Azarkon
Arcane
- Joined
- Oct 7, 2005
- Messages
- 2,989
A single, long campaign is practically a CRPG design principle. Most modern developers seem to operate under the belief that short adventures might as well be quest chains, or DLCs. One important reason given is that players want and need time to grow into their characters, to watch them progress and develop. As a result, CRPG developers are often told to enlarge the world, stretch out the main plot, and market their games by the hour. Content bloating is common; filler are almost a rule. Think of any popular CRPG, and these practices are just about guaranteed.
There is a logical alternative. Instead of a novel, consider a collection of short stories. Self-contained adventures, like you might download for Neverwinter Nights, but stitched together by a common game world, themes, and perhaps a big picture narrative, yet one that does not pivot around a single protagonist. Such a model would allow for more narrative flexibility, since you avoid having to make the protagonist a Special Person who could sustain a hundred hours of plot revolving around them, and would encourage both content parsimony and increased reactivity, since shorter events trees = more room for choices & consequences.
The down side would be the probable absence of a persistent player character, lowering character attachment, and decreasing opportunities for in-depth character building. After all, you can't exactly have the player go from level 1 to 30 in two hours of game time. But one of the benefits, especially for companies with multiple writers like Obsidian, would be increased individual freedom, and less incoherent design by committee. Indeed, one of the motivations behind this post goes back to, you guessed it, Pillars of Eternity being a bag of ideas forcibly mashed together, resulting in a disjointed, chimeric experience that never felt focused.
It should be mentioned that the above alternative is different from the general trend of shorter games. I'm not saying games should necessarily be shorter. I'm saying that instead of making an eighty hours campaign, consider eight, ten hours adventures, instead. This is not to say I don't ever want to see eighty hours games. Rather, I don't want to see a ten hours story stretched out to eighty hours just so developers can market eighty hours of play. Long campaigns should be reserved for stories that actually deserve the length, and more opportunities should be offered for shorter stories.
With all that said, would you buy such a game? Remember, there are limitations to this format: you wouldn't be able to develop one character from zero to hero over the course of an epic campaign. Instead, to use an example, you might go from level 1 to level 5, or start at level 5, and go to level 7. But you'd be able to do it multiple times, across different level ranges, and while experiencing different stories and making different choices.
There is a logical alternative. Instead of a novel, consider a collection of short stories. Self-contained adventures, like you might download for Neverwinter Nights, but stitched together by a common game world, themes, and perhaps a big picture narrative, yet one that does not pivot around a single protagonist. Such a model would allow for more narrative flexibility, since you avoid having to make the protagonist a Special Person who could sustain a hundred hours of plot revolving around them, and would encourage both content parsimony and increased reactivity, since shorter events trees = more room for choices & consequences.
The down side would be the probable absence of a persistent player character, lowering character attachment, and decreasing opportunities for in-depth character building. After all, you can't exactly have the player go from level 1 to 30 in two hours of game time. But one of the benefits, especially for companies with multiple writers like Obsidian, would be increased individual freedom, and less incoherent design by committee. Indeed, one of the motivations behind this post goes back to, you guessed it, Pillars of Eternity being a bag of ideas forcibly mashed together, resulting in a disjointed, chimeric experience that never felt focused.
It should be mentioned that the above alternative is different from the general trend of shorter games. I'm not saying games should necessarily be shorter. I'm saying that instead of making an eighty hours campaign, consider eight, ten hours adventures, instead. This is not to say I don't ever want to see eighty hours games. Rather, I don't want to see a ten hours story stretched out to eighty hours just so developers can market eighty hours of play. Long campaigns should be reserved for stories that actually deserve the length, and more opportunities should be offered for shorter stories.
With all that said, would you buy such a game? Remember, there are limitations to this format: you wouldn't be able to develop one character from zero to hero over the course of an epic campaign. Instead, to use an example, you might go from level 1 to level 5, or start at level 5, and go to level 7. But you'd be able to do it multiple times, across different level ranges, and while experiencing different stories and making different choices.