Elvenshae said:
Well, Volourn said I should come post over here, and that after I did I would be "eaten alive." I look forward to the experience.
Being eaten alive isn't that bad. Er, not that i'd know of it from personal experience, i... i.. erm... lets just get on with the show.
The current consensus seems to be that Bioware's efforts in the RPG genre are fairly lacking, especially with regards to multiple, independent paths through a given story.
Some might even call it a fact, not a consensus.
I challenge anyone here to come up with a list of:
1) Mulitplayer (not necessarilly massively) computer role-playing games that
2) have more than two ways to complete the game.
Well i guess i could lose myself for some months trying to scavenge such a list, but really, what would it matter to the discussion at hand? Roleplaying is all about equal parts characterization and customization combined (the roleplay). And that roleplay has to give you back all you invested in it - be it in fun, immersion or interactivity; not about how many people share the same experience.
I specify two because character death followed by the ending of a game is always a possibility.
Yes but not a good one. Unless its strictly story-related and/or needed (example: Planescape where you needed to die in order to advance in some places; or even Fallout: Tactics, where in one of the endings, you could sacrifice yourself to make the wasteland a better place, by merging with the sentient computer thingy in Vault 0), dying is not a good possibility to take. Out goal in videogames is to survive in them, given the odds - not lay down and die and happily look at the cutscene, with a Game Over-themed image. True, it stands as a possibility in terms of multiple paths, but it also stands as a halt to what our actions can change. If you die in a game, all you tried to achieve goes to waste - multiple paths (and specially, multiple endings), are there to show how our actions can influence outcomes, people, things - that they matter. Death is not an option, its a sudden and brutal halt on the probability outcome.
Another example that has popped up, however, both here and on the Bioware boards, is Troika's upcoming ToEE. While I laud Troika's design goals, there is currently no information to suggest that their multiple beginnings and endings will be anything more complex than a set of different opening and ending cut-scenes. (I.e., the difference between openings in which the party is sent on a quest by the head of a church, the boss of a crime syndicate, or an evil mutli-national alliance is minimal if, after said interlude, the party ends up in the same place with the same goals. The same is true for similarly-made endings.) This, as mentioned
with regards to BG II: TOB, would be an unsatisfying state of affairs.
The way i remeber it, i believe each party alignment will have a different beginning, all will then converge into the Temple, then they will all diverge in endings. Which to me is great, and better than what BG has to offer.
Of course, you ask what will the beginnings have that they can't be diferentiated with cutscenes? I honestly can't answer. But i can say that, personally, i expect the game to have us interact in said beginnings. The evil party will probably find itself in a place where it will have to cut down some of the local yokels and farmers. The good party will probably have to help some farmers. I expect the beginnings to have a degree of interaction - and to me interaction is more important than cutscenes of any sort.
Regardless, this is not a question of how different beginnings and endings are going to be portrayed, its a question of how they can help a game. And if different endings help, so do beginnings. The reason why the endings of TOB fail its because you don't need to do anything special to obtain them - just kill everything that stands in your way, and your reward will be a choice between 3 endings, endings which you did not work for. There isn't a sense of achievement - if all i have to do is get there and kill Amelyssan the Blackhearted, what the hell does it matter what i do before? Should i help peasants or kill them? Should i smite evil or join with it? Who cares - what i do won't affect my possibilities of ending the game, and of seeing an ending of my choosing. Instead of having programmed an action-> consequence check, that could lower your possibilities of being able to choose the good ending if you commited evil acts (and the reverse as well), it just removes any satisfaction whatsoever.
Hmm. I disagree with you. I find that a roleplaying game can be either:
1) a single-player game with enough built-in flexibility that the computer-run characters seem to be played by actual people, or
2) a multi-player game.
An RPG can have multiplayer functionality, but a multiplayer game doesnt' automatically turn into an RPG.
In the PnP world, roleplaying games are, almost by definition, multiplayer. Why, then, does it become an inherent contradiction when you insert the word "computer"?
Because:
1) The rules and scope of the game itself are different. One cannot faithfully emulate PnP on computers. The addition of multiplayer capability is nothing if players don't assume it as a means to further the role (which,BTW, the majority don't).
2) In multiplayer, not everyone plays the role they're supposed to. If playing an online-capable, multiplayer game, i abide to its rules. If its medieval-themed, i won' tgo about bitching because there aren't shotguns. If its sci-fi-themed, i won't equally bitch about there not being Elves and Dragons. And since it's multiplayer, we already are participating in an event which has adjacent rules, such as a form of etiquette pertaining to the game itself. One thing is to play Quake 3 online, that has no convention we have to care about, and my role is that of winning by maximum amount of frags. The other is to play an RPG, to play a role given the gameworld i'm in, and given the role i've chosen for myself. If i choose to be a Paladin Dwarf in a mystical land of Dragons rampaging trought the world, with a 17th century ambience, i will do my incredible utmost to not use a common language; if i play a Decker with psyonic powers in Downton LA in 3215, i will use futuristic, street-wise slang. Its called imemrsion and roleplay - i know i play my role. I play to the best of my abilities, given the role and game i've chosen. But i can't say the same of everyone else.
It becomes an inherent contradiction because "multiplayer" =/= "better roleplay". Because multiplayer doesn't actually put players together, it doesn't make them realize that there's a difference between playing together, and playing their roles together. Thats why there are, for instance, NWN servers, where Role-Playing is enforced. In short, multiplayer only makes players "be there", not "make them act as if they were there".
Well, that's a fairly reductionist view of things, and while it is in some respects true, we all can acknowledge that it isn't the whole truth. There is a lot of combat in the NWN and SOU OCs. However, there tends to be a lot of combat in most D&D modules, and there are many places in the SOU OC's first chapter, at least, where a quick tongue will let you avoid combat entirely.
And because D&D has much combat, all electronic iterations of it must also bring forth endless mobs of raving enemies trying to kill me? Er, no. I'm not even going to bring into discussion DM-specific takes on PnP where players get together for 12 hours to ONLY roleplay, because this kind of gameplay visible in PnP cannot be made (yet) on CRPGs. But it can be countered - the problem is not combat. I like combat. I like coming up with strategies for combat. What i don't like is excess of combat - to have about 80% or more of a game solely revolving around combat and FedEx quests which go hand-in-hand. I don't ask companies to recreate Planescape; i don't criticize companies because they don't create electronic versions of PnP 101. What i do criticize them is, their lack of understanding of what is roleplay, and what is playing a role. I play my role of Fighter when i'm whacking Kobolds; i play my role of Wizard when i'm memorizing spells. But in BG, my Fighter and my Wizard's role is the same when it comes to roleplay. Int 3 or Int 19 stands for the same. Less intelligence would make one speak like an idiot. This is specially true with the BG2 Half-Orc: with a minimum of Intelligence being a 2, he still speaks fluently. Now, how can i be convinced i'm roleplaying,using my character in a convincing way, if my character breaks every rule thats in the rulebook? That is not roleplay. The same situation in Fallout and Arcanum, *that* is roleplay. Your character *will* speak in an utterly stupid way, people *will* treat you as a stupid person.
One could say "stupid/idiotic dialogue lines don't help the game". Well, they may not, but at least it shows the designers took the time in coming up with something that gave players the feeling that playing their roles actually had some impact on the gameplay.
But i ask, where is my role taking me in BG? Its inconsequential - there are rare (or amounting-to-nothing) gender, class, racial and statistical checks. Dialogue lines are well written, but amounting to nothing much. Its either a flourished:
A) Yes
B) No
C) What?
D) Where?
E) Kill
F) Money
G) Kthnxbye
If you accept a quest, the possible dialogue lines when you return will amount to this:
A) Yes
B) No
C) More Money
D) Kill
Its unfeasible in many ways. I can't talk to my party NPCs in BG. They aren't capable of assuming their own roles in the world - why would Cernd be uncapable of being an Arch-Druid? Why would Anomen be incapable of having his own Temple, and sheperd the faithful? Why would Minsc be unable to protect Imnsvalle? Why wasn't Edwin able to operate the Planar Speher, plotting his own agenda while dealing with the Cowled Wizards? Now don't tell me these things are uncapable of being programmed, neither that they take time - perhaps if Bioware didn't had to break the entire rulesystem and the combat system of D&D, and turning it into something it wasn't meant to work on (RTWP), perhaps they'd have more time and more resources to actually make their products better in the immersion and roleplay department. Also don't try to say Bioware made the NPCs unable to get Strongholds for themselves because it'd "unbalance" the amount of experience - they were capable of allocating Quest Experience to single characters (such as Edwin's Nether Scroll quest, or Cernd's Child quest), they certainly could do the same there. Even non-party NPCs act strangely, or some situations are whacked. Remember Baron Ployer, the guy that has Jaheira cursed? He was in poverty remember? Now if i hire Terrence and the other 2 freelancing Cowled Wizards, it costs me 15,000 just to make it so they don't appear. What would have costed Ployer (who was supposedly poor), to get a lock of Jaheira's hair, to have the CW's create a curse, have them cast it, and have them help him in combat against my me and my party? Im betting it wasn't cheap. Also, why is it that, enemy NPCs can cast spells at will in Athkatla and get away with it, and i can't?
And quests are only there to give more experience, and thus, more levels of experience. All events, like the dream with Bhaal at Spellhold, and the decisions in Hell, only affect your character is on a statistical level.
Choose a goody-goody outcome? More reputation. Choose a bad outcome? Oh, more X to AC and HPs. Even the "curse" of having your soul stolen ends up giving you the chance of becoming the Slayer, which, as we all know, is pretty much unstoppable. Who cares everytime you change into it you lose 2 points of reputation? Just find a local temple and pay them off. Mahvelous.
I won't even bring up the fact that the game doesn't cater to several types of playing when it comes to alignment, because Gaider already buried himself with his outstanding remark of "being evil doesn't pay".
Well, it is a somewhat silly way to "beat" a game, but it is a possibility for completing it. The main character dies at the hands of desert bandits, Vault 13 doesn't get its water chip in time, and its entire population dies. The End. Sarevok slays the Bhaalspawn PC, and presumably goes on to global/planar domination; the PC doesn't know, he's dead. The End. It *is* a possible ending, though not a generally accepted one.
Wrong. By dying in a game, you're not completing your objectives - you're failing on their completion - therefor you're not completing it.
Both of which were done in a much larger time frame with more people on the job (i.e., more dedicated man-months) and no source material to which the design teams had to stay true.
Fallout and Arcanum took longer than BG or NWN, and had more people working in them? Lets also not forget that destroying TB and include a combat system the game wasn't supposed to handle also takes its toll on time and resources.
Moreover, Atari ne Infogrames has a habit of pushing developers to release before the product is truly ready, c.f. MOO3 and NWN. It would not surprise me if Atari's schedule for ToEE precludes a great deal of what Troika would like to do.
If this is regarding NWN's quality, Bioware had what? 3 to 4 frickin' years? 3 to 4 years is well enough. Morrowind was in development for about the same time, and still managed to present better content on many levels over NWN.
Don't get me wrong - I would love to see ToEE have all the multiple paths that Fallout did. The module on which it is supposed to be faithfully based, however, is not necessarily given to such non-linear branching.
I believe Troika decided to include more roleplaying abilities in occasions where the official module was letting it to player's imagination, or where it trailed off without explanations.
Because I'm a quixotic person and enjoy enlightening discourse.
Well here's hoping we gave off enough windmills for you to enjoy.