sea
inXile Entertainment
- Joined
- May 3, 2011
- Messages
- 5,698
It's worth pointing out that the granularity of choices and consequences in game mechanics isn't inherently held back by the limits of content creation. While it's true that it's hard to script multiple responses for different outcomes, I think a lot of it just has to do with developers a) putting most of their resources into combat systems and b) not enough games have non-combat skills as a legitimate path through them; rather they serve as flavour, and are held as secondary not even due to lack of resources, but in terms of design priority.sgc_meltdown said:2) Player skill versus combat skill metagaming debate. Continuing from above point of catering more to consequence of noncombat skill levels, a narrowing tier of allowable actions has to be inserted inbetween the player's and character's knowledge and perceptions. i.e. through metagaming you know the wall has a depression there with very old human blood. The character will need high perception and medical skill to get 100% success. Without perception he would not get the medical skill check in the first place. Or the player could make the conscious decision to not bother with analysis as it is a red herring and there is an urgent time limit.
Ultimately a combat engine can be universally tailored to numbers interacting with and doing things to each other and results in very satisfying and intimate consequences, something like speech has to be recognised as a skill that's used as much as small guns, then tailored to characters and situations interacting with each other and supported with a noncombat auto cross-interaction system scripted for such things allowing for prettying up with dialog or character thoughts, otherwise manual design is required and therefore economics dictates you get very little of it or that you end up synergizing skills with combat situations.
Consider a game like Morrowind: the number of variables influencing the reactions of NPCs is actually quite high (faction reputation, general reputation, race, gender (I think), bribery, persuasion success/failure, quest completion for that NPC), but it's largely held back by a crude implementation and a very large game-world which necessitates skimping on unique NPC dialogue, not because the system itself is broken or lacking in possibility. Even in the core game there are situations where you will get varying response based upon how much the NPC likes you (and sometimes you want them to get angry, so they'll attack you of their own volition), which has an impact in some quests (character might give you information A but not B if you have 60 reputation vs. 85), and in more broad systems (lower store prices based on higher reputation). While for the most part reputation is not too useful and kind of a side-effect of other game systems, and perhaps over-simplified (just one number isn't really nuanced enough), if refined and honed it could provide for some really cool options in interacting with NPCs, without even necessarily having to write unique dialogue for each and every character (you could use a Mad Libs system that exchanges nouns, adjectives and verbs for the less important NPCs with generic dialogue, for instance). Of course, implementing this in a game with voice acting would prove a challenge, but it could still work on a smaller scale.
The real question, of course, isn't whether it's doable, because I think it's just as easy to create compelling combat mechanics as it is to create compelling social mechanics. Literal weapons can just as easily become figurative ones for gaining influence (gifts, alcohol, bribes) and combat-oriented quests to gain favour can just as readily be replaced by peaceful negotiations. Rather, what it really comes down to is, is it worth spending a ton of time creating complex social interaction for a game, when that system would only comprise a small portion of the game and would be enjoyed by only a small portion of players? Games are already huge and complex, and just getting one aspect like combat is already difficult enough as it is... and combat is by far the easiest form of character interaction to create, yet we have yet to truly master it either. Adding more and more layers is frankly quite beyond the scope and budget of most projects, aside from smaller indie titles (which, if they have that same depth, tend to focus on social interaction only, making them no different than combat-heavy games save for aesthetics and story).
Perhaps even more importantly, I do have to wonder if the players who play non-combat roles are even interested in dealing with complex mechanics in the first place. In almost every RPG featuring diplomacy, for the most part it boils down to either pumping the speech skills and picking the right options, or trial and error as you engage in a verbal sparring match (something Alpha Protocol tried and Deus Ex might be expanding upon), both of which have their faults, and the latter which largely hinges on the quality of the writing (situations where you must pick the right option, five times in a row, to get a positive outcome, are never fun). In a lot of ways, the speech option is the easy option, but somehow I think that might even be a good thing in the end. Not everyone wants a challenge, and I'm inclined to believe that the people who go for non-combat approaches are the types more interested in exploring the world, characters and lore anyway.