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My DOC - The future of RPGs

Started by August 08, 2000 05:26 AM
129 comments, last by dwarfsoft 24 years ago
quote: Original post by black_eyez

Hi Chris...

Just curious: could I post the discussion on my website for all the people there to view? I run a VB RPG site with quite a few regulars who probably would not see this document otherwise.

If you could email me about this it''d be great.

David
email - dgoodlad@junction.net
webmaster - http://blackhole.thenexus.bc.ca/


Sure; I submit it as free to view by all. I just have the links included to "where you can get updates" so should be fine


-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
quote: Original post by Staffan

After reading your doc briefly I have a minor complaint on the sleep/eat part. Now as for games that actually implements this, Baldur''s Gate had sleeping did it not (Memory fails..)? In Ultima 7 (and 6 I think, possibly others) you had to eat and let me tell you it was a pain! First your whole party was whining about that they were hungry and then the hitpoints starts dropping slowly...I had my whole backpack full with dried meat. Many have said it before and I say it again, RPGs shouldn''t strive to simulate reality to 100%. If we want that much reality the question comes to mind how one lone hero can beat armies of thousand demonic monsters where all others have failed. How often do we not find dead guards hanging along the roads where evil persists? While I am able to defeat the horrible monsters at level one whole bands of guards trained for months and months perish very rapidly.


This is why I have "Automated tasks" which can handle general rationing when the player has plenty of food. It is when that food drops below a certain level that you force the player to actually take care of it. I certainly wouldn''t want to have to keep feeding my players. Not until it is actually fun to do so (ie, when they are nearly dead due to malnutrition)

quote:
Since when does undead creatures need blood to live?


Thats a good point , so how about letting them live... just in different peices. It would really confuse the player if you had them being attacked, but they couldn''t see where from, just because a zombie had fallen at their feet

quote:
On second thought, how about we add that monsters must eat and sleep to. They could feed on players! To bad most of them would strave since well, players usually don''t die that often.


Thats why you add in NPC''s or a towsfolk equivalent of monsters. Then they can battle it out between themselves

quote:
What RPGs need more: "common everyday tasks". The reason Ultima 6-7 is, I think, one of the best CRPGs ever is 1) you can actually bake bread and sell it 2) you can fish 3) you can dig for gold..and 4, well I''ll leave that blank for now.


I guess I am going to have to play it . I would like to see more choice in what the player can do, because it just opens up a whole new world.

quote:
Anyways, keep working on the document. But try seeing it from the players perspective too. I wouldn''t want to have to go pee with my character whenever he had to..I mean what if I was fighting some giant demon and have to take a piss with my character..man that would suck. Drinking alot of healing potions would mean I have to take a piss once in a while, right?


I really can''t see how you could excrement on an automated system. The only time I see this feasable in if the character is going to bed in an inn. I left this out because it is just too much tedium... but thanks for bringing it up.

Just a note: I am not trying to make RPG''s more tedious, I am trying to add a new element into RPGs. Mainly - the Role


-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
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The doc seems like so much Ivory Tower BS to me. Are you really going to produce a game with that? If so, how are you going to make sure:

    1. that it''s still a game
    2. that it''s fun


Sorry... The reason why HTML was down (and why RTF and DOC are the old version) is because when I uploaded from disk (A:) it uploaded it with the A: at the beginning. Fixed the problem now, so you now should have another 5000 words to read


-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
quote:
Thats why you add in NPC''s or a towsfolk equivalent of monsters. Then they can battle it out between themselves


Would it still be fun if all NPC''s were eaten by monsters?

Something I''d like to see is, say there is a city constantly being attacked by great hordes of monsters. Of course it''s your job to clean up the mess. Back to the point, do we ever see any monsters attacking the city? Nope, at least I haven''t. It''d be really kickass if you''re just leaving town and notices a bunch of guards sitting up on the city wall firing their crossbows on a horde of attacking monsters howling. It would really add some life to the game. Just as every game should include the ability to fish and bake bread!

Why not automate the eat/sleep/pee tasks to an even higher degree..by leaving them out of the game .

The skill based experience system sounds quite nifty. There more you swim the better you getting at handling a sword, er..I mean swimming. Now, this is how it actually is in real life, right? Perhaps you should be able to read books or something to get theoretical information making it easier to gain experience in that very skill when practiced in reality.

Staffan

By the way, I''d really like to see the Black-knight-"non shall pass" character in a game

"Paranoia is the belief in a hidden order behind the visible." - Anonymous
quote: Original post by dwarfsoft

Just wondering at exactly the number of people who are interested in this doc. I would definitely like to hear from people about what they think needs to be in the doc... c''mon guys, I need your help. This thing has been asked in reference to XGDC roundtable, and I would like to see your opinions get there as well as mine



OK, Im reading the doc right now. It''s pretty late so we''ll se how long you manage to hold my attention (and keep me awake). But I''ll comment on the text as I go:

1) Font Size:

Your HTML version didn''t work so I''m reading the RTF version. Do something about the font size! I had to increase it several times to get it readable.

2) NPC''s:

I''ve recently finished System Shock 2 and it was an awesomew experience. But there wasn''t really any NPCs! Every time you found another person they where always dead. All "contact" was performed by replaying Audio Logs left behind by the dead and and sometimes (audio) Emails recieved from other people. But still you never relly felt alone in the game and I think the key to this achievement was that all the "communication" was always "in context" with what you very doing. Example: on straying from your task to explore some not relevant area you first got a warning and then an email saying something like this: "I hope you enjoyed your little burst of disobedience. Now get back on your task servant!". Another thing was that the Audio Logs found laying about was very clever written and some of them even contained rumors about your progress. Example "I''ve heard that someone on the 5th floor is fighting back too. He managed to restart the elevators". My point is that you don''t always need advanced AI to get the right result. Simple means may do the trick. Seeing newspaper acticles, TV shows or letting NPC''s tell rumors of something the player did previosly is very revarding and will let the player feel that his/hers actions matters and has consequenes.

3) Conversing with NPC’s, “click here for this quest”:

I think you have a good point in this paragraph. I''ve seen this done somewhat in the old Fallout where you could click the "Ask" button and type in a subject. But it useually just resultet in a lot of "I don''t know about that" messages. To make this work propperly I think you need to make some initial vocabulary for the NPC but also make the vocabulary able to "grow" by an in-game-algorithm. So when the story progresses and something happends in the general area of the NPC''s they would start to find out about it and be able to respond (somewhat) intelligent to questions about the new situation.

4) Murder based experience or “End Goblin Genocide”:

I think you might want ot add a reference to Ernest W. Adams here. In one of his excellent monthly articles he wrote a "Letter from a Dungeon" (I think that was also the title of the article, try find it on gamustra or ask me for a link) and complained about that running around slaying monsters and stealing from their dead bodies wasn''t very heroic.

5) “Learning through death sucks…” the advent of the save game:

You''re right about this one but saved games are necersarry because CRPG''s are useually too long to be completed in one "gaming session". You need to be able to save the game and take a break. Also it is very frustrating too lose ones progress just because you made a mistake or got unlucky in a battle. To relieve the "Save Game Syndrome" you described I think you could do a number of things:
- Pay (in advance) some clerics at a temple to ressurect you. If you die later you will be ressurected by the clerics at the temple and can continue the quest (maybe after reclaiming your inventory from the place of death). It would be less "dangerous" to die and therefore not necersarry to save so oftent.
- Remove all "suddent deads". Always give the player a warning before stepping into a dangerous situation. No traps that suddently kills you without warning (unless you KNOW the area to be dangerous and filled with traps).
- Always allow the player to "back out" of a dangerous situation and to return later with better health or equipment. Let the player be able to flee from most or all battles.

6) RPG’s and Character aging, and the implementation of timing in games:

Well, I think aging could be usefull in some online games with persistent worlds very you return and play again and again. But in single-player CRPG''s the story very rarely spans longer that a couple of months (or years at most). Aging effects would not be noticable in such a short time. Also, remember that many of these characters are not humans but elves, orges and other fantasy creatures with a differend life-span and aging pattern. And in many fantasy-books powerfull mages is oftent granted a very long life by their strong powers.

7) Linking eating and sleeping with energy:

I think you need to be a little carefull with the eating and sleeping idead. It very easily degenerates into boring micro-management. In books you don''t constantly hear about characters eating, sleeping or going to the toilet. It''s just not entertaining. Only add it when it is relevant to the story.

8) Putting the mystery back into magic: When click casting defeats the purpose:

Again, I think you need a reference to Ernest W. Adams. You have practically "stolen" the title of one of his articles. But the idea about "drawing" symbols with the mouse is very good. For a similiar text-based system you might require the player to type in special magical words or series of words. Maybe you could even design a "language" the player can try to learn to create their own combination of symbols/words to get new spells?

9) Automating tasks: How players can implement scripting

Nhaa, I don''t think scripting is a good solution to boring tasks as eating and sleeping. If a task is trivial, tedious and boring better leave it out of the game in the first place.

10) A new combat system: “Come back or I’ll bite your legs off!”:

This could be interesting. But its hard to design an interface that is easy enough to use to allow this (without making it a tedious task). And it would probably require a turn-based battle system (especially if you are controlling a whole party of characters). Fallout allowed you to make "standard" attacks or "aimed" attacks. When you made a aimed attack you where given a picture of the body of your enemy and you could select an area to attack. If the aimed attack was sucessfully you could criple your oponent (blind him if it was the eyes you damaged).

11) Monster Generator:

It would be interesting to apply this principles to make monsters vary even when they are in the same specie. Some goblins would be a bit taller, some a bit fatter, some maybe a bit more brownish than green in their skin colour. Its quite unrealistic that all goblins are exact copies of each other. But I think this is also something I have read about somewhere in Ernest W. Adam''s articles.

12) Combating PKing. Playing God “…And Justice For All”:

I like the idea of "Karma" and using reincarnation to reward/punish players for their actions. I''m not sure I understands or likes the idea of the virtual “law enforcement agency”. Should they be "all knowing" and just turn upå magically and drag the player away to court without the player having a chance of resisting or escaping? I don''t think that''s such a good idea. I would like some more realism here, so someone have to see what you''re doing (or the dead body left when you killed the other player) and alert the guards. You could be banned an outlaw (free for all) or even get a "dead or alive" reward on you head. Or maybe killing would be more of a religeous matter (along with the reincarnation idea) and you could go to a temple and pray for forgiveness (but the god may get mad an punish you if you do it too oftent).


14) My own comments: About Realtime and Gametime.

OK. I will stop reading here and skip the "implementation" and the "learning experience" paragraphs. Maybe I''ll return to at some other time.

Instead I will add a subject (or rather a question) of my own. Gametime vs. Realtime. You have discussed time at some places in the text but never how it should be implemented. Should it be realtime or turnbased? Should there be different time systems when exploring and when battling (only turn-based in battles)? What about multiplayer games or even online games. They can''t be turn-based can they?

What about performing mundane tasks such as sleeping, traveling or training (even with a teacher)? In a single player game you would most likely just accelerate time during these tasks but you can''t really do that without getting "out of sync" in a multiplayer game. So how would you solve this?

15) My own comments 2: Nice work!

It is really late and I have to stop now. But I have enjoyed reading the document. It sums up most of the things that have been talked about in the Game Design forum here at GameDev. And it was written in a nice easy-to-follow language. Good work!

Regards

nicba
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Oh and for combat situations, more combat skills would be nice. Diablo II does a pretty good job. The whirlwind attacks and such. Really cool. Some monsters would be better taking out with a magical fire arrow and some with more brute force methods. This adds some tatics to it.

DON'T END THE GOBLING GENOCIDE!!
I'll make peace with the little green creatures when they 1) stop slaying townsfolk (they're apparently not always the weaker race) 2) offer me a cup of coffee the next time I walk into their camp instead of trying to chop me in pieces. Besides, goblins are one of the evil races, they're monsters dammit! I merely kill them in self-defence and for the greater good .

"Paranoia is the belief in a hidden order behind the visible." - Anonymous

Edited by - Staffan on August 10, 2000 7:51:00 PM
Why do everyone like real time RPG''s? They''re nuthin'' when you take them against Breath of Fire III, FFVII, Grandia, Thousand Arms, Wild Arms II, etc...

Thanks, Arthur(rockslave)
import money.*;#include "cas.h"uses bucks;
quote: Original post by Buster

The doc seems like so much Ivory Tower BS to me. Are you really going to produce a game with that? If so, how are you going to make sure:

    1. that it''s still a game
    2. that it''s fun




You seem to have missed the point of the doc... I AM NOT GOING TO USE IT TO MAKE A GAME. I would use parts of it to make a game, but I provide it to people so that they can see that it IS POSSIBLE to have different systems than what is currently available... If you read it then you will understand that. If you don''t like it, then don''t contribute. Just because I have been asked whether it can be put forward at XGDC roundtable has nothing to do with why I would have written it eh? I have other motivations for it.

and:
1. It will still be a game if you use SOME new features
2. It will still be fun because it is only SOME new features

Pity that it seemed to miss the spot, but I am SURE that somewhere in there I say "not to use all!" of the things mentioned. IF not, then it soon will say that!



-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
quote: Original post by Staffan

Oh and for combat situations, more combat skills would be nice. Diablo II does a pretty good job. The whirlwind attacks and such. Really cool. Some monsters would be better taking out with a magical fire arrow and some with more brute force methods. This adds some tatics to it.


I would like to see a lot more variety in magical attacks... I definitely liked Diablo II, which I stopped recently due to writing up the doc and attempting to program my LE

quote:
DON''T END THE GOBLING GENOCIDE!!
I''ll make peace with the little green creatures when they 1) stop slaying townsfolk (they''re apparently not always the weaker race) 2) offer me a cup of coffee the next time I walk into their camp instead of trying to chop me in pieces. Besides, goblins are one of the evil races, they''re monsters dammit! I merely kill them in self-defence and for the greater good .

"Paranoia is the belief in a hidden order behind the visible." - Anonymous

Edited by - Staffan on August 10, 2000 7:51:00 PM


Half the time though, you only kill goblins because they are there.... let us not get into this debate here... There is another forum for this


-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)

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