Roleplaying once again

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Archived from groups: rec.games.roguelike.development (More info?)

 

I've been thinking about role playing in roguelikes lately, and even done
some experimenting, and I'd like to share what I came up with.

First, let me define what I'm talking about. No, I don't think that so
called computer role playing games are an equivalent of pen-and-paper role
playing games. I'm fully aware that there's no role playing without
a human to play the role. Even the best AI or world-simulation routine
won't give you much more than the stage to play on. You can disagree if
you want.

However, I think role playing is possible in computer games, and to
a much greater degree than just playing solo. I guess the process is
similar to what we do when dreaming. It's common to meet some persons in
your dreams. These are sometimes persons you know, and sometimes totally
imagined, even impossible. It also happens that you talk to those
persons, or communicate/interact in other ways. Surprisingly, you're not
aware of the fact that this other person is also controlled by you -- you
have no idea how it will respond, until it responds. However, the
phantom's actions aren't free -- they always fit to the plot of your
dream, to the theme, to the personality of a person you know. You're doing
role playing without even knowing it.

I think a similar process, only more conscious, takes place when kids are
playing -- they will even often talk the voices of several of their dolls.
Of course, there's much more control -- but even kids will sometimes
arrive at parts of their store they didn't expect -- because the roles are
such that the situation is unevitable.

This also happens when several kids areplaying together -- but the kids
have to know each other pretty well to act properly, according to their
own expectations.

Ok, that's it. Forgive me this lenghty introduction, but I want to make
sure you know what I'm talking about :3

Now, the question is -- how to encourage role playing? What elements of
a game are good for it, and which of them are bad? Is there anything to
improve? Maybe something new can be designed?

I'll start with what I think is bad. Plot is bad. Story is bad. Rich game
world is bad. Advanced rules and simulations are bad. Nice graphics --
bad. Moody music -- bad.

Ok. You can start the lynch now. Ready your rocks. Here comes an
explanation.

There's nothing as disturbing for an actor, as another actor stepping out
of it's role. Or a piece of decoration doing something unexpected. Or
a voice from back of the stage saying that it's lunchtime, etc.

All the elements Imentioned, and some more, are the material you feed to
the player. It's good when your game is supposed to be like movie -- sit
and watch. Or like some kind of museum or zoo -- walk and watch. You can
choose your route to some extent, you can pick the elements you want to
see closer, you can spend more time watching the pandas -- but it's all
prepared for you, the interaction is inevitably limited. Do not touch the
exhibnits.

Don't get me wrong. There's nothing wrong with this kind of games.
I really enjoy them. But there's hardly any role playing.

First, you can't really do anything -- everything is set up for you,
you're a beholder, not an actor. Second, you don't need to act, your
imagination is already busy with all the new information coming to you --
you don't really have time for phantasizing. Unless the movie is bad and
you're bored, of course.

Third, and most important in my opinion, even if you do act, something is
going to throw you out of your role and break the suspension of disbelief.
It's because you don't know the scenario, and you don't know your lines --
of course, you can make them up on the fly, (and that's what role playing
is about, ne c'est pas?), but there's a small chance you get them right --
that is, that they'll fit the rest of the scenario. It's a very unpleasant
feeling, and you'll usually say "Hey, it's not supposed to be like this!".

Ok, so what's good for role playing? First of all, *consistent* rules and
simple, easy to anticipate world. Everything must happen as expected,
there should be no surprises fro the player. Note, that you must balance
it with the 'game' and 'challenge' parts of your game -- this is
a trade-off.

Second, it's good when the player has some means of controlling the world.
It's connected with the first condition. I don't mean "Point where this
NPC should move now" kind of control, of course, but I think a role
playing roguelike would be playable even with "instantly kill your
opponent" and "die" commands.

It's best, when the control is indirect, made with some simple rules
mechanics of the game. Something like "if you do this, the NPC will do
this". Those are the strings your unconsciousness will be using when role
playing with you.

Third, you need immersion. You need plot, story, rich game world, advanced
rules and simulations, nice graphics, moody music. Yes, they are bad. Yes,
are required.

Don't get me wrong. You need all of those things, but you don't need them
all the time. They break your acting, but you don't have to always be
acting. You need them, because you have to know what you're going to act.

Of course, someone with rich and powerful imagination can do without this.
He doesn't need some puny eye-candy to suspend his disbelief. But there
are only a few such masters, and they are usually too busy writing books
to play roguelike games :).

If you work for a normal player, you have to feed his imagination. You
need parts of your game that are movie-like, not stage-like. Maybe some
predefined dialogues, maybe some movies or movie-like sequences, maybe
background information, maybe some nice graphics. You need them to ignite
the player's imagination and to keep it burning.

Of course, you don't have to put all this material in your game. If it's
a popular theme, most of the work is already done by books, movies, etc.
on the subject. Gotta be careful not to contradict them, however, unless
you want to provide your own imagination fodder.

You can put the materials in your game guide, on your web site, distribut
them with your game on a cd, or anything else. You can try to build
a community to extend the role playing beyound the game.

Those are the most important factors encouraging role playing, in my
opinion. Of course, you still need some other -- accessories, costumes,
decorations, etc. -- but you can do without them.

What do you think? Is there something more than can be done?

--
Radomir `The Sheep' Dopieralski @**@_
<..> ] 0110110?
. . . ..v.vVvVVvVvv.v.. .

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Archived from groups: rec.games.roguelike.development (More info?)

 

The Sheep <thesheep@ sheep.prv.pl> wrote:
>
> I've been thinking about role playing in roguelikes lately, and even done
> some experimenting, and I'd like to share what I came up with.

My my... if I didn't know that you always have something good to offer,
I would not have read all that! But thankyou for posting it anyway.

> I'll start with what I think is bad. Plot is bad. Story is bad. Rich game
> world is bad. Advanced rules and simulations are bad. Nice graphics --
> bad. Moody music -- bad.
<SNIP-and-chop>
> Third, you need immersion. You need plot, story, rich game world, advanced
> rules and simulations, nice graphics, moody music. Yes, they are bad. Yes,
> are required.

As you say, (if I can unforgivably and inaccurately paraphrase you?)
these things are required in our lives but they can be dreadful pitfalls
to include in your game.

Dungeon Crawl is brilliant because *all* the roleplaying takes place in
our dreamlike imagination- it gives an appealing visual display with
little unnecessary garbage, and our mind does the rest.
Nethack's intro story does not detract from the game but (for me) it
adds nothing at all. Any roleplaying is entirely imagined.
Ultima VI gives the cinematics to begin with, some minimal plot through
the game, and some cinematics at the end. There are no choices to be
made, but we are given the illusion of choices. I really *felt* the
offering of myself as sacrifice to Draxinusom, even though it is a
required step in winning the game.
My point is this: our imaginations are far richer than any
multi-threaded pre-scripted plot. If you're going to offer a plot, make
*every* part of it meaningful, or leave it out entirely because the
background imagination is better. If you offer choices, make them
meaningful, even if it's just a meaningful illusion when there is a
single choice. As has been stated before in this NG, good / neutral /
evil dialogue does not constitute roleplaying in any form, offers no
meaningful choice or illusion (for me, at least).
Make the display visually appealing because it helps immersion; Moria,
textmode Nethack, and Ultima VI all do this, whereas in my view many
graphical RLs fail here. Monochrome ASCII is far more visually appealing
and immersive than bad graphics.
Including music in any form is a waste of time in computer games, from
my point of view. I'll turn it off, even if this means replacing
E6 61
with
90 90
hex codes in old DOS exes.
I might want to listen to Wumpscut, Rammstein, Emmylou Harris, Mozart's
mass in C minor, or any of the rest of the multitude depending on my
mood, and no game has ever satisfied me musically. Don't waste time
there.
Those of us who enjoy pen and paper roleplaying will never find the
*same* experience in a computer game, but an enjoyable, immersive game
can tap into many emotional triggers set up by those games, as well as
every good movie and book we have ever experienced.

Just my two (or twenty) cents.

--jude hungerford.

Reply to Edward

Archived from groups: rec.games.roguelike.development (More info?)

 

At Wed, 13 Jul 2005 15:03:02 GMT,
<edward@lore.net> wrote:

> The Sheep <thesheep@ sheep.prv.pl> wrote:

> My point is this: our imaginations are far richer than any
> multi-threaded pre-scripted plot. If you're going to offer a plot, make
> *every* part of it meaningful, or leave it out entirely because the
> background imagination is better. If you offer choices, make them
> meaningful, even if it's just a meaningful illusion when there is a
> single choice. As has been stated before in this NG, good / neutral /
> evil dialogue does not constitute roleplaying in any form, offers no
> meaningful choice or illusion (for me, at least).

Well, I think you're right if you're talking about the games where the
role playing is supposed to be encouraged. But you see, there are those
two approaches -- the movie-game, and the toy-game. The first one seems
to be more popular lately, but they wax and wane periodically.

The toy-game only gives you something to play with, and it's good for role
playing because you can use it as your stage.

The movie-game only gives you content -- the story, the characters, the
setting, the graphics, the special effects, the music, the mood, the
message. It's also good for role playing, because it gives you the script,
or materials for the script.

Both kinds of games are needed and important (well, they can be both
substituted with different media, of course).

My point is, that if you are going to mix these approaches, you've got to
be extra careful, because they don't mix very well. The best you can
achieve is kind of layered cake -- some parts sweet, some bland, but when
eaten together -- excellent.

> Make the display visually appealing because it helps immersion; Moria,
> textmode Nethack, and Ultima VI all do this, whereas in my view many
> graphical RLs fail here. Monochrome ASCII is far more visually appealing
> and immersive than bad graphics.

I tend to agree on this one, but there's no need to tie yourself to the
text mode if you need some additional means of expressing some things.
However, with graphics you've got to be extra careful -- because of
greater freedom you can make something unacceptable.

> Including music in any form is a waste of time in computer games, from
> my point of view. I'll turn it off, even if this means replacing
> E6 61
> with
> 90 90
> hex codes in old DOS exes.
> I might want to listen to Wumpscut, Rammstein, Emmylou Harris, Mozart's
> mass in C minor, or any of the rest of the multitude depending on my
> mood, and no game has ever satisfied me musically. Don't waste time
> there.
> Those of us who enjoy pen and paper roleplaying will never find the
> *same* experience in a computer game, but an enjoyable, immersive game
> can tap into many emotional triggers set up by those games, as well as
> every good movie and book we have ever experienced.

Here I'd disagree. I know I'm very heavily influenced by the music
I listen while playing. Music is very important in the movie-like parts of
the game, to set up the mood. It can be also helpful in the role playing
parts, provided it's not too distracting and fits the general mood -- but
it's sometimes easy to guess the roles the player will be playing,
especially in certain settings.

The only times I actually was so moved by the game that I cried were
mainly because of the music.

Right, there should be always an option to disable the music -- because
the tastes differ, and the effect of music on our moods differs too --
what's perfectly acceptable for you might be disturbing for me.

--
Radomir `The Sheep' Dopieralski @**@_
(`') 3 Grrr!
. . . ..v.vVvVVvVvv.v.. .

Reply to Anonymous

Archived from groups: rec.games.roguelike.development (More info?)

 

At Thu, 14 Jul 2005 14:15:08 GMT,
<edward@lore.net> wrote:

> The Sheep <thesheep@ sheep.prv.pl> wrote:

> Yes, many things can be done with graphics which are better than
> anything textmode can offer.
> I know this is getting a bit offtopic, but I think it was you who
> mentioned Prince of Persia in another thread. Wasn't that a *beautiful*
> game? And how many colours did it use at one time? Sheer brilliance.
> I think I'll have to go and dig out a copy.

Some time ago there was a discussion about good graphics in games, and
Imentioned Prince of Persia, along with Another World, Lemmings, etc.
as examples of great graphics, even when it's not advanced
technologically.

Personally, since I had CGA at the time, I was playing Prince of Persia in
4 colors (white, cyan, magenta and black).

> If you (or anyone) would care to do me a kind favour and recommend games
> whose music is done brilliantly, esp. which will run on a dual
> processor PII (400MHz x2) I'll try to track them down. (even if my
> current machine is too slow, I'll play them in 5 years on another free
> roadside box).

Well, the game I cried on was the Final Fantasy 6 on SNES, the scene where
Cid dies. I also experienced very strongly the Season of Sakura, a hentai
dating simulation for PC. It's very hard for me to recall the games with
good music, because when the music is done good, you don't even notice it,
only your mood changes...

> Music is an incredibly powerful tool, and I suppose I am just yet to
> experience it having been done right in a game. Normally, I have found
> it to be an annoyance and nothing else.

Pick the games that are not technically advanced, but have lots of effort
put in their contents. They'll usually have also considerable effort put
in music.

> Back on topic a bit:
> Do you think a unique roleplaying experience can be achieved in a
> computer game, or simply one which taps into our other good experiences
> from other role-relevant media?

You mean a game that has it's own content, setting, characters, etc., not
basing on any books, movies or common knowledge?
Well, it's certainly possible, but those games tend to be really long
ones. See those japanese rpgs on consoles, like the Final Fantasy series,
Chronotrigger or Lufia (to mention the ones I'd recommend). They usually
start with very strict plot, with almost no choices for the player. The
maps are organized in such a way, that you've got only one place to go.
This is the interactive movie part of the game, when you are shown around
the game world, get to know characters, etc.
Then, somewhere in the middle of the game, you usually gain some means of
transport that suddenly allow you to revisit easily every place you've
been, and also do some parallel quests. This is the place for role
playing. You usually have also access to lots of different items and can
experiment with different configurations of your party -- some games allow
even choosing members.
When you get bored with role playing, you can start doing the final quest,
which is usually linear.

> I'm inclined to think it can be done, but it's very rare and I can't pin
> down the consistent factors. For me it's just a case of writing a good
> story in the computer game media, and it's debateable whether that's
> roleplaying.
> Then again, some of the best pen an paper roleplaying games I've played
> have, on reflection, been quite pre-scripted, but we were given a good
> illusion of choice. Like in theatre, the illusion counts for the most.

All that counts is how you see it. The illusion is everything.
I think the key is to present the players with choice only when you're
prepared for it. Don't ask them what they are going to do when they are in
the middle of prescripted scene.

Most players have some sense of dramatism, and they will follow the plot
as long as it fits their idea of how it should look like. Sure, they can
be sometimes surprised, but not when they are to make a choice.

--
Radomir `The Sheep' Dopieralski @**@_
(==) 3 Yawn?
. . . ..v.vVvVVvVvv.v.. .

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