There is not a day that passes where I am able to keep a certain thought from my mind; the thought of the "perfect" cRPG. For years now, I've been tossing things over in my head, and I've come to my first real conclusion: this cRPG would possibly be best labled a "Fantasy Medieval Simulation" (FMS). In many ways, it would be like a MMORPG. At the least, it would be massive and online. However, there would be some important differences and these differences are the many specific ideas that have been bounding about all over my brain now for a long time. I would like to present some of these before the community (many of them have been presented before) to see how plausible one thinks it is that these non-standard ideas replace some of the more current ideas that abound in our MMORPGs today.
The main idea is that MMORPG fixed goals could be replaced by transient goals. Much discussion has ensued about ways to remove levels from games. This is one static goal out of the way, and I see no need to re-discuss it here. Another static goal which few, if any, have expressed desire to remove from the design table are completable quests. Quests are something that must be designed by a quest designer. It seems they actually put on their best show in single player RPGS and PnP RPGs, for reasons which have also already been discussed at much length. For the FMS, let's remove them. Or, at least, let's allow them to be a non-essential part of the world. In the strictest sense, quests will always exist, especially if you define a quest as some kind of task or list of tasks a player can successfully complete. What do we replace quests with? In the FMS, we use transient goals. These goals are things that the player, along with the help of the game, sets for herself. Since this is a Medieval themed game, I will propose the goal of becoming and then also being a witch. Let me be clear! I am not proposing that there be an NPC somewhere who, when talked to, starts the "become a witch quest" and the player then recieves a new journal entry and a list of instructions for completion. I mean that, at some point while playing the game, she says to herself, "for some reason, after looking around this medieval world a bit and reading a bit about the history of this town it has placed me in, I feel that I wish to become the resident witch here. After all, it appears they don't have one yet". Can a transient goal such as this one replace the kinds of quests we are used to in current MMOGs? I think it depends. If the complexity of the simulation itself is deep and rich enough, I say yes. You see, in this imaginary case, I have yet to mention that the player begins the game as a meager villein, far from any of the big cities. The player owns no currency or property. A few things the game "has given" the player might be: family ties, some friends, an above average (heoric) capacity for human achievement, and the meta-game knowledge that the hero will be successful at what she puts her hands to in the game world. She wants to be a witch? Okay, well, she needs to learn about witches. Asking around in her home village will only get her fearful looks -- these people are simply too low minded. She will have to make her way to a larger town and see what she can stir up there. Of course, nobody in the village has ever traveled more than 2 miles away. Gaining the resources to do so will be a goal itself. As you can see, goals beget goals on their own. The more complex the world; the more depth of play.
What makes this work, or not work? Some things that would help this to work would be a deliberate focus on the simulation aspect of the game. In a fantasy medieval society, we will wish to see medieval things often and in picture-perfect brilliance. We will want to be able to be a witch and to exploit the ignorant. We will want to be able to play on the fears of villeins to help us achieve our transient goals. We will want to be a questing knight and achieve ridiculous amounts of attention for heroic deeds. We will expect certain things of the world, and when we see those things at work, achieving our goals is actually satisfying. What would cause this to *not* work would be dumping the player in the middle of the sandbox with a shovel and a "that's that, get to it". Direction and guidance are key. If the world is broad enough, some players will be able to define goals for themselves before they even log into the game. Want to be a sorcerer? Okay. A necromancer? Of course. A soldier? Sure. Command other soldiers? Certainly. The more that is there which *should* be there, the more those players can truly play their own game. Still, guidance is needed because not all players are ready to go searching for their own goals. Either they are not used to the idea, or they prefer to begin games with a blank mind, expecting the game to fill it. This is not such a hard task, and it doesn't require interactive GUI enabled quest journal style quests, either. Fill the player's brain with ideas from the start! Planning on having a tutorial for the FMS? Of course. Well, rather than simply teaching the player the mechanics of playing the game, we can use the tutorial time to introduce game concepts and player roles to him as well. Maybe the player is rescued by one of Sir Lloyd's Knights of the Spear. The beauty of a simulation is that everything in a simulation is self contained and accounted for. In the case of an RPG simulation, it means everything you see, you can do, too. In this example, it means that simply witnessing a Knight of the Spear means that you can potentially become a Knight of the Spear. You could also: kill a Knight of the Spear, command the Knights of the Spear, or ruin the Knights of the Spear. Again, depending on how deep and broad the simulation goes, your alternatives can be quite exciting. The player might deign to become a noble through cloak and dagger techniques, with the aim of one day possibly getting rid of the Knights of the Spear through political gestures.
So, if the world is so broad and deep, why necessitate the online aspect? This should be obvious. In regard to a simluation, there is only so much depth that can be achieved. Only X amount of time can be spent on AI. While it may be possible for the player to come up with such dastardly Machiavellian political schemes based upon the nature of the world, the AI will never be able to replicate. This is where multiplayer steps in. In the FMS, multiplayer is not simple "another way to play". It can be, but more importantly it is inherently much more than that. It is intelligence. To continue our above example, as the player begins to infiltrate the royal court and replace NPCs who originally held those positions for continuity's sake, other players will, too. As those players meet each other on the way up, they may choose to interact. If they do, they may, by nature of the system, create new goals for themselves. If our devious player finds out that another new face in the royal court happens to also be a Knight of the Spear, our player may have to alter his plans. Alternatively, he may be able to sway the other player to join his cause, this making his original goal that much easier.
Yes, this has been very abstract, and I have left out too much, but part of the premise is that X amount of time can be shifted from designing content such as quests and level-based stuff to creating a deep and broad simulation. We already know that sandbox can be addicting, and sandbox does not have to mean a total elimination of grind. Chopping down wood in the forest can be pretty grindy when you need to gather a lot of wood for your house. However, it also doesn't take a game developer or a programmer much time to conjure up and implement that kind of a system. A lot less that designing even one quest, probably! And you are killing more than 2 birds with that stone. Chopping wood to build a house? Well, you could also use that wood to build dozens of other items the 3d art department has designed for the world. You could also use the wood as firewood. You could also use the "chopping wood" animation on all number of random NPCs in the world, adding some more ambience to the game. I dunno, I think this kind of game design has merit.
ID:9164
Feb 23 2006, 8:47 pm
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Is M&B what sparked your interest in these types of games, or have you always been interested in them?
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I see you're really putting the "Fantasy" in "Fantasy Medieval Sim". Adding data content (such as "quests and level-based stuff") is an order of magnitude less work-intensive than adding new engine features.
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@Garthor
I'm afraid the comment isn't very relevant unless you read it. The definition of "simulation" does indeed not imply downtime. Some of the sim games of the past have had downtime, but I use the term "simulation" not because I am interested in borrowing past sim games' ideas, but because it seems to be one of the most accurate words to describe the kind of RPG I would like to one day play. Take five minutes and read the post. Maybe you'll see something interesting. @Zaole I did state this idea has been brewing in my head for "years", but I suppose I could have been more specific. More years than M&B has been public, at least, though. I'd say the obsession began some year before I graduated high school in `99, but the first several years afterward did not produce too much in the way of ideas because I was so busy with things. |
Leftley, I think Will Wright might argue with that notion. Have you heard of procedural content?
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I have heard of procedural content, and let me tell you: making engaging procedural content is orders of magnitude harder than normal content. You wouldn't stand a chance.
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The problem that inevitably arises from these "sim" games is downtime. If there's one things players don't want to be doing, it's nothing. Unfortunately, doing nothing is a large aspect of sims, whether it's travelling from one location to the other, waiting for your bricks to dry, or sleeping for 1/3 of every day.
Games are supposed to be FUN. Simulations have a tendency not to be. That's why you see people playing Call of Duty instead of signing up for the army.