Herbalism, Alchemy and serviceable earth golems

I feel like a kid again. Having idea suggested by the games I play, with the desire to elaborate them, making them more involving, deep, significant and even more absorbing than how they are already.

This is what I define “realism” and “immersion”. This is what the current mmorpgs have lost and how I plan to renew those qualities.

HERBALISM

The first idea about herbalism and alchemy comes straight from Morrowind and one of the custom plugins. So interesting that it makes you wish more. The game does already a wonderful game making you hunting ingredients. I simply LOVE the exploration and the fact that you know already where to go search the ingredients you need. They usually grow near the big trees and I’d love to see a game where all these ingredients grow in places that make sense, coordinated with the weather and climate. This is already a step forward.

– Planning ahead a more complex and deep system that regulates the respawn and growth of the plants. It should factor the location (on trees, near the water, on the mud and so on, with the spawn points placed by hand), zone of the world, weather, moon cycles and season. The plants won’t just respawn, but they will start to grow slowly and pass between various stages. Each plant will have its own specific growth cycle. Some could grow faster than others (also depending on the variables listed) or have less “stages” to pass. Each stage would affect both the type and quantity of the ingredients (like sub-types of plants with their own specific stats and values).

This is the first step, creating a small, consistent ecosystem around these plants that can be picked up (as opposed to static object in the world that cannot be used by the players). I simply love how this works in MW, so we are far, far away from the “radar” of WoW, where the “professions” become just another level-up mechanic without any depth. Fuck those radars, fuck traveling at random around the map while you stare the minimap. Here you go exploring. The true exploration and research that doesn’t depend on artificial rules, but YOUR KNOWLEDGE. You’ll learn yourself where particular plants grow, you’ll learn where to search them, you’ll learn how to identify them. The gameplay is VISUAL. You search for the plants with your eyes, exploring the world. Not with a fucking radar.

– The plants will have to be identified with the eye. No artificial mechanics will be used, like radars. There will be books and trainers in the world. But these books and trainers will only teach you in the exact same way they would teach you in the real world. Just explaining where you may find some herbs, explaining their properties, explaining where they grow and how, the different growing stages, rarity and so on. With a low “alchemy” skill the player won’t be able to know the properties of an herb (appearing as a “?”) and in a few cases (explained below) not even the name of the herb.

In MW you can raise your Alchemy skill by eating the ingredients. The system is rather unrealistic because the plants have an effect on you only if you have an high skill, while the effects just won’t work if you have a low skill. What I would do is again to delve in this mechanic, adjust its realism and make it more complex.

– A player with a low “herbalism” skill won’t know the name of the herb, nor its properties. Most of the herbs will have to be treated in alchemic processes to have an effect, so they would become fully active only with an high “Alchemy” skill and after the proper treatment. Still, the player can eat the plants he takes right away. In this case, if the player has a low “herbalism” skill, there’s an high risk that the plant will poison him or have different kinds of negative effects (vision blur, slow down, penalty to stats, disease and so on). Most of the plants that have “positive” effects will have them active only after a treatment. Without this treatment they’ll have an high percent possibility of just triggering the side effects if eaten. So there will be a mechanic with an input of the natural properties of the plant, mixed with various possible side effects that would trigger in this case. Some healing plants will maintain their basic positive effect. So the system is regulated by the type of plant more than general rules. Accordingly to the realism.

Finally the mechanics about the gathering process. How the “herbalism” skill actually works and other possible solutions to make the gameplay more interesting. Even here I tried to delve some more in what is already there.

– When you find a plant, you can try to gather ingredients from it. The herbalism skill will affect the time you need to gather all the ingredients in the plant, the success rate, the amount of ingredients you receive from this process, and the quality of the ingredients. With a low skill you will probably just damage the plant and get no ingredients. Every plant has its own difficulty and, depending on your skill, the ingredients will also have different quality (from 1 to 5, nothing too complex). Aften being harvested, the plant will disappear and will regrow following the rules above.

– The “herbalism” skill will raise with the use. Each plant will have a “target share” on the herbalism skill. For example the basic mushroom could have a “target share” of 1-5. This means that the herbalism skill will potentially only raise if it is between 1-5%. If the player has already an higher skill, gathering that plant won’t make the herbalism skill raise. Each plant will also define precisely how much the “herbalism” skill can raise. The more the plant is hard to gather, the less it will make the herbalism skill raise. This means that the skill will progressively become harder to raise as you reach higher %. The “skill up” will happen both if the gathering process was successful and if it failed, with a tinier growth in the latter case.

More in detail, I created a system to define better the successful rate of the gathering. This leaves out the calculations about the quality (for the ingredients) and the time the gathering requires to complete (depending on the plant and skill). It’s strictly about the success:

The success of the gathering process depends on two variables: herbalism skill (percent based) and difficulty of the plant. In order for the player to have the possibility to gather something without just destroying the plant, the difficulty value of the plant must be within 10 units from the value of the herbalism skill. So, for example, having a 85% in herbalism would allow you to gather from plants with a difficulty of 95 or below. The raw formula is:

[10 – (difficulty of the plant – herbalism skill)] * 10

The resulting value will be the percent of sucess on a 100 dice roll. On top of this there’s another check that simulates if the players is able to preserve the ingredients in his inventory after he collected them. From 1 to 10 in herbalism skill, the player has a 50% rate of destroying the ingredients even after a successful gathering. Then this penalty goes down by 1 for every new unit point in the herbalism skill, till the penalty will decrease to zero when the players reaches 60% in herbalism.

Practical example:
The player has 3.50% in herbalism (yes, low) and is trying to gather from a plant with a difficulty of 10. Now we take the difficulty (10) subtract the skill (3.50) and we get 6.50. Now we take the fixed offset value (10) and subtract 6.50. The result is 3.50. We multiply this for 10 and we get 35.0 which is the rate of success (35%). The game rolls a 100 dice and if the result is below 35 the gathering is successful. Finally, we apply a last check to see if the player can successfully store the ingredients in the inventory that in this case is 50% (skill below 10%). If this check is also passed, the player will see the ingredients in his inventory or some messages detailing what happened.

– The “inventory check” I just explained will have to be repeated if the player trades the ingredients with another player. In this case the check will be done by the player that is receiving the ingredient and will be independent from the player who is giving them. This means that you can safely trade herbs to a player with an high skill, while it’s risky for a player with an high skill to trade herbs to a player with a low skill. There will be craftable special herablism “bags” that override this check, making the trade secure.

These mechanics appear as too complicated because I explained in detail the calculations, but in the practical day-to-day use it becomes rather simple. You just compare the difficulty value of the plant (visible only if you learn it from reading books or receiving training from NPCs) to your herbalism skill and, if they are within 10 units one from the other, you can try to gather the plant. If the difficulty of the plant is “9” points above your skill, it basically means you have only a 10% of possibility to successfully get ingredients from it. In the case you gather from a plant much higher than your skill, the plant is destroyed and you get nothing. The number of ingredients you gather from a single plant depends on the type of the plant, with the possibility to multiply the result by two or three if your herbalism skill is much higher than the difficulty of the plant (I won’t detail these mechanics here, but they are sraightforward). The rate increase of the herbalism skill (both on success and, much less, on failure, but in this latter case only if the skill is already within 10 units from the plant’s difficulty) depends on the type of the plant, but it’s an independent value from its difficulty. And finally there will be diminished returns on the growth, so that obtaining higher values near 100% will become progressively harder (and slower). Accordingly one basic principle of the ruleset:

– Suceeding at a poorly-known skill is hard, but you learn a lot when you succeed. An expert in a skill usually suceeds at it. Since he or she already knows most of what there is to know about it, the expert improves at a slower rate than a novice.

Since the whole system is percent based there won’t be an exponential, mandatory power growth as in other games. The game is supposed to work as a “system” where each part has a specific, irreplaceable function. No mudflation and no exponential power increases. No big power differential between a player with an high skill and one with medium values.

– About the informations on the UI. Only a timer showing how much time passed from when the ingredient was harvested will be displayed right away and without conditions. The name and difficulty of a plant will be shown only if the character knows the plant. This is possible only reading books or receiving training from NPCs about the specific plant. Other informations like the quality of the ingredients, their basic effects, expiry date (explained below) and detailed informations about the plant (how it grows, where it grows and so on) will only be displayed if the player has an high enough herbalism skill. In the case the skill is too low the unknown fields will be shown as “?”.

– Some ingredients, guess what?, will grow on trees. So the plant you gather is like just a part of a bigger plant. In this case all the rules above still apply, but, obviously, only the fruit or flower will disappear, instead of the whole plant/tree. The trees will usually have seasonal cycles, so the fruits will grow only in a precise moment during the year. Not always.

– The game also uses a realistic inventory system that I’ll explain elsewhere (factoring weight, types of bags, locations and so on). Specifically for the herbalism purposes, the ingredients gathered will have “expiry dates”. So an ingredient gathered will remain in the inventory of the player for a set amount of time before losing its effects (with the possibility to gain negative effects over time due to decay). The duration of the conservation depends on three elements: type of the plant, quality of the ingredient (as explained above, going from 1 to a maximum of 5) and type of inventory. In this last case there will be specific craftable containers that are built with the purpose of storing ingredients, so prolonging their conservation over time.

– Finally, the herbalists will be able to plant seeds in pots so that they can grow and even create and mix new types of plants and practice herbalism and alchemy in their own houses. The seeds can be used in specific, craftable pots, or specialized “gardens”. This is a whole new system stacking up that I won’t detail here but that adds a whole new layer of complexity and depth (and FUN) to this system to make it even more satisfactory and involving.

– All the possible applications of herbalism and alchemy are designed as consumables.

—
That was rather long, phew. I didn’t expect to write so much and I even left out some aspects of the idea. The other one is about “searviceable, walking earth golems” that I was planning to describe just from the player perspective. While the herbalism was designed from the developers perspective. Even here I believe that there are so many “fun” points. Even if the idea sounds so silly.

SERVICEABLE WALKING EARTH GOLEMS (mounts)

The character is wearking a dark cloak, standing in a open area without anything special, some trees, some grass. He drops his staff on the ground and stands up again, he extends his arm forward, parallel to the ground, the palms turned toward the ground. He stays in that position for a few seconds, then he starts to quiver. He bends the head down, the body starts to radiate a brownish aura that grows in intensity. From the eyes and mouth of the character some dense vapor starts to flow, evaporating upwards. Then, quickly, two sharp rays of light burst out of the ground, piercing through the character hands. He closes the hands in fists and begins to struggle with the rays, resembling to laces, as trying to eradicate them from the ground, out of sheer strength. This process make the ground slit open, one big hand made of stone coming out of it, with the palm open. The hand ‘grabs’ the terrain, another hand comes out. The ground starts to vibrate and finally the head and body of the creature come out, then one foot, till the creature can stand up, in a cloud of dust, in front of the player, at least two times bigger than him.

After this summoning process is complete the laces of light between the hands of the player and the earth golem will vanish and the golem remains under the control of its evocator. The earth golem, as instructed, will pick up the character and put him on his shoulder, sitting. At this point the player starts to control directly the golem while his character is “comfily” sitting on that shoulder.

This is how the evocators will use earth golems to travel at a faster speed around the world :)

What time is it?

I just figured out that I cannot do too many things at the same time. And that when I work on something I just lose completely the perception of the time. But I love when it happens and I’m so absorbed by something. I wish it could never stop because it makes me feel good. Learning new things, toying with them, experiment, swear against everyone because I broke something. Then rinse and repeat. Oh, I so love it.

Anyway, after two days of full immersion in Morrowind and nothing else than Morrowind, I logged in WoW to update my trackers (btw, Mannoroth 64.23%, Medivh 71.65%), and I was like “Whoa!”. I felt as if I logged in Toon Town. All at the sudden the graphic I loved so much became total shit. Like if it was a completely different game I never saw before. I really couldn’t swallow it. Everything was so flat, blocky, completely devoid of any appeal.

I always liked the graphic and style in WoW but during these two days I rediscovered how absolutely stunning the graphic in Morrowind is. It’s still *unmatched* right now and you really feel like the time didn’t pass AT ALL for the game.. There isn’t any fantasy-themed game out there, mmorpg or single player, that can be considered on par or even near the same quality. MW has still, by far, the best skybox I’ve ever seen. The nights are marvelous and all the lighting in the game is superb. It changes so much based on the time of the day, weather and zone. It’s really the ultimate “world” simulation and it demonstrates how the graphic can be effective to immerse the player in the game and feel within a believable, self-consistent world. Travelling is incredible, the style of each zone and the architecture of the buildings is just pure art and talent. From this perspective the guys at Bethesda are the best out there. Without a doubt.

Digging in the structure of the game through the toolset I also got a better idea about how incredibly HUGE is the game. There is an insane number of NPCs and objects and I also slowly started to appreciate how the overall design and structure of the game. I can finally see the wheels of the game, the logic that makes it work, the distinction between generic tools and the specific detail. How you could mix or balance your choices. Or toy with them for different results. It is really powerful and open to many possibilities. It’s sad that the game was ruined by some awful choices in the gameplay (insane missing rates, annoying combat, database indexers instead of “characters”, “cliffracers” and generally awful MOBs AI and behaviour, no schedules for NPC, rather sterile and pointless dungeons.. And I could continue for long).

I’m highly skeptical about Oblivion, though. From a side this new full immersion in MW taught me again how talented are the guys at Bethesda and what kind of amazing things they can build, from the other I could also see some very basic flaws that could have been easily avoided to make a SO much better game (mostly the character managment/progression and the mechanics of the combat). MW is so incredibly huge that you wouldn’t believe it’s replicable. It’s like a one-time event. You just cannot imagine the devs restarting from zero and redo all that work. It’s insane. Oblivion will probably focus on the smaller things, trying to do less but do it better. Experimenting with some new ideas (the AI patterns and physics) while refining all the elements that were already part of MW. Some concepts are interesting and some concepts are less. There’s a thread on Q23 that already lets you anticipate what will be the weak points of Oblivion, if you have some insight. I can safely say that the new experiments with the physics, and the AI will probably be the weaker points, while what didn’t work in MW will do a step forward, making a better game overall. Many will complain about Oblivion not being on par with MW in the mood and sheer scope. Oblivion will try to automatize many aspects. While the new tools are powerful and have lots of potential, something will still feel missing. I’m more then sure it will be a great game, but I’m also sure that it will open so many “what if” about things that could have been possible but finished to be rather deluding. It is promising so much but not everything will work smoothly or will be polished and solid enough. It’s another of those projects with a huge ambition and scope, and not everything will go as expected, some part will be weaker and neglected. Waiting the next project to be analyzed again and better explored.

But isn’t this the fun of making games and the fun to play and discover new possibilities? You always build on top of what you learnt before. Always doing a step forward and experiment with what didn’t really work in the previous attempt.

For now I’ll continue to collect/test/edit the mods for MW. I feel already at a good point and I’m starting to edit some of the stuff more heavily to tweak the balance. At least for what is possible. Most of my ideas to improve the game are beyond the scope of my skills and beyond what’s possible to do with the toolset, most likely.

Btw, it seems like I forgot that mmorpgs exist. The single-player RPGs can be so much more immersive and addicting on their own. I miss so much to be in one of these worlds, exploring them at my pace, enjoying the discovery and knowing that everything is accessible for me. Instead of wasting an incalculable number of hours in a mmorpg, chasing goals that I don’t really feel interesting, not seem to offer me something worthwhile. But that I have to do to remain at my place and not be left out from the massive brainwashing. And, despite all the effort, always feeling “at loss”. Always seeing clearly that you have achieved nothing at all and are still behind whatever the goal is supposed to be. What the hell.

That’s something unique that the mmorpgs will never be able to capture: a distant word where you are alone. Alone with the world. Alone and ready to immerse yourself, forget about the time, forget about other people, forget about someone saying what you have to do, or time constraints because you have to compete with someone else. You are completely alone with a world in your hands, waiting for you to discover it. Waiting for your exploration, discovery and enjoyment.

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Fucking mod tools

I’m swearing against the toolkit, can you hear me?

I passed a few hours toying with Morrowind. The goal is to build a “definitive” version, taking the very best from the mods out there and merge them uniformly for the best experience that the game allows. And I passed those hours ranting against the tools. Like it always happen.

Every time you start working with the mod tools in a game the comment is always the same: “Why the hell it doesn’t let me do this?” There are some really basic and practical functionalities that would make the work WAY less painful and faster. So you pass a whole lot of time trying to figure out how to do something, because you think it’s indispensable and makes absolutely sense… Only to discover that it’s just not there.

For example: The Morrowind editor is rather simple to use, you can start toying with it without reading tutorials. The world editor is a WYSIWYG and reacts as you expect, then you have a bunch of tabs with the entities of the world: monsters, NPCs, armor and so on. Straightforward. Now, all the graphic programs I know support the use “layers”. This is a very fundamental tool. An image can be made of different layers and you can toggle the visibility of each, so you can work only on one, or toggle two to coordinate them, and so on. In MW the whole game is build by master files (the game out of the box) and some plugins. The plugins contain only “offset” informations to override the master file. So, for example, you could load a master file, select an NPC, edit one line of dialogue and then save that line in the plugin. The plugin will only have that character/line within it, with the override informations.

With this type of structure it’s INDISPENSABLE to have a layered scheme. I want to load a plugins and toggle their visibility dynamically in the editor. For example I’d like to only toggle the visibility of the layer of the plugin where there’s the difference in that dialogue. It would allow me to quickly compare between the master file and the plugin to see clearly what’s the difference. And toggle different plugins to see clearly if there are conflicts and what are exactly the conflicting values so that I can merge/adjust them.

Well, it seems that MW toolset doesn’t allow this. Every time you load a plugin, you also have to load all its dependencies. This means that to load that plugin that changes one line of text for one NPC, I have to load the WHOLE base game, plus the plugin. At that point it becomes extremely hard to figure out the changes between the two because you can only see all the informations merged together. And it’s HARD to go find what exactly the plugin did if there’s no way to point out its values from the values of the master file. They are merged with no way to make them apart.

This very basic operation (figure out the detail of one change in a plugin compared to the master file) is only possible through a complex, time intensive procedure: delve the informations of the plugin to have a list of the entries it changes (but without being able to view the changes, it would be too easy, heh) – load the master file and track that entry – write down ALL the fields in the entry – load the plugin – track down the same entry – check all the fields and compare them with the one you wrote down to finally see if you can notice something different. It’s so fucking clunkly and user unfriendly.

That’s really craptastic design. Then I’m not surprised when these game take so long to come out. It’s obvious: the tools suck.

The terrain editor is really powerful but it’s another perfect example of horrible interface that makes the work exponentially harder and slower. A LOT slower. You can raise and lower the terrain and then drag and drop an object to position it in the world (but you cannot manipulate their “z” axis with the mouse, it would have made too much sense), use different textures, “shade” them and so on. Really simple and powerful. The problem is about the controls. You can set the strength and radius of these effects so that you can raise a large zone all at once instead of spend weeks to raise all the vertex. But all these options need to be typed in the UI as numeric values in two different panels that cannot even be up at the same time instead of working smoothly through sliders or practical buttons and switches. The real problem is that to raise the terrain (for example) you need to left click and move up the mouse, like drag&drop. It sounds like something that makes sense, but it’s not. You keep hitting the top of the screen while trying to raise the terrain, so this means that you have to keep drag&dropping indefinitely to only make very little changes to the landscape. It’s ENDLESS MOUSE MOVEMENT. You have to move the mouse for miles and miles to even be able to rise a small isle. Click and drag up, hit the top of the screen, move down the mouse, reclick and drag up, hit the top of the screen. And so on. It’s RETARDED. The camera controls are even worst than that.

Now you can easily imagine how long it takes even to build a very small zone. You have to keep dragging the mouse around for HOURS. Dish washing is more fun than that. I’m really not surprised that the game took so long to be released. Was it too hard to replace the endless drag&drop with just a mouse click? Target the zone and left click in the point you want to rise. Keep the button down and the terrain will continue to raise till you release the button. The same with the right one, with the differece that it would lower the terrain instead of rising it. WAS THIS TOO HARD TO DESIGN/IMPLEMENT?

And the same for many other minor details that make everything so absurdly PAINFUL. For example you wish that if you select an object in the 3D wiew the toolset would also select the proper object in the object window, so that you could locate it easily. But no. You have the list and the 3D view but it’s damn hard to see which entry in the list corresponds to the object you just selected in the 3D view.

Now I go back at working on this… And swear against the toolkit. The thread discussing the mods is here.

The goal, as I wrote at the top, is to take the best of the mods out there, pack them together in one file and host it here. So that you could go with it without spending an indefinite amount of time to review the millions of mods out there one by one.

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Another definition of content

I’m following my own line-of-thoughts here. Still about narratives, questing, sandboxes and so on.

This a comment I snagged from a forum, again:

Hetzer:
I dont need a shiny grafikengine (also it dont hurts either) i also dont need a game that can be played via Internet with thousands of players (i play pen and paper also, so what). I need a game where i know that i need cookies, chips, coffee and the number of the pizza service for the next weeks.

The Total Immersion. Where you are overwhelmed and when you turn off the PC the world outside doesn’t even seem real.

But an immersion that hasn’t ANYTHING to do with carrot-on-a-stick, dependence, artificial mechanics.

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Sandbox, narrative and emergent gameplay

I’m still saving parts of a discussion that just doesn’t seem to end (it started with Raph’s articles about the levels). As I already suggested, it’s possible to have linear paths and narratives within a sandbox but the scope and “aim” of the sandbox is completely different. So we should be cautious when bringing them together. From the theory point of view they are opposed and should be brought apart. Integrating only those elements that are coordinate with the goal, without putting it at a risk.

As Raph wrote, one can fit in the other. But not the other way around.

—

Damien Neil:
Narrative is opposed to sandbox play. Or to look at it another way, in a sandbox the narrative comes from the player.

Planescape: Torment has great narrative; some of the best ever done. It isn’t a sandbox, however. You have a great deal of freedom in shaping who the Nameless One is–good, evil, kind, cruel, cunning, foolish–but you’re always going to be the Nameless One.

Desslock:
The best RPGs facilitate sandbox play AND have a good narrative – they aren’t mutually exclusive. Again, I’ll point to Ultima VII.

These two comments aren’t contradictory and both true from my point of view.

It’s the definition of “sandbox” that creates the incomprehension.

Ultima 7 had many elements of a sandbox but only those elements that are, in fact, not contradictory or problematic for the narrative. The true essence of a sandbox, instead, presumes the presence of ‘toys’ that are then used and manipulated by the players the way they like.

Simply put: a true sandbox assumes and opens up emergent gameplay. Something that isn’t predictable, as: not already planned and scripted.

For example the AI patterns would be naturally part of a sandbox because they open up behavious that weren’t preplanned and are supposedly able to adapt to a truly dynamic environment.

Now the point is: there is ZERO emergent gameplay in Ultima 7. This is why its “sandbox” flavor still allows for “narrative”. An NPC in Ultima 7 will ALWAYS behave the way it was intended. This is what Charles calls a “character” and feels missing in Morrowind. An *identity*. Authorship. Something that belongs to a story someone is telling you (univocal, one-way). And this REQUIRES the author to have a COMPLETE CONTROL over what happens.

The dichotomy about “sandbox” and “narrative” is not superficial as it was described (by saying that they can coexist and should).

What we consider and see as “freedom” in Ultima 7, or any other game that offers different patterns and give the player the possibility to make a choice, is not a “sandbox”. It’s just narrative++. It’s double, triple work and nothing else.

When you allow different types of solutions to a problem in a Ultima game or Baldur’s Gate or whatever, you NEVER generate emergent gameplay. you just need the devs to exponentially multiply their work. Creating different stories and patterns for each “branch”.

The model here is still the one of the “narrative”. It’s just requires more work. But the *same type of work*. So it’s not technically a sandbox. The characters are still defined. They can be defined for different patterns, for example you can have a situation where you can save a NPC from a band of orcs or let it die and loot him. But it’s still within the space of possibility of what the AUTHOR planned. You are still within a STRICTLY DIRECTED story. Just one that has more than one pattern (multiplying the work you have to do to produce the exact same amount of content, so the first thing that is cut in games, since it’s a waste of precious time. Games have budgets and budgets are about time.).

Simply put: it’s still the author to have the whole control. Not the player.

A true “sandbox”, on the other side, IS, as Damien Neil wrote, opposed to narrative. A true sandbox assumes that the toys you make available to the players can then be used *creatively* (this is why the sandboxes are incredibly fun and incredibly hard to create). This assumes emergent gameplay. As: stuff that wasn’t planned ahead and scripted. As: the player assumes the true control of a game where some parts are truly dynamic.

You know what’s the practical conclusion of this theory? This one:
– YOU DO NOT WANT to have emergent, “sandbox” gameplay in a game (or a part of a game) that is focused on a narrative.

Do you want a practical example? Morrowind again. All those tricks that the players find to get some cool loot basically break the game from that point onward. Because they go beyond what the devs expected. So beyond what the game was designed for. So beyond the intended scope of the game. If MW was a mmorpg these would be considered exploit. Not “cool points”. They are cool to experiment. But they break the gameplay once their are used (because they don’t belong to this type of game. So they should be used in different contextes where they are more effective and don’t break everything else).

If you want a narrative (and characters, and involving, immersive stories) you DO NOT WANT to give the control to the player. NEVER. The very best narrative is the one of “make believe”. Where the author has the full control while the player think to have it. Even in the cases where the player can choose different patterns (as explained above) the control is still completely in the hands of the author. Who just pre-planned and pre-scripted those different patterns.

Simply put: a story, to be a good story, needs identity. It needs a narrator. A storyteller. It CANNOT allow “freedom”. The story must belong to someone. It’s history. It CANNOT change.

Ultima 7 didn’t allow for freedom and that’s why the story is good and why it’s one of the best RPGs out there still today. What it does is segment the game in smaller pieces that then the player can “order” the way he likes. But those pieces still maintain a *strong identity* and don’t really allow for freedom or emergent gameplay.

Ultima 7 is all about a discovery (exploration, even for the dialogues, where you discover the characters). It’s built of many smaller pieces as many NPCs it has. But all these pieces are basically static. Strictly defined. They are constants. Before you enter the game, they are already all there. Britannia is supposed to have a life on its own, whether you are there or not. Before you arrived.

So. It’s absolutely true from my point of view that narrative is opposed to sandbox gameplay. And it’s true that Ultima 7, for example, only took the few elements of a sandbox that didn’t ruin the narrative.

It’s not about giving the player the freedom. It’s about giving him the illusion of it (if you want the narrative).

Save the web!

Lum, this is for you.

I just read an interesting entry on Alice’s blog. It’s about a service in beta that will allow the users to save entire websites in a cache, so that you not only have an online bookmarking service, but also the pages saved locally. So that they remain there even if they got deleted.

The idea is a good one and Yahoo seems to have already a free service in beta without limits to what you save. I toyed with it for a while and it seems good enough but it has four crucial problems that don’t make is as useful as it could be:
– You cannot save a whole site all at once but only single pages.
– You can share the links with others, but not the links to the saved copies, so that feature is only available locally on your account.
– Still no media content available (images and such).
– The cached URLs, even in the case they were shareable, are insanely long.

It’s a shame, because I was really looking to start linking directly the cached pages instead of always have broken links everywhere on this site or on the forums.

The Hanzo:web service seems to solve all of these problems. It saves entire sites locally, it saves the media and it also seem to make all the content available publicly. But a free accounts will only allow to use a maximum of 100Mb of space. Then you’ll have to pay (and if I create different free accounts?).

I also don’t understand what they mean with 100Mb “per month”. The account says: “Your quota will be reset on the 1st of each month”. Does this mean that it’s cumulative? Will the archived pages be deleted after a set amount of time?

EDIT- Btw, it’s too late but I saved Lum (and still half broken since it doesn’t seem to go deeper than two pages *BAH*).

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What defines a RPG?

I’ll have to save the whole discussion later. About ‘reading’, quests, old school RPGs, characters and more. This is just one of the nodes.

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Charles:
So what makes something a roleplaying game then?

Imho:
The more RPG, the less “game”.

The transition from a different type of game (strategy, fps, adventure) to a RPG happens when you lose some focus on one game-y mechanic and add more possible interactions. With your character (personalization, dress-up, skills, levels), with the environment (moving objects, manipulate them and so on, till “bake bread”), with the NPCs (dialogues, daily schedules, scripting, questing, etc..).

You can take some “borderline” RPGs (Elite, System Shock) and see exactly what are the elements they incorporate that make them feel closer to a RPG.

You can add characters and dialogues to a FPS to make it feel already closer to a RPG. Add the possibility to manipulate diverse objects, solve puzzles and a fair degree of freedom (of interaction) and you have a very good RPG.

The more the game focuses on just one pattern of interaction, the less it feels like a RPG.

It’s all about the interaction. It’s scope, diversity and impact. Which is also what “freedom” is. The possibility to choose the way you react and manipulate the game.

The “sandboxes”, or “virtual worlds” often become synonyms of RPG.

Silly example to explain my point: In a FPS you can see a chair, but only in a RPG you expect to be able to sit on it.

DDO drops NDA, nothing to report

While I’ve been in a fair amount of betas in the past, I’ve learnt to value and spare my time. As I said a while ago, the only beta I’m currently interested is Vanguard, and mostly because of the scope of the project, those involved in it and how loudly I expect it to collapse. It’s the only game right now in development that I don’t feel completely indifferent about (along with Warhammer, but that’s because I have gripes against it).

As a gamer I’m fairly pleased with Eve, DAoC and WoW. Beside that, I don’t expect anything interesting happening in this genre in the short-mid term. It’s dead and I can see clearly what’s next. And I find it dull.

With the failure of Wish (for me, one year before it was officially announced) I started to select what I care about and what I don’t. I don’t play anymore whatever comes out and I’m rather confident of my early impressions about the projects. What I find valuable and worth my attention, and what isn’t. This is why I never played, even for a minute, most of the recent mmorpgs: Horizons, Lineage 2, City of Heroes, Everquest 2, Matrix Online, the last reiteration of SWG, A Tale in the Desert and many others. And I won’t touch silly, amateurish projects like Dark & Light or Darkfall even with a long pole. Thanks, but no thanks. I’m done hoping for those kinds of things with no solid foundations. And I’m also done with the hype. You won’t convince me anymore with a pretty screenshot of a landscape without a character model or the semblance of a UI.

DDO falls in the “mostly ignore” category for me. I have zero faith on Turbine, overall. They bought licences but they didn’t demonstrate they have a clue about what they are doing or that their work is solid. I have read enough about this game to wrap it up and form my own opinion. I’m not saying it is crap, but I’m saying that I have no interest about it, if not because I follow the market overall and read what other thinks and how the genre changes (for the better, the same or the worst).

The following is about some comments gatherted from random forums. It’s my personal selection and it is supposed to be biased. I’m voicing my opinion through them:

Soulflame:
I think the #hate people lasted a couple of weeks. That’s all I really need to know.

Murgos:
Solo content runs out about the third session.

Kunikos:
This game has less feeling than a Uwe Bowle movie.

Garylian:
There is a significant lack of content. While Turbine expects characters to repeat dungeons to gain XP and gear, it almost borders on the ridiculous. It is so bad that same folks deliberately don’t level up, so they can gain XP at their last trained level, instead of the level they could be. Instead of losing out on groups due to their level, they just make sure they form their own groups. This lack of content means that they will have to have some expansions ready to go within 3 months, to keep customers happy. Not a healthy sign.

Atoner:
I didn’t like it much. I got into the Beta months ago and was quite fired up about it but after a few play sessions I could barely muster the energy to fire up the client. If AC2 and Guild Wars had a love child, this is what it would look like. It would be most accurate to call it Bizzaro-AC1; anything that AC1 was, DNDO isn’t.

The world feels tiny and cramped ( GW )
There’s nothing to really interact with or explore in the world at large ( AC2 )
There’s nothing to do besides missions/quests ( GW )
The graphics are pretty but movement and animation feel rigid ( AC2 )

There’s barrel-smashing aplenty if you didn’t get enough of that in Diablo. Everything requires a group and a moderate-sized block of time, that’s true of many other games but as a husband and father I don’t always have consecutive three hour blocks to play. Sometimes I enjoy the ability to log on for half an hour or an hour and still accomplish something, so I prefer the games that allow for this.

On the other hand, I do like the character creation system, which is true to DnD in that you could spend hours fiddling in there.

All in all, AC2 burned me enough that I am no longer willing to play half-baked Turbine games on faith alone. There’s just not enough gameplay here to warrant any interest on my end, and it disappoints me to say that given this game’s heritage.

Korak:
Who are they marketing this to? Other than the 50-100 hours spent doing the quests it doesn’t seem like there is anything else to it. Would have been a fairly nice single player game if they tacked on a better combat system and a decent storyline.

TheGoodNun:
I’m predominantly a solo-er and I’ve been able to find a fair number of solo-capable modules. The trouble is that it’s difficult to discern from the description whether any given quest is solable. Pretty much if the duration is “short” I’ve got a fair chance.

Arthur_Parker:
When you repeat a dungeon with an alt character everything appears to be exactly the same. I repeated one of the first dungeons with a new thief character, he can pick locks, he could not pick a totally unimportant door, the key for which is in one of 60 odd barrels that my first character had to break. For a game that boosts of having alternative ways to complete a dungeon that’s a bit stupid.

Inn’s are the place characters are forced to go to heal and where they spawn when they die. I was amazed that given how important Inn’s are to the way the game works that characters can not even sit down in a chair.

The game interface is complete junk, really really terrible, they should just scrap it and start over. The whole twitch combat idea didn’t really work for me, maybe it improves at higher levels. The game virtually required me to group at level 2, completely missing one of the reasons why WoW is such a good game.

I don’t like the idea of zoning, I don’t like watching a loading screen, upon death I had to zone 3 times to get back to where I was, I will not be buying it.

It was better than I expected though, given the design of the game it’s going to be interesting to see what happens a couple of months after release, I really can’t see Turbine creating enough content to maintain subscription numbers.

Hoax:
1. This game is not worth a monthly fee, it would do much better then GuildWars has with this community if it was free though since the gameplay screams for organized short runs then logging off. Where GW’s pvp endgame (while awesome) is very time consuming as it is with all competitive pvp.

2. This game will annoy those who do not suffer from the disease known as altitus or whatever we call it these days. Unless there are literally SOO many newbie quests you have no hope to complete all of them, but then it will still suck. Because most players will not want to take on an inferior xp/time grind just to see new content even if that would be more fun. People are broken and stuff.

3. The game doesn’t look nice (in the way so many have gotten used to WoW’s visuals) and it doesn’t look like it is ready to release, it reminds me much more of the EQ “style” which is to say almost no style at all. Broken group chat, attacking npc’s with no response, arrows gfx sitting in mid air and invincible boxes? mmmm beta (note: nothing has ever been fixed in a MMO beta, ever)

4. The combat while decent systemically (wonder if that was a real word) -talking melee here- looks stupid. This is a mistake people like for the thing they will spend 90% of their game time doing to not look stupid. Also without trying it myself I couldn’t tell if there was any improvement over WoW’s melee combat, just even faster and more mouse clicks!

Kuro:
I found it rather meh, but I of course couldn’t get to level 10 in 10 days, so who knows if there is OMGAWESOMEJESUS content at level 10. It was getting rather annoying and repetitive even by level 3, and with the idiots who couldn’t tell their right hand from their left that I had to group with, I basically wanted to slit my wrists after playing it for more than 2 hours in a row.

Haemish:
But telling me I need to research all the stats, the builds and pick the one true template (or one of a set of templates) is going to be a problem for a game. The majority of MMOG players don’t read message boards, they don’t visit spoiler sites and they don’t stay with a game that makes their character a gimp. It’s all well and good to say “They aren’t looking for the typical MMOG player” but I have yet to see how they are going to capture the non-MMOG player and get them to pay a subscription fee when the game is content-light and has classes that don’t cut it outside of a group. It’s ok if it’s a forced grouping game, but that will probably mean I won’t play it.

Jubee:
The controls and the constant warping turned me off the game by the time I hit level 2. The combat system really felt like Morrowind: Online, without the assbeat Daedric weapons. And just like in every RPG ever, clerics were impossible to find.

And all the choices you have to make at the char select screen really overwhelmed me. I’ve never played DnD before, so tossing “Choose yo feats!” screen at me with as little info as possible on what they actually do just ensures you will create a gimp nobody will group with.

“Before you ever saw what the game was like you picked Improved Hide over Improved Detect Trap? GTFO nub!”

Mazuli:
Now that the NDA is lifted: The game sucks. I was in alpha, played it for about a half hour, then stopped playing it for about 2-3 weeks. Tried it again, it looked a little different, and it still sucked. Then I uninstalled it. It’s like city of heroes with worse controls and less customization.

Dahlrek:
I played it off and on, though not during the xp boost period. I liked some aspects of it; the nice touches in some dungeons, the customization of character abilities, the loot, the sorta-no-xp-for-monsters.

I disliked the interface, the ridiculous triviality of jousting some critters (maybe the entire combat system), the over-instanced feel (like GW except with tiny combat areas), the lack of non-combat solutions for almost every progress block, and the wild disparity in mission difficulty from one mission to the next.

On top of that, this will surely be a game of gods and gimps, as someone else already mentioned. A huge assortment of feats, skills and whatever the little bonus points were called, but little to no indication of the relative power or long-term viability of any of your decisions. I always thought CoH was bad in that respect, but at least it has a limited respec system; this game will be far worse.

Itzena:
One description I heard of D&DO was ‘Guild Wars, but with a monthly fee’

Gaunt:
Guild Wars without the PVP and with a monthly fee.

Go to a player hub (inn), spam LFG, go to instance entrace and do mission.
There is no shared hunting grounds. There is no soloing past level 2 or so.

Basically what Mahrinskel said long ago:

Turbine got some major VC money (over $30M), but WoW has upped the ante for DDO and LRO to where that probably won’t pay for either, never mind both.

In a word? Weak.

I believe we’ll forget about this one rather soon.

Tobold has, as always, the kind, optimistic review.

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