In this reprint from the September 1998 issue of Game Developer magazine, famed Deus Ex creator Warren Spector envisions a sandbox future where roleplaying takes center stage.
The oddest thing about computer role-playing games today is that you never hear anyone talk about the importance of playing a role. You hear about "400 character classes!" "6,753 unique skills!" "827 errand boy missions!" and "A world so big you won't want to explore it all!" Give it a rest. This is shallow. It's silly. It betrays our geeky roots in paper gaming (a medium with only a dangerous, superficial relation to electronic gaming).
Role-playing isn't about statistics or exploring randomly generated worlds of crate-filled buildings. It isn't about random quests and combat encounters every sixteen steps. It isn't even about +37 Swords of Instant Critical Hits that do Double Damage From Behind! Roleplaying is about giving players the freedom to act as they see fit, within the framework of a story we provide.
Role-playing is about characters developing in unique and meaningful ways as a result of player choices. It's about trying new behaviors in a safe setting before we try them in the real world. In the space I have here, I can't tell you how we make a game that allows us to do all that. But let's start by identifying problems, and by looking at character, setting, and story, and how we usually approach them.
Character
Most RPGs define characters by an arbitrary "class" and/or a tiresome list of statistics. Characters typically have 6-12 attributes (strength, intelligence, and so on) and dozens of skills tracked at a fine level of granularity (lockpick score of 12, sharpshooter 72, computer hacker 53). Secret die rolls determine success or failure in skill use. The problem with this is that two players can do exactly the same thing and get different results because of insignificant differences between their characters. The difference between a 72 and a 73 shouldn't have any impact on game play. Does anyone think this is fun? We have to come up with game systems that tell players what their characters are capable of doing and why they succeeded (or failed). In a computer game, we don't need 42 skills tied to percentile die rolls to simulate skill use. We're clever. We can come up with something better. Leave the dice and character sheets to paper gamers. RPGs often use characters' abilities to bake bread, charm NPCs, and so on. Yawn. Some think hack-and-slash is a more riveting way to use characters' attributes. Ah, combat! It's relatively easy to simulate and it gets adrenaline pumping. That's not enough. Here's a radical concept: let players control when and if combat happens. Our goal should be to make combat an option, but not always the best, and never the only one. Encourage noncombat interactions, especially conversation. We can't compromise conversation -- a terrific tool for differentiating characters -- and still call a game an RPG. Here are some ideas for improving conversations and game play:- Conversations should reflect game state. Nothing's goofier than NPCs who keep talking while orcs hack them to bits.
- Conversations should not involve lists of keywords. They're not fun, nor are they revealing of character. They're filler. They reduce conversations to the status of another stupid puzzle.
- Conversations should reveal things about NPCs; your responses should reveal things about you. The best way to accomplish this is to make "Yes/No" options the rule in conversational interaction with NPCs. Take, for example, a situation in which you and a friendly NPC face several enemies. The friend says, "I'll hold them off while you escape and Do Important Things..." Leave, and your friend is doomed. Stay, and your mission may come to an end. A Yes/No decision becomes a dramatic moment that reveals something about your friend and about you. That's very compelling game play.
Setting
I've worked on games in which it takes hours to walk from one side of town to the other. Many popular, award-winning RPGs boast of hundreds of generic towns and randomly generated quests. The shallow simulation of huge environments isn't a good thing. Providing dialogue for scads of NPCs means none of them has anything interesting to say. Creating an entire country means any single building will be devoid of useful objects. It's a matter of time and storage space, and no amount of whack-on-the-side-of-the-head thinking allows you to finesse your way around the problems. Limit the size of your world. Provide several smaller maps. Increase the density of interaction. This accomplishes several goals:- Players can explore without searching for something exciting to do. Aimless wandering is the enemy of fun.
- Developers can populate the world more densely with characters, objects, and quests, and give the illusion of a place with a life of its own.
- Action can be tailored to player skill. Difficulty can be increased easily as players get deeper into the game.
- Developers can create more varied locations than in a sprawling world. This last point is critical, and most RPGs do this well. However, most RPGs feature wacky environments straight out of designers' fevered imaginations. It's not asking too much to think in terms of believable, recognizable locations instead of arbitrary game spaces. We should try to acknowledge the conventions of the everyday, even when we create fantasy worlds. In the real world, you can tell you're in a bedroom, as opposed to a bathroom, the instant you enter because of size, placement, and furnishings. More game designers should realize this.