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Just a little rant

Cognisant

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I've been thinking about game design of late, as I do, and y'know there comes a time when ideas need to either be acted upon (not possible in this case), written down (which unsatisfying), or vented, hence this thread.

Intro's done, lets get started.
I've been thinking about the replayability of games, particularly RPGs & RPG/adventure games (like the Fable series for example) and it has occurred to me that the progressive-development philosophy that such games utilise is innately flawed. Obviously the flaw is the finite availability of items to acquire, tasks to complete, and places to explore; but I think I've got a solution to this, and I would really appreciate some feedback on it. Using Fable as an example, what if there was some element of decay acting to oppose/retard the player character's development?

In respect to the character itself this could be a gradual loss of overall potency over time, justified by the common real-world understanding that anything underutilised (brains, muscles, nervous systems) will atrophy, i.e. the term "getting rusty" which refers to under utilization of a skill resulting in a loss in proficiency with that skill. Furthermore this decay-dynamic could act as a sort of active level cap, preventing the player from getting their character to the pinnacle of any given skill/attribute without overspecializing to the detriment of other skills/attributes, thus increasing the game's overall longevity by making character development something to explore and experiment with, as opposed to simply something to conquer. Better still it would force players who seek a combat optimal character to work to maintain that character’s potency, while players who deviate from the path of war in pursuit of less malevolent goals (examples from the Fable games: cultivating a business empire, starting a family, or simply having fun for fun’s sake) will find their character becoming less combat proficient, but possibly developing in other ways, perhaps even presenting alternatives to direct confrontation.

Now in respect to the game-world itself, what if the world didn’t wait for the player to interact with it; now granted I’ve played a few space based RPGs where the various factions do exactly that, and consistently overwhelmed any & all efforts I make to establish myself, but then again those games are made for INTJs who specialise in spreadsheet battles of life-or-death accountancy. So imagine instead a game like the Elder Scrolls Oblivion, where the various bandits, goblins, necromancers, vampires, and whatever, act like factions vying for control of the various caves, ruins, and dungeons, scattered across Cyrodiil. Players actions (typically mass slaughter & looting) will affect the balance of power between these factions, resulting in cleared locations being overtaken by nearby (occupied) locations, or player-hostile wildlife, and far-away locations (implicitly unimpeded by player intervention) becoming more dangerous in direct proportion to the losses incurred by local ones. In effect what starts out as a uniformly dangerous world of a medium/low threat level, becomes a Tolkien-like dichotomy between relatively safe areas (where the player can chill-out and enjoy the local prosperity, i.e. the shire) and increasingly hostile territory, depending upon its distance from the player frequented areas.

Obviously the player will eventually find themself either travelling around the world playing wack-a-mole with anything powerful enough to be considered a worthy adversary, defending “the shire” from the ever impeding forces of darkness, and/or charging off into the deepest darkest depth of whatever hell they’ve inadvertently (and unwittingly) created in the pursuit of a epic, over the top, showdown with the biggest meanest eldritch abomination of suffering & terror they can find, and probably lose.

Oh right, and before I forget, player acquisitions like property, businesses, transport, etc, should also undergo some manner of decay if left unattended, provided there’s the option to hire attendees (or whatever), and well y’know, upkeep stuff. The point being that the player could take over the world, in theory, but without having first established themself fiscally they’ll lack the means to actually control it, e.g. with sufficient combat skill a player could fight their way through an army and capture a castle for themself, but without guards to protect it while they’re gone it’ll cease to be theirs as soon as their back is turned, but of course having guards isn’t enough either, candles don’t light & replace themselves, the castle isn’t going to keep itself clean, and who’s going to feed the people doing this stuff, and where is all this money going to come from?

Rivals/antagonists would make a good addition to this, imagine for example you were playing Fable and some random messenger ran up to you, informing you that your family had been taken hostage by whatever nemesis or faction; or perhaps one of your businesses keep getting robbed or otherwise sabotaged; or what about subtle (and decidedly unsubtle) assassination attempts, poisoned food or dangerously misleading information for example.

Btw, that started as a little rant :o
 

Words

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Why don't we just create the most realistic RPG ever? The idea is coming from this reality, yeah? Of course, only a limited substance of reality can be mimicked so then the priority is what parts of reality should be prioritized?
 

Kokoro

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I really like the 'skill upkeep' and 'living/active world' mechanics. They add a lot of immersion as well as something that is becoming more rare in games these days... a challenge.

There are games that have already used these mechanics(to various degrees), as you mentioned. One that I played used the 'living/active world' mechanic just as you described and it was very fun. I can't remember the name... it was a well made and low-priced indie game.

However, when it comes to property upkeep, I think that it can go too far. Sure, some maintenance would probably be pretty solid. If you go too in depth though, it will just take away from the rest of the game (such as spending time to keep certain skills up or just exploring). There are games like Farming-Simulator for such in depth areas.
 

Cognisant

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However, when it comes to property upkeep, I think that it can go too far.
Well that's kinda the point, the idea being that a player could theoretically play the entire game without ever personally engaging in combat, and granted not everyone wants to build an empire from the ground up, but personally I can't help feeling cheated when I'm named archmage or whatever, of a mages guild that I can't "lead" in any worthwhile way, and doesn’t really need me.

It's all meaningless without the weight of responsibility.

And who's to say I have to be the leader? What if I wanted work my way up to an advisory position, stay there, and manipulate events from behind the scenes, perhaps even spreading my influence (via social game-playing) across several factions and periodically turn them against each other for my own indirect benefit.

Sadly game designers don't seem to realise NPCs are the core of any RPG, the level to which players can interact with them being directly proportional to the games "depth", whilst in most MMOs player interactions are limited to "kill each other", "co-operate while killing stuff", or "communicate, while killing stuff".
 

Inappropriate Behavior

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I've looked and looked for an article I read a few weeks (months? can't tell anymore) that described some of the nasty tricks game designers use to get players (suckers) addicted to their games. Can't find it. It basically described such things as aquiring/gathering/collecting tasks on a diminishing returns scale. Meaning, rewards were plentiful early in the game but would keep taking longer and longer as one progressed. Not as a product of complexity, of course games should get more complex and challenging. What the designers tend to do rather is make the player that has invested a certain amount of time in building an empire/character etc. work more for less reward.

The games eventually would get to a point where player enjoyment was lost completely and yet still they played. Much like a drug addiction I suppose. There was even mention of some games that "punished" players who didn't play often enough by causing a diminishing attributes of various sorts. The result being that players felt an obligation to keep playing even when they no longer found enjoyment in doing so because there is some psycological urge to at least maintain what you previously worked so hard to aquire. So if you built an empire, you would feel obligated to maintain that empire even when doing so involved nothing more than mind numbing tedium.

Not having played many games, I don't have much personal experience to gauge how real this is but it seems logical. So the questions are, how can you incorporate decay without making the player simply repeat what he did previously in order to return to his former stature? Can a new (and fun) challenge be put in place so that one isn't merely repeating tasks he did previously just because he took a week off from playing?
 

Kokoro

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Hmmmm, I think that I understand better what you are saying now, Cognisant. I agree. It would make for some engaging game play and be quite fun. I can't think of a game that has come close to that kind of depth. Maybe someone else knows of one.

If such a game does not exist, then I wonder... Is it even possible to reasonable make such a game now with the current technology? It seems very plausible to me. However, perhaps there are some factors on the game designing end that make that degree of depth impossible/unreasonable.

Not having played many games, I don't have much personal experience to gauge how real this is but it seems logical. So the questions are, how can you incorporate decay without making the player simply repeat what he did previously in order to return to his former stature? Can a new (and fun) challenge be put in place so that one isn't merely repeating tasks he did previously just because he took a week off from playing?

I could have read it wrong, but I understood that the decay talked about in the OP was referring to decay while in game. So, the stats/skills would not be lost after a week of not playing. They would be lost after a week(game time) of not being used.

Good question though. It would seem that there is obviously a limit to the amount of fresh things that could 'upkeep' the player. However, maybe you could be given so many options that continual "newness" would not be necessary. So you would still be repeating, you would just have so much variety in that repetition that it would not be tiring.

Were you referring to the game article on cracked.com? This one?
 

Inappropriate Behavior

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Were you referring to the game article on cracked.com? This one?

I believe it was among the links in the article but not the whole. The one I read focused more on the psycology of why people would do repetitive/boring tasks once they reach a certain point. Gaming was just another example of this phenomena but we do it in other aspects of our lives too. Careers and social interaction mainly. It's hard for INTPs to understand but some people do things they secretely don't like just for the social status. We may luck out in this but it also means that any game INTPs design would probably not hold the same attractions for other types as it would for us.
 

RubberDucky451

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I think another vital thing game designers miss is the correct utilization of currency. Currency's value is proportional to what you can buy with it. In Fable2, you can buy houses and rent them out to obtain massive wealth, but why?

I have never really found enjoyment in quests, they're usually very boring and give very little in reward. I really enjoyed the structure Oblivion used for the Dark Brotherhood quest line. You could complete the mission in a neat (usually intriguing) manner and receive a higher reward or simply kill the target.

I feel the most engaged in a video game when I'm thinking on my feet, in a creative manner, about how to sneak past a guard or finish a quest. That's probably why I'm into adventure games like Machinarium.
http://machinarium.net/demo/
 

Cognisant

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So the questions are, how can you incorporate decay without making the player simply repeat what he did previously in order to return to his former stature? Can a new (and fun) challenge be put in place so that one isn't merely repeating tasks he did previously just because he took a week off from playing?
Well y'know how in oblivion the player's skill stats are (in theory) a direct representation of the skills they've been using, well if these skills decay over time (perhaps at a rate proportional to how developed that skill is) then the player wouldn't find themself trapped in whatever developmental path they'd taken. Again as Kokoro said, stats shouldn't decay while the player isn't playing, or even at a significant rate unless its developed beyond 50%, because the point isn't to make the game all about character maintenance, the point is to make the game change in response to the player. Because having a Mary Sue of a character sucks, what's the point of learning defensive spells if I'm already a master with heavy armour, or why learn the block skill when I can paralyse on target, one way or another once you've learnt something you're going to keep using it, which takes away the fun of playing an overspecialised character.
 

Anthile

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I've looked and looked for an article I read a few weeks (months? can't tell anymore) that described some of the nasty tricks game designers use to get players (suckers) addicted to their games. Can't find it. It basically described such things as aquiring/gathering/collecting tasks on a diminishing returns scale. Meaning, rewards were plentiful early in the game but would keep taking longer and longer as one progressed. Not as a product of complexity, of course games should get more complex and challenging. What the designers tend to do rather is make the player that has invested a certain amount of time in building an empire/character etc. work more for less reward.

The games eventually would get to a point where player enjoyment was lost completely and yet still they played. Much like a drug addiction I suppose. There was even mention of some games that "punished" players who didn't play often enough by causing a diminishing attributes of various sorts. The result being that players felt an obligation to keep playing even when they no longer found enjoyment in doing so because there is some psycological urge to at least maintain what you previously worked so hard to aquire. So if you built an empire, you would feel obligated to maintain that empire even when doing so involved nothing more than mind numbing tedium.

Not having played many games, I don't have much personal experience to gauge how real this is but it seems logical. So the questions are, how can you incorporate decay without making the player simply repeat what he did previously in order to return to his former stature? Can a new (and fun) challenge be put in place so that one isn't merely repeating tasks he did previously just because he took a week off from playing?



Do you mean this?
 

Cognisant

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@-Anthile
The matrix isn't going to build itself y'know.
Matrix_by_InhumanFrog.jpg

Stop messing with my plans or I'll send in the sentinels.
There’s a reason they have tentacles…

Move along people, nothing to see here :cool:
 

zxc

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Good rant and ideas, and the other posts too. What would be nice is a game that doesn't revolve around the player, yet is still fun and engaging. Currently every game I've ever played revolves around the player, and perhaps that's because it works. But it may also be limiting some great possibilities. In a weird paradoxical sort of way, the player's decisions are more meaningful in a game that doesn't revolve around the player. Say, your town is being attacked by a horde of orcs. If you sit and don't do anything, most of the townsfolk will retreat into the nearby caves for safety, and the orcs will take control of the town. If you intervene and single-handedly drive the orc forces back (as one does), the townsfolk might launch a counter-offensive, and try to grab some orc land.

Diablo 2 is one of my favourite games of all time. But when I first played the game, when I was about 10 years old, I thought the monsters from the den of evil were actually going to take over the rogue encampment. I ran around the camp, thinking 'these monsters must be tough if these rogues are so scared of them'. I hurried to the den and cleared it, thinking that I had saved it. Eventually I came to realise that nothing was ever going to happen to the encampment. I was perfectly safe there, and so were all the NPCs. This is the sort of thing I don't want in the games of the future.

Guild Wars 2 is promising to be more to our liking. I hope it lives up to expectations.
 
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