mastery of it, makes me a better and more confident player.
Have you gotten the chance to play Half-Life 2?
Funny you should ask...
But wait, that doesn't have much to do with any of the skills you mentioned. Funny how things work sometimes, isn't it?
Actually it does. For example I know I have to shoot a Combine soldier at least 3 times with that piddly glock, or once in the head.
And as for "its probably not guts because these limits tend to produce caution," what example goes with that? What game has shown that when exact stats are hidden players are more cautious? I'm curious to know your reason for such a massively blanket statement.
" Therefore I say: ?
One who knows the enemy and knows himself will not be in danger in a hundred battles.
One who does not know the enemy but knows himself will sometimes win, sometimes lose.
One who does not know the enemy and does not know himself will be in danger in every battle."
- Sun Tzu
You just said that what people subjectively feel is irrelevant. Unless I'm badly mistaken, GNS is a theory about why people enjoy games created in order to better create games people will like. Seems like subjective feeling has a lot to do with that. In fact, GNS is trying to help people express their subjective feelings: "My goal in this [article] is to provide vocabulary and perspective that enable people to articulate what they want and like out of the activity [of role playing]." (From here.)
Of course. That is, GNS claims to describe an objectively existing phenomenon. So regardless of whether any given player or person has heard of GNS, if GNS is a true description of the objective world then they will be playing in one of the GNS modes anyway. Whether or not they know this is irrelevant. What the development of a theiry that discusses this phenomenon adds to the situation is ther ability to discuss it clearly.
I was saying that people who don't know the theory of GNS will be less critical of mixed gameplay elements.
OK, I think this is mistaken. I think the problems will be there, its just the you and the user will have no vocabulary with which to discuss your problems.
What I am trying to do here is point out that playing for the game, for the challenge, is not anathema to other goals such as immersion, and is not inherently bad play. While your primary interest may be in immersion, I would argue that at a certain point concealing stats from players may even undercut that immersion.
It's almost like a literary critic despising a national bestseller because the artist has trampeled over the rules of literature. But it's still a national bestseller; obviously someone likes it, perhaps because they don't have a lit degree.
Shrug. Ad populum fallacy.
Those people will obviously be unable to appreciate possible divergences from classic gameplay, then. So presumably they like binary narrativism, immersion destroying number systems, and quests that have exactly one way to them, and that way is combat. I guess you can't please them all.
Well fine - I didn't claim that you should. I am trying to warn you off pigeonholing play that makes purposeful use of numbers as the same as play that is anti-immersionist. But at this point this seems something of an article of faith for you. I think your design will suffer for such a knee-jerk rejection of all numbers instead of using the numbers to reinforce the imaginative space.
Forge Reference Links:
On 1/19/2005 at 2:01am, Noon wrote:
RE: Classic versus learning: a computerized RPG system
George the Flea wrote: Hey Noon,But that's the actual trick of it. It's what the player can draw from past experience, rather than what he can draw from a screen of numbers. By having to draw on past experience, your rewarding them to go out and learn more (since this helps them). Your rewarding them to explore. This guides play more toward simulationism.
I see what you mean about gambling. I probably used that concept wrong. I figure the player knows approximately what the character can do from past experience.
That's why I recommended the essays...I think (and I know this sounds like labeling) you believe your mostly sim style play prefernce to be gamism. Which isn't actually a problem, doesn't matter at all, unless you start using gamist mechanisms from other games to support the direction you want the game to go in, because you think they fit your style. Indeed, that link you gave to that ranting guy, there was one thing he was very right on...people will copy the work of previous people, without considering if it actually serves their needs. I mean, they'll have stats like strength because the last game did...even if it actually gets in the way of their goal.
That's why I suggested the exploration score thing before as an alternative. Increasing stats and skills is a heavy part of the gamist market. If you design it one way, but it has all the hallmarks of working another way, people are just going to think you stuffed up the design. They wont know how to play your game because this isn't enough to shape play in the direction you want. But I think most people will look at the skill and expect that enjoyment comes from increasing it...and it dropping will screw their enjoyment.
On mixes of play styles: I honestly think your priority is sim. IMO, your not into pure sim, but it is primary to you. And it makes it hella a lot easier for me if I concentrate on that for awhile, then talk about adding other stuff on. I'm not trying to force you into sim by talking this way, I'm just trying make things simple to avoid giving myself a migrane! :)
Which leads back to the issue of immersion, which is really a sim issue at heart. So maybe I am struggling to find a way to simulation-ize a category of games that has been predominately gamist. I've waffled so often between the terms because I've been trying to understand them that I'm not even sure.Have you sat down and written out what immerses you? I've found things like world factors interacting is good. A video game example is in GTA 5, where you finally got to see cops chasing other criminals. In addition, if you bumped peoples cars, they'd get out and pull you out of your car in a road rage, to attack you.
But the gold bit? When a cop car slams a civie car, and as the cop is trying to drive off to continue pursuit, the civie (now with shovel) comes up and pulls him out of his car!
The way they interact can cause whole mini stories to happen right before your life...wow, this world doesn't revolve around me in order for a story to happen!
Try listing stuff that immerses you and forget about all the usual stuff you expect an RPG must have. Often, the usual stuff don't need to be there or don't need any focus.
It's hard to answer. See, I really, really don't like the unpractised skills going down over time. See, skills scream gamist at me...and I shouldn't just loose something I worked hard for.But as I said, a mix can easily have parts that clash, and I wasn't skilled enough to both explain this and go into that as well.
I see. My bad. I sincerely hope that my parts won't clash too bad. Are there any that stand out to you right now as desperately needing revision? If you think you've already answered this in a previous post please let me know. This discussion has gone on long enough (and I've discussed it outside of the forum enough) that I'm losing track of what's been said.
A gamist answer might be to record how high the skill got, and make it relatively easy to retrain back to that level. That way the smart gamist thinks "Oh, it's not my current level that matters...it's my maximum levels I should be proud of".
But that's a gamist answer, and I don't think it befits your goal because I think your primary sim. What you actually need is, if you keep this decaying skill thing, is to make it enjoyable in terms of exploring the world. I think currently you'll have a problem designing that, because you naturally enjoy such a thing because it makes the world more real. If you don't see a need for making decaying skills fun (because they already are to you), you can't help others find them fun.
From reading your posts I don't think your nar focused. I just wanted to quickly note a protest to the notion. Because "It's just bad for game flow to have fairly open ended responses to tought decisions go unnaccounted for". You see, your focusing on results...still looking at it from a sim perspective. The fun doesn't come from watching the results, it primarily comes from making the decision itself. For nar, the entertainment is right there...not in what happens latter. Anything between tough descisions is just filler and not really of interest (as far as I know nar). Yeah, that actually means that if you kill your brother and he's not around to stop a border invasion...that's actually a boring bit. That's shocking from a sim perspective ("consequences are boring!? NEVER!"), but for nar focus, it's only exciting in that your anticipating some new, horrible question to answer (based on all that).
PS: I completely disagree on CRPG narrativism needing AI or such as if you simply must have consequences from nar for it to be nar. I don't agree and I even think it's just a desire for sim after nar.
I see your point. You just are defining narrativism differently than M.J. Young. Fine by me. This game is not really focused on narrativism by either definition, or I'd try to work out a better definition for myself. Most huge dilemma decisions have to have some sort of outcome in order for the system to maintain credibility. But I understand that you're saying that simply making the decision is narrativism. It's just bad for game flow to have fairly open ended responses to tought decisions go unnaccounted for, and it's real hard to adequately account for all the things that might happen.
Ug. I've written too much. I just meant to write it for interests sake.
I mean, if all games only supported one different GNS bit each (one game totally gamist, another totally sim, etc.) -- and this is a direction that assuming they are discrete categories pushes for -- then many, many gamers will be left out in the cold because they prefer varying aspects of the three at different times.
Before I start another thread on it, doesn't the analogy extend for you? The primary colors are defined, but your not forced to exclusively work in red, green or blue because of this. The same goes for GNS...there is a color wheel of GNS mix, because no one is forced to work exclusivly in G, N, or S. But on that color wheel...can you name every single color permutation? That's why we talk about GNS in broad strokes (scuse the pun) here at the forge...we don't know the names of all the colors. We just talk about gamist with a bit of nar, or such like descriptions. There's no exclusion in GNS definition or primary color definition. Only further understanding of the basic elements.
On 1/19/2005 at 6:03am, M. J. Young wrote:
RE: Classic versus learning: a computerized RPG system
Gareth: I think you're wrong about the gambling angle. Taking the risk and winning against the odds is very much a gamist appeal. It is not the only gamist appeal, any more than tactical challenge is the only gamist appeal (puzzle solving presents at least one more). Somewhere there's a discussion on the subject of randomness as a dial in the game--some people want it high, some want it low. If it's low, you rely much more on tactics and relative strengths. (Amber Diceless comes to mind here.) If it's high, you do what you can to mitigate the risks (in fact, Risk is a good example of this). However, this is off topic for this thread, so if you want to pursue it, please start another, probably in GNS theory.
George: there are people who like different kinds of fun (I actually am the textbook case on that); but I think the idea of creative agenda being end points on a scale has been tried and found wanting. Such play tends to be more about what we call "drift", that is, players moving from one of the three to another--right now what I'm doing is exploring this world, and I really don't want to be interrupted by something else; now I'm fighting this monster, and you just watch me beat it, because I'm good at this. There's nothing wrong with drift, if 1) the players want it and 2) it moves with them rather than trying to force them to move with it. In group gaming, drift is difficult. Either the entire group must drift together (something Scattershot was attempting to facilitate) or the game must be designed to permit players complete independence from each other when they pursue their individual agendum shifts (which is what happens in Multiverser).
The fact that players like different aspects of play doesn't necessarily mean that they're drifting. It may well mean that they like different approaches to gamism. If they wanted straight combat challenge, they'd probably go for FPS play rather than RPG play. Why do they play an RPG? For some, the rest of the world provides color, something to entertain them between the challenges. For others, it creates context, a logical explanation for what they're doing. If you look at board games, it is usually the case that the board provides context that helps the game make sense. The context itself has no real meaning in terms of play; it just helps make the game more enjoyable.
I'm going to pursue this idea for a moment with a couple games.
In Monopoly, you walk around Atlantic City buying up properties, building hotels, charging rent to people who land on your properties, trying to drive everyone else bankrupt so that you're the only person who has money at the end of the game. I submit that neither the properties nor the hotels nor the money are mechanically essential to the game. You could have spaces, improvements, and points that all performed the same functions, investing points into acquiring and improving spaces and gaining points from the other players when they land on them. The properties, deeds, buildings, and money are all color which provides context within which we relate to the mechanics.
Similarly with Risk, we are trying to conquer the world. There's no reason why it has to be the world, or why those blocks must represent armies. You could be attempting to capture a board, similar to Othello/Reversi, with tokens indicating dice strength. The map and the armies give this color which help us relate to play.
Even First Person Shooters provide some flimsy excuse for what the player is doing and why. That's to give context and make the game interesting. You could eliminate all the graphics of enemy targets, replace them with moving bullseye targets, get rid of the feeling conveyed by hands on the gun, and turn it into a simple target shoot, without changing anything mechanically in the game. The feeling of being the guy with the gun gives it color and meaning, such that the player relates to what's happening better.
So with CRPGs like Final Fantasy, a lot of the exploration is what gives context to the challenges. Of course, part of what's happening is that there are several challenges interlaced--there are the minor challenges of facing adversaries and managing your resources as you go, and there's the underlying challenge of finding your way through the expected storyline to reach the end, at least. The one is a resource management challenge, the other a sort of puzzle challenge (figuring out what to do and where to go next). So some of that is not color, but part of the challenge at one or another level. Still, a lot of it is to give context to the question of why are these characters doing these silly things. It's because there's a sort of story that's being told, and that story brings them through these challenges, connecting them all together into a coherent chain that seems like one game instead of a bunch of little ones.
But this thread shouldn't be about persuading you of the theory here. It is useful if you grasp it, but not something about which to be overly worried.
If I understand your attributes idea aright, you're looking at using color bars instead of numbers to track character stats. I think that's clearly a workable strategy, and note in that connection that many Head-to-Head Fighter games use variations of this, probably because from the player perspective I don't have time to check a number but I can glance at a color bar to see roughly where I stand.
I'm interested in the idea, and had a thought about it. If you can reduce your essential stats to three, you might try running it with a single color bar. Let me suggest perhaps that you have a health score, a power score, and a speed score. If your health score is high, you can take more damage and keep going longer. If your power score is high, you can hit harder and do harder work. If your speed score is high, you hit more often and move faster. Associate each of these with a primary light in the RGB color spectrum used by vid screens--say red for power, blue for speed, green for health. Now what happens is that the three scores combine to give you a single colored dot. The higher the scores, the brighter the dot, until at maximum the dot is white. When all have reached zero, the dot is black. Thus you have a general idea of what your scores are by the brightness of the dot, but also by its color--dots that are low in health will turn more purple, while those low in speed will shift yellow. You can get an idea of the color changes with a good paint program, such as Paint Shop Pro, that lets you input the values (0 to 255) for red, blue, and green independently to render a color selection.
Such a system would give you a very quick general idea of your current value, but it would not give you specific numbers and it would not necessarily alert you to the "nearly zero" value in any stat.
Anyway, it's an idea. (And now I see your picture of a color wheel; that shows pretty well the spectrum as it might appear in play, except that there's no place for the all values approaching zero aspect.)
I should mention that when I shift more into gamist mode, I am very interested in numbers. I maintain that this is important to me precisely because I do not have the same feeling for how things really are that my character inherently would. For example, let's suppose that my character has access to a sword and a spear as weapons. Let's further suggest that his skill is different with one weapon as compared with the other, but that the weapons are very different in speed, damage done, and other factors. If I were really using those weapons, when I was standing around practicing with them I would have a genuine subjective feeling for how good I was with them. In a role playing game, I'm removed from that. I replace that by crunching numbers--calculating my average damage per round, for example, so that I can see numerically which is the better weapon. I don't do this when combat starts; I do it well before that, so I've got the information already available when I need it.
That, though, is my preference. I don't play video games much at all (I was a beast at Burger Time, and really loved Bomb Squad, but my Intellivision died and I never really got into the later games, although my son recently reminded me that I was pretty good at Sonic Spinball, which is probably the last video game on which I wasted any serious time, unless maybe Tetris was later). Some people want that, others can indeed get a feel for their characters' abilities just from play without any numbers. I think the color bar concept probably does a good job of splitting the difference.
I hope this is helpful again.
--M. J. Young
On 1/20/2005 at 9:58am, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Yikes! Lots of threads to answer; I'll break them up per person to make it easier on myself and you. And now that I've noticed the time, I'll have to leave replies to Noon and M.J. Young until tomorrow.
Contracycle:
Thank you for your more substantial replies! Your post helped me out quite a bit.
I'm not going to bother to argue more about the misquoted thing. On the one hand, I misunderstood you, on the other I willfully misunderstood you, and on the third I was rather angry. Not worth continuing to rehash. This point you made makes sense: "Decisions can be frustrating becuase there is nothing to work with" (although I still disagree that there is nothing to work with).
As a qualifier to that I will also say that I find such systems sub-optimal in adventure games, whereas a game like Pharoah consists almost entirely of min-maxing, and I love it to bits.
This is definitely where our "what-is-fun" game playing experiences and beliefs came into a head-on collision. I tried to play Ceasar II a long while ago, found I couldn't stand it, and never looked back. Just seemed so tedious. (On the other hand, I just recently discovered the online game Utopia, which is nothing but numbers, and am really ejoying it. Maybe it just hit me at he wrong age.)
Heres an interesting ecample of what I mean from Counter-Strike. When I started playing, it was hard to get feedback on what I was achieveing because I would be mercilessly gunned down very quickly. Then I found a server that provided stats, showing when I scored a hit and on whom. And what I discovered from this was that I was hitting targets without knowing it, especially at range - I learned that my actual accuracy was better than my perceived accuracy. And that improved my confidence, which improved my willingness to risk the time to take careful aim, which improved my hit rate.
Now that is an interesting example. That really helped me see what you're driving at. Thank you.
Out of curiosity, what if when the player was just out and about adventuring they didn't have any access to the explicit numbers that made up their character beyond the color stats or whatever (I realize I'm harping on this, but I really do like the concept), but they were able to get access to more specific indicators of stats/skill level at specific locations in-game?
I can see this working a couple of different ways. 1) There is an NPC who is able to "assess" a character's skills/attributes. 2) There are tests that are able to give a readout of ability level at a particular skill (thinking tests like the player says "yes give me the test" or whatever, maybe sees a very short animation, and gets the result). There could also be more specific information about the enemies or other problems located in, say, books in the library (likely available through a research librarian so the player wouldn't have to waste time walking shelves or any other silly things).
If you were playing this hypothetical RPG, would a system like this work for you do you think? Or would it still be preferable to just say, "Alright, it's not realistic, but here's exactly what makes up your character"?
One who knows the enemy and knows himself will not be in danger in a hundred battles. [etc.]
Meh. I could argue whether this actually applies to knowing specific game engine level workings, but it would be pretty pointless and I've got enough other stuff to reply to.
regardless of whether any given player or person has heard of GNS, if GNS is a true description of the objective world then they will be playing in one of the GNS modes anyway. Whether or not they know this is irrelevant. What the development of a theiry that discusses this phenomenon adds to the situation is ther ability to discuss it clearly.
We're talking about two different things here. You are arguing that GNS is a valid and objective way to discuss gaming preferences. I'm not arguing with that. I'm saying that knowing the GNS system has a high possibility of increasing how critical (in the bad sense) a given average gamer is of mixed element gameplay. Increased negative criticism of the game simply because it is less specific to a theoretical system will likely cause less enjoyment. The gamer may have actually enjoyed the game more if they hadn't any background in GNS. Since most of my expected audience will not have a background in GNS, being highly consistent with a single aspect of GNS not as important. Hope that makes sense.
To be clear, I don't think that developing a language to talk about gaming preferences is bad. I do think that the way the GNS system is currently conceived has the unintended ability to restrict the enjoyment of people who don't understand the theory particularly well.
Obviously, this is highly hypothetical. I can't really defend it beyond explaining why I think that the audience's exposure to GNS is relavent. Additionally, there's the possibility that I don't understand the GNS theory all that great myself, but I have a very good self-image so I'm quite ready to assume that I'm right and just go with it notwithstanding.
I think the problems will be there, its just the you and the user will have no vocabulary with which to discuss your problems.
Perhaps. On the other hand, how many people on this earth do you honestly think truly understand the concept of GNS, compared to the number that are able to say "This gameplay element isn't fun because of X"?
While your primary interest may be in immersion, I would argue that at a certain point concealing stats from players may even undercut that immersion.
Any specific hypotheticals you can think of? I'm interested in the idea, but can't think of any myself.
I am trying to warn you off pigeonholing play that makes purposeful use of numbers as the same as play that is anti-immersionist. But at this point this seems something of an article of faith for you. I think your design will suffer for such a knee-jerk rejection of all numbers instead of using the numbers to reinforce the imaginative space.
Hmm, perhaps I am holding pretty rabidly to the idea. On the other hand, I could argue that your insistence on numbers being essential to gameplay and abstracting them in any way a way to destroy the game is also a bit knee-jerk. Every CRPG that I can think of uses numbers; either that means that it's a really good idea or that no one has taken the trouble to try and tap into other equally valid possibilities. And seeing as the computer gaming industry is very tradition-bound I tend to think the latter.
What I need is an example alternative. It's all very well and good to tell me to use numbers to reinforce the imaginative space (very nice turn of phrase, by the way), but I can't think of any way to do this. Without some hypothetical alternatives I'm not really sure that I will ever be able to agree that the numbers have to be in there without wasting years programming them out.
Thanks again for your post! This last one was much more helpful for me.
On 1/20/2005 at 11:27am, contracycle wrote:
RE: Classic versus learning: a computerized RPG system
George the Flea wrote:
Thank you for your more substantial replies! Your post helped me out quite a bit.
Great, I am glad we are communicating better.
Out of curiosity, what if when the player was just out and about adventuring they didn't have any access to the explicit numbers that made up their character beyond the color stats or whatever (I realize I'm harping on this, but I really do like the concept), but they were able to get access to more specific indicators of stats/skill level at specific locations in-game?
I think thats fine, although I might be less keen on it being location specific because of what this implies about gameplay, but I'll come back to that.
What this will do is add another layer of strategic decision; do I check my stats now, or do I do the job now based on my last update?
I think that should work perfectly well in terms of providing the opportunity to those who want to know without imposing it on those who don't care about the details.
If you were playing this hypothetical RPG, would a system like this work for you do you think? Or would it still be preferable to just say, "Alright, it's not realistic, but here's exactly what makes up your character"?
I don't actually mind parts of the character being concealed as long as I have agreed to that and understand why it is concealed, that it has something to do with the point or metaphor of the game.
I don't think there are any serious problems with the proposed solution, that of going to a test centre or similar. In fact this might be quite cool if it were built like a martial arts grading - you go and do your brown belt grading type thing, and get a feedback saying "skill X is 2 points below required threshold for this belt" or similar.
One device that RPG's have used in the past would be much more accessible on a computer than it has been in tabletop. Some games allow you to take a skill with which you can assess someone elses rating. This usually appears in games where the player does know their own rating but the ratings of others are hidden. Then the player with this power can make a taks roll to assess a potential opponent and see how they match up. This is a bit of a problem in tabletop because it usually requires an actual roll be made, which can be time consuming. A computerised implementation could easily do that in that in the background.
Meh. I could argue whether this actually applies to knowing specific game engine level workings, but it would be pretty pointless and I've got enough other stuff to reply to.[/qupte]
Admittedly I'm heavily in strategy gaming, and this environment can be a bit obsessive about these things. But I think the general case is valid - I have seen too much investigation of the underlying algorithm in a multitude of games. Some people in the Pharoah community were able to determine, by reverse engineering the algorithm, that there is an invisible day/night cycle in the game. The total war community badgered the developers until they got the basis of the resolution calculations out of them.
Any specific hypotheticals you can think of? I'm interested in the idea, but can't think of any myself.
Sure. One thing that might happen to you is that you find yourtself carrying a tag like "groom", say, as in a groom of horses. But all you know about this is that you have a rating in horse grooming; you don't actually know anything about horse grooming. You can interact with the system such that it reflects your characters knowledge, but you cannot reflect your characters knowledge in conversations with other characters.
that might seem less relevant becuase it is about knowledge, but IMO exactly the same applies to certain sets of mechanical data. Frex, if you are playing the role of a soldier you should probably be able to discuss the operational characteristics of weapons. If this data is concealed behind an impentrable representation, once again you are validated by the system as having this knowledge but may have trouble immersing into the role, because you cannot actually think about those things yourself.
Actually it occurs to me that another opportunity in CRPG thats hard to do in tabletop would be to open up only those areas of data that correspond to a players expertise. If a player has skill X they are allowed to see the algortihm by which skill x is measured, perhaps.
Every CRPG that I can think of uses numbers; either that means that it's a really good idea or that no one has taken the trouble to try and tap into other equally valid possibilities. And seeing as the computer gaming industry is very tradition-bound I tend to think the latter.
Yes I agree completely. In fact I think the CRPG environment is terribly hide-bound, producing various reiterations of D&D, as others have remarked. There are many more systems in table-top; if you can get to a gaming store that has display copies, just browsing through the range might be quite useful to you.
What I need is an example alternative. It's all very well and good to tell me to use numbers to reinforce the imaginative space (very nice turn of phrase, by the way), but I can't think of any way to do this.
Well, I hope the discussion above about how someone with a skill in the game might want to learn about how that is actually going to work in practice has helped. The kind of problem I was worrying about was when someone is sufficiently interested to try to investigate this deeply, and then hits a brick wall preventing them from doing so. By contrast, if the system can be examined, the player than develops an expertise that reflects and accords with the characters supposed expertise - game and reality are more in sync, and thus IMO immersion and identification are more likely.
Another interesting case to examine is where mechanics are intended to communicate something about the setting. FVLMINATA has one of my favourites, with the initiative system being influenced by the social rank of the character. This reflects the confidence, habit of command, of the senatorial classes, and the lack of confidence and sense of deference among the hoi polloi. But this can only work where the players are able to see that number in play; if this were calculated invisibly they would never be aware of this mechanical influence.
On 1/20/2005 at 2:30pm, contracycle wrote:
RE: Classic versus learning: a computerized RPG system
I forgot to come back to the "gameplay of locations" I referred to. Some games I have seen include the problem that you have to go to one place to do a thing and to another place to do something else. This can work but can sometimes be detrimental to the mood the game is trying to evoke. I always get this feeling with the notional RPG pub, full of colourful characters, warriors and wizards, some half-trolls and what have you, but no peasants.
I can understand why computer games have a tendency to go toward location-keyed special effects and so on, and its noit as if I think the idea is totally unusable, but its another convention that might bear some examination.
On 1/20/2005 at 6:42pm, Mike Holmes wrote:
RE: Classic versus learning: a computerized RPG system
I wanted to make a quick comment, late though it is in the thread. Mark Eddy noted that the BRP system used in CoC and elsewhere has a "use it and get more" model of experience. There was an old game called Darklands, which used this model very well. I think that this is unsurprising, given that Sandy Peterson, designer of CoC amongst other things, worked on Darklands. IIRC. After which he went on to work on the roleplaying aspects of doom and Quake.
Ever wonder why it's Shub-Niggurath at the end of Quake? Sandy.
He's also know for his work on games like Age of Empires.
Anyway, what I'm getting at is that some of what's being discussed here is actually pretty old news. FPS abandoned development at some point. I'm not saying that this was a great idea, but I do think that it follows the marketplace.
Most importantly, if you really want to design CRPGs, I think that it's important to have a really good idea of whats out there. I'm not a huge CRPG player, but I know Darklands. The point being that there are probably other games that have tried these models and failed already. Which, again, doesn't mean that it can't be done, but that one would do well to find the other games that have tried it, so that one can find out what does and doesn't work and so that true innovation can occur.
Else you're doomed to repeat somebody else's mistakes.
BTW, another game that used "creeping development," FWIW, was Ultima Underground (and it's sequel). And that was, essentially, a FPS. One of the first.
Mike
On 1/20/2005 at 11:31pm, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Noon:
I think (and I know this sounds like labeling) you believe your mostly sim style play prefernce to be gamism.
On a little reflection, I think I actually enjoy soft-core gamist play, but only when it's moderated or cushioned by sim. However, I've been a little disillusioned with the gamist elements in so many CRPG's, so the design for this game has swung pretty heavily sim-wards. Which comes to the same thing, really.
I think most people will look at the skill and expect that enjoyment comes from increasing it...and it dropping will screw their enjoyment.
Hmmm, true. Decreasing a skill that isn't practiced would have to be pretty gradual (and have an algorithm that wouldn't let you lose it all). If we end up implementing it, of course. The reason we were trying to come up with a way to decrease skills over time that aren't used to is to prevent potential god characters (extremely good at everything). On the other hand, the game might be short enough that there wouldn't ever be the opportunity to create a god character. Have to think about this.
Have you sat down and written out what immerses you?...Try listing stuff that immerses you and forget about all the usual stuff you expect an RPG must have. Often, the usual stuff don't need to be there or don't need any focus.
No, I haven't. But that's a really good idea; I'll have to do that.
The way they interact can cause whole mini stories to happen right before your life...wow, this world doesn't revolve around me in order for a story to happen!
If there is any possible way to get NPC's to interact in an intelligent and logical manner I'll do it. Not sure if I'll be able to master AI to that extent, though.
See, I really, really don't like the unpractised skills going down over time. See, skills scream gamist at me...and I shouldn't just loose something I worked hard for.
A gamist answer might be to record how high the skill got, and make it relatively easy to retrain back to that level. That way the smart gamist thinks "Oh, it's not my current level that matters...it's my maximum levels I should be proud of".
Ideally the algorithm will do this; we want if you pick up something that you've been good at that the time to relearn will be a lot quicker. If we aren't able to work this into the algorithm, then we'll probably either do something different from decreasing skills (maybe a "dormant" skill system of some sort) or put a very definite limit on how far it can drop.
Anything between tough descisions is just filler and not really of interest (as far as I know nar). Yeah, that actually means that if you kill your brother and he's not around to stop a border invasion...that's actually a boring bit. That's shocking from a sim perspective
Ok, you caught me. I think you're right; I'm not paticularly nar oriented at all. On the other hand, just having the decisions is pretty cool, but if there's some evidence of consequences later on it could also satisfy both needs. Or so it seems.
There's no exclusion in GNS definition or primary color definition. Only further understanding of the basic elements.
Just because there isn't exclusion written into the system on purpose doesn't mean that in practice it doesn't turn out that way. That's mainly what I'm arguing: if you come at the concept from a contiuum type of angle initially, the complexities are acknowledged straight off and it potentially could decrease misusing the system.
Or maybe not. I'd have to think about it a lot more to be any more coherent than that.
Thanks for your response!
On 1/20/2005 at 11:41pm, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
M.J. Young:
I see where you're coming from with the idea that GNS are better distinct than end points, but this thread has gotten too long for me to be able to respond to it well. Any threads or articles discussing this that you can think of? I'd be interested in seeing the different sides. If not, I'll just do a search or something later when I have a little more time to give to investigating my issues with GNS.
If you can reduce your essential stats to three, you might try running it with a single color bar. Let me suggest perhaps that you have a health score, a power score, and a speed score. If your health score is high, you can take more damage and keep going longer. If your power score is high, you can hit harder and do harder work. If your speed score is high, you hit more often and move faster. Associate each of these with a primary light in the RGB color spectrum used by vid screens--say red for power, blue for speed, green for health. Now what happens is that the three scores combine to give you a single colored dot. The higher the scores, the brighter the dot, until at maximum the dot is white. When all have reached zero, the dot is black.
That's a good idea. The only problem is that we'll probably have to have more than three attributes (if we end up using attributes) because we're hoping to have viable alternatives to combat to solve problems. Have to see how this works out in the prototype.
If I were really using those weapons, when I was standing around practicing with them I would have a genuine subjective feeling for how good I was with them. In a role playing game, I'm removed from that. I replace that by crunching numbers--calculating my <a href="http://www.mjyoung.net/dungeon/adr.html">average damage per round, for example, so that I can see numerically which is the better weapon. I don't do this when combat starts; I do it well before that, so I've got the information already available when I need it.
I see what you mean; this and Contracycle's similar comments have given me a few ideas in this regard. I posed a couple of my earliest ideas in an earlier post to Contracycle, but I'll try to post some better thought-out examples in a short while.
Thank you very much for your comments. You continue to be very helpful.
On 1/21/2005 at 3:31am, M. J. Young wrote:
RE: Classic versus learning: a computerized RPG system
George the Flea wrote: M.J. Young:
I see where you're coming from with the idea that GNS are better distinct than end points, but this thread has gotten too long for me to be able to respond to it well. Any threads or articles discussing this that you can think of? I'd be interested in seeing the different sides. If not, I'll just do a search or something later when I have a little more time to give to investigating my issues with GNS.
I'm almost stuck for an answer on this. I suppose my perspective is warped--I read System Does Matter when it was first published at Gaming Outpost and participated in discussions there, popped over here to read GNS and Other Matters of Role Playing Theory some years later, then tried to keep up with the triumvirate of the Gamism, Narrativism, and Simulationism articles as they appeared here. Ron says that the essence of the theory is adequately defined in the glossary; I don't know whether it is or not.
I would suggest that my own Applied Theory might be helpful in pointing to some of the relationships between the three agenda and design concerns. I have a three-article series being reviewed by the e-zine Places to Go, People to Be that attempts to summarize all the major points of currently accepted theory in maybe ten thousand words, but the Creative Agenda materials are in the third and I have not yet heard when/whether they'll start running them.
If my search-fu were better, I'm sure I could point you to a wealth of threads on the subject; we've got an entire forum devoted to the model, and discussions are happening there even now on the nature of simulationism, for example. But I'm not usually very good at remembering the threads that were really helpful, so I suppose someone else will have to offer their input on that.
Anyway, glad I could help.
(If somehow you missed them, there's an articles section on this site; the link is at the top of every page. Other than the unpublished PTGPTB series, all the mentioned articles are there.)
--M. J. Young
On 1/21/2005 at 9:23pm, George the Flea wrote:
RE: Classic versus learning: a computerized RPG system
Contracycle:
One device that RPG's have used in the past would be much more accessible on a computer than it has been in tabletop. Some games allow you to take a skill with which you can assess someone elses rating. This usually appears in games where the player does know their own rating but the ratings of others are hidden. Then the player with this power can make a taks roll to assess a potential opponent and see how they match up. This is a bit of a problem in tabletop because it usually requires an actual roll be made, which can be time consuming. A computerised implementation could easily do that in that in the background.
That is a damn good idea. We will definitely implement that.
Frex, if you are playing the role of a soldier you should probably be able to discuss the operational characteristics of weapons. If this data is concealed behind an impentrable representation, once again you are validated by the system as having this knowledge but may have trouble immersing into the role, because you cannot actually think about those things yourself.
Actually it occurs to me that another opportunity in CRPG thats hard to do in tabletop would be to open up only those areas of data that correspond to a players expertise.
That makes a lot of sense. I hadn't really considered the problem between character knowledge (as opposed to what the character can do) versus player knowledge of in-game things (as opposed to what the player knows the character can do). I'll definitely try to work in something that makes it easier for the player to figure out things that the character would just know.
The kind of problem I was worrying about was when someone is sufficiently interested to try to investigate this deeply, and then hits a brick wall preventing them from doing so. By contrast, if the system can be examined, the player than develops an expertise that reflects and accords with the characters supposed expertise - game and reality are more in sync, and thus IMO immersion and identification are more likely.
Ah, gotcha. I'll have to see where this would best fit into the game. I wonder if perhaps it could be designed so that knowing the mechanics of the system intimately wouldn't be required for those who weren't interested, but were available in a manual or something outside of the game for those that were interested. Or would it work better integrated into the game? Hmmm. I'll have to think about it.
I can understand why computer games have a tendency to go toward location-keyed special effects and so on, and its noit as if I think the idea is totally unusable, but its another convention that might bear some examination.
Good point. Since the game is based on a college campus, there will definitely be some places that make sense to go to in order to find out stuff. We're also definitely trying to figure out how to populate the game with just random NPC's which go about their own business and have nothing to do with plot or the player's character. This is slightly tricky since the game engine we're using doesn't support time lapsing (which is necessary in order to properly populate classrooms, the library, etc.), but we will hopefully find a way.
Thanks for your input! That was really helpful stuff.
Mike:
Thanks for the heads up. I'll try and take a look at Darklands and Ultima Underground.
M.J. Young:
Thanks for the resource titles. I have been browsing slowly through the articles here on the Forge as I have time and need. Hopefully once I start getting planning a little further under way and don't have to spend so much time on this thread I'll be able to do more outside research on the topic of RPG theory. :-)
Very interesting stuff; hadn't ever really thought about it until I stumbled across the Forge just a little bit ago.