Demo.Graph
Liturgist
- Joined
- Jun 17, 2018
- Messages
- 1,006
I've began to replay Bloodlines and run into a conundrum that lessens my pleasure from the game and, I guess, would lessen pleasure from most other RPGs I might try. It's predetermined outcomes. Let me elaborate.
When I've played VtMB for the first time, many years ago, I've written down all the quest outcomes and possible branches to get all I can from them. I did that because I knew that, first, Bloodlines is a game limited in scope (contrary to, say, Diablo that you can grind through forever) and, second, my time is limited as well and there's a slim chance that I would be able to spend 40 hours on it several times so that I could explore every plot curiosity. Several times during playthrough I've launched console and tried getting through dialogues with different skills. In the end my Tremere got most out of the game.
During second playthrough I was prepared. I made myself a nice Malkavian girl and... it turned out I wasn't prepared well enough. It blasted my young mind. Still, I already knew that intimidation skill is useless, but that I should still get 3 Intelligence during chargen to boost intinimidation for some quick buck and that intelligence won't be lost as I would need it later to get maximum level of hacking skill (to see all e-mails in the game). I knew that I would need about 4 persuasion to get through Santa Monica, first hub in the game. I knew when to increase which of my skills to get most of the freebie skill increases from NPCs. In the end my character was as strong as it could get with a limited xp the game offers. And in the end I gave NPCs a finger and went bravely into the fog of freedom.
Still, something bothered me. I've finished the game but at the same time I've destroyed some of the pleasure I could get. During playthrough I always knew which skills would be required of me to pass skill checks and advance the game. I knew which dialogue options to prefer to get most from dialogues. I was in control, but I've lost the sense of wonder from moving through the unknown world. I wasn't roleplaying my character. I've optimized my walkthrough and character sheet. I became a munchkin that I've always disliked. But I couldn't act differently. The game was limited. It was logical for me to optimize my character.
Even if I didn't, I still remembered which character would betray me and whom I could trust. I could replay the game but it still wasn't the game I played for the first time. The game where I didn't know what would happen next.
As I've said in the beginning, I've began to replay Bloodlines. I've got patch that changes balance, adds new locations, etc. But I've caught myself thinking that the charm has gone. I know what would happen next. It's not that interesting anymore.
Now, the real world around is dangerous and not predetermined and people turn to escapism in games to went-off some of that frustration. Children and adults alike like to return to media exactly because they know what would happen. And "being in control", "being safe" is one of the reasons why people play and replay the games. It's a feeling that marketing departments tend to target. Whole genres are built on repetition of simple actions that lead to success. Many real-world institutions are built on and goods are sold on the same premise.
Still, unlike books and movies games have a potential to be the medium without a predetermined progression. Let's say that in VtMB the game secretry modified every skill check in some random way during characted creation. NPCS would become harder to kill or easier to convince without player being able to guess which way is more efficient. In one playthrough you might persuade an NPC to become friendly; in other it would betray you no matter how many resources you've spent on him. Character optimization would stop being an implicit stimulus of character building. Internet guides would become useless. Every playthrough would be a bit different. The plot would become personalized.
Today this effect is partly achieved in strategy games. You create a new random map in Civilization, Dominions, SMAC or MoO and then a unique geography generates a unique story. AI personalities remain the same and tend to act in predetermined ways, but the general outcome is different. "The world" turns out to be different. But strategy games are limited in a sense that they're focused on resource joggling, not on character interactions or plot progression. You know, things that are central to good RPGs.
I don't know an RPG with a similar game flow. All I can think of are roguelikes without long-term legacy (FTL) or RPGs with predetermined branching dialogues that maybe would lead to a different picture that won't affect anything (from Fallout endings to Tyranny and everything in between).
An RPG without predetermined outcomes would be harder to balance than a vanilla RPG. Sometimes it might turn out to be unfair. But RPGs are not competitive, they don't need to be perfectly balanced. It would be harder to design. But nothing a decent mathematician in developer team couldn't handle. Such an RPG will be more expensive to produce (to account for many possible results or their combinations), but it would be infinitely more replayable and its shelf life might be much longer than a life of modern AAA lables that are forgotten in a month. I think there's an unclaimed market niche here.
Emergent storytelling nowadays became a buzzword that doesn't tackle the problem. At least I don't know games that do it well. If you do, tell me about them.
Discuss?
td;dr "Let's make emergent storytelling great" rant.
When I've played VtMB for the first time, many years ago, I've written down all the quest outcomes and possible branches to get all I can from them. I did that because I knew that, first, Bloodlines is a game limited in scope (contrary to, say, Diablo that you can grind through forever) and, second, my time is limited as well and there's a slim chance that I would be able to spend 40 hours on it several times so that I could explore every plot curiosity. Several times during playthrough I've launched console and tried getting through dialogues with different skills. In the end my Tremere got most out of the game.
During second playthrough I was prepared. I made myself a nice Malkavian girl and... it turned out I wasn't prepared well enough. It blasted my young mind. Still, I already knew that intimidation skill is useless, but that I should still get 3 Intelligence during chargen to boost intinimidation for some quick buck and that intelligence won't be lost as I would need it later to get maximum level of hacking skill (to see all e-mails in the game). I knew that I would need about 4 persuasion to get through Santa Monica, first hub in the game. I knew when to increase which of my skills to get most of the freebie skill increases from NPCs. In the end my character was as strong as it could get with a limited xp the game offers. And in the end I gave NPCs a finger and went bravely into the fog of freedom.
Still, something bothered me. I've finished the game but at the same time I've destroyed some of the pleasure I could get. During playthrough I always knew which skills would be required of me to pass skill checks and advance the game. I knew which dialogue options to prefer to get most from dialogues. I was in control, but I've lost the sense of wonder from moving through the unknown world. I wasn't roleplaying my character. I've optimized my walkthrough and character sheet. I became a munchkin that I've always disliked. But I couldn't act differently. The game was limited. It was logical for me to optimize my character.
Even if I didn't, I still remembered which character would betray me and whom I could trust. I could replay the game but it still wasn't the game I played for the first time. The game where I didn't know what would happen next.
As I've said in the beginning, I've began to replay Bloodlines. I've got patch that changes balance, adds new locations, etc. But I've caught myself thinking that the charm has gone. I know what would happen next. It's not that interesting anymore.
Now, the real world around is dangerous and not predetermined and people turn to escapism in games to went-off some of that frustration. Children and adults alike like to return to media exactly because they know what would happen. And "being in control", "being safe" is one of the reasons why people play and replay the games. It's a feeling that marketing departments tend to target. Whole genres are built on repetition of simple actions that lead to success. Many real-world institutions are built on and goods are sold on the same premise.
Still, unlike books and movies games have a potential to be the medium without a predetermined progression. Let's say that in VtMB the game secretry modified every skill check in some random way during characted creation. NPCS would become harder to kill or easier to convince without player being able to guess which way is more efficient. In one playthrough you might persuade an NPC to become friendly; in other it would betray you no matter how many resources you've spent on him. Character optimization would stop being an implicit stimulus of character building. Internet guides would become useless. Every playthrough would be a bit different. The plot would become personalized.
Today this effect is partly achieved in strategy games. You create a new random map in Civilization, Dominions, SMAC or MoO and then a unique geography generates a unique story. AI personalities remain the same and tend to act in predetermined ways, but the general outcome is different. "The world" turns out to be different. But strategy games are limited in a sense that they're focused on resource joggling, not on character interactions or plot progression. You know, things that are central to good RPGs.
I don't know an RPG with a similar game flow. All I can think of are roguelikes without long-term legacy (FTL) or RPGs with predetermined branching dialogues that maybe would lead to a different picture that won't affect anything (from Fallout endings to Tyranny and everything in between).
An RPG without predetermined outcomes would be harder to balance than a vanilla RPG. Sometimes it might turn out to be unfair. But RPGs are not competitive, they don't need to be perfectly balanced. It would be harder to design. But nothing a decent mathematician in developer team couldn't handle. Such an RPG will be more expensive to produce (to account for many possible results or their combinations), but it would be infinitely more replayable and its shelf life might be much longer than a life of modern AAA lables that are forgotten in a month. I think there's an unclaimed market niche here.
Emergent storytelling nowadays became a buzzword that doesn't tackle the problem. At least I don't know games that do it well. If you do, tell me about them.
Discuss?
td;dr "Let's make emergent storytelling great" rant.