gurugeorge
Arcane
I've just been trawling around reading peoples' thoughts on tabletop, CRPGs and stuff, and two musings have been coalescing in the cloaca of my cerebellum, FWIW:-
1) since the DM's job in the classic OSR context is basically to referee a dungeon simulation, with the rules and dice rolls representing resolutions of those aspects of the virtual/abstracted world (including the players' notional virtual bodies, capabilities, etc.) that respond to player's decisions (and more importantly, are out of players' direct control, just as the "laws" of nature as we find them irl), then in a CRPG context, simulationism in the game is basically doing the same job. If the virtual world presented in the CRPG behaves much as you'd expect a somewhat abstracted, compressed version of the real world (or real world + whatever consistent magic rules, etc.) to behave, pending your interaction with it, then that is basically all the rules you need for roleplaying (i.e. pretending to be a character in that virtual world). This is the same idea as "reactivity" as descended from Ultima 7 and carried on by Larian (the virtual world is "prepped" for any damn fool thing that it might come into someone's head to do), it's also the same thing as the "immersive sim" concept (minus the first person perspective) and it's also the same thing that Ted Peterson or whoever it was meant with Daggerfall being "the game as DM."
2) a fairly tight dungeon crawl with a goodly amount of combat makes most sense in the context of tabletop, otherwise the resource management gets too unwieldy for a bunch of friends pretending to be rangers and wizards or whatever. But a CRPG doesn't suffer from the same sorts of limitations. I was thinking about this in the context of recent commentary on BG, how it had open empty areas - some people think that's pointless, but I think that was actually one of the things that made BG a hit. What the CRPG allows, is the possibility of the game expanding from being a dungeon crawl simulator to an adventure simulator, to include part of the outside roaming, with all the immersive roses-smelling that entails (that might otherwise be handled quite perfunctorily in a traditional context, merely referred to), interaction with factions, big evils, princes, having relationships and romances, etc. (Of course this is the danger point at which games seem to be drifting away too far from their roots, bringing in unwelcome casuals with alien agendas, etc., but it's not necessarily all doom and gloom, if held in the right perspective.)
The question is how does narrative fit in? So the CRPG is an adventure simulation and kinda-sorta a game (by virtue of the necessary abstraction and simplification the simulation requires), but we also want it to have a story, to have some kind of beginning, middle and end. Again, in the toy world of the dungeon crawl, all that stuff is out of purview, fairly irrelevant - you're in there for whatever reason, to get the x, kill the y or whatnot; what gives you that goal is outside of and irrelevant to that simulation. But in the CRPG, it potentially has the wider context, so the adventure is part of your own wider virtual life, the wider life of the region, the realm, etc. And in that context, then the narrative is more like history-in-the-making. It would be a reflection of how others see the lived life you lived through (in encountering the big bad or whatever). So like history, again, it's selective and picking out certain aspects of a whole net of circumstances as particularly important (with your actions as the hero(es) being particularly salient). Point here being that from your character's point of view, it's just the life they're living, they're not conscious of it being a story. It's a story from the point of view of the notional others in the game world, and from the point of view of you as the player. Not sure where I'm going with that, but I think keeping that observation in mind ought to "guide" writers (and/or, in the not-too-distant future, the AI DM) in an appropriate way.
1) since the DM's job in the classic OSR context is basically to referee a dungeon simulation, with the rules and dice rolls representing resolutions of those aspects of the virtual/abstracted world (including the players' notional virtual bodies, capabilities, etc.) that respond to player's decisions (and more importantly, are out of players' direct control, just as the "laws" of nature as we find them irl), then in a CRPG context, simulationism in the game is basically doing the same job. If the virtual world presented in the CRPG behaves much as you'd expect a somewhat abstracted, compressed version of the real world (or real world + whatever consistent magic rules, etc.) to behave, pending your interaction with it, then that is basically all the rules you need for roleplaying (i.e. pretending to be a character in that virtual world). This is the same idea as "reactivity" as descended from Ultima 7 and carried on by Larian (the virtual world is "prepped" for any damn fool thing that it might come into someone's head to do), it's also the same thing as the "immersive sim" concept (minus the first person perspective) and it's also the same thing that Ted Peterson or whoever it was meant with Daggerfall being "the game as DM."
2) a fairly tight dungeon crawl with a goodly amount of combat makes most sense in the context of tabletop, otherwise the resource management gets too unwieldy for a bunch of friends pretending to be rangers and wizards or whatever. But a CRPG doesn't suffer from the same sorts of limitations. I was thinking about this in the context of recent commentary on BG, how it had open empty areas - some people think that's pointless, but I think that was actually one of the things that made BG a hit. What the CRPG allows, is the possibility of the game expanding from being a dungeon crawl simulator to an adventure simulator, to include part of the outside roaming, with all the immersive roses-smelling that entails (that might otherwise be handled quite perfunctorily in a traditional context, merely referred to), interaction with factions, big evils, princes, having relationships and romances, etc. (Of course this is the danger point at which games seem to be drifting away too far from their roots, bringing in unwelcome casuals with alien agendas, etc., but it's not necessarily all doom and gloom, if held in the right perspective.)
The question is how does narrative fit in? So the CRPG is an adventure simulation and kinda-sorta a game (by virtue of the necessary abstraction and simplification the simulation requires), but we also want it to have a story, to have some kind of beginning, middle and end. Again, in the toy world of the dungeon crawl, all that stuff is out of purview, fairly irrelevant - you're in there for whatever reason, to get the x, kill the y or whatnot; what gives you that goal is outside of and irrelevant to that simulation. But in the CRPG, it potentially has the wider context, so the adventure is part of your own wider virtual life, the wider life of the region, the realm, etc. And in that context, then the narrative is more like history-in-the-making. It would be a reflection of how others see the lived life you lived through (in encountering the big bad or whatever). So like history, again, it's selective and picking out certain aspects of a whole net of circumstances as particularly important (with your actions as the hero(es) being particularly salient). Point here being that from your character's point of view, it's just the life they're living, they're not conscious of it being a story. It's a story from the point of view of the notional others in the game world, and from the point of view of you as the player. Not sure where I'm going with that, but I think keeping that observation in mind ought to "guide" writers (and/or, in the not-too-distant future, the AI DM) in an appropriate way.