Showing posts with label Baldur's Gate. Show all posts
Showing posts with label Baldur's Gate. Show all posts

Saturday, August 17, 2013

#63: CRPGs: Why are They Always so Terrible to Start?

Much of my time this summer has been spent playing games from a bygone era. Because I have only recently started gaming on the PC a few years ago, there is a whole backlog of games, both old and new, that demand my attention. Of those older games on my backlog, I have mostly been playing some of the classic RPGs (cRPGs) from the late 90s and early 2000s. These titles include games such as Baldur's Gate and it's sequel, Baldur's Gate 2: Shadows of Amn, Planescape: Torment, and Neverwinter Nights. All of these games used the Dungeons and Dragons license to create what were essentially virtual DnD campaigns, even using the same rules and systems. As a result of all the hours I have poured into them, these types of games have been occupying my mind and most of my thoughts lately. Although each of these games had their own way of utilizing old school RPG concepts, they mostly seem to have glaring flaws in one particular area: the beginning.

In almost every one of these games, the beginning is easily one of the worst aspects of it by far. This runs counter to what one might consider to be the logical way to design a video game. After all, the introduction to the game, including story and mechanics, is the point where the designer has the responsibility to hook the player and keep their attention. If the start of the game does little to generate interest and convince players to stick with it, than it has failed at its job. In my opinion, there are a number of contributing factors that led to this phenomenon. This week, I will discuss why I believe this happens and possible ways to help mitigate the problem, now that the genre is seeing a bit of a resurgence in the realm of Kickstarter.

One of the biggest reasons that the introductions to cRPGs can have problematic introductions is that often many of the most crucial choices a player will make in the game are done at the very beginning, before the player is even introduced to any aspects of gameplay. The Baldur's Gate series is a pretty good example of this. In both games, when the player selects “New Game”, they are immediately bombarded by a list of options. First, the gender of the protagonist character needs to be selected, followed by their race. After that, the player chooses which of the playable classes the protagonist will be (and if they wish to utilize any of the class kits made available). Next, the karmic alignment of the character is chosen among the axis of Law/Chaos and Good/Evil. It is then that the main character's statistics, include Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma need to be allocated from a static, finite pool of points. The same must also be done for weapon proficiencies (and Thief skills if that is the protagonist's chosen profession). Finally, the player is left with cosmetic choices like appearance and name.
As one can easily discern, that is quite the list of choices that need to be made. This alone can prove to be a daunting task for new players, but it is worsened by the fact that there is no real context with which to make those choices in beyond a typical DnD adventure. The player has no idea what kind of obstacles they will be facing along the way, which playstyle will suit them best, nor the amount/variety of situations they will be thrown into. At the very best, they can make an educated guess based on their own personality and possibly the track record of the company who developed the game. The player does not even know anything about the plot when making these decisions. Worst still, once they have been made, there is no going back and no way of correcting any mistakes aside from starting anew. If the player decides about 3-4 hours in that their character is no longer working for them for whatever reason, there is no way to mitigate the damage done and try to change tactics. (There is an exception if they are playing as a human, giving them the option to Dual-Class. However, since both games have a hard experience cap, this too may cause problems if not done early enough.)
However, not all cRPGs have this issue, despite its prevalence. Another, very well-loved game from this genre, Planescape: Torment, had a pretty interesting way of skirting around this issue. The only real significant choice players needed to make at the beginning of Planescape was which statistics to put points. Even that decision was partially made for the player, since no stat could be lower than 9 for the protagonist. Most other characteristics of the player character were either preselected or were emergently generated as a result of play. The player character of the game was a human male that had immortality, but no name and no memory of who he used to be. “The Nameless One”, as he was called by the game's text, starts out as True Neutral-alignment Fighter class. This can change depending on what actions he takes over the course of the game and whether or not he chooses to undertake training as a Mage or a Thief. As long as there is someone willing to train The Nameless One, he can always undergo a class change if his current profession no longer suits the current situation. Even if the player learns that he/she did not allocate his stat points favorably later on, leveling up to high enough levels of any class will grant them more stat points to allocate, so even then there are ways to “fix” any perceived damage done. All these elements combined give players the ability to react to the game and adapt to challenges as they progress as opposed to working around challenges based on what their party is capable of doing at the time.

Another very common problem I noticed in the introductory sequences to classic RPGs is that oftentimes the initial encounters are fairly difficult. Often, I found myself encountering enemies that I could not have been reasonably expected to defeat at the start of the game, even on the easiest difficulty setting. One example of this comes again from the Baldur's Gate franchise, although this time from the first game. I have a very distinct memory of the start of that game. After leaving the first town of Candlekeep and officially beginning the story, I explored the starting area of the game, just the very first zone. As with many games I play, I wanted to do as much as I can in a given area as possible before moving on. While looking around and making sure I did everything and talked to everyone, I encountered a brown bear. Thinking that this was the first zone, and therefore the designers could not possibly think to throw a challenge at me that a starting character could not be expected to overcome, I used my Thief skills to Hide in Shadows and go for the Backstab Critical. Despite landing a successful attack and dealing damage, the bear turned around and hit me, killing me in a single blow.
This was not the only such experience I had playing these types of games. In the first chapter of Neverwinter Nights, shortly after the prelude, players are task with locating four creatures important to the story scattered across the city of Neverwinter. I decided to check out the Prison District because that was my first lead. There, I defeated quite a few random thugs through Sneak Attacks and liberal use of ranged weaponry on my way. While exploring the area looking for clues as to where to go next, I was attacked by a Thug Leader and died when he landed a successful Sneak Attack. When reloading and successfully fending him off, at the cost of quite a few healing potions, I pressed on into the Prison District's sewer system. Shortly upon entry, I was felled by another Gang Leader and three of his henchmen. It took the use of console commands to boost my character's level a few times in order to defeat this foe. Only ten minutes later, I needed to utilize the console again in order to fight a Sorcerer whose spells kept defeating me in a single deadly blow.
This is a pretty simple problem with a pretty simple solution. All it requires is a better balance of enemies encountered throughout the adventure and a more clear communication of where tougher enemies are located. Although there is no way to be absolutely sure where players will go in these kinds of games, designers do have a general sense of what most players will do and in what order it is done. This can be used to better balance the encounters and provide a steady progression of more and more difficult opponents. Furthermore, since game designers know how much experience players can be typically expected to gain over the course of a given segment (through play testing and tuning the number of enemies and their positions), it is possible, though still admittedly difficult, to use that information to better tune the level and types of encounters throughout the game.
Though not exactly a classic RPG, and highly contentious among its audience, this is something that I found that Fallout: New Vegas did very well. At the start of New Vegas, players are explicitly directed to take the South path around to the town of Primm. However, the player is allowed to head north through Sloan if they choose. Should they do so, they will be warned that it is smarter to turn around and go the other way because deathclaws patrol the area. This clearly communicates to the player that the enemies they will encounter are well over their current abilities. With this information in hand, most will make the decision to go back and take the South path, which has weaker enemies that are designed for low-level players to fight. Some will undoubtedly go and fight the deathclaws anyway, but the intent and direction of the design has been made very clear. There is little in terms of ambiguity. As a result, the game has a steady progression such that players will rarely face a challenge that is too tough for their level unless they are deliberately making the choice to give themselves a tough challenge.


I am overall very pleasantly surprised by the coming resurgence of this particular genre of games. Though I have only recently begun to play them for myself, I find that there is a lot designers and players can do with it. However, I hope that the designers of this new wave of cRPGs learn from the mistakes of their predecessors. While many were of very high quality, they were far from perfect. There is clearly lots of room for improvement. The introduction is of particular importance to get right. Without a strong intro, players can find themselves quitting a game before it realizes its full potential. I hope that my advise will not fall on deaf ears.

Wednesday, February 13, 2013

#56: The Timeless Question: What is an RPG?

Most of you out there know that I love to talk about video games. I derive pleasure from discussing what makes certain games work, where they go wrong, whether or not their stories make sense, and so on. Out of all of the questions related to video games that one could asked, there exists two that I dread seeing. These two are “What is a game?” and “What is an Role Playing Game (RPG)?”. This week, I will be discussing the latter because the topic came up on Twitter the other day and the realization dawned on me that I would be unable to answer that question in a series of 140-character posts. The fact is that there are so many games under the umbrella term of RPG that a definition that is broad enough to include all of them, yet narrow enough to exclude other types of game. With that in mind, coming up with my own definition and then working it around all the kinds of games in the genre would be impossible. Instead, I think it would be best to analyze all the games, from Mass Effect, to Fallout, to Final Fantasy, to Kingdom Hearts, that people mostly agree fit under the term and create a definition of “RPG” based on what all of them have in common.

The first of these characteristics that I notice in all RPGs is an overall sense of progression. By that, I mean that as the game goes on, there is generally a sense that the protagonist is growing and getting better at certain feats. Most of these games accomplish this through an experience/leveling system. As players accomplish objectives and dispatch enemies, they gain experience. After enough experience, they level up and gain stats and/or skill points used to purchase abilities. This model is one of the most common, appearing in Final Fantasy, Persona, The Elder Scrolls, and many similar games. Other franchises like Fallout add perks to this to further a sense of growth. While this is the most common method of instilling a sense of progression, it is by no means the only way to go about it. Both Deus Ex and its modern sequel, Deus Ex: Human Revolution, employed different systems. The original Deus Ex gave players Ability Points directly, after completing objectives or finding certain locations, which they could spend on skills from different types of weaponry to more passive skills such as First Aid, Lockpicking, or Swimming (which I would not recommend). Deus Ex: Human Revolution had experience, but instead of ability points which increased certain skills, they allowed protagonist Adam Jensen to unlock the cybernetic augmentations he is equipped with. Regardless of what systems are in place to encourage it, an RPG always has some way to make the player feel like his/her character is growing in either skill or power.

Another very common characteristic in RPGs is that designers tend to place a very large focus on the world and its inhabitants when making them. If players take the time to talk to people and explore in an RPG, they can expect to learn about economies, cultures, society, geography, political struggles, and more regarding the world or region that it takes place in. Games like The Elder Scrolls and Fallout (both older and newer titles) can boast a very rich and detailed world just waiting to be explored. That is one of the biggest draws of those games, and a topic I have written about before. Also, Bioware games like Mass Effect, Baldur's Gate, or Knights of the Old Republic serve as good examples. Like it or hate it, a major part of what makes the Mass Effect franchise so popular is that Bioware took the time to envision and develop a very vivid lore that most of the fans fell in love with. Learning about all of the various races, their cultures, and beliefs is half the fun of the game to some players. This is also true for the Japanese side of the RPG moniker. While games like Final Fantasy and Persona do not necessarily need to have very detailed background information due to how linear those games tend to be, players of them are often treated to pretty interesting worlds like the land of Spira in Final Fantasy X or the rural town of Inaba in Persona 4. The people and places all have there own story. The church of Yevon and the story of its creation and internal corruption are as fascinating as the discovery of a world inside the TV and all of its mysteries. When it comes down to it, all RPGs have deep, interesting worlds to learn about and/or explore.

The last element that I have noticed in all Role Playing Games to some extent is a feeling that the player has some element of choice in how the player character/party develops. Admittedly, this one is going to be a bit of a hard sell, so hear me out. In most western-style RPGs, this characteristic is pretty obvious. Usually, the player gets to choose what skills the protagonist has and/or how they develop. This is usually tied into the development system, similarly to the sense of progression. Players can often be asked at the start what class they wish to play as, a tactic employed in Alpha Protocol and other games. This can either be used separately or in combination with a system that gives players Ability Points to spend on skills as they rank up. Another well known system in Western RPGs is Skyrim's system where skills develop as they are used. From the other side of the coin, in JRPGs, this characteristic may be less noticeable, but I feel that it is still present. Games like Final Fantasy usually have characters evolve on static and fairly predictable paths, at level X they acquire ability Y. However, all of these games have some form of customization. The very first Final Fantasy allowed players to choose their character classes at the start of the game. The second had abilities level up upon using them. The third and fifth had job class systems that allowed players to experiment with different classes and truly customize their characters to their own playstyle. And most others allowed players to pick their party from a very large group. All of these games have some element that allows players to pick their own way to play through the game. The other notable JRPG, Persona, is also extremely well known for this thanks to its system where the player character and hold and use different personae while the rest of the party can be chosen from a diverse cast of character, although earlier games in the franchise allowed all party members to switch personae. Every RPG allows for players to think for themselves and play through them in their own way.

To me, all of these elements are what separate an RPG from other genres of video games. A strong sense of progression and customization along with a detailed world are ultimately what binds all of the games under this heading together. While this is the definition that I have reached, I will not claim that this definition is absolute by any means. Feel free to dispute and criticize my opinion on this subject all you like. I would welcome the conversation gladly. Whatever your own opinion is, I encourage you to discuss and share it with others.