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Editorial Warren Spector on "The Deus Ex Rules of Roleplaying"

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Tags: Deus Ex; Harvey Smith; Warren Spector

Over at GamesIndustry.biz, Warren Spector lists "The Deus Ex Rules of Roleplaying" that he came up with back "in 1997 or, maybe, 1998":

If the game director and producer have just one job that matters it's to ensure that the entire team heads in a single direction, staying on course throughout the years-long development process. To that end, I drafted a set of rules, "The Deus Ex Rules of Roleplaying."

Here's the list of rules, the mission statement for the game:
  • Always Show the Goal - Players should see their next goal (or encounter an intriguing mystery) before they can achieve (or explain) it.
  • Problems not Puzzles - It's an obstacle course, not a jigsaw puzzle. Game situations should make logical sense and solutions should never depend on reading the designer's mind.
  • Multiple solutions - There should always be more than one way to get past a game obstacle. Always. Whether preplanned (weak!), or natural, growing out of the interaction of player abilities and simulation (better!) never say the words, “This is where the player does X” about a mission or situation within a mission.
  • No Forced Failure - Failure isn't fun. Getting knocked unconscious and waking up in a strange place or finding yourself standing over dead bodies while holding a smoking gun can be cool story elements, but situations the player has no chance to react to are bad. Use forced failure sparingly, to drive the story forward but don't overuse this technique!
  • It's the Characters, Stupid - Roleplaying is about interacting with other characters in a variety of ways (not just combat… not just conversation…). The choice of interaction style should always be the player's, not the designer's.
  • Players Do; NPCs Watch - It's no fun to watch an NPC do something cool. If it's a cool thing, let the player do it. If it's a boring or mundane thing, don't even let the player think about it - let an NPC do it.
  • Games Get Harder, Players Get Smarter - Make sure game difficulty escalates as players become more accustomed to the interface and more familiar with the game world. Make sure player rewards make players more powerful as the game goes on and becomes more difficult. Never throw players into a situation their skills and smarts make frustratingly difficult to overcome.
  • Pat Your Player on the Back - Random rewards drive players onward. Make sure you reward players regularly and frequently, but unpredictably. And make sure the rewards get more impressive as the game goes on and challenges become more difficult.
  • Think 3D - An effective 3D level cannot be laid out on graph paper. Paper maps may be a good starting point (though even that's under limited circumstances). A 3D game map must take into account things over the player's head and under the player's feet. If there's no need to look up and down - constantly - make a 2D game!
  • Think Interconnected - Maps in a 3D game world feature massive interconnectivity. Tunnels that go direct from Point A to Point B are bad; loops (horizontal and vertical) and areas with multiple entrance and exit points are good.
That was it - we could build most of a game (at least a Deus Ex game!) simply by assessing whether a map or game situation met all of these criteria - and it WAS all of them, not some! Still, these rules were created before we ever wrote a line of code, created a piece of art, recorded a sound or built a level.​

...and then goes on to lay out Harvey Smith's additions to those rules, such as "Geometry should contribute to gameplay", to ponder on the general usefulness of such rules for game development, and finally to offer five new rules for creating "“Games” with a capital “G”". To be honest, given his statements lately and his endorsement of "games" like Journey or The Walking Dead (or whatever it was that he endorsed), it is a bit surprising - at least for me - to hear Warren say something like this:

“SAM” stands for “Setting : Avatar : Mechanics.”

Setting, Avatar and Mechanics are all on sliders, with “none” at one end and an arbitrary “maximum” at the other.

Setting and Avatar are pretty straightforward and, as in most media, they can be of some or no importance. In other words, it's possible to make a game with no setting or player avatar. In yet other words, you can have a SAM of 0:0:X

But let's look at that “X” - Mechanics, can't be taken down to zero in a game. Given that, it seems clear that game design and development must begin with core mechanics. Nothing else differentiates us from other media. “X” has to be > to 1.​

Read the full article here.
 

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Funny that Deus Ex had at least one notable instance of "forced failure".
 

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All of that is pretty obvious stuff, at this point. The why Spector decided to ignore all those points in alll his games after Deus Ex is a mystery.
 
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Funny that Deus Ex had at least one notable instance of "forced failure".
?

What are you thinking of? It had better not be Paul.

Besides, he doesn't forbid it, he says 'use sparingly.'

You have to get captured after the 'Ton Hotel shootout. You have to wake up in a Majestic 12 prison cell.

"Low point" of the game for Specter, if I remember right ; he wanted Invisible War to not have such forced outcome, but in the end I think this plot point added a kind of personnality to the game (and to JC as a character) that its successor duly lacked - as it gave you full choice in which faction you could ally for, the indifference of the choice you could take made it so that it was impossible to care about how the story developped. It's arguable wether or not choice as a mechanic makes storytelling and "immersion" stronger or not (AoD has serious problems with this)
 

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You have to get captured after the 'Ton Hotel shootout. You have to wake up in a Majestic 12 prison cell.

And a second time, sort of, when you have to get knocked out to meet Morgan Everett.
 
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Lorica

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Funny that Deus Ex had at least one notable instance of "forced failure".
?

What are you thinking of? It had better not be Paul.

Besides, he doesn't forbid it, he says 'use sparingly.'

You have to get captured after the 'Ton Hotel shootout. You have to wake up in a Majestic 12 prison cell.

Maybe my perspective is too gamey. The game rewards you and responds to you fighting the good fight/successfully fleeing through the subway and on to Battery Park. Then I talk to a dude and the next level starts. It's not quite the same as, I dunno, JKII where you have to get your ass kicked in a lightsaber duel in order to continue.
 
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It's sad that this one:

The overall mood and tone will be clear and consistent - Fear, Paranoia, Tension, Release (through combat and/or reaching a predetermined goal or NPC conversation)

is easily as rare these days as any of the mechanics-oriented rules. What's worse, the studios that get the most praise for their writing and which market themselves overwhelmingly on their interactive stories (Bioware obviously, but there's many others) are amongst the worst offenders. They seem to find an endless supply of trained/educated writers who know less about story structure and thematic resonance than random guys with no formal training as writers, that are developers first and foremost but happen to like a good bit of writing on the side.
 

DraQ

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preplanned (weak!)
:love:

  • Think 3D - An effective 3D level cannot be laid out on graph paper. Paper maps may be a good starting point (though even that's under limited circumstances). A 3D game map must take into account things over the player's head and under the player's feet. If there's no need to look up and down - constantly - make a 2D game!
  • Think Interconnected - Maps in a 3D game world feature massive interconnectivity. Tunnels that go direct from Point A to Point B are bad; loops (horizontal and vertical) and areas with multiple entrance and exit points are good.
:salute:
 
Unwanted

Hornawkawk

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Funny that Deus Ex had at least one notable instance of "forced failure".
?

What are you thinking of? It had better not be Paul.

Besides, he doesn't forbid it, he says 'use sparingly.'

You have to get captured after the 'Ton Hotel shootout. You have to wake up in a Majestic 12 prison cell.

Maybe my perspective is too gamey. The game rewards you and responds to you fighting the good fight/successfully fleeing through the subway and on to Battery Park. Then I talk to a dude and the next level starts. It's not quite the same as, I dunno, JKII where you have to get your ass kicked in a lightsaber duel in order to continue.

If you resist Gunther arresting you, a fight breaks, and you can't win, because he's effectively immortal. So it's not much of a choice - you can kill Anna Navarre, yes, or be arrested by her, but with Gunther there is only so much you can do.
 

Lorica

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You get XP for surviving the initial assault/sneaking out. You are also given control over whether Paul lives or dies. I'm fully prepared to admit that there's a forced failure in narrative terms. In strict gamey terms, there isn't so it doesn't jar me.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
You get XP for surviving the initial assault/sneaking out. You are also given control over whether Paul lives or dies. I'm fully prepared to admit that there's a forced failure in narrative terms. In strict gamey terms, there isn't so it doesn't jar me.

It's not quite the same as, I dunno, JKII where you have to get your ass kicked in a lightsaber duel in order to continue.

Immortal NPCs = you have to get your ass kicked.
 

Lorica

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You're not required to fight Gunther. Deus Ex is comitting the crime of making plot crucial NPCs immortal more than forcing failure states... Would you be happier if you were just forced to surrender?
 
Unwanted

Hornawkawk

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You're not required to fight Gunther. Deus Ex is comitting the crime of making plot crucial NPCs immortal more than forcing failure states... Would you be happier if you were just forced to surrender?

The first time I played through, I was surprised, that I could kill Anna, but not Gunther. I had to reload quite a few times, because I just thought I did something wrong. I was positive that it should be possible to sneak past him, or just shoot him to death. It isn't very obvious that you cannot win.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
You're not required to fight Gunther. Deus Ex is comitting the crime of making plot crucial NPCs immortal more than forcing failure states... Would you be happier if you were just forced to surrender?

Probably not, but they could have just had the guy instakill you (maybe the effect of the initial activation of the killswitch?) instead of actually letting you fight it out and discover he's immortal.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
You're not required to fight Gunther. Deus Ex is comitting the crime of making plot crucial NPCs immortal more than forcing failure states... Would you be happier if you were just forced to surrender?

Probably not, but they could have just had the guy instakill you (maybe the effect of the initial activation of the killswitch?) instead of actually letting you fight it out and discover he's immortal.
This doesn't solve anything (except some immersion factor I guess).

The player is still being given a forced failure, it's impossible not to be captured by Gunther.
 

Lorica

Educated
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Yeah, maybe they could have found a better solution. In terms of unadulterated LARP, going down fighting is pretty cool, though.

EDIT: And I think that the discussion about forced failure that we're having applies more to free form RPGs. Deus Ex had really fun, open level design, but it was a shooter with discrete levels. It doesn't bother me much, either, that Diane kills 47 in Blood Money. It's only that Deus Ex has the cosmetic choice in Battery Park, the chance to go down fighting.
 

dnf

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IT IS TOTALLY IMPOSSIBLE TO AVOID FORCED FAIL IN DEUS EX.
 

Lancehead

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Multiple solutions - There should always be more than one way to get past a game obstacle. Always. Whether preplanned (weak!), or natural, growing out of the interaction of player abilities and simulation (better!) never say the words, “This is where the player does X” about a mission or situation within a mission.
In other words, don't make assumptions on the player and what he may want to do. More games could certainly follow this rule to get better.
 
Unwanted

Hornawkawk

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Multiple solutions - There should always be more than one way to get past a game obstacle. Always. Whether preplanned (weak!), or natural, growing out of the interaction of player abilities and simulation (better!) never say the words, “This is where the player does X” about a mission or situation within a mission.
In other words, don't make assumptions on the player and what he may want to do. More games could certainly follow this rule to get better.
Games need more emergent gameplay. Scripting everything can work only in pure adventure games.
 

crawlkill

Kill all boxed game owners. Kill! Kill!
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It's sad that this one:

The overall mood and tone will be clear and consistent - Fear, Paranoia, Tension, Release (through combat and/or reaching a predetermined goal or NPC conversation)

is easily as rare these days as any of the mechanics-oriented rules.

but at the same time, if Deus Ex didn't have a music volume control, I couldn't play it. I'm not even sure people who played it with the music enabled were playing the same game as I was. the title screen music alone readies me for death. once you turn the music off, though, you encounter these magnificently rich ambient soundscapes almost everywhere. THAT is what I think a lot of modern games are missing. I regularly turn off music as intrusive, but the void it leaves behind often totes fails to engage me. even a little step like developing an immersive soundscape could go a long way to rectifying some of the tone problems AAA games have. of course next they'll have to stop having their tech support people write their dialogue but let's be real baby steps

also, is Spector just the most wonderful human or what? he always seems so positive in his interviews. maybe it's because he grew up being called Warren Spector and so knows he's the coolest dude?
 

taxalot

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Whatever he says, Epic Mickey seems to be the absolute, complete opposiite. What is he even doing these days ?
 

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