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murf
06-15-2003, 07:35 PM
Yes, yes, yes, yes, YES! I call this consequences, and see them as the heart of any game. Whether its the path you take in Candyland, or how you build your Magic deck, or if you open with a knight or move up a pawn to make way for your other pieces, games are all about choices made, and consequences that must be lived with.

Except in online RPGs. Suddenly, consequences are a bad thing. The conventional wisdom holds that nothing must disturb the player’s steady progress on the leveling treadmill. Areas do not change their spawns. "Death" is a minor annoyance at best. Plots must be conserved over all servers, in spite of local player activity, and must never affect players who do not get actively involved. Players of computer games have been spoiled by being able to re-roll every statistic, load from saved games, or avoid anything like a major setback. But who would Cyrano be without his nose? What are we to make of Hamlet’s indecision if he can just jump back in time and try again? What would be the meaning of Boromir’s sacrifice if both he and the orcs simply came back to life five minutes later?

In his "I Have No Words & I Must Design" (http://www.costik.com/nowords.html#Deciding), Greg Costikyan points out that decision making is central to game play. If players cannot make choices involving limited resources based on a reasonable amount of information about the game state, then you really aren’t playing a game. You’re reading a book or watching a play. Costikyan says "…interaction has no value in itself. Interaction must have purpose."

By insulating players from consequences, designers are rendering all decision making moot. By denying players the right to royally screw up now and then, they are also denying them the chance to achieve any sort of meaningful victory. In short, by stealing from players the powers of choice, they rob context of its power to bring meaning to actions in the game. And so long as this remains the status-quo, you really have to wonder at the value of playing such a game. Especially one that purports to be an RPG.

- Brian

Nom
06-15-2003, 07:54 PM
In single player games I think this idea has been encouraged by the "one true path of success". When a game is built such that there is a set of 'optimal' decisions, the 'achiever' player is encouraged to try for that path. Even non-achievers may be encouraged to do so, since that path often makes the rest of the game 'easier'.

While it requires more work from the designers, we need more games where you don't inherently 'win'. One of the most entertaining moments I've had in RP came in a face-to-face game, where another character decided to smash a plot-critical artifact. Suddenly we were role-playing, as we had to figure out how our characters would react to this negative situation. Suffering breeds character, my friends.

The ultimate embodiment of this occurs when the game says: "You lose! Abundant new opportunities beckon." Yet too often in games we see exactly the opposite - the winner gets the opportunities, the loser gets stalled. How do we design against this trend?

murf
06-15-2003, 09:12 PM
Originally posted by Nom
The ultimate embodiment of this occurs when the game says: "You lose! Abundant new opportunities beckon." Yet too often in games we see exactly the opposite - the winner gets the opportunities, the loser gets stalled. How do we design against this trend?

How about giving the winner a potted plant? Plants are cool. They’re pretty, they can smell nice, and add color to your home. But you have to take care of them every day, seeing to their water, making sure they are pruned or repotted as they grow, slaying the pests that might eat their leaves, and getting people to do all this for you when you go on vacation.

The board game "Risk" uses something akin to this principle. The winner acquires a huge frontier that is expensive to defend and ties down units that could otherwise be used assaulting your neighbors. I think introducing politics, player-owned territory, or other responsibilities to "winners" in RPGs would be a good step in that direction.

- Brian