Tuesday, November 27, 2012

Exploratory Games

I'm reading a few threads about the new Mage setting (the only White Wolf setting I liked). A lot of people seem to dislike it because the new mage traditions don't have the same "bite" to them. They're all carefully explained in detail, but they don't have the same pull as the original traditions. Which were basically real-world stereotypes.

I can't speak to this personally - I haven't read the new Mage setting at all. But I can say that the original traditions were opportunities to explore facets of belief that you normally wouldn't have much chance to explore. Sure, I had an unreasonable love for the Sons of Ether. It let me explore the nature of mad science and the line between genius and insanity. It was interesting, when I was college-age.

But other players preferred other traditions. They had other things they wanted to explore, like the relationship between death and life, or the nature of truth. And the original traditions were set up to allow that.

This was the one thing White Wolf did well. Their rules were shit, their writing was stuffy and stilted, but they built factions which allowed every player to explore the part of humanity they felt like exploring. In all their systems, that was the real focus. That was why you would pick Malkavian, or whatever - you felt like exploring that facet of humanity.

I'd like to talk about this concept a bit more.

It's commonly understood that science fiction is actually highlighting the time it was written. So we get Metropolis (1927) which was about factories and unions. And we get The Matrix, which was about the internet. And we get District 9, which was about faltering socioeconomic structures... these things were commentary on their time. And they packed a punch because of it.

Sometimes you get something like Ghost in the Shell, which is a bit more visionary. But, by and large, science fiction is about pulling out the thorns that are poking us today and holding them up to the light.

This is very similar to what mage traditions allowed you to do. Essentially, roll-your-own science fiction. Minus the science.

So it got me thinking.

One of the things I do when I design a game is I try to make sure it highlights a nugget of human condition. I want every game to have, at its core, something with a feel to it. Like looking across an expanse of gray-tone rules and seeing a bright red or blue blotch. Nothing explicit, just something that the players will automatically incorporate into their game without even realizing it.

This is very similar to what White Wolf used to do.

You can't do it quite as aggressively as science fiction can. You can't do a District 9 or Ghost in the Shell game. Well, you can, but you'd have to be very, very careful, because the thing they want to say is mired in the actions characters happen to take.

To make it a proper game, you'd have to pull those things out of the realm of scripted interactions and into the realm of incentives. You can't simply have bad guys that pound on the idea that humans are not as inviolable as they think. You need to have the players participate in that same conversation.

For example, Solid State Society has a conspiracy where a gifted hacker works with the elderly to forcibly adopt abused children, wipe their memory, and replace those memories with happier memories involving their new grandma or grandpa. The ideas explored with this plot are complex and there is no simple answer, no simple right or wrong. It's a fairly compelling bit of science fiction.

But it's not a very compelling RPG setting. The whole thing is plot, is script. You can't just port it over.

Instead, you need to create a rule set or setting where the same kind of philosophical explorations can be made by the players. Don't force them to do it... just allow them to do it.

And that's where the difficulty comes. How do you design such a thing? Is it possible to design such a thing on purpose?

Well, it doesn't have to be a masterpiece. None of White Wolf's games were masterpieces - in fact, they were all total shit. But they have that kernel of depth to them - they let the player explore a part of humanity. Whatever part is currently poking their mind. So they are rightfully popular.

You could do the same thing with a Ghost in the Shell game. Allow the players to pick memory manipulation as a skill. And if they go crazy with power, fine - that's part of the game. That's part of exploring what it all means.

Hm!

Monday, November 26, 2012

Heroes that Build

I've always wondered about tabletop games where the heroes are actually constructive forces. Normally, heroes are surgeons. They help by murdering large numbers of unhelpful things. They help by destroying. Well, at least surgeons stitch you up afterwards - so heroes are not even that nice.

Many of the games I've run featured the players in constructive roles as well. For example, having to build a base in addition to simply killing orcs, or having to make major policy decisions since they are considered arbiters of the Jedi order or whatever. It's fun to create, to alter without destroying. Here are some of the things I've learned and want to try more of.

1) Classic means of determining alignment mean very different things in a game where construction, socializing, and policy are major elements. Even if the game still features a lot of combat, the whole alignment scaffold is based entirely around the idea of fire-and-forget activities.

You need to expand that to focus on ongoing tasks instead. For example, you might have an architect alignment, where the hero wants to build the solution. Or a leader alignment, where the hero wants to guide the solution but has better things to do with his time than get his hands dirty. There are many ways to do this, and some systems have done some things along these lines, but it's good to make it explicit and focused on the game world you're creating.

You can go without this kind of scaffold, but the reason I call it a scaffold is because it is one. It gives the players something to stand on until they build their presence in the world. So I am generally in favor of some kind of alignment/personality scaffold.

2) Balance between classes and characters can get difficult. Characters that are better at different kinds of challenges mean you tend to have one or two active players and the rest are sitting on their asses. That's not a good way to run a tabletop - it's the Shadowrun Difficulty.

You have to build your world such that the constructive challenges work in much the same way as combat. That is, there are many roles, but everyone is always engaged. You can even borrow the framework completely if you're feeling uncreative, just port it over wholesale.

Some people might instinctively back away from this kind of rule scaffold, thinking it limits the player's options. However, it serves the same purpose as a combat resolution mechanic does.It's no limit on role playing things, it's just a way to rapidly and interestingly deploy against varied challenges in the same way as when you would decide to take on those orcs.

3) Constructive play gets world-heavy. You end up with huge amounts of stuff accomplished. In an ordinary tabletop RPG, only a tiny fraction of the people you interact with ever come up again. In fact, you end up killing most of them, if you include monsters as people. But in a constructive game, you're actively building things, and that means you get more and more people, places, and history building up.

To keep this light and fun, you need a system for recording and referencing the world-building. I usually used cue cards with the character (or thing) drawn on one side and notes taken on the other. That works relatively well.

It means a lot when someone your players helped shows up to help them, or even if player character downtime is spent hanging out with people you rescued. Players can really get a feel for the fact that they helped build this world. They really feel heroic, on a level that +500 XP and a cache of gold doesn't convey.

Saturday, November 24, 2012

Cross-pollination and Spaceships!

So, I was thinking about a spaceship game. I started thinking - instead of abandoning ships as you buy your way up the line, how about if you could just replace large chunks of it? There's never a feeling of abandoning the ship for something bigger - you're just growing the ship incrementally. A new saucer section, a new spine, a new crew frame, etc.

Then I realized this was essentially the same as a party-based RPG. The various big hunks of ship are party members, and the tweaking you do within each section is similar to equipping and skill-leveling.

So I began to think about cross-pollination. What mechanics could be taken from each side to create a fresh feel for the other side?

The first thing I thought of is that a starship's pieces do not act independently. Normally, you control all the pieces with a central command system that either simply assumes each system performs at peak or allows you to distribute points of energy between them.

Imagine if you had a party-based RPG - let's say, one where the party members are AI-controlled. Like Mass Effect, minus Shepard. Imagine if you had some measure of energy. Call it "command points" or "point points". Assigning these on the fly changes which characters take the lead, which characters use special abilities and limited resources, and so on. (You could also do this in a classic JRPG game, but it would be a bit clunkier.)

The idea is that you don't have a lot of time to give orders. There's no pausing. You can indicate locations (an attack flag, a retreat flag, etc) and alter the command point configuration, but the battle itself progresses quite fast, so choosing individual skills and aiming them would be too slow.

One of the big effects this would have is that the party members could be much more specialized. In fact, you could have much larger parties with much more specialized participants. The space elf doesn't charge forward when you give him command points - he heals and buffs. He takes potshots at low command levels, but if you want a charge, give the command points to the space orc.

Taking the party as a cohesive unit could be interesting.

Going the other way, the ship can also take on elements of the party mechanic system. In the bluntest way imaginable, you could just give each section of the ship its own commands in each turn of combat. If you do this, then each part of the ship has to have a diverse baseline of capability plus some specialties. This would be an interesting challenge from a design standpoint, but it could end up being even more interesting than as a party mechanic because a ship has crew. You could funnel crew between the various sections to enhance their capabilities, boost their repair rate, or avoid losing too many crew to a nasty missile volley.

Speaking of damage, what if we applied ship-style damage to RPGs?

Right now, RPGs basically ignore damage. If you're above 0 health, you're fine. But what if we introduced damage - if a character is wounded, they become less capable, at least until they patch themselves up.

The problem with this approach is that it is a positive feedback situation, where once you start getting damaged, you're in trouble. But we could balance this out by making all the characters gain energy (not health) when a character is damaged. This means that the other characters would be able to act at a much higher level when their teammates are injured. Depending on balancing, this could even mean that the party getting injured actually makes the team stronger, at least for this fight.

Of course, once you're out of combat, that adrenaline wears off and you're still injured. Now you've got to think about whether you can just bull through, or whether you need to back off, stealth a bit, recover a bit. Switch out the injured party member with a reserve...

Hm!

Cross-pollination is fun.

Friday, November 23, 2012

The Nature of a Stage

Let's talk about stages in a video game.

Let's start by talking about the difference between an old game and a new game. The most obvious difference is that in a modern game, you're generally regenerated 100% after each fight.

This difference is not as straightforward as you might think, but it is a good place to start.

If we imagine the power level of the party as it fights through a stage, in a modern game the curve goes up. The party gets stronger as they move through the stage, with occasional dips for minibosses and heavyweight encounters.

If we imagine the power level of the party in an oldschool game like Doom or Final Fantasy 1, it goes down. Occasionally it might pop up a bit if you find a resource cache, but in general the encounters wear on you.

This difference... is unfortunately not entirely straightforward. For example, in Final Fantasy 1, you actually are gaining power as you fight enemies. It's just that you're gaining long-term power while losing short-term power. This is a typical RPG situation.

So let's consider stages in a slightly different light: as treadmills or one-offs.

Treadmill stages are stages that can be farmed. For example, in an RPG you might exit a dungeon and re-enter it to farm the enemies. Or you might just get into umpteen million random encounters. This grinding is very much like an MMORPG - the stages are not really part of the plot, they're just parts of the world that maybe have some handwave towards being part of the plot.

It doesn't matter whether your power level goes up or down as you get into fights in a treadmill stage. Instead, what matters is how much time you spend to raise your long-term power level, and how unique/useful your level-ups (equipment, loot, etc) are.

One-off stages are stages that you can only visit once. If they are part of the world, once you've gone through them they are typically husks without any particular challenges. The point of a one-off stage is to squeeze as much out of them as possible in the limited amount of time you have with them.

Nearly all shooters are like this - you want to find the various caches and secret collectibles scattered throughout the stage, and you only get to go through the stage once. FTL has an interesting take, where you have to plot the least efficient path through the sector you can, while still not getting caught by the marching wall of death that moves ever right.

One-offs can also squeeze in the opposite direction, where you need to get through and hit the objectives while losing as few resources as possible. This is exceptionally rare outside of survival horror, but it is possible.

There are a few other pieces to designing a stage. So, let's hit them quick.

1) Is this a one-off stage or a treadmill stage? If a one-off stage, the stage can be built to have a progression (pieces of it explode, collapse, etc) while if it is a treadmill stage it has to remain relatively static.

2) Is the stage the challenge, or is the stage where you prepare to meet a final challenge? You don't actually need a boss if the stage itself is the challenge.

3) Is the stage window dressing, or does the aesthetic/conceit of the stage actually influence the nature of the stage's challenges and progressions?

4) Are the encounters bite-size servings or are they part of an ongoing challenge? If they are part of a cohesive challenge, they need to have long-lasting effects.

5) Is the stage progression interesting enough that the player cares? This is both the variety of the challenges and the way the plot unfolds.

6) Can the player interact with the stage itself, or is the stage just rails the player travels down? This means - can the player express himself by interacting with the stage? Not can he open doors or flush toilets, but can he actually change the way the stage plays out some? This can be taking alternate approaches (sniping from the rafters vs rushing in) or in altering the stage itself (using rockets to blow away walls like in XCOM).

There we go. Next time, we'll talk about party composition!

Sunday, November 18, 2012

City Games

There is a class of video game I really like. It's the games where you explore and interact with a city.

For example, the Saints Row games and Sleeping Dogs are about interacting with the city. You can call them "GTA clones", and I guess you can even play them like that, but I don't. I love wandering the city on foot. If you've never been sucked into that kind of play, this essay may be uninteresting.

It's not just GTA clones. Crackdown and one of the Naruto games both featured city exploration/interaction beautifully. On the other hand, many GTA clones (and the GTA series itself) are not really about city exploration in this manner.

Done right, the gameplay I'm talking about feels like a combination of mountain climbing, treasure hunting, and immersion. Cities are amazingly interesting places full of interesting terrain, nooks, and lived-in areas. I've played a huge number of Saints Row hours, but I can't get into GTA at all, because GTA doesn't provide that kind of play very well and Saints Row excels at it.

The big problem is that getting on a vehicle basically ruins that kind of play. You can't climb mountains, treasure hunt, or see the details of the city very well from a vehicle. But the GTA "genre" is theoretically defined by your ability to steal vehicles.

You can steal vehicles in Saints Row and Sleeping Dogs and Crackdown, but it's really not an interesting part of the game. The weakness of a vehicle game is that it has to spiral. You get a crappy car, then a better car, then a helicopter, then a jet, then a VTOL, then a superbike that can fly... mobility gameplay is one that spirals - you get more and more mobile.

On the other hand, city exploration and interaction doesn't. You can explore new areas of the city using the same level of mobility you start with because the point isn't your mobility - the point is the city you're exploring. By simply moving to a new part of the city, you uncover new architecture, new people, new shops, new hidden treasures, new sidequests, maybe even new enemies and NPCs.

This is why I played so much of these kinds of games. I literally spend hours just wandering the city.

So what I'd really like is a game where this is taken to a new level. Let me have fun designing a game in broad strokes.

This is a roguelike where the city unfolds as you explore it. Since there is no natural cap on exploration, there's no reason to put a cap on it by having a limited city. In addition, older regions can go "under construction" and go into a construction-zone style, then re-emerge as a new zone.

The key is that the city zones have to be designed to be interesting to foot exploration. This means variable height, somewhat-climbable buildings, collectables and unique shops.

Unique shops are really the major factor here. The replayability of games like Saints Row and Sleeping Dogs is limited by the amount of content you can discover. There are only so many costumes you can wear, only so many weapons you can try out.

But unique content is not impossible by any stretch. Generative content can create an infinite variety of clothes, guns, and vehicles. Different structurally as well as just in terms of color and texture. Eventually you'll encounter the full variety and effectively "get used to" the content, but it'll be an order of magnitude more bang for the buck. Wear mechanics that steadily destroy the unique content as you use it are also useful.

The other major factor that needs to be brought into play is NPC reactions. In most games, content is pretty much used by you to your own preference. However, there are limits to that - your taste is specific and that writes off the vast majority of the content. Therefore, the content needs to have a very strong game effect. Normally you could make it combat-related, but in this case the exploration/interaction mechanic is more important. Therefore, your gear should strongly affect your ability to explore. In this case, I would make it so that certain types of people will help you/let you into their buildings if you're dressed in their preferred manner.

Actually, sharing with NPCs is important in general. You can only ever be one person wearing one thing, driving one car, shooting one gun, using one dance choreography, eating one pie, living in one hourse, whatever. By introducing NPCs that hang around, you allow the player to equip them or influence their choice of equipment.

You have to be careful not to make them burdens, but in this kind of gameplay that's actually pretty easy. They can hang out, follow you around, show up randomly, whatever - as long as they don't actively get in your way when you're trying to jump around, it's all good. You can even use them to help you explore, giving you a leg up or distracting a nosy cop or something.

I'd play that game... basically forever.

Tuesday, November 06, 2012

Character Creation as World Introduction

One of the things I like to think about is different methods of character generation, both in a tabletop RPG and in computer games. Even if your system is stock d20 or whatever, by changing the way that characters are created, you can get a very different kind of game.

Character creation is usually viewed in two ways:

1) A tactical choice where the party sets up the basis for their interaction with the world at large. This is the "we need a cleric" style that's been popular in D&D since the beginning.

2) A storytelling choice where the party creates hooks for the GM to use in the story. This is uncommon in something like D&D, but shows up more in some other game systems.

However, there is a third thing character creation does:

3) It introduces the player to the world.

This isn't normally considered, because most people play in the same world repeatedly. Even if they play in different worlds, the worlds are actually so similar that they know exactly what to expect. I mean, hopping from Dragon's Age to Oblivion and even to Icewind Dale - these are technically unrelated, different worlds.

Except they're not. They're all the same. So the character creation system tends to be mechanical and coldly statistical. In some cases there are hints or post-creation 57 hour tutorials covering the difference between the races or whatever, but in general, it's all stats.

I'm someone who thinks the world plays a much larger role in the player experience than the story does. So I don't like the idea of playing in the same world over and over. I want to play in radically different worlds, so I can have different experiences. And I want to GM in different worlds, so I can GM different experiences.

When you do that, you have to get the players pumped about the world as rapidly as possible. They have to really want to live in that world, and they have to know enough about it that they don't feel completely lost when the game begins.

You can do this by having some kind of extensive intro sequence, but that's dull and pedantic. A better way is to let the players uncover facets of the world while designing characters!

Here are two ways I've started using:

1) Splash pages. 
If you have classes, make the initial list a series of art splash pages that cast the class in the best possible light of awesome. The details can come later: you want the players to think "holy shitballs I want to play a doombaker."

This doubles as getting them involved in the world as long as your classes are related to your world. In classic fantasy worlds, they aren't. The existence of four different magician subclasses distinguished by how they memorize which spells doesn't make you go "YEAH THIS IS AWESOME". On the other hand, a class which has magic injected under their skin in tattoo form? That plays well! Distinctive, interesting, and easy for the imagination to get excited about.

2) Combinatorial characters.
Classically, characters are point-spend, where you assemble them from very fine constituent parts. Do you want an endurance of 17 or 16? Do you want this perk or that one?

This is great if you're operating in a known world and are seeking greater control over the tactical face you present. But if it's an unknown setting, those choices are actually paralyzing. There is literally no possible way to know whether having sixth sense or combat reflexes is better for your character design. Those kinds of details only make sense when you have a strong grasp on the underlying systems and how they interact with the world you're playing in.

Instead, use chunkier components. Instead of carefully weighting their stats, allow players to simply choose A, B, or C - several times.

I did this in several builds of Bastard Star Wars. There were several slender decks of cards, each for one component of the character. Backstory, species, training, and talent, usually. Randomly draw from each deck and let the players trade with each other. Add in the ability to draw a few more cards from a deck of your choice so that nobody is too disappointed.

This works pretty well because it pushes the player to experience a specific class or character they would not have built on their own, but still feel is cool. It also introduces them to many of the concepts of the universe, and allows them to build a character without knowing anything about the game system (while teaching them some small amount about it).

Another idea I'm working with is a universe-hopping game, where play is split between three distinct universes. Each universe has different rules and, therefore, different classes. The idea is that when you make a character, you do so simply by choosing one class from each universe.

The class list itself "explains" the universes, because the classes have a strong cultural bind to the universe. For example, in a "high fantasy" universe, the "elf" class is a stereotypical, oldschool elf. But it is made distinct by the flavor that the other classes you chose in the other universes bring in. You're still an elf in the fantasy universe, but you're an elf with unique flavor. Of course, your elfiness bleeds over into the other universes, so if you were, say, a talking stuffed animal in another universe, you would be a bit fey for a talking stuffed animal.

Anyway, those are my thoughts on character creation today.

Friday, November 02, 2012

Games and Difficulty

One of the things I like about Roguelikes is that you can lose. I mean, really lose.

Most modern games are carefully balanced so you can pretty much use the same set of tactics throughout the whole game. You might lose, but it lightly respawns you a few seconds back and lets you win using the same tactic again.

Borderlands 2 reminded me of how much I like having to struggle at a game. I don't know whether it was on purpose, or just because they aggressively balanced for multiplayer, but sometimes the game throws situations at me that are very close to impossible. You're in a pitched battle against a colony of groundsquids and suddenly a badass varkid evolves into a super badass varkid that you literally cannot kill. Even just stumbling across a constructor miniboss is a serious challenge that can't be approached head on.

So I find myself scrambling to find a tactic that might work. Sometimes, I just sprint by and depend on the enemy's pretty low follow radius. Other times, I back off and snipe from an excessively long range. Other times, I use my power, run around dodging like mad until it regenerates, use my power, repeat.

It's really a lot more intense and interesting than the bevy of boring "carefully balanced" games I've played recently.

Minecraft is hard, too, but it's not the same kind of hard. Minecraft is very much a "you die instantly and lose craploads of progress" sort of game. Borderlands 2 is a "well, that didn't work, let's try something else" kind of game.

Borderlands 2 is not perfect at this by any stretch. It's got some very aggravating flaws and the design is not built to take advantage of this kind of occasional overly hard challenge. But when it comes together and offers you a situation you know isn't scripted, and you know they aren't going to pull your fat out of the fire at the last second, and you know you can figure out some way to get past... it feels really great!

Boy, I really miss games like that.