Wednesday 30 April 2014

On RPGs and their unfortunate flaws.

In reply to my last blog entry, Foto Efekt asks what are (in my mind) the fundamental flaws of computer RPG and what needs to be changed. While I won't necessarily discuss what I'm planning on doing for my project, I am willing to point out the problems that the genre tends to suffer from. At least that might give you an idea of where I'm heading. Will I be able to rectify all of the issues? Am I just talking out of my ass belittling the gaming industry only to realize that what I'm suggesting can't be done? Time will tell. This post isn't really about that. It's about admitting that there's a problem, look at the cause, and try to improve game design philosophies overall. More importantly, it's about making cool games.

First and foremost, I think that there's a huge problem in the industry and how they handle storytelling. Most games (at least the big budget ones) are a few quick-time events short of becoming nothing more than interactive movies. Do any of you remember FMV games ([f]ull [m]otion [v]ideo)? There's a reason why that genre is dead and why most gamers don't like quick-time events in their games.

There are times when, depending on how it's executed, we don't mind the occasional quick-time events. So why do we normally despise them, though? Well, my reasoning is that the storytelling of the game is so not involving that it's the only way for the game to keep our attention. No one ever says "Hey, you know what would be cool? Quicktime events!" That can also be applied to many brawler-type games. It's so bad that those quick-time events remind us of how bad it is. That's my theory, in any case.

It's because the relationship between the gamer and the game is a one-way channel enforced by the designer. Do X or don't continue... or worse: fail. What -IS- failing, anyways? Is it death? Is it alternate objectives? More often than not, it's neither. It's just "BAM! Game Over! You didn't do what you were expected to do! Try again!" That's a major problem and it goes all the way to how the game's story is being told. This is true for even awesome game series like The Elder Scrolls. In Oblivion, for example (I mention Oblivion because it’s one of the games that I’m most familiar with), a lot of the events in the game follow the same pattern: The world is going to end, talk to Jauffre or nothing will happen... So, by logic, you shouldn't do anything!Tada! No Oblivion gates!

Diablo 2's storytelling (as awesome as it is) got a lot of flak back when it was released in 2000 because critics use to say "You're a hero, yet you're just following the flow of the story, not really contributing anything to the plot". I thought the way Blizzard and Blizzard North handled the storytelling in Diablo 2 was really cool. It works brilliantly for the kind of game that it is. However, it's not an RPG, is it? It's a mindless hack-n'slash and, at best, it's a campaign module. That's the case for nearly every game that has plot these days. Ever felt like you had to do everything to save the world and nobody else within that world was willing to lift a finger? Ever felt that all you had to do was NOT participate and the world would be fine despite what every NPC is telling you?

Or is that only happening in open-ended/sandbox games? Are we stuck between tunnel-vision design and stale freedom?

Is that the best that our favoured medium is capable of? I don't necessarily have issues with the method per say, generally speaking, but to see that happening in RPGs is just sad. RPGs are the pinnacle of choice. While the story should engage the player, it's important that the player is driving the story. That's what the dungeon master in a Pen&Paper game (read: Dungeons & Dragons) is for; to adjust the campaign to his or her players' choices. That's what makes D&D so fun. There's more to RPGs than having multiple "alternate endings" (I'm looking at you Mass Effect). Dungeons & Dragons is what every RPG game is trying to emulate.

Let me rephrase that last sentence to emphasize the more disturbing and/or disappointing truth: Every RPG (from Ultima to all the way to JRPGs such as Final Fantasy to current games like Skyrim and, now, Dark Souls 2) is a developer's interpretation/adaptation of Dungeons & Dragons. A game developed in 1974. A game designed to be played with pencils, dice and paper because, at the time, people didn't have easy access to computers if at all.

I mention "people didn't have easy access to computers" because we have to understand WHY people used dice, pencils and sheets of paper to play games. Why did players have to keep track of how much strength and how a 1-8 sword with a +1 modifier affected their characters... and how much experience points they have/need; it's because they're doing the math in their heads.

You know what that is? It's essentially a game engine. The user interface is a sheets of paper and the graphics/sound is the imagination. We're in 2014 and we're still using game mechanics from the 70s. Is that all we can do? Is this really what "Next Gen" gaming really is? Right now, "Next Gen" only refers to the new generation of consoles. Okay; fine. What does the Xbox One or Playstation 4 offer that the previous generation of consoles couldn't? A new paint job? We're talking about video games, here; they run on computers. Computers... COMPUTE things so that means that they can handle all the math we want. Why are we still playing games that were designed with old gen mentality? Why are we still playing games with tooltips on the weapon telling us how much damage it deals? It's a sword! A sword can be better than another sword but the game is still communicating that through dice roll potentials. NPCs are empty shells that are there for you to click on them so that they can say their one or two line of dialogue... I saw that kind of behavior in the original Final Fantasy.

"Don't fix what isn't broken" is a very safe way to look at it. We're used to it but nobody seems to challenge it. Is it really the only way to do things? Isn't there a better way?

That also has a side-effect of making the focus of RPGs into a spreadsheet game. Everything (the story, the characters, the motives) becomes blurred out because the game encourages you to look into your stats and be as efficient as possible. "Can't kill that monster?" level up a few times and try again. If you meta-gem the socket into a whippo-blue-spectraltron (I made that up, by the way), your attacks will double and you can keep the monster permanently stunned! That's where the strategy is; in the spreadsheets. If you didn't have to do that, the game would then be too easy. I'm not saying that if you like that kind of stuff that you're either stupid or that you're playing the wrong games. Tactical RPGs are surprisingly fun. I'm just saying that if you want to play an RPG where you truly have the sense of adventure and want to save the princess, the spreadsheets have to go. The focus from a game design and player point of view needs to be on the adventure.

Is Morrowind really better than Oblivion? What about the Baldur's Gate series? Mass Effect? Ultima? Forget all that! No matter how you feel about The Elder Scrolls or RPGs in general, from the UI to the loot design, the TES series is the closest to being true RPGs the way people imagine it when they play Dungeons & Dragons. That's why it's one of my favourite video game series. We still have a long way to go, mind you, but I believe it's because each iteration of the series puts more and more emphasis on the adventure. You might prefer Morrowind to Oblivion but, looking at it objectively, Oblivion is a far simpler game than Morrowind; the spreadsheet is still there but it's very trimmed down. As a fan of Morrowind, you might say to yourself "Yeah! Take THAT Oblivion!" but this trimmed down spreadsheet is what makes Oblivion a better game to channel the adventure; it's just a shame that Morrowind features many more game elements that compliment RPGs that its sequel lacks.

To reiterate, when I talk about spreadsheets, I'm talking about stats that your character wouldn't see but that you need to see to understand what's going on in the game. A "1-8 sword", "hit rating", "block and critical chance", "50 spell resistance", "level 30 in Conjuration", "NPC disposition", "level 20 lock", etc.

You don't have that problem in Dungeons & Dragons because your imagination and ingenuity will always trump the stats. If your dungeon master is good, he'll promote that and, if he's bad, the experience is so organic anyways that the stats are just there to regulate everybody involved. Even if your D&D session is all about killing monsters (as some like to play), the dungeon master is describing everything to you so your imagination is the key element that makes it fun. What you remember at the end of the day is how you and your friends defeated the demon... and how you managed to jump on his back and tie a rope around his neck and everybody thought that was the most awesome thing you ever did.

It's a question of focus.

Peter Molyneux, a game designer behind the Fable series (and many, many other great games), had the right idea about trying to get the players invested in characters like the infamous dog. Or that creepy kid tech demo he had a prototype of for the Xbox's Kinect. It's a dog because it saves them the trouble of making you converse with it. Talking characters that are universally likeable are super hard to do and, when it happens, it's often times a fluke. Not to mention an animal is a great way to hide a clumsy AI if they realize halfway through production that the AI is subpar or that the computer can’t handle it. The dog is Mr. Molyneux's attempt (amongst many) at making a connection between the player and characters in his virtual world. I believe that he had the right idea, but ultimately attacked the problem from the wrong angle... because, he essentially forced that connection to the players as a gimmick. At the end of the day, regardless of the success that the dog might bring, it's still a spreadsheet game; albeit one with fart jokes.

You know what annoys me the most about spreadsheet games? It's that it doesn't make good use of the medium. Show, don't tell. If you visibly show that a sword is on fire or that heat waves are emitting from it, a player is smart enough to figure out that the sword deals fire damage especially after a few combat situations. It saves you the trouble of making a stupid tooltip. Make the victim scream in pain or have him/her engulfed in flames or even just have a fiery sound effect when you swing. You probably couldn't do a lot with ASCII graphics back in the old days but, again, we're in 2014 now. We have the technology. We had it for years! Of course, now, it'd just look better. NPC disposition is high? Make the NPC look like he's happy to see you. Have the NPC say how much he enjoys your company. Don't just give me a rating.

The counter argument I hear sometimes is "how do you communicate to the player how much damage he/she can deal? If you communicate that the sword is on fire, how much damage does that fire deal?" and, to me, that's the wrong way of seeing it. In fact, saying stuff like that just means you don’t get it. You have to think outside the box; especially in RPGs. I mean, we expect the players to think outside the box to solve challenges so why are the developers taking the easy way out?

The fantasy is feeling like a hero, not a manager. "Visual presentation" is the answer. It's not so much telling the player how much he/she can deal, but showing the player the damage he/she IS dealing. The early first-person shooters did this rather well, actually. Grab a shotgun and you can kill enemies in one glorious shot! There were no tooltips and it was done with very few graphical sprites. How much damage the shotgun shells actually did is pretty irrelevant, at least to the player. It was GORY!

It's so strange that, for a genre that's so number-crunchingly intensive, combat is getting faster and faster as the years go by. Like both of these things are supposed to work harmoniously somehow. Are we playing a strategy game or an action game? There's an issue with pacing, here, but RPGs circumvent the issue by pausing the game either by accessing your inventory (Bethesda) or by pressing a pause button that allows you to activate spells and abilities (Bioware). JRPGs are traditionally turn-based but even some of them tread in real-time waters (FFIV ?, FFX?). They do this because they want to deliver an exciting cinematic experience… yet they still want you to be able to figure out what you have in your inventory and spell books.

While there's nothing wrong with wanting to deliver a cinematic experience (I mean, those ARE cool, right?), as a game designer, you're stuck in this proverbial ditch; it requires you to craft your story which makes it linear and basically pigeonhole-ing the player into doing exactly what you've planned them to be doing. Traditionally speaking, you can't have "cinematic experiences" and "player-driven" in the same sentence...because one requires you to take control from the player. Unless you're just talking about the presentation (like a massive epic combat scene in the background, or just being inside a majestic ancient ruin). A player might end up doing something that is epic, or found himself (by his actions) in a situation that is so out of control that it becomes "cinematic"... but you can't plan that. If you can't plan it, it's not something game designers can consistently offer. However, it's part of the organic nature of what RPGs should be… or, at least, what they should strive to be.

Think about Minecraft for a second. Ok, it's barely what I'd call a game, but it's 100% player-driven. That's the kind of stuff our favourite media can do and it ignites the imagination.

The issue with player-driven gameplay is that it's hard for developers to make characters or events that the player will be invested in. Lets face it, most NPCs are still acting like robots. More often than not, because of this higher-paced combat, the AI seems inept. An encounter is challenging not because the AI is clever, but because the enemy hits harder or has more health points... or has spot-on accuracy. But even outside of combat, characters act like robots. Those that move have a routine. Aside from their short-term reactions to what you do around them, the player's actions hardly (if at all) influence that NPC's routine... with the exception of you murdering them. I think the closest we've seen in that regard is in The Elder Scrolls IV: Oblivion. You steal all the gold and food from an NPC and they'll eventually turn to crime... and then die from the brutally unsympathetic guards.

That's great! We need more of that! The entire game should revolve around stuff like that.

So, with the linearity of the story design with little to no player-driven content and "spreadsheets mechanics", I believe that RPGs are a shallow representation of what they truly stand for. They're still incredibly fun (for the most part) but with the Xbox One and Playstation 4 settling in more and more houses and this wave of new "next gen" games, all of it has me rolling my eyes. It's just a new paint job.

I have plenty more to talk about on the subject, but I'll leave it at that for now.

14 comments:

  1. What is the essence of an RPG? "Let's play pretend"? "Let's be this kind of person"? RPGs being based on Dungeons & Dragons reminds me of geometry being based on Euclid's Elements. I guess you could say you're looking for the non-Euclidean geometries of RPGs.

    I think I remember you saying you liked Oblivion's inventory, because you could see stats and names at a glance. Are you saying it would be better to just remove those stats from view? Hide all the spreadsheets and make everything intuitive? Would that drive everyone crazy?

    Regarding spreadsheets and efficiency, getting rid of right answers sounds awesome.

    "If you meta-gem the socket into a whippo-blue-spectraltron..." Was that stochastic?

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    1. You're into the experience regardless of the fact that you play in a virtual world, so it's definitely not "lets play pretend". A good example is Richard Garriott's Ultima series. Those earlier games are designed to challenge the morality of the player instead of the character's.

      The Ultima series communicates that using the concept that the character IS the player being transported into the kingdom of Britannia. You are you, and some NPCs know you come from another world.

      There's no cinematic or dialogue that showcase how your character feels, because he or she is you. Game designers spend too much time and resources on something that is instinctively human.

      I agree with Richard Garriott's approach; I just question his execution. Shroud of the Avatar (his most recent project) is pretty awesome even in its early Alpha stages, but it's a lot of throwbacks to his original work. An updated look with old design philosophies.

      So the essence of RPGs, in my mind, is more along the lines of "being in an adventure". You can pretend to be a thief or this awesome wizard, but those characters still reflect your personality. "How would you react if you were in those shoes?"

      Are you pissed off at a particular story event? Why can't you communicate that to the NPCs? Why are your options are either to abandon a quest and being treated like a heartless monster or to follow every NPC's whim like a sheep?

      Oblivion, despite being the closest game to reach the core/essence of RPGs, is still a game with a spreadsheet. The whole +5/+5 phenomenon during leveling up is perfect examples of that.

      If stats matter in a game, then the player needs to seem them. Oblivion's strength with its inventory screen (compared to the other Elder Scrolls games) is that it's clean and it allows the player to get the information at a glance.

      It's not about hiding information; it's about building a game that is intuitive (thus have less information to communicate) and, more importantly, visually present the information without using the User Interface. The UI is a design trap.

      In some cases (aka: you have to be careful when you apply this in game design), fuzzy logic helps against the pitfalls of "having the ultimate answer/build".

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    2. Do you mean there's more immersion/consistency involved, while for "Let's play pretend" you get as crazy as you want?
      But what if you want to be someone else? Maybe out of curiosity or for the sake of trying something different. I do wonder how common this is. It sounds like it would be very draining or frustrating, and thus maybe not very fun.

      Wouldn't "being in an adventure" be an adventure game? :P Perhaps "adventure, if you want"? There was an amusing blog about a Nord named Nondrick and his non-adventure. I mean, "role-playing" means "Be whoever".

      Did you promise the NPC? People tend to not like it when you break promises.

      I'm asking if you're looking to make the stats not matter anymore. "The UI is a design trap", what do you mean? Do you mean it's lazy or inelegant?

      Fuzzy logic when you're playing (avoid obsession with efficiency) or when you're designing (avoid stifling creativity)?

      [Ooh, googled this "Ultima" series, and omg, definitely intrigued, and you can apparently try the fourth one online for free (just need to find the time). I'll need to try this before I can say anything about this Richard Garriott.]
      P.S. I didn't realize I originally made a new comment instead of replying, hence deleted comment.

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    3. You can portray a completely different personality but, if acting classes taught me anything, you still draw from personal experiences. You can "play pretend" all you want but the game is trying to target YOU and put YOU in an adventure. So it's all achievable.

      Labels are problematic: An adventure game is a completely different beast. "Myst" and "Secret of Monkey Island" are an adventure games. Zelda are considered an action adventure games. These games have a few things in common. Primarily, you progress through the game by collecting items and solving puzzles. The focus is not on how your character progresses.

      On the other side of the coin, we have RPGs and Action RPGs.

      You can design a game with fuzzy logic so that you communicate the idea without being specific. A good example would be "Iron Shortsword : It'll do the job". Not only can it motivate people away from min/maxing, it helps immersion. The trick is to not frustrate or confuse the player.

      From a UI standpoint, it would be easy to have a tooltip that said: "Iron Shortsword : It'll do the job" but it makes more sense in today's medium to have your character say "Meh, I guess this iron shortsword will do." You could even set it up so that your character describes it with enthusiasm if it's the first time he/she encounters this type of weapon: "Neat! this iron shortsword is the sharpest blade I've found!"

      Of course, you'd have to design your game for it. Am I trying to make stats not matter? No. I'm trying to make them transparent. Do what you want to do, as opposed to doing what the game tells you. That's why the UI is a design trap; because showing that this sword deals 5 damage and that another sword deals 3 damage, the game tells you that, statistically, one sword is better than the other. You'd be a fool not to take the 5 damage dealing sword.

      Swords are merely elegant slabs of sharpen metal. Theoretically, they should all deal the same amount of damage. If you cut the guy's head off, he's dead. It doesn't matter if you used a 2-handed bastard sword or a pocket knife. He's dead. What makes a sword better than another is not an arbitrary number.

      The UI is a design trap because it involuntarily limits the player's choice and it also limits the designers in how he's going to design his game. From combat mechanics to item rewards.

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    4. Acting classes!! What were they for? Of course you still draw from personal experience. You're still you, and it's easier to be you than not you, but you want to understand the character, and humans have flexibility, empathy, imagination.

      So the focus is on character progression, not necessarily adventure. So I'm going to stick with "Be whoever you want".

      Moving away from objectivity and toward subjectivity? In real life, are you going to pick the $7 salad with no dressing (5 damage sword) over the $4 burrito (3 damage sword)?

      But they don't deal the same amount of damage. My brother used to watch this show called "Deadliest Warrior", where they test and compare weapons. Can you cut this guy's head off, though? It's easier to heal a straight cut than a jagged one. A bunch of numbers don't even mean anything out of context. Don't tell me anyone beats a ninja. Don't.

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    5. Acting lessons for character animators is a must have since we act in front of mirrors and video cameras for reference. I took that course in college to hone the skill and mindset.

      Character progression is what primarily separates RPGs from Adventure games (among other things). What I'm trying to say is that most RPGs should focus on the adventure and less on systematic "world completion" or "seeing how it ends". Maybe I should use the word "quest" instead of "adventure" for clarity's sake. The quest to destroy the one ring. The quest to save the princess.

      It doesn't really matter how they end, it's how you get to it that's important and most games fail at fulfilling that. They treat the medium like a movie because that's how they learned how to tell stories. The characters are moving the plot forward through the cinematics (either in video or in-game cutscenes) and you, the most important element, has little to no impact on the outcome. You're just watching and maybe choosing between path A or path B.

      It's pretty easy to compare the effectiveness of weapons. However, unlike explosives (normally measured by weight and energy density), there's no number that dictates how much damage a sword can deal. The "damage" is observed by the efficiency of the blade and THAT is largely based on the weight, length, metal, hilt, shape, the strength of the wielder and (last but not least) the combat situation. Swords are the extension of one's arm.

      If a spoon couldn't bend or brake, you could probably cut someone's head off... assuming you applied enough strength. Certainly not efficient but the other guy is dead nonetheless.

      Swords don't deal 3-8 points of damage... I suppose you could put a number on ranged weapons based on the amount of force they unleash but that's besides the point.

      Pirates beat ninjas.

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    6. Did you like it? Was it difficult? Do you ever use your videos as reference? Assuming you don't act in them, wouldn't they be great for seeing what raw emotion looks like (as opposed to acted emotion)?

      Do you mean people need to feel more present in the game? Less story, more experience? Maybe a good story will come out of it? I'm not sure what you mean about the difference between "quest" and "adventure".

      A spoon is so blunt. Maybe you could cut a head off if you hacked for days. It might be like cutting a mango in half with a spoon (seed would be bone).

      Are you saying you'd rather have a ranking using words instead of arbitrary numbers?

      Please. A ninja wouldn't try to sneak around a boat for weeks (they could probably plant things instead, and not even have to be around), and pirates are social creatures and wouldn't isolate themselves on land. If a ninja was after a pirate, they'd probably end up being a pirate themselves.

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    7. Primarily, I want people to drive a story forward by their own actions instead of being pulled through it by a pre-determined script.

      I'd rather not communicate the efficiency of a weapon through math.

      Acting came naturally for me so it was fun. I also played the role of "A Christmas Carol" 's Scrooge on stage once. But yeah, there's a lot of self-study involved.

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  2. So what I understand is that you'd like games to be more procedural/systematic in their design as opposed to being scripted?
    Have you ever played Far Cry 2? For all the flak it gets, in my eyes it still is an excellent game because a lot of the action relies on systems, not predetermined scripts.
    Here is an excellent interview with the creative director of the game https://www.idlethumbs.net/tonecontrol/episodes/clint-hocking

    I am really interested to see how your game turns out, as I really like the idea for "reforming" how RPG-s play. I have aslo thought myself as how to make games leaner in the sense of doing away with the numbers, but I like your arguments about the adventure/story part as well. Just today I actually wondered, if there are any RPG-s out there, where the adventure is the main purpose of the game, as opposed to saving the world from impending doom/dragons/daedric lords.

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  3. It's funny how you can say so much and yet so little at the same time. "TES is the best" was all I could hear. Sadly, your view is biased because you don't like certain things in RPG's which are fundamental to an RPG and have been since before Oblivion and Skyrim.

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    1. All views are biased. For instance; you disregarding someones opinion because they don't happen to agree with something you personally consider fundamental to an RPG.

      -BelatedGamer

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    2. The very idea that it is how it is because "that's how it's been done before" is exactly my point; it's an outdated mindset from the 70s. This kind of mindset can stagnate the industry.

      It's funny that you believe that all I was saying was that "TES is the best" because I was criticizing the series for having the same flaws as any other RPG on the market. It just so happens (to no one's surprise - assuming you have seen my videos on Youtube) that I PREFER the TES games because those games come closer to my beliefs on a good RPG experience within a video game.

      Being biased means that I lack a neutral viewpoint and that I don't have an open mind. Yet, here I am questioning the video game industry standards while making my own video game in an attempt to experience an RPG the way how I believe it should be experienced... Your comment, on the other hand, represents exactly what it means to be biased.

      ... basically stating that my view has no merits because I don't believe in what's "fundamental in RPGs in the past few decades" should be in RPGs in the first place.

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  4. Hi Gix, your post really got me thinking. Here are my thoughts regarding a few points.

    When I am choosing equipment for my character, I look at the stats. I can’t help it, they are staring at me in the face, and if I wasn’t supposed to use them, they wouldn’t be there. I feel like I am cheating myself by not going for the maximum result based on those numbers. What a loss though, as going by the math only, I miss opportunities to use that really cool looking sword with a green glow that I found on a rewarding quest. It should be ok to make some decisions based on your emotional attachment to an item, and I can’t really do that while knowing the numbers game is so accessible. If the sword is still killing, it’s good enough right? Once of the reasons I enjoy your let’s plays is because you don’t min/max, you do more of what I am saying I’m not really capable of.

    Regarding open stories and simply having an adventure, I disagree with you. I like some choices, but I really want to stay away from a sandbox environment. I see video games as reading books +. What I mean is, reading is fun, but playing an RPG is kind of living the story. Great writers spin intriguing tales, and great rpg makers should do the same. The difference is you are THE hero in the game, and you experience the “book” first person. That’s why I don’t like cut scenes(we agree here), you leave the game and all of a sudden you are watching a movie, which ranks behind the book… so 2 steps back. Too many choices in a game, and you are left with the equivalent of a “choose your own adventure” book, like we enjoyed in elementary school. But you know what? Those types of books rarely win awards, because instead of one really good story, you end up with 6 mediocre ones. I feel the experience is watered down. Now, if designers have an infinite budget and time, sure… go ahead and craft 6 great stories! But, we know that’s not reality, so if I had to choose, I would rather have a more focused game. I think Skyrim does a decent job of providing choices while still steering you in the right direction. In my play through, I joined the Storm Cloaks, and I had a good time with it. I wonder if the energy used to create the Imperial side could have resulted in an even better Storm Cloak story?

    NPCs… hmm, I have the same gripes as you. They are too limited, and after hearing the same thing or two over and over, you just wish you could mute them. However, they are very important in feeling the immersion, so if there is a way to make them more complex, I would be all for it. I guess it’s really a matter of time and money though… lots of coding. There has been a push to have NPCs have more voiced dialogue, and I think that’s probably a bad idea because it really limits how much they can say. Much easier to go in later and add a few extra sentences than to track down the voice actor and pay them for their time, while bloating the installation size of the game.

    So, are we looking for a story to live, or are we looking for a world to exist in? I prefer the story style, but many seem to like to participate in a digital world. The good old MMORPG seems to offer up that world, along with solving the problem of boring NPCs, since you actually interact with living people. But then you’re not really the hero anymore are you? You’re just a cog in a machine, and that’s not very special.

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    1. What I'm trying to shed some light on is that: while a well crafted story is better than the sandbox approach (and I'm, by no means, saying that sandbox is better), there has to be a middle ground where you can impact the story that's being told.

      A dungeon master in a P&P session does that by simply being human. If his campaign is custom made, he can make countless adjustments to accommodate his players.

      I'm all for stories but why is there only 1 or 2 options/endings? Why can't I alter the story and kill the princess (and suffer the consequences)?

      In Skyrim, for example, why is my choice merely whenever I participate or not? What happens if I don't? Nothing happens. Why can't I live in a world where dragons have burned down all the cities? Isn't that the whole point of the main story? From a storytelling experience, I can never fail and THAT makes is less interesting of an adventure.

      I love the games but there's something missing to make them truly next gen concerning the medium. I'm not saying it's bad, I'm saying we can do much better.

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