Llyranor
Liturgist
- Joined
- Jun 13, 2004
- Messages
- 348
Design food for thought. Relatively long read ahead.
This is something I've been toying with since messing around with the NWN1 toolset (and now NWN2). The problem with those is that the RTwP system is kind of bland, and not something I really want to design around (some creativity could of course go a long way, but competent scripting would be required - I could learn it, but combat isn't my priority and certainly not the reason I'm making a mod).
Unfortunately, I'm not a scripter (which is, ironically, why I'm sticking around with the NWN toolset, since I've at least learnt the basics of NWNScript so that I may accomplish pretty much all I need to in that respect).
Now, I would have loved if the games were turn-based. I would have designed some modules around just that, no problem. Instead, perhaps out of 'necessity', I had to think out in what way I could implement gameplay that I didn't find fundamentally bland (given the limitation of being relatively unable to stray away from the default scripting of the game). A quick background: I'm not a 'hardcore' roleplayer. I enjoy good proper narrative and storytelling above roleplaying. That doesn't mean I don't appreciate roleplaying, and the two certainly aren't mutually exclusive. PST is my ideal game in that respect. It gives you some good choices to make (without simply using Bioware's triad of 'choices') while maintained a solid story frame. Fallout, on the hand, didn't grasp me as much, despite its greater roleplaying opportunities. Roleplaying *is* important, but I'm more concerned about roleplaying in the context of the game's story (though in no way promoting linear storytelling), rather than in spite of it. I enjoyed FO, but I enjoyed PST much much more.
And so, going back to the NWN toolset limitations, and looking back at conventional commercial RPG design, I pondered how I could implement gameplay that *I* would enjoy playing (again, against those restrictions). I came up with the concept of narrative gameplay.
Essentially, rather than using some sort of in-game gameplay system, I would implement everything via the dialogue system as a player interface. It's already there, I wouldn't need to create my own 'system', nor a new interface. In addition (and perhaps more importantly to me), I could put in some narrative directly into the 'gameplay' (I am, of course, not speaking of player-driven narrative, which FO can provide tons of, but it just doesn't grab me in the same way that the narrative of a good storyteller - hey, I like MCA - can).
What would the gameplay actually consist of? I would integrate combat, stealth, diplomacy (in the most basic sense) all via dialogue, driven by 'narrative'. I wouldn't be obsessing so much over stats, instead opting to emphasize the importance of *choices* within the game. This isn't really about character development, though, as that's a whole other discussion. For the sake of *this* discussion, let's assume that there is 'no' character development, and that the player character is simply average in all aspects.
For combat, rather than having statistics determining how successful you are (if I do implement stats, they'd be behind the scenes), it'd be more determined by choices during combat. I want every battle to be challenging, even simple 1-on-1's. Every battle has the potential to end your life if you're reckless. In that sense, combat may often involve avoiding getting killed, rather than killing your opponent. If you die, it'd be less of a 'unlucky dice, you die haha' but more of a 'you purposely put your neck on the line, good job'. It'd be text-driven ('duck behind the crates to avoid the archers' 'punch the idiot in the face' 'dodge to the side and try to parry the incoming spear' 'grab the chair and throw it' 'run away'), so the limitations of combat will basically be the limitations of the designer, rather than of something inherent in the combat system (in terms of how fighting and interacting with the environment goes).
Stealth would also be similar. Rather than being decided solely on your stealth statistic, your success in sneaking around would be determined with *how* you proceed with said sneaking. Hide behind cover, remain still, make some distractions, etc.
The real advantage of this (aside from being able to simply get to write) is that 'combat/stealth/diplomacy' can all be integrated seamlessly. You can try to negotiate your way out of dying WHILE fending off your opponent's attacks. You can create a quick diversion and get into hiding while fighting, you can punch an idiot in the face while trying to bargain with him, and so on and so forth. The only limitation is again based on what the designer imposes. Which is both a good and a bad thing, as you can't do 'everything'. The challenge is for the designer to provide a broad and flexible enough set of options so that the player can accept that. The advantage is that it'd be more narrative-driven (writing is indeed my favorite part of mod-making, but I don't want to stick to linear storytelling, I certainly believe interactive storytelling has a big place in game design, and is barely being exploited in our industry - and I really mean *interactive* storytelling, with actual roleplaying within said context). You would also be able to avoid the segmentation in gameplay that many games suffer from (a 'story' segment, a 'dungeon' segment, a 'boss' segment). Instead, everything could flow well together.
I realize how this could quickly exponentiate into a crapload of work, but in keeping the project small-scale, I think it could be viable.
I also realize I'm posting this at the Codex, and controversially implementing something that doesn't necessarily put roleplaying as topmost priority. Thoughts?
This is something I've been toying with since messing around with the NWN1 toolset (and now NWN2). The problem with those is that the RTwP system is kind of bland, and not something I really want to design around (some creativity could of course go a long way, but competent scripting would be required - I could learn it, but combat isn't my priority and certainly not the reason I'm making a mod).
Unfortunately, I'm not a scripter (which is, ironically, why I'm sticking around with the NWN toolset, since I've at least learnt the basics of NWNScript so that I may accomplish pretty much all I need to in that respect).
Now, I would have loved if the games were turn-based. I would have designed some modules around just that, no problem. Instead, perhaps out of 'necessity', I had to think out in what way I could implement gameplay that I didn't find fundamentally bland (given the limitation of being relatively unable to stray away from the default scripting of the game). A quick background: I'm not a 'hardcore' roleplayer. I enjoy good proper narrative and storytelling above roleplaying. That doesn't mean I don't appreciate roleplaying, and the two certainly aren't mutually exclusive. PST is my ideal game in that respect. It gives you some good choices to make (without simply using Bioware's triad of 'choices') while maintained a solid story frame. Fallout, on the hand, didn't grasp me as much, despite its greater roleplaying opportunities. Roleplaying *is* important, but I'm more concerned about roleplaying in the context of the game's story (though in no way promoting linear storytelling), rather than in spite of it. I enjoyed FO, but I enjoyed PST much much more.
And so, going back to the NWN toolset limitations, and looking back at conventional commercial RPG design, I pondered how I could implement gameplay that *I* would enjoy playing (again, against those restrictions). I came up with the concept of narrative gameplay.
Essentially, rather than using some sort of in-game gameplay system, I would implement everything via the dialogue system as a player interface. It's already there, I wouldn't need to create my own 'system', nor a new interface. In addition (and perhaps more importantly to me), I could put in some narrative directly into the 'gameplay' (I am, of course, not speaking of player-driven narrative, which FO can provide tons of, but it just doesn't grab me in the same way that the narrative of a good storyteller - hey, I like MCA - can).
What would the gameplay actually consist of? I would integrate combat, stealth, diplomacy (in the most basic sense) all via dialogue, driven by 'narrative'. I wouldn't be obsessing so much over stats, instead opting to emphasize the importance of *choices* within the game. This isn't really about character development, though, as that's a whole other discussion. For the sake of *this* discussion, let's assume that there is 'no' character development, and that the player character is simply average in all aspects.
For combat, rather than having statistics determining how successful you are (if I do implement stats, they'd be behind the scenes), it'd be more determined by choices during combat. I want every battle to be challenging, even simple 1-on-1's. Every battle has the potential to end your life if you're reckless. In that sense, combat may often involve avoiding getting killed, rather than killing your opponent. If you die, it'd be less of a 'unlucky dice, you die haha' but more of a 'you purposely put your neck on the line, good job'. It'd be text-driven ('duck behind the crates to avoid the archers' 'punch the idiot in the face' 'dodge to the side and try to parry the incoming spear' 'grab the chair and throw it' 'run away'), so the limitations of combat will basically be the limitations of the designer, rather than of something inherent in the combat system (in terms of how fighting and interacting with the environment goes).
Stealth would also be similar. Rather than being decided solely on your stealth statistic, your success in sneaking around would be determined with *how* you proceed with said sneaking. Hide behind cover, remain still, make some distractions, etc.
The real advantage of this (aside from being able to simply get to write) is that 'combat/stealth/diplomacy' can all be integrated seamlessly. You can try to negotiate your way out of dying WHILE fending off your opponent's attacks. You can create a quick diversion and get into hiding while fighting, you can punch an idiot in the face while trying to bargain with him, and so on and so forth. The only limitation is again based on what the designer imposes. Which is both a good and a bad thing, as you can't do 'everything'. The challenge is for the designer to provide a broad and flexible enough set of options so that the player can accept that. The advantage is that it'd be more narrative-driven (writing is indeed my favorite part of mod-making, but I don't want to stick to linear storytelling, I certainly believe interactive storytelling has a big place in game design, and is barely being exploited in our industry - and I really mean *interactive* storytelling, with actual roleplaying within said context). You would also be able to avoid the segmentation in gameplay that many games suffer from (a 'story' segment, a 'dungeon' segment, a 'boss' segment). Instead, everything could flow well together.
I realize how this could quickly exponentiate into a crapload of work, but in keeping the project small-scale, I think it could be viable.
I also realize I'm posting this at the Codex, and controversially implementing something that doesn't necessarily put roleplaying as topmost priority. Thoughts?