So the question is, which of these types of choices is more monocled or more "RPGish"?
2, of course. The only one to acknowledge the existence of a little something called "party".
So the question is, which of these types of choices is more monocled or more "RPGish"?
This is a silly argument.In a good CRPG a lot of "pseudo choices" have to be built in. The decision tree can't grow forever.
Otherwise you get a memory problem very fast:
Lets assume in each situation of a game you get 3 choices which leads to unique situations that offer 3 other choices and so on.
Then you have after n-decisions 3^n unique situations.
1: 3
2: 9
3: 27
...
10: 59049
...
20: 3486784401
...
100: 5,15e+47
...
105: 1,25e+50
(BTW: 6,00e+49 = count of all atoms on earth => after only 105 decisions you could have reached more unique situations than atoms on earth!)
Yes, some player could come with some absolutely crazy ideas but a cRPG doesn't need to keep track of all the ideas players might have just the most obvious ones, this would be light years ahead of the today's systems of blue, red or green choices at the end.Human GMs have an ability that the computer doesn't, though. When something goes completely off the rails, they wing it and just start making shit up. An intermission might be called so that they can think of more content to add. The computer can't normally do this, so the players must be kept to a relatively narrow set of rails. But you never know, maybe some day they'll work out procedurally generated content to the point where the computer CAN generate an entire storyline off the rails.You have a point but this isn't 100% accurate. If it was this way, it would be impossible for PnP campaigns to ever exist as any GM would go insane trying to keep track of all those combinations. There are a few GM tricks to keep the power of the choice of the players under control without completely removing it as most cRPGs do.
This is a silly argument.In a good CRPG a lot of "pseudo choices" have to be built in. The decision tree can't grow forever.
Otherwise you get a memory problem very fast:
Lets assume in each situation of a game you get 3 choices which leads to unique situations that offer 3 other choices and so on.
Then you have after n-decisions 3^n unique situations.
1: 3
2: 9
3: 27
...
10: 59049
...
20: 3486784401
...
100: 5,15e+47
...
105: 1,25e+50
(BTW: 6,00e+49 = count of all atoms on earth => after only 105 decisions you could have reached more unique situations than atoms on earth!)
1) Not every decision needs a unique outcome
2) Not every decision need to take into account other decisions
3) Not every decision needs to be taken into account by other decisions
4) You can use indirect systems
I've played a game of civilization where I've made 1005 or 10,005 decisions. How did that fit in memory?
3) Seems like special case of 2). Theoretically you may want some checks to override others, but but this may still end up being 2).There are three types of choices a player is typically called upon to make in an RPG:
1) Non-character build dependent choices. Choices that have nothing to do with stats or anything "RPGish". For example, choosing whether to side with faction A or faction B.
2) Non-exclusive character build dependent choices. Choices that depend on your stats, but which in a typical playthrough, allow you more than option. For example, as a charismatic thief, choosing whether to use your Lockpick skill to open a door, or your Diplomacy skill to convince somebody to give you the key. In a party-based game, these skills might correspond to different characters in your party.
3) Exclusive character build dependent choices. Choices that depend on your stats, and which are typically the only choice you can make, because that's all your character can do. In a sense, these aren't "choices" at all and your character was "destined" via his build to select that one specific option he's capable of doing. But they are choices in the higher sense that you chose to build your character that way.
A common variant is 3a) Exclusive character build dependent choices PLUS COMBAT, where your character can either select the one option available to his build, or (if he doesn't even have that, or if he wants to) choose to fight a battle instead to get past that obstacle.
So the question is, which of these types of choices is more monocled or more "RPGish"? Maybe all of them are okay? When should they be used? Which do you prefer? Discuss!
I think that 3 differs from 2 insofar as it is depending on class - a wizard will have different options from a thief due to his background (reputation of the class in society, education, class-limited skills, etc.), while both could e.g. learn some diplomacy or lockpicking (even though they might have a different aptitude for it).
What's more monocled? Probably 2>3>1, but ultimately a good RPG can and should offer all of them - you should be able to choose paths, use skills and have the game recognize your class in meaningful manner.
However, I'm coming more from the PnP background here, and putting all that into cRPGs will run against a wall of what is possible to simulate in the restrictions of cRPGs eventually. Although most games stay way below that anyway.
Well, I originally created this thread because I know there are some people who think that 2) is shallow and pointless, because what's the point of having a character or party that can "do everything"?
If you can pick any option, then that means (1) some options just never really appeal and never get picked, and (2) there is no joy of discovering options on subsequent playthroughs - meaning it's not just that exclusivity provides replayability and varied experience, but that inclusivity can stop players from enjoying the options they have.
E.g. if you were to play through Torment, Fallouts, etc. with a cheated 10/10 character, you'd get the option to use your speech skill to manipulate your interlocutors every time; and you might pick it because it seems 'best', or it looks delicious and appeals to you personally, etc. - leaving all the other options in the dust. You might never even realise some of the options you had because you never took the time to look for it.
The way I see it, there's a sort of internal conflict here in the mind of the hardcore RPG player.
On the one hand, he claims to want harsh choices and consequences that lock out content.[...]
That's only true if most (or all) of the options are presented through dialog - which is just bad design in itself.If you can pick any option, then that means (1) some options just never really appeal and never get picked, and (2) there is no joy of discovering options on subsequent playthroughs - meaning it's not just that exclusivity provides replayability and varied experience, but that inclusivity can stop players from enjoying the options they have.
E.g. if you were to play through Torment, Fallouts, etc. with a cheated 10/10 character, you'd get the option to use your speech skill to manipulate your interlocutors every time; and you might pick it because it seems 'best', or it looks delicious and appeals to you personally, etc. - leaving all the other options in the dust. You might never even realise some of the options you had because you never took the time to look for it.
If you can pick any option, then that means (1) some options just never really appeal and never get picked, and (2) there is no joy of discovering options on subsequent playthroughs - meaning it's not just that exclusivity provides replayability and varied experience, but that inclusivity can stop players from enjoying the options they have.
E.g. if you were to play through Torment, Fallouts, etc. with a cheated 10/10 character, you'd get the option to use your speech skill to manipulate your interlocutors every time; and you might pick it because it seems 'best', or it looks delicious and appeals to you personally, etc. - leaving all the other options in the dust. You might never even realise some of the options you had because you never took the time to look for it.
The way I see it, there's a sort of internal conflict here in the mind of the hardcore RPG player.
On the one hand, he claims to want harsh choices and consequences that lock out content.
On the other hand, he strives to construct "completionist builds" that can do a maximum amount of content. He builds the "canonical AD&D party" with fighters, clerics, a thief and a mage so he can handle everything. He builds a "charismatic hacker sniper"-type character in Fallout.
So maybe we should stop pretending that building and managing a kickass "A Team" that can "do everything" (not literally everything, of course - those characters still need to develop in some direction) is somehow a bad thing, and learn to embrace it instead?
They don't have to be psuedo choices. Imagine 5 decisions that can each give you +10 reputation with a faction. Are those psuedo choices?1) Not every decision needs a unique outcome
2) Not every decision need to take into account other decisions
3) Not every decision needs to be taken into account by other decisions
Excactly that I meant with "pseudo choices have to be implemented" -> many different choices have to lead to the same outcome
I've played a game of civilization where I've made 1005 or 10,005 decisions. How did that fit in memory?
Civilization, like many other games simply save the map with the current situation. Strategic games don't need to "remember" much.
Each concrete map situation can be the output of millions of prior decisions.
CRPG saves on the other hand are growing increasingly (look at Skyrim for example). They need a least some history info.
Who plays an RPG multiple times and picks the exact same options every time?If you can pick any option, then that means (1) some options just never really appeal and never get picked, and (2) there is no joy of discovering options on subsequent playthroughs - meaning it's not just that exclusivity provides replayability and varied experience, but that inclusivity can stop players from enjoying the options they have.
E.g. if you were to play through Torment, Fallouts, etc. with a cheated 10/10 character, you'd get the option to use your speech skill to manipulate your interlocutors every time; and you might pick it because it seems 'best', or it looks delicious and appeals to you personally, etc. - leaving all the other options in the dust. You might never even realise some of the options you had because you never took the time to look for it.
I have never met anyone who has never maxed out Wisdom in Planescape Torment.Who plays an RPG multiple times and picks the exact same options every time?
Wait, what.The real problem is choices out of character, should they be considered moronic or allowed in for the sake of a true RPG experience, and by allowed I mean viable, so, no game over or excessive punishment.
In essence, how is possible to let players experiment without going to easy on them, and how is possible to make stats count without being so rigid that everything practically become railroaded?
You mean like in a use-based system?It seems very different from character generation stats to me. You're earning those stats through gameplay, not just picking things on a screen.Obviously things get complex if you start considering dependencies and cascading choices and such. For the purposes of this post, I'd rather think about the "immediate" criteria for making a choice, and not about what lead you to even having that choice. I suppose that something like "accumulating reputation points" could be considered equivalent to character building, but it's not critical to this discussion, I think.
Isn't #3 a subset of #2 in this case as well?1. Conversational choices
2. Mechanical Choices
3. Choices expressed through interaction? (Like drawing a gun/sword in a crowded place)
All of those may interact with each other.
Wait what are we doing here again?
That's what state variables are for - so that you don't have to deal with exponentially growing tree of outcomes.In a good CRPG a lot of "pseudo choices" have to be built in. The decision tree can't grow forever.
That only means that you made some shitty options.If you can pick any option, then that means (1) some options just never really appeal and never get picked
If you can pick any option, then that means (1) some options just never really appeal and never get picked, and (2) there is no joy of discovering options on subsequent playthroughs - meaning it's not just that exclusivity provides replayability and varied experience, but that inclusivity can stop players from enjoying the options they have.
E.g. if you were to play through Torment, Fallouts, etc. with a cheated 10/10 character, you'd get the option to use your speech skill to manipulate your interlocutors every time; and you might pick it because it seems 'best', or it looks delicious and appeals to you personally, etc. - leaving all the other options in the dust. You might never even realise some of the options you had because you never took the time to look for it.
The way I see it, there's a sort of internal conflict here in the mind of the hardcore RPG player.
On the one hand, he claims to want harsh choices and consequences that lock out content.
On the other hand, he strives to construct "completionist builds" that can do a maximum amount of content. He builds the "canonical AD&D party" with fighters, clerics, a thief and a mage so he can handle everything. He builds a "charismatic hacker sniper"-type character in Fallout.
So maybe we should stop pretending that building and managing a kickass "A Team" that can "do everything" (not literally everything, of course - those characters still need to develop in some direction) is somehow a bad thing, and learn to embrace it instead?
It's ideal versus reality. People (I think) want a game in which hard choices have to be made and there are hard consequences that make sense. Since no such game has been made, they just powergame the shit out of what is available and have montyhaul adventures.
Actually yes that would work as well. Usually use-based skill systems just get really meta-gamey though. Which is a whole other can of worms.You mean like in a use-based system?
Infinitron I'm not sure what your armchair psychology is getting at.
Well, again- You add another layer of complexity, my friend.I think that 3 differs from 2 insofar as it is depending on class - a wizard will have different options from a thief due to his background (reputation of the class in society, education, class-limited skills, etc.), while both could e.g. learn some diplomacy or lockpicking (even though they might have a different aptitude for it).
What's more monocled? Probably 2>3>1, but ultimately a good RPG can and should offer all of them - you should be able to choose paths, use skills and have the game recognize your class in meaningful manner.
However, I'm coming more from the PnP background here, and putting all that into cRPGs will run against a wall of what is possible to simulate in the restrictions of cRPGs eventually. Although most games stay way below that anyway.
Well, I originally created this thread because I know there are some people who think that 2) is shallow and pointless, "because what's the point of having a character or party that can do everything"?
There are certainly plenty of people on the Codex who seem to think it's cool when an RPG is harsh like that. "You should have built your character right, now you can't do that quest! Choice and consequence, bitch!"
It seems like a topic worth hashing out.
Infinitron I'm not sure what your armchair psychology is getting at.
I do piss you off with that, don't I? :freudianjew:
No, I'm obviously not arguing for Skyrim - although Skyrim's problems aren't just systemic but also related to the type of content it offers. In a serious, non-power fantasy game, you shouldn't really be able to become the Archmage of Winterhold (or whatever) so easily no matter what stats you have and no matter what character you've built.
I'm not necessarily "getting" at anything in particular, just trying to get people to think about the way these choices are usually structured and maybe make them consider their assumptions about what is categorically more "monocled".
It's very easy to go "hurr, this game has higher skill check thresholds therefore it's harder therefore it's better". Maybe that's right sometimes, but it's something that needs to be examined.