A blog about the different aspects about gaming that i take notice of. I will try to reason about why things are as they are. The blog will be done in english.
2011/10/16
Party-based gameplay and the thief/rogue
The presence of multiple players and player lead to several things and among them character based storylines and differentiated roles.
Those two things don't move well to single-character computer games. You have to cut back on some things.
For the character based storylines the cut-back is built in, there is only one character and even that one can't really have a background since it isn't fully created by the player. (There could be a set of backgrounds to chose from, but again those would only be chosen by the player, not created.)
The cutback on differentiated roles are also somewhat built in. In a party of six (the usual size for a party in computer games as far as i can tell) there might be 6 different classes including:
a rogue/thief (disarm traps and pick locks)
a priest/paladin (heal and cure diseases/curses)
a knight (negate and deal damage)
a barbarian (deal a lot of damage)
In a single character game you either have to let the character be able to do all these himself/herself at master level or force them to chose between things such as fighting better and being able to pick locks.
party based games might also have a larger group to chose from such as in Dragon Age where it story-wise is a party of a dozen individuals traveling together. The problem with this as far as i'm concerned is that you miss about half the interaction between characters. And this does not add replay-value, only annoyance value. Furthermore, why split the group up if there is only one thing being done at a time? (Not that such an easy solution as having there always be 2 things needing doing at the same time would fix it.)
Another problem with party-based games is that you have to switch characters when different challenges come up. To me this disrupts the gameplay, which should be avoided.
2011/10/15
Classes and alignment
There is a roleplaying element to this as a knight is not suddenly going to start learning spells.
On the other hand a mage should not be learning new spells out in the wilderness for no reason at all. Of course this depends on how different a spell is, a mage with experience only from fire spells might have problems figuring out how to do a frost/ice spell on his own but may be able to figure out how to use fire in a new way on his own (especially if it goes from "fireball" to "bigger fireball").
Finding a scroll would be fine, but that is a limited way (in a game that is realistic about were and how often they can be found). Teachers would be less limited in what can be learned but they are limited in where the learning can take place.
Alignment was/is a system to determine how a character should act in the world and to a degree what classes the character has access to. This has a problem built in only if the DM/GM enforces staying in that alignment.
To make it more interesting alignment could be used to determine whether the character gets access to teachers that can teach him/her abilities.
Paladin would be a good example of how classes could be handled based on a dynamic alignment except for that a paladin who strays from the path of his god (such as lawful good maybe) would not have access to his faithbased abilities any longer. Perhaps knight would work better. Lawful knight if lawful and chaos/chaotic knight if chaotic.
2011/10/14
Representation thru points
As i wrote in the earlier post points are used to simulate the abilities of the character.
This is needed for two reasons.
One is that the player can't perform the actions to determine whether the character suceeded because the abilities are to a great degree physical and/or impossible in our universe.
This type includes everything from swordfighting and damage to lock-picking and spell-casting.
Damage and lock-picking is extra noteworthy. Damage since there is multiple stats involved, not only is there usually one or more stats involved determining whether damage was done at all, but there is also hit-points that ensure that what would kill in real life does not in the game. But it works for both the opponent and the player so it is acceptable mostly.
Lockpicking is noteworthy because computer-games have started including a challenge that the player can do to determine whether the lock-picking succeeded (even tho it is easier then real lock-picking and may still include some stats to determine how difficult the challenge is).
The other reason is to automate parts of the game instead of letting the DM/GM determine everything as he wills. That may make it easier to control and guide the story and thus making that better but it also makes it less of a game and more an interactive story.
Pure statistical gameplay can however remove some of the fun and for some types of games it is not fitting (such as superhero games where it might be better that the hero can beat the odds). Therefore some games include mechanics to go around the stats but these are in the hands of the players, not in the hands of the DM/GM.
2011/10/13
story-driven gameplay and linearity
Linearity is whether the games story goes from A to B to C or allows the player to decide what he or she wants the character to do next.
This can be done in 3 (or possibly more) ways:
- Standalone Actions where the actions don't really affect anything beyond whether for example a quest is done or not (which for quest-chains may affect whether the next quest becomes available but does nothing else).
- Boolean Actions where one action may preclude another for some reason (such as there not being enough time to do both).
- Order-Interactive Actions where the order of the actions affect each other (such as doing a quest for NPC A affects how NPC B treats you.
A game usually includes more then one type of actions. Most actions may be Standalone Actions while Boolean Actions and Order-Interactive Actions are fewer. This both allows a lower complexity for the game as a whole and allows for some interesting interactions where the player have to deal with the consequences of his or her choices.
2011/10/12
Equipment
In RPGs equipments usually includes armor aswell as weapons while FPS games mostly focus on weapons and adventure games mostly on tools. Another difference is that FPS/Adventure games often lets you carry every weapon/tool you find while RPGs forces you to choose what weapons and armor you want to carry with you with different stats and each item having a certain weight.
Armor
For example leather armor may not protect you as much from damage but it is lighter and allow you to move more.
This difference may be theoretical or practical in-game. If it is practical there really is both advantages and disadvantages to the different armors but if it is theoretical it is mostly a way to justify stopping mages and rogues from wearing heavy armor and getting too much damage resistance with World of Warcraft being a good example of the later.
Armor is usually found as different parts named after the bodypart where it is worn with the most usual being:
- head
- chest
- legs
- hands
- feet
Weapons
Weapons somewhat naturally lend themselves to advantages and disadvantages.
some weapons allow you more range while others do more damage and/or a greater rate of attack.
Examples would be:
sword (melee) <--> bow (ranged) for medieval worlds
shotgun (short range, medium speed) <--> sub-machine gun ( short to medium range, fast speed) <--> sniper rifle (long range, low speed)
Tools
Tools can be anything from lockpicks/hacking programs to hammers to repair armor. It does usually not affect the stats of the character (except maybe by having a bit of weight) for more then the single task it was intended for (such as high quality lockpicks making it easier to pick locks).
Stats
As i said above equipment can have different stats and this includes changing the attributes of the characters (for example giving a certain amount of extra strength).
This is all but a standard as far as MMORPGs go and allow splitting equipment into different tiers where a later tier has greater stats then a earlier tier.
2011/10/11
concepts in games: DC Universe Online (DCUO)
Single player or multiplayer: Mostly the game is multiplayer but like most MMOs the quests you get while leveling are mostly for a single player. I say mostly because there are some that require the help of other players.
- Storydriven: There is an overarching story to the game but it does not connect the quests together so i would not call DC Universe Online a storydriven game. The story is more frosting then cake.
- Affectable story: You cannot affect the in-game world in any way by your choices.
- Roleplaying singleplayer game endings: As the game is an MMO it does not have a set ending. Which fits well with the source material since comicbooks don't have a set ending either.
- Respeccing: Each powerset can be used as damagedealer (dps) or as one of tank (fire, ice), healer (nature, magic) or controller. This means that by moving skillpoints and powerpoints around a healer, tank or controller can become a damagedealer or the other way around. To be effective in the new role does however require that the character has gear suited for it.
- Customization: the players can customize the appearance of their character by choosing appearance for different pieces of gear. This is done by the player unlocking styles for that gearslot which they can then apply at will.
Have i missed anything that should be on the list?
(yes i removed some things from the original list to make the "review" more smooth. the original list was a list of topics for different posts and so those things didnt make it strange even tho they were opposites.)
Leveling and skillpoints & statpoints
A widely used feature in games is leveling and skillpoints/statpoints. They are used to simulate that a game characters abilities have been improved from their experiences.
The amount of levels, skillpoints and statpoints can vary both in how many there are and how they are granted.
Statpoints are generally about physical or mental statistics such as intelligence which might make your spells more powerful or strength which might make you do more damage with melee weapons. Skills points can be either general such as skill with for example swords or specific where they let you learn a specific skill (such as a special attack with your weapon or a spell).
Levels when used are a determining factor and can grant skillpoints and statpoints and distribute them in one of several ways:
- Let the player distribute them as he or she wishes
- distribute them in a fixed way
- distribute them according to the players playstyle
- some combination of the above.
An example of the first category can be found in Planescape torment. The player might start the character out as a melee fighter but use statpoints he gained from fighting melee to increase the stat intelligence. The only thing keeping the player on a set path is the increasing diffulty of the enemies as he or she moves into new areas but moving into new areas can in some places be avoided which eliminates the issue. The game does not use skillpoints as such, the character can learn all skills/spells.
I have not encountered any game that distribute the skillpoints entirely fixedly, but as above there are games that do not use them. World of Warcraft does not for the first 10 levels, after which the character gets one at every other level untill 80 and then 1 per level till maximum at 85. The statpoints (intelligence, strength, etc) are however fixed according to class. The difference between two characters of the same class is thus determined by which skills they have chosen to have, which if the player is aiming for the highest damage per second, is minimal.
The, in my opinion, best game I have encountered that increases characters stats and skills according to the players playstyle is Dungeon Siege 1. There was 3 tiers to it. If a character was using a fireball spell, it would get better at the stats associated with magic, with fire spells in general and with that spell in particular. This is an interesting ability system that works well in a singleplayer setting but not in a multiplayer setting. The multiplayer setting has varying challenges that almost require that a character be able to fill multiple roles, something that goes against specialization. This brings about a need for respeccing which i will explore in a later post.
Finally the fourth caategory. As i mentioned above World of Warcraft distributes statpoints in a fixed way but lets the player distribute skillpoints. This makes the game a good example of the fourth category, hybrids.
Tomorrow i will write about another of the concepts.
2011/10/10
concepts in games
I say lukewarm since i have not really done anything about it besides form opinions in my head.
Now i have however decided to air them out and review them by putting them in writing.
First i decided to write down the concepts. as many as i could think of.
When i did this i noticed what maybe should have been obvious; many of them interlink.
This complicated things since i had planned to examine a single concept per post.
I will make a try of it and see what happens however.
i will start today by listing the concepts i have thought of (this may be edited later as/if more concepts show up).
Single player
- Storydriven
- Affectable story
Multiplayer
- Respeccing
- Roleplaying singleplayer game endings
- Comes from pen and paper games, simulating things that couldn’t be done by the player
o How this has partially changed for modern singleplayer RPGS (lockpicking for example)
- Respeccing
Equipment
- FPS
- RPG
- Customization
Tomorrow i will make a post about leveling, skillpoints and statpoints.