Dusty
06-12-2004, 10:03 AM
Deprecated thread. This information is no longer valid.
As we discussed in the "Discussion: Why Play?" thread there are a lot of reasons why people are attracted to prose RolePlaying - most of those relating to interactions with other interesting characters. However, I'd like to take the discussion a step further and go into things that encourage players to interact in the first place.
If we were simply here for the interaction with other players, why do we need gaming environments at all? We wouldn't need castles to roam, areas to explore, homes to build, caves to stumble upon, or any other sort of complex environment. Nor would we need plots, adventures, secrets to discover, interesting tools, skills, abilities, hidden rooms, or magical weapons.
So, why do we like to have all of those things I just listed above. It's true, fundamentally, I think the vast majority of us is here for some sort of interaction with the other players. Any environment, no matter how cool, realistic, or unique will quickly grow dull if you have no one to interact with in it. However, the things that truly makes the game itself interesting are comprised of many of those things I listed above, and more.
Things like secret doors, skills, tools, environments, and so forth are all things that encourage RP. Stop to think for a second about the last enjoyable adventure a character of yours had? If you stripped that adventure down, removing everything but the characters, how fun would it have been? What about the last really interesting roleplaying session you had with someone? How fun would it have been without any props in the room?
Now, think about the last time you encountered something for the very first time in a game. Perhaps you and a small group that was with you was the very first to enter some new area of the game. Was that a fun event for you?
How's about I use a personal example to illustrate a bit better. As some of you may know, I was a pretty avid CMer at one point. My character Ghent, was involved in many memorable experiences, but one that really stands out in my mind involved the discovery of what people often call the "Under Bailey". Ghent and a group of others felt that they were the first to ever discover and enter this secret dungeon-like area. It was one of those experiences that left your fingers welded to the keyboard, and your eyes taped to your screen, and all you could do was beg for more. And from that one awesome experience a landslide of other experiences resulted as new people discovered the area, evil creatures and villains began to inhabit it, and things turned generally insane throughout the castle.
*That* was one super nifty experience because it was very unique. You had no idea what you would discover, or what would happen next. Things like that make a game not only a fun place to interact, but something that leaves you on the edge of your seat. And that's definitely the sort of thing we aim for in MV. :D
In the next post I'll go into what I thought made experiences like this one, and others so powerful. I promise, this is a discussion thread. I just need to ramble a bit before I get to the point, as usual. ;)
The guy won't ever shut up,
Dusty. :D
As we discussed in the "Discussion: Why Play?" thread there are a lot of reasons why people are attracted to prose RolePlaying - most of those relating to interactions with other interesting characters. However, I'd like to take the discussion a step further and go into things that encourage players to interact in the first place.
If we were simply here for the interaction with other players, why do we need gaming environments at all? We wouldn't need castles to roam, areas to explore, homes to build, caves to stumble upon, or any other sort of complex environment. Nor would we need plots, adventures, secrets to discover, interesting tools, skills, abilities, hidden rooms, or magical weapons.
So, why do we like to have all of those things I just listed above. It's true, fundamentally, I think the vast majority of us is here for some sort of interaction with the other players. Any environment, no matter how cool, realistic, or unique will quickly grow dull if you have no one to interact with in it. However, the things that truly makes the game itself interesting are comprised of many of those things I listed above, and more.
Things like secret doors, skills, tools, environments, and so forth are all things that encourage RP. Stop to think for a second about the last enjoyable adventure a character of yours had? If you stripped that adventure down, removing everything but the characters, how fun would it have been? What about the last really interesting roleplaying session you had with someone? How fun would it have been without any props in the room?
Now, think about the last time you encountered something for the very first time in a game. Perhaps you and a small group that was with you was the very first to enter some new area of the game. Was that a fun event for you?
How's about I use a personal example to illustrate a bit better. As some of you may know, I was a pretty avid CMer at one point. My character Ghent, was involved in many memorable experiences, but one that really stands out in my mind involved the discovery of what people often call the "Under Bailey". Ghent and a group of others felt that they were the first to ever discover and enter this secret dungeon-like area. It was one of those experiences that left your fingers welded to the keyboard, and your eyes taped to your screen, and all you could do was beg for more. And from that one awesome experience a landslide of other experiences resulted as new people discovered the area, evil creatures and villains began to inhabit it, and things turned generally insane throughout the castle.
*That* was one super nifty experience because it was very unique. You had no idea what you would discover, or what would happen next. Things like that make a game not only a fun place to interact, but something that leaves you on the edge of your seat. And that's definitely the sort of thing we aim for in MV. :D
In the next post I'll go into what I thought made experiences like this one, and others so powerful. I promise, this is a discussion thread. I just need to ramble a bit before I get to the point, as usual. ;)
The guy won't ever shut up,
Dusty. :D