darkpatriot
Arcane
- Joined
- Mar 28, 2010
- Messages
- 5,838
I have always wanted CRPGs to become closer to what tabletop roleplaying is. The experience will never be the same of course and the two mediums have differences in the experience they offer. Tabletop will always have extreme trouble handling any sort of action based gameplay (or even extensive number crunching without slowing gameplay to a crawl) and consoles/computers will always have trouble replicating the social aspect of tabletop (although games like NWN or games with splitscreen coop have achieved some success).
The main advantage tabletop gaming has always had over CRPGs is the ability to adapt and react to the players actions through the use of a Game Master/Referee. In all my years GMing/playing that has been one of the key things that makes it enjoyable. Especially when you follow a more free form style of roleplaying that isn’t based off of set plots and adventures. I’ve always considered my pie in the sky CRPG to be one that is able to do that. One that is able to establish an emergent narrative based around the players actions and goals.
I have thought a lot about how to do make my dream CRPG over the years. My Ideas get revised a lot as I play/learn about different games. A lot of older games/indie games have had more influence on my ideas (Darklands and Dwarf Fortress in particular) than the modern AAA or AA games.
Templated individual quests plugged into templated story arcs are the way that I believe can achieve this. An Individual quest would be something simple like get an object, deliver an object, get information, persuade someone etc… Something that is very simple in its purpose and is templated in ways like who is the quest giver, what is the objective, and what opposition is there (if any). The individual quests can then be plugged into a larger story arc. For example a story arc could consist of quests to retrieve a number of objects and then to have them made into a powerful artifact.
That is a very simple example and I’m sure the idea is nothing that hasn’t been thought of before but the templated story arc gives you flexibility to respond to what the player does and even allows them to fail quests but still progress the story. Say for example all of your pieces of artifact are initially locked away deep in underground dungeon locations for safekeeping. If the player is able to investigate and get to them quickly it is simple dungeon crawling. But what if the player is dawdling and doing other things or a faction opposed to the player has caught wind of the player’s plans and recovers one of the pieces first. The quest for the recovery of the piece would then involve discovering where that faction has taken it and retrieving it from them. A magical or crafting inclined player might be able to follow an alternate quest of recreating the piece needed or jury rigging some way to make it work without that piece.
What is used to fill the templates can be based off the player’s previous actions and decisions. The opponents they face can be pulled from things the player has interacted before such as reoccurring opponents or loose ends from previous experiences. The same thing can be done for quest givers and helpers. Rewards can be made so the player has an interest in doing the quests and penalties for not doing/failing the quests can threaten things the player has a positive interest in.
You could even have story arcs plug into each other like a story arc about slaying some terrible beast that needs a specific weapon/artifact could plug our example story arc in the place of retrieving the weapon/artifact.
These templates would have to interact with game mechanics as much as possible to help provide reactivity to the player actions. A faction system is obviously a must for tracking who likes the player and who dislikes them. Who will be interested in opposing them and who will be interested in providing them quests. You can also have quite a few story arcs involving factions. Story arcs to try and destroy a faction. Story arcs to increase a factions influence. Gaining a faction’s favor being part of another story arc.
Some form of world simulation would be necessary to help provide pieces to plug into the quest/story arc templates. It would also make the world not seem like it is just waiting for the player to interact with it. I don’t think it would need to be very in depth. Just enough so that the player can see that some things are happening independently of them. You would have to be careful not to simulate too much and making the player feel like they aren’t really impacting things.
Another game mechanic that would be useful would be some sort of investigation mechanic. To help determine what kind of information you are able to get as opposed to the quest giver telling you everything you need to know. It could encompass things like research, social interaction, and spying/thieving. If it were set up as some kind of game mechanic as opposed to individual quests doing that it could provide the player more options/flexibility on how they want to handle something and fewer things that need to be specifically written.
Of course the problem with templated/randomized quests as they have been used in the past is usually that they wind up feeling repetitive and/or nonsensical and disjointed. This is what I think is what would be the hardest part in implementing some kind of system like this. I think if you spend the time to make enough templated story arcs and quests that interact well with each other you can provide enough things to do that it doesn’t feel to repetitive. At least as much time as you would have spent making individual quests in a more traditional CRPG. Reducing the nonsensical and disjointedness will be a lot harder.
I think you would have to drop traditional dialogue. Trying to have some system generate specifically what everyone is saying would always seem disjointed and off. If you instead went the Darklands route of presenting a description of the scene and the choices it would feel a lot more cohesive. You could still use snippets of dialogue in the descriptions but it wouldn’t be the primary conveyer of information. Doing it that way will allow the players imagination to fill in gaps. It would still be a lot of work to make the generated descriptions not feel repetitive and disjointed but much easier than generating a dialogue.
It would also be helpful to have game mechanics in place that allow the player to dig deeper and get more information from a scene (provided they have the skills in place to do it). This should help with the repetition since it makes it more like a game mechanic and people tend to notice repetition in game mechanics less than in specific descriptions.
I’d be interested in hearing the opinions and ideas of such a prestigious group as one that resides on this forum.
The main advantage tabletop gaming has always had over CRPGs is the ability to adapt and react to the players actions through the use of a Game Master/Referee. In all my years GMing/playing that has been one of the key things that makes it enjoyable. Especially when you follow a more free form style of roleplaying that isn’t based off of set plots and adventures. I’ve always considered my pie in the sky CRPG to be one that is able to do that. One that is able to establish an emergent narrative based around the players actions and goals.
I have thought a lot about how to do make my dream CRPG over the years. My Ideas get revised a lot as I play/learn about different games. A lot of older games/indie games have had more influence on my ideas (Darklands and Dwarf Fortress in particular) than the modern AAA or AA games.
Templated individual quests plugged into templated story arcs are the way that I believe can achieve this. An Individual quest would be something simple like get an object, deliver an object, get information, persuade someone etc… Something that is very simple in its purpose and is templated in ways like who is the quest giver, what is the objective, and what opposition is there (if any). The individual quests can then be plugged into a larger story arc. For example a story arc could consist of quests to retrieve a number of objects and then to have them made into a powerful artifact.
That is a very simple example and I’m sure the idea is nothing that hasn’t been thought of before but the templated story arc gives you flexibility to respond to what the player does and even allows them to fail quests but still progress the story. Say for example all of your pieces of artifact are initially locked away deep in underground dungeon locations for safekeeping. If the player is able to investigate and get to them quickly it is simple dungeon crawling. But what if the player is dawdling and doing other things or a faction opposed to the player has caught wind of the player’s plans and recovers one of the pieces first. The quest for the recovery of the piece would then involve discovering where that faction has taken it and retrieving it from them. A magical or crafting inclined player might be able to follow an alternate quest of recreating the piece needed or jury rigging some way to make it work without that piece.
What is used to fill the templates can be based off the player’s previous actions and decisions. The opponents they face can be pulled from things the player has interacted before such as reoccurring opponents or loose ends from previous experiences. The same thing can be done for quest givers and helpers. Rewards can be made so the player has an interest in doing the quests and penalties for not doing/failing the quests can threaten things the player has a positive interest in.
You could even have story arcs plug into each other like a story arc about slaying some terrible beast that needs a specific weapon/artifact could plug our example story arc in the place of retrieving the weapon/artifact.
These templates would have to interact with game mechanics as much as possible to help provide reactivity to the player actions. A faction system is obviously a must for tracking who likes the player and who dislikes them. Who will be interested in opposing them and who will be interested in providing them quests. You can also have quite a few story arcs involving factions. Story arcs to try and destroy a faction. Story arcs to increase a factions influence. Gaining a faction’s favor being part of another story arc.
Some form of world simulation would be necessary to help provide pieces to plug into the quest/story arc templates. It would also make the world not seem like it is just waiting for the player to interact with it. I don’t think it would need to be very in depth. Just enough so that the player can see that some things are happening independently of them. You would have to be careful not to simulate too much and making the player feel like they aren’t really impacting things.
Another game mechanic that would be useful would be some sort of investigation mechanic. To help determine what kind of information you are able to get as opposed to the quest giver telling you everything you need to know. It could encompass things like research, social interaction, and spying/thieving. If it were set up as some kind of game mechanic as opposed to individual quests doing that it could provide the player more options/flexibility on how they want to handle something and fewer things that need to be specifically written.
Of course the problem with templated/randomized quests as they have been used in the past is usually that they wind up feeling repetitive and/or nonsensical and disjointed. This is what I think is what would be the hardest part in implementing some kind of system like this. I think if you spend the time to make enough templated story arcs and quests that interact well with each other you can provide enough things to do that it doesn’t feel to repetitive. At least as much time as you would have spent making individual quests in a more traditional CRPG. Reducing the nonsensical and disjointedness will be a lot harder.
I think you would have to drop traditional dialogue. Trying to have some system generate specifically what everyone is saying would always seem disjointed and off. If you instead went the Darklands route of presenting a description of the scene and the choices it would feel a lot more cohesive. You could still use snippets of dialogue in the descriptions but it wouldn’t be the primary conveyer of information. Doing it that way will allow the players imagination to fill in gaps. It would still be a lot of work to make the generated descriptions not feel repetitive and disjointed but much easier than generating a dialogue.
It would also be helpful to have game mechanics in place that allow the player to dig deeper and get more information from a scene (provided they have the skills in place to do it). This should help with the repetition since it makes it more like a game mechanic and people tend to notice repetition in game mechanics less than in specific descriptions.
I’d be interested in hearing the opinions and ideas of such a prestigious group as one that resides on this forum.