lophiaspis
Arbiter
- Joined
- Oct 24, 2012
- Messages
- 379
In a well designed RPG, dialogue is gameplay. This is something Black Isle and Obsidian have always understood very well, MCA especially (even if he thinks he disagrees with the premise). The Ravel interaction is perhaps the best example. Choosing the wrong options with Ravel can give you a game over screen. Depending on how you handle her and your build, you can get massively more or less experience; you also get a variable amount of permanent stat boosts. I view the dialogue with Ravel as the real boss fight and the battle after is more like a nice dessert (it has substantially better encounter design than most fights in PS:T).
Why tho? What does picking the right dialogue option to get the most XP add to the, pardon me, experience? This just confirms my point on how gamification hurts narrative meaning. Seems more like a design flaw in Torment that for all the dramatically meaningful actions you carry out, most of the time you get a 'reward' like a +1 to Strength or some other gamified powerup that has no relevance whatsoever to the story and characters with which you just interacted. And this is not a case of 'ludonarrative dissonance', rather it is a case of the 'ludo' AS SUCH being INHERENTLY DISSONANT with the 'narrative'. This is the case in most story focused games (including oldschool puzzle adventures) where you have these gold nuggets of pure immersion, of videogames as a medium, in a sea of meaningless banality such as solving inventory puzzles, spank the monkey except with humans/monsters, eliminate these enemies to get a powerup/"experience points" to increase your ability to eliminate more enemies. Items in videogames are generally not real items with real properties but powerups fluffed up as items. Same with the people, they are all too often just either game pieces or rulebooks (quest dispensers) fluffed up as people, which drains them of all narrative meaning that they would have had if they were people acting as people rather than acting in this absurd way determined by the gamification. A more artistically focused design would ask how you can create a world wherein people and objects follow their own meaningful laws of existence, rather than them just being fluff for bizarre and incongruent game elements.
And why do people even assume that computer simulated worlds have anything at all to do with traditional games and sports? Are we talking about a new medium here, that emerged with computers in the 20th century, or are we talking about an activity that stretches back to prehistory? How can it be both? It can't. No, the medium is computer simulations; this false idea of the medium being 'videogames' is nothing but a legacy of its arcade origin. Game simulations are just a tiny tiny subset of the vast unexplored medium of simulations. And in the case of a designer who's not trying to make the next Tetris, but to tell a story in this new medium, this legacy paradigm can be positively harmful. The dogmatic insistence on gamifying the laws of physics in every computer simulation gets in the way of the designer's own stated purpose which might be to tell a story in a multimedia fashion, to allow the player to immerse themselves in a role, etc.
Also, I think you’re underselling Disco Elysium. Fail too many rolls and you’ll run out of health or volition points and lose the game.
The point, though, is that all of these active skill checks in DE are the gameplay. If anything, Disco Elysium is trying to regamify dialogue. ZA/UM realized something important: narrative and gameplay elements don’t need to be mutually exclusive. Combat should have narrative heft; interactions should be heavily based on stats, skills, buffs, dice rolls and, most of all, strategy, rather than just passive skill checks. I love this idea. Dialogue should feel like you’re under the gun and taking real risks, not like a CYOA, and the consequences of your choices should be more interesting than just pass/fail.
You may be right, I haven't played Disco so I can't say. You're right that the health and volition points represent a challenge, but to me what they have shown seems pretty simulationist compared with most RPGs in which you have to solve an interminable number of banal puzzles fluffed up as fight sequences to even progress in the story. I also think there's some confusion between the presence or immersion factor of feeling like you're taking risks because of the simulation elements, and actually being in a game situation where if you fail to do this and that action then you have to start over. I think the fact of losing the game and being forced to start over can in many cases hurt the actual immersion of feeling like you're in an intense situation. It would be more immersive if you 'failed' IN THE STORY, and the story went on with the consequences of the failure, rather than 'failing' in the GAME and simply being forced to start over.
And just to be clear: I'm obviously not against gamification and challenging gameplay per se. It has its place. It's not like I don't like games. All I'm saying is that in most cases designers would be well served by asking themselves whether a particular interaction should be gamified or not, instead of dogmatically gamifying everything as they do now.