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  1. Something that seems to frequently come up when discussing the design of a game system is whether or not some aspect of that system adheres to reality. Or, more precisely, whether the outcomes of that system accurately simulate the results that the person making the argument expects, based on their particular interpretation of reality. Generally, these arguments come from players, or from non-designers, or less experienced designers, and will take the form of, "But XXXX isn't realistic!" or "Realistically, YYYY should happen instead". And, frequently, experienced game designers will turn around and say "Who cares?" and merrily go on their way designing an "unrealistic" system. I wanted to give a quick explanation of why this is, explain what role I see realism as having in game design, and then provide a bit of a defense of "realism" as it relates to something I call the "responsibility of expectations" that is placed on any game design. First - game designers primarily ignore or devalue realism because their primary goal is rarely to construct an accurate simulation of a real world. At their core, game systems are sets of rules that encourage and discourage, or reward and punish, certain choices within the game versus others. In establishing both what choices players can take, as well as the rules effects of those choices, designers are generally attempting to create a system which a) avoids "dominance" b) provides opportunities for players to differentiate their strategies based on the decisions they take, and c) give players opportunities to make "good plays" in response to opponents (be they computer or human controlled). As a very basic example, take armor in Fallout: New Vegas. Wearing Light Armor has strengths (you move faster) and weaknesses (you absorb less damage). Wearing heavy armor has the opposite effects. Heavy armor does not dominate Light Armor, even though it performs better at its core functionality, because there are cases in which moving faster is more important than absorbing damage. For a more complex example, because the game uses subtractive DT, low DAM weapons are disproportionately affected by DT. So, for instance, if a creature has 5 DT, going from a 6 DAM weapon to a 7 DAM weapon doubles your damage (your actual damage goes from 1 to 2). Whereas, if that same creature had 0 DT, going from a 6 to a 7 DAM weapon is only a 1/6 increase. This is an example of how you can encourage the player to make "smart plays" - when fighting an enemy in light or no armor, you are encouraged to use your highest DPS weapon regardless of its DAM. Whereas, when fighting an enemy in heavy armor, you want to select a weapon with enough DAM to significantly overcome its DT while still having enough DPS to deal substantial damage over time. When combined with the other properties of weapons (range, rate of fire, spread, etc.) you end up with an interesting matrix of choices in which players are encouraged to find the optimal weapon for any given situation. No weapon is dominant, players can select from a group of weapons they like based on their own personal playstyle, and there are opportunities for players to maximize their effectiveness through smart play. These are the core goals of most game designs. Many games have other additional goals, and simulating reality is sometimes one of those goals. But when you evaluate a system from the perspective of someone trying to create as good a game as possible, these goals are paramount. The problem with realism is that, in reality, there are strongly dominant options. Catch 22's exist. I can't imagine ever wanting to bring a knife to a gunfight. If I was going to be venturing into the Mojave wasteland, you bet your ass I'd want to only wear the heaviest power armor I could find and only use the biggest gun I had... plus I wouldn't have an invisible backpack full of other weapons I get to choose to optimize my damage in other situations. So, often, the goals of realism and the goals of quality game design conflict, and in almost all cases realism is cast aside. That explains why realism is so often ignored. However, there are two cases where realism is important - first, in creating a sense of "verisimilitude", and second, in dealing with the responsibility of expectations. Verisimilitude is a term that, like "truthiness", I'll use to mean the extent to which something "feels realistic", even if it is not. For instance, again, I'll use eating, drinking and sleep deprivation, in F:NV's Hardcore Mode (if Hardcore mode is off, these features are not present). These may not actually realistically simulate the mechanics by which a person becomes starved, dehydrated or sleep deprived. The rates, and effects, are almost certainly not identical to what you'd encounter in real-life. However, the fact that I am thinking about food and water in the wasteland, and the fact that I am happy whenever I find a delicious, delicious fresh barrel cactus fruit, gives my journey through the wasteland a taste of reality. Not realism, but "truthiness", or vertisimilitude. Note that these aren't really mechanics that work as I described above. It is a strongly dominant option to have water, and to drink it when you get thirsty. It's not really a valid playstyle to be "the guy that never drinks water". But, in this case, it is a small enough part of the system and has enough of a positive effect on verisimilitude that it's worth having the system, IMO. Finally, when players approach a game, they come both with their own personal baggage/knowledge, and they form opinions on things in your game before they ever interact with the actual gameplay of those things. As two examples, I'll use Civilization and Power Armor. First - in Civilization, one of the most common complaints has been the situation where 1000 spearman defeats a tank. It seems ridiculous that something like that would even be possible. Yet, in the game rules, it is clearly an outcome that is possible, and tailoring the rules to avoid that outcome could have deleterious effects on the actual gameplay, in which case it may not be worth it. In fact, allowing lower-tech units beat higher-tech units helps avoid over-rewarding players that fast-tech and start off isolated - if tech was as dominating in Civ as it is in the real world, the game would not be much fun, even though it would be more realistic. However, players do come with that expectation, and that is something you have to deal with - so the ideal solution would be one in which the balance of the game isn't ruined but spearmen can't, in fact, beat tanks, because players come into the game with expectations and preconceived notions, and it's generally a bad idea to violate them (unless you're trying to make a point in violating them, which is maybe a bit too post-modern for a video game). Next, let's take the example of Power Armor in F3. None of us knows how Power Armor works in "reality". So, our preconceived notions aren't about the actual function of the armor, but instead the weight that it's given in the art and lore of the world. When, in the intro movie to F3, the camera trucks out to reveal the fully power-armored soldier, you can't help but think "Wow, that guy is a badass. I bet that armor is awesome!" If, in the game, you then found that armor, and it was barely better than leather armor, you would be disappointed because your expectations had been violated - the game art wrote a check that the mechanics couldn't cash - and that's a drawback even if the game works perfectly well as a game that way! This is something that Rob Pardo talked about at the last GDC - it's important that you respect the fantasy in your game and not violate it through the game mechanics.
    2 points
  2. Character building for games isn’t easy, and it requires a lot of effort, especially when it comes to companions. I’ve had the good fortune to work on a variety of titles with strong support characters over the years, and I enjoy writing them a great deal. I still can’t believe I get paid to do this (don’t cut me off, Feargus). There are a few guidelines I try to follow when designing companions (some of these are dependent on the engine and franchise). - Combat/Challenge-viable. Any companion that can’t hold their weight and help support the home team in some fashion isn’t going to last long in the hearts of players (well, maybe a very forgiving few). This is something I learned way back in Fallout 2 when it became clear that Cassidy was far preferred over Myron, for example (and not just because Myron was an ****, which factors into another point below). It’s also a lesson I picked up while playing Final Fantasy III – every character needs to contribute to the mechanics and challenge mechanics in some fashion (whether combat or stealth or whatever the game’s challenge is). - Companions should be optional. Whenever possible, the player should never be forced to take them or in the case of true psychopaths, even let them live. The golden rule is the companion should be a support character or a walking/breathing slab of target practice if the players don’t like or want anything to do with the companion. - Next, assuming the players like the companion, the companion should serve as a sounding board for the theme of the game. It’s not mandatory, but there’s no better way to reinforce the narrative than someone who is walking beside the player for 70-80% of the game. This worked well with Kreia in Star Wars: Knights of the Old Republic II, it was the spine of most of the companions in Planescape: Torment, and it worked well with Kaelyn the Dove in NWN2: Mask of the Betrayer. - The companion needs to ego-stroke the player in a variety of ways. Sometimes this can be romance, sometimes this can be simply reactivity (either brief barks or conversations about the player’s actions), or any of a variety of methods. Ultimately, however, any companion that simply sits around bitching, complaining, and haranguing the player isn’t someone you want to drag into the nearest dungeon to help clear it out… you may simply want to throw them in the dungeon and lock the door. - A visual and vocal/audio hook. This may be the result of many, many years of comic books, but whenever possible, I try to suggest a variety of “visual ego signatures” that can be integrated into the character design, and audio hooks as well. For example, when doing the Fallout New Vegas: DLC, Dead Money, the visual signatures were Dog/God’s bear trap that was still clamped on his arm (along with his name carved in his chest so it could be seen in reverse in a mirror), Dean’s dapper lounge singer suit to contrast with his ghoulish appearance, and even something as simple as Christine’s throat scar (which we had to position carefully so the bomb collar wouldn’t obscure it). All of these things serve to tag the character and helps make them stand out. Each had their own vocal hooks as well (Dog/God’s voice would change based on his personality, Dean had the drippy smooth singer voice, and Christine’s vocal hook was she didn’t speak at all). - Speaking of Kaelyn, companions are also a great means of foreshadowing as well. Kaelyn’s relationship with her deity and his role in the Forgotten Realms ended up being a nice way to subtly build on the end game without directly hammering the player over the head with exposition. - Reactivity, not just to player’s actions but to the environment and events taking place. The Mask of the Betrayer’s barks for when companions would enter certain areas, for example, did a great job of showcasing their personality and also a bit of lore/rumors about the location you were visiting. If we’re able to do the same with game mechanics and combat, that’s an ever better bonus (“aim for the eyes!” “Knock him down again!” “Good one!” “Did Dogmeat just knock down that super mutant?!” “I’m doing the best I can with this crappy knife you gave me!”) So in terms of companions for Project: Eternity, the process works like so: - Establish the game mechanics for the title, and when possible, link that into the lore and narrative while you’re doing it. What’s the central system mechanic of the game? (For example, in Mask of the Betrayer, the soul-eating mechanic and basic combat were the two principle systems the player was interacting with.) - Design characters that support that game mechanic, and if it’s been properly integrated with the lore and narrative, make sure they discuss that angle as well, either though exchanges or reactions to it taking place in the environment. - Next up, figure out exactly where that character shines in terms of the game mechanics – why would a player bring this companion along? Are they a tank, a healer, or perfect for sniping enemies from a mile away? This shouldn’t overlap with another companion’s specialty if you can help it. - Build a barebones background. Were they once a scout, an assassin, a merchant, a Sith Lord, a smuggler, a bartender, etc.? What led them to that… and what led them to where they are today in the world? I say barebones, because I prefer to leave wiggle room for exploration and fleshing out the background while writing the character – the most likely avenue a player has to discover a CNPC’s history is through talking to them, so I let the CNPC do most of the work and try to focus on giving the details there and then. - Gather whatever reference art you can that you feel capture’s the hook of the character (for example, in Dead Money, Dog/God’s reference art often revolved around Mr. Hyde from Alan Moore’s League of Extraordinary Gentleman comic) and sit down and discuss the “whys” of each piece with the concept artist. I am fortunate to work with Brian Menze and he’s done a lot of the companions for Obsidian and Black Isle over the years, and seeing what he takes from the brief character descriptions and runs with them is really nice to behold (for example, Darth Nihilus). The important thing about Brian’s approach is he takes a lot of time to delve into the visuals of each franchise he works with and makes sure he’s capturing the art direction as well – and it really served us well while he was designing Kreia, Atton, and the other heroes/villains of Star Wars: Knights of the Old Republic II. - Build a tone. This starts as soon as you start writing – and sometimes, the tone surprises me once I actually start writing. The cadence of how the character talks, their slang, the subjects that interest them – I start a conversation with the character and try to imagine what I’d like to ask them about as players… and often, I try to steer the conversation into game mechanic help, gifts, new perks and skills to learn from the companion (which we used a lot in Torment, KOTOR2, and Dead Money, for example). The player should feel that they are gaining something of value from the interaction, even if the interaction isn’t mandatory – exploring a character’s personality should be as much fun as exploring a dungeon. - Keep the theme in mind. As mentioned before, I try to keep the game’s theme in mind while writing (the nature of the Force in K2, the suffering of the spirit in Torment, the idea of “letting go”/obsession/greed in Dead Money) and try to find ways to weave that into the character’s conversation and their history. You don’t want to hammer it home too much, but you want to include enough hooks so when the player thinks back on the conversation, it’ll start to sink in and all click into place once the game enters its final stages. That’s a bit about characterization – in future blogs, I’d go over a bit about constructing game stories and narratives, discuss some of the companion mechanics we’ve used over the years (influence, reputation, etc.), and anything else you guys would like to read. Thanks for reading!
    1 point
  3. Oh. Hello there. I wanted to put some ideas into words to help express what it means to build a world at Obsidian. It takes a lot of time and effort from a boatload (dirigible-load) of people, but there are some guiding principles that keep us focused on building worlds we love that we hope players will love, too. No matter what the flavor of the setting may be -- fantasy, sci-fi, modern day espionage... a town in Colorado -- worlds are places we want to explore filled with characters we feel passionate about. Curiosity makes us want to explore. An interest in the unknown. Fascination and wonder at what we'll see if we go left instead of right. Visuals are part of it, but it's about the atmosphere and the feeling we get from stepping into a place we've never been part of before. When we see the way the world and the folks in it work, what drives it and them, no matter how mundane or fantastic, we believe in it. To feel for characters at all, we need to make a connection with them. To make a connection with them, we need to believe that if we were put in their shoes, maybe we'd follow the same path they're on. When we talk about mature themes, we're not describing arterial spray. We're talking about character motivations that we sympathize with in the setting. When we get to our nemeses after hunting them down for 50 hours and they say, "Man, do you see what I have to deal with?" we nod and say, "Yeah, I guess I do..." even as we're reluctantly beating their faces in with a morningstar. But it's not a one-way street. Those characters need to be with you. They need to pay attention to who you choose to be and how you choose to conduct yourself. It's why we love writing conversations as dialogues, exchanges with give and take. If we've built a world you believe in, your choices won't feel like random button clicks. They'll be decisions that make you think, maybe trouble you, possibly annoy you from time to time. And when your companions, friends, enemies, lovers, haters, et al. react with jeers, whooping, or the RPG equivalent of a sustained Citizen Kane clap, you won't feel the invisible hand of the market designer at work. You'll feel like you're at home in the world we, and your choices, have shaped. When you get down to it, we want to make places and lives you want to be a part of as much as we do. It seems a lot simpler than it is when it's written down like that, but through all of the complications and doubts, knowing what we're shooting for helps us move foward day after day and year after year. Hopefully you'll want to be part of where we're going next. It should be a hoot.
    1 point
  4. I started playing Wasteland 1 near the end of Kickstarter to get back into the Wasteland mindset. I'm still loving it just as much as I did back in high school. One thing I wanted to vent about concerning old-school RPGs like Eternal Dagger, Wizard
    1 point
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