Sustenus Paul
Novice
- Joined
- Dec 13, 2002
- Messages
- 29
A fairly common CRPG situation:
On your way into town, you defeat a handful of bandits who manage to rough you and any companions you might have a fair bit. You limp in to town and a distraught peasant woman runs up to you, begging you to save her child who just fell into a nest of giant scorpions who are about to kill him. Assuming you are of a heroic bent, do you:
A) Rush into the fray and hope for the best, knowing you aren't in optimal condition.
B) Down some of your limited stock of healing items, then rush into the fray.
C) Find a room at the Inn (or, better yet, the forest floor outside of town remains free) and rest a couple days until your wounds are healed up, then rush into the fray, knowing the giant scorpions will remain "about to" kill the boy until you finally get off your lazy duff and stop them.
D) Reload to just outside of town and rest up before encountering the woman and triggering the event.
There seems to be a certain anethema to timed events in CRPGs, both in the short term (complete this quest in two days or no reward) or long term (if you don't defeat the mutant army in 100 days, they'll overrun the wasteland and end the game). This understandable to some extent, since RPGs are largely about the freedom to explore and it's a bummer knowing you have to be in Tamathriel by Solstice when you really wanted to take some time to find the underground Dwarven cities in the nearby mountains or whatever.
On the other hand, I was thinking about what I just wrote in another thread about "static situation" plots (as found in Fallout or a lot of "old-school" CRPGs), where things are indefinitely hanging on the razor's edge of a crisis until you finish wandering around exploring/beefing up your character(s) and resolve it.
Even plotted games tend to use this model, only more often. You have a series of gradually worsening "static situations" that you must resolve one at a time in a certain order.
The problem in the former situation is there can be no plot, because only one real plot point occurs in the entire game, that being the point where you step in and resolve the crisis. Up until that moment, nothing of signifigance to the main storyline can happen, and after that point you can only have denoument.
The problem in the latter situation is, of course, linearity. You have to deal with the barbarian raids in Northbrook before you can learn about they were instigated by the evil sorcerer who you must now hunt down before you can access the plane where his demonic master resides, preparing to enslave the planet.
In the latter situation, you can solve linearity a bit with branches. If you wipe out the raiders, you then have to fight your way through the sorcerer's fortress, but the Baron of Northbrook will reward you with some heavy duty equipment. If you simply sneak into their camp and read the Orcish Warlord's journal, you'll get no such aid, but can take a similarly stealthy approach to dealing with the sorcerer himself. If you give Northbrook's tactical maps to the Orcish Warlord, he'll take you to meet the sorcerer personally, and you can then slip poison into his wine and take his place as the demon's prime servitor. Or whatever. But, in the end, you're dealing with a series of linear paths, each of which have to be hand-coded, and none of which are truly "fluid" in the optimal sense.
Alternatively, what if the raiders started harrassing Northbrook on day 30, and remained in place until day 50, after which Northbrook would be wiped out if you hadn't yet come in to stop them. Then, of course, the location of the sorcerer's fortress would have to be learnable somewhere else, or else maybe on day 60, he would begin a powerful summoning ritual which would allow you to divine his location, but would only give you maybe 5 days before the demon was brought into the world, effectively ending the game. You could do whatever you wanted during all this time, with the only caveat that you only had 65 days to do it in before it became imperitive that you find and stop the sorcerer.
Of course, the reality is that a lot of people are going to choose option D to my original question if option C isn't available, but I don't think that it's the responsibility of the designer to code for the player's lack of self-discipline.
On your way into town, you defeat a handful of bandits who manage to rough you and any companions you might have a fair bit. You limp in to town and a distraught peasant woman runs up to you, begging you to save her child who just fell into a nest of giant scorpions who are about to kill him. Assuming you are of a heroic bent, do you:
A) Rush into the fray and hope for the best, knowing you aren't in optimal condition.
B) Down some of your limited stock of healing items, then rush into the fray.
C) Find a room at the Inn (or, better yet, the forest floor outside of town remains free) and rest a couple days until your wounds are healed up, then rush into the fray, knowing the giant scorpions will remain "about to" kill the boy until you finally get off your lazy duff and stop them.
D) Reload to just outside of town and rest up before encountering the woman and triggering the event.
There seems to be a certain anethema to timed events in CRPGs, both in the short term (complete this quest in two days or no reward) or long term (if you don't defeat the mutant army in 100 days, they'll overrun the wasteland and end the game). This understandable to some extent, since RPGs are largely about the freedom to explore and it's a bummer knowing you have to be in Tamathriel by Solstice when you really wanted to take some time to find the underground Dwarven cities in the nearby mountains or whatever.
On the other hand, I was thinking about what I just wrote in another thread about "static situation" plots (as found in Fallout or a lot of "old-school" CRPGs), where things are indefinitely hanging on the razor's edge of a crisis until you finish wandering around exploring/beefing up your character(s) and resolve it.
Even plotted games tend to use this model, only more often. You have a series of gradually worsening "static situations" that you must resolve one at a time in a certain order.
The problem in the former situation is there can be no plot, because only one real plot point occurs in the entire game, that being the point where you step in and resolve the crisis. Up until that moment, nothing of signifigance to the main storyline can happen, and after that point you can only have denoument.
The problem in the latter situation is, of course, linearity. You have to deal with the barbarian raids in Northbrook before you can learn about they were instigated by the evil sorcerer who you must now hunt down before you can access the plane where his demonic master resides, preparing to enslave the planet.
In the latter situation, you can solve linearity a bit with branches. If you wipe out the raiders, you then have to fight your way through the sorcerer's fortress, but the Baron of Northbrook will reward you with some heavy duty equipment. If you simply sneak into their camp and read the Orcish Warlord's journal, you'll get no such aid, but can take a similarly stealthy approach to dealing with the sorcerer himself. If you give Northbrook's tactical maps to the Orcish Warlord, he'll take you to meet the sorcerer personally, and you can then slip poison into his wine and take his place as the demon's prime servitor. Or whatever. But, in the end, you're dealing with a series of linear paths, each of which have to be hand-coded, and none of which are truly "fluid" in the optimal sense.
Alternatively, what if the raiders started harrassing Northbrook on day 30, and remained in place until day 50, after which Northbrook would be wiped out if you hadn't yet come in to stop them. Then, of course, the location of the sorcerer's fortress would have to be learnable somewhere else, or else maybe on day 60, he would begin a powerful summoning ritual which would allow you to divine his location, but would only give you maybe 5 days before the demon was brought into the world, effectively ending the game. You could do whatever you wanted during all this time, with the only caveat that you only had 65 days to do it in before it became imperitive that you find and stop the sorcerer.
Of course, the reality is that a lot of people are going to choose option D to my original question if option C isn't available, but I don't think that it's the responsibility of the designer to code for the player's lack of self-discipline.