Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Thursday, June 15, 2017

Somewhat-orthodox inspiration: risk in game design



It's no secret; I play a lot of video games. Something about the medium clicks for me in way that watching tv or movies never really has1. I also adore taking inspiration from digital games, and putting them in analog ones; whether that be in published writing, or in adapting an existing game's story or themes as a GM, it's one of my favorite go-to techniques.

So yeah. Games.

In trying to figure out my preferences, I came across an interesting realization; namely, a strong preference for risky games. Now, I don't mean risque, or niche necessarily, but rather games that try something new, different, innovative. More often than not, I'm happier with a game that tries a lot of interesting things, fails at a bunch of them, and ships buggy as hell, than I am with a competently - even excellently - executed version of something rote, or routine.

I like risks. Unsurprisingly, I really like Obsidian.

They make video games! Not out of actual obsidian, as far as I can tell; that'd be dangerous. Completely rad, though.

Big Risks, Big Bugs, Big Deal

I want to focus on three of Obsidian's games; KOTOR II, Fallout: New Vegas, and Tyranny. 

I love these games. They're both clearly follow-ups to, yet remarkably different than their predecessors (KOTOR, Fallout 3 - or Fallouts 1 & 2, if you prefer - and Pillars of Eternity, respectively), and I find that I love them for different reasons. 

KOTOR II was, by most accounts, a disappointment when compared to the first. Honestly, that's no failing; as a sequel to what's become an all-time classic video game RPG, clearing that bar was always going to be an uphill battle, but doing so on a rushed timeline was a recipe for disaster.

But what a beautiful, messy disaster it was. 
Darth Spooky

A Star Wars game written by a dude2  who admittedly hated The Force - or at least, the concept of destiny, of predestination baked in - wrote a thoughtful narrative about destiny, and what it means to embrace or reject it. It actively, and unabashedly challenged the notions that Jedi are, in fact, good people. Early in the game, there's a scene where the main character uses a Jedi Mind Trick3 on an NPC, and your companion, Kreia, illustrates how that could have unforeseen consequences down the line. It's a compelling challenge, not only to the assumptions of the Star Wars universe, but how players behave in RPGs, digital or otherwise. There tends to be an assumption that protagonists are good, so what they do is good - especially if their intentions are likewise good.

And while we might like that to be the case, it really isn't.

Mind-Control is, admittedly, one of the most terrifying powers I can think of; having it applied to me would not only make me do something I might not want to, but entirely dismisses my existence as a person - stripped of personal agency, I become a thing, to be manipulated as someone else sees fit.

Objectively speaking, the Influence power is the most evil thing a Jedi can do - at least you could use Force Lighting to spot-weld.

The first KOTOR was a brilliant game that made me fall in love with Star Wars all over again, But KOTOR II made me genuinely examine the actions of my heroes - both those I watched on the screen, and those I wrote or portrayed - and genuinely question their actions and morality.

I'll take a lot of bugs, if that's what it gets me.

Welcome to New Vegas! It's buggy as hell, but you (hopefully) won't mind.
In a similar vein, Fallout: New Vegas stood on the shoulders of a buggy game (Fallout 3), and went farther. And while, yeah, sometimes a mutant rat-thing would get stuck inside the terrain, but in addition to gameplay improvements, and a myriad of interesting quests, the thing that really stood out to me, was the degree of reactivity. There are several factions in the game - two big ones (three if you count Mr. House), and a smattering of minor players - and they genuinely feel like groups that could exist, that people would actually be a part of.

More importantly4, these factions all feel like they exist when the character's off-screen. Too many entities in fiction feel like they're defined in terms of the protagonist. And while there's nothing wrong with that, too often it leaves a cardboard cut-out feel to the world. Not so in New Vegas, where every settlement has a visible water supply that could feasibly sustain the population. Sure, everybody wants you to do stuff - you're still the protagonist, and that means results - but very little feels like it couldn't exist without you.

If that means I occasionally crash my system, I can live with that.

In Tyranny, there are two primary risks being taken (at least to my eyes):

  1. The setting. When you have a tagline like "Sometimes, Evil Wins5," you're setting expectations. The protagonist is in the employ of a conquering overlord, and brutal subjugation seems to be the order of the day. Not your typical RPG fare.
  2. Reactivity. The game gives multiple options for who to ally with or betray, and it plays out rather differently based on those choices. I missed out on an entire section in my first playthrough, and that's par for the course, as far as I can tell. It's not so much one plot, as four or five
So. Challenges! Did they pay off? Ultimately, I'd have to say yes; though the game has its challenges, I found it a rewarding experience. Ironically, I'd say that its two biggest risks didn't quite pay off - after an amazing prologue where you conquer a province during character creation, the game felt a little too much like other isometric RPGs for my tastes; the setting whetted my appetite for something truly different, but it ultimately felt too similar to its peers to me. In addition, the reactivity - attempting to model the dynamic nature of a good tabletop RPG - felt like it came at the cost of depth. I could be in the minority here, but I kind of wish they'd spent more time on polishing what was there, rather than creating different paths.

Having said that, I really like the game. The setting does a great job of priming the player for difficult choices with no good answer. Once those expectations are set, it does a lovely job of delivering on that particular promise.

Takeaways

But this isn't a review blog; we're here for hot RPG & fiction tips, and pictures of chinchillas. Let's get one out of the way right now.
Hello, friend!

On the story-crafting side, there are some strong takeaways too.

KOTOR II inspires me to examine the actions my protagonists take, and to consider their effect on the larger world. Also, to consider the effect that charismatic, magnetic individuals have on those around them, and to really challenge the Calvinistic notions of destiny prominent in so much fantasy literature.

FO:NV inspires me to consider what the world looks like when my heroes aren't interacting with it. Do my antagonists exist except as foils for the protagonists? What if the heroes never crossed their path - what would they be doing? Also, to consider how my cities are getting enough to eat and drink - this stuff matters, and ignoring it can be a huge blow to immersion.

Tyranny inspires me to consider the context in which a character's actions and decisions occur. Expectation violation is a huge letdown for an audience, so properly calibrating for any tough choices ahead is probably wise. Also, admittedly, remembering to focus on what is occurring, rather than what could be.

The media we consume shapes what we create. I sometimes find it useful to examine why I enjoy the things I do, and see what I can learn from them. With any luck, you've found it (at least a little) useful too!

Be excellent to each other.
~Killstring

* * *

1 - There's a longer discussion to be had on this topic; contrasting passive entertainment - defined as something that requires no participation from the user, such as a film; and active entertainment - something that requires some degree of participation from the user, whether that be envisioning the text when reading a book, providing input and control when playing a video game, or contributing in whole to the end result, as in playing an RPG. 

I prefer active, and consider RPGs to be the most active form of entertainment that's readily available to most people. The required investment is higher, but when it's working well, there really isn't anything that can compare.

2 - Chris Avellone, who is someone I shall say little about, lest I reveal myself as a swooning fanboy. Let's just say that he is very good at his job, and someone I am routinely inspired by.

3 - I could be misremembering this - it's been a long time since I played The Sith Lords, so it's possible I'm conflating two events into one. Either way, the concept holds. Also, if you're a huge nerd like me, you correctly identified that the power is called Influence. Hi, fellow nerd! Did we just become great friends?

4 - To me, anyway.

5 - This game came out in November of 2016. I passed on it at the time, as it was a little too on-the-nose for me, given American politics at the time. Which is a shame; it's a flawed, but lovely, gem. 

Thursday, September 22, 2016

Unorthodox Inspiration: The Undisputed Halflingweight Champion

(Based off of a conversation in the pro wrestling subreddit. Props to the r/squaredcircle community for a cool idea prompt.)

Hello! It's been a while since my last blog entry - as it turns out, writing for games takes up a bit of my daily allotted brainspace for writing about games - but let's enjoy our time together while I've got a break in assignments, yes?

I'm not tired! Just look at all of these words!

Spoiler Alert: this isn't gonna be the most serious post

While chatting with some fine folks on Reddit, the idea of incorporating some storylines from professional wrestling into a fantasy RPG came up. If you've read this blog for any length of time, you're probably aware of my deep and abiding love for borrowing inspiration from other media, as well as my unrelenting fascination with what Pro Grapplers can teach us about RPGs, so I was on-board from the start.

While discussing this, an idea popped into my mind: in a fantasy game with magic items, you could tell an awful lot of stories about different competitors vying to acquire belts, could you not? As it turns out, we weren't the first to have this idea, but the opportunities for long-term storytelling were interesting to me, so I ran with it.

Let's run a little more.

Belts of +4 Awesomeness

A particular class of semi-intelligent magic item has been making an increasingly large impact in adventuring culture. Competition over these potent - but finite - artifacts has seen a robust subculture spring up around the pursuit of, and competition for, these particular treasures.

These titled belts - created when a particularly competitive spirit is willingly bound to the item - grant enormous advantages to their wielders, but there's a caveat to each: for the items to function, a specific suite of circumstances must be met; otherwise, they're just awkward jewelry1. Each spirit has its own requirements - some will only function for women, whereas the Halflingweight Championship only functions for small creatures, others still only work when paired up with their twin - the requirements are as varied, as they are precise. Whether because of malice or benevolence, these spirits want to see competition for their gifts.

But acquiring a belt is only the beginning.
Technically, you could try and hold multiple belts at once;
even Dragons have a hard time pulling this off.

Possession of a belt grants enormous powers - usually a standard deviation higher than comparable magic items in the setting2 - but it also comes with a geas: if challenged to a duel for possession of the belt, the owner is compelled to accept. Many champions use every trick, excuse or loophole available to dodge challengers, but in the end, the geas always wins. Interestingly enough, a geas duel is under its own enchantments; competitors cannot die in the course of the conflict, and if the agreed-upon terms are violated, the enchantment won't transfer to the rule-breaker, even if they're victorious.

Live, on pay-per-view!

Perhaps unsurprisingly, the spirits who consent to these agreements have a desire to interact with the larger world. As such, it didn't take long for mages to figure out how to attune a scrying pool to their essence: after all, the spirits want increased competition. They want to be seen. Thus has remote viewing become an increasingly popular hobby amongst alchemists, wizards, and any tavern that can afford their services. Holding a title - or even having a competitive or entertaining duel - can lead to unexpected advantages due to the competitor's fame.

Of course, infamy works much the same way.

If you want some... then come get some.

So! These belts exist; and everybody wants them. More interestingly - to me anyway - a belt challenge isn't the end. Long-term rivalries, tenuous alliances; storylines involving recurring antagonists are bloody murder to pull off in fantasy games. Usually because they end in bloody murder at first contact. But with these belts, you can have an entire subplot of adventurers vying for these prizes, and even if your PCs stay out of the title picture, it's a part of the setting that can keep its inertia even without player involvement, and a way to believably power up (or down) enemies or allies at a moment's notice.

Also, if this idea is appealing in the slightest, there's a glorious opportunity to incorporate characters and plotlines from one medium to another. As always, when blatantly stealing borrowing ideas from other mediums, you want the serial numbers very thoroughly filed off - any references should be subtle nods, easter eggs, if you will - the point is not to seem clever, or make a joke, but to enhance the experience for everyone. Even in a comedic game, "lol it's the Undertaker" isn't going to get you as much mileage as the legend of the Dead Man, Markus Calloway.

I know! Subtlety and wrestling in the same sentence. I believe in you, though.

Contenders

Just for kicks, here's a couple translated storylines and characters.

MIGUEL MITZANIN
Human Bard/Rogue
A storied performer - at least in his own mind - Miguel came by the Wayfarer's title through dubious means, and defends it as little as possible. Considered a coward by many - notably, several former champions - he'll do everything in his power to skirt challenges, and plays extremely dirty when he can't, but don't be fooled; he's deceptively fierce when cornered.


REMAN
Werewolf Barbarian
The self-proclaimed "Big Dog" rose to prominence alongside Jonathan Moxey and Set Black in the adventuring company, Aegis. Reman fancies himself a champion of the people - never mind that said people are often unnerved by the idea - but every time he's gotten his hands on a belt, authorities of the Hunter's Guild have found a way to screw him out of it right quick.

RUBY KNUCKLES
Human Alchemist/Fighter
"Plucky Knucks" gained fame as one of the legendary Four Horsewomen - adventurers who toppled the reign of the Devas - though she's struggled to find her own way since then, only recently claiming her first belt.

Far too trusting for her own good, the number of times she's been (literally) stabbed in the back by her companions has become something of a running joke: no word as to whether or not she's in on it.


SACRED MASK
Halfling Monk
Nestled in the southern mountains lies a secluded monastery, home to an order of Halfling warrior-monks with a curious tradition: that one of their order forgoes their name to take on the mantle of the Sacred Mask. Leaving behind any remnants of their old life, these masked warriors wander the land, doing what good they can. Don't let their diminutive size fool you - whether by virtue of their training, or some power inherent in the mask itself, these diminutive dynamos strike like a thunderstorm.

THE DEAD MAN, MARKUS CALLOWAY
Human Lich Antipaladin/Blackguard
A former undertaker, Calloway is a peculiar phenomenon; by all accounts a lich, yet possessing very little - if any - magic of his own. Some say he was simply too mean to stay dead, while others attribute his condition to a higher - or lower - power. Others whisper of Moody William, a decrepit necromancer who once accompanied the Dead Man, and the urn that he carried. Rumored to be Calloway's phylactery, the urn certainly held some kind of power over him.

However, no one's seen William or the urn for quite some time.
BRICK
A Brick (Earth Elemental, if you must know)
Brick was put on this planet for one reason, and one reason only: to hurt people. He held a belt for a while, but frankly got bored with it - the enhancements made his fights too easy, robbing him of his one joy in life - so he's ignored competitions for some time.

Gods have mercy on everyone if he meets an adversary that genuinely gives him trouble, and he needs the belt again.

That's all the time we have, folks!

Anyway, that's my silly idea. Hopefully, if you haven't found anything useful for your own games, you at least got a chuckle out of it. Thanks, as always, for reading!

~Killstring

***
1 - Seriously! They're not even that great as actual belts; it's not like they keep your pants up. *shakes head*

2 - D&D tends to like increments of 2, so go with that. If Belts of Giant's Strength give +2, +4 and +6 bonuses, than the Heavyweight Belt should give out +8. If you want to introduce them earlier, then just have them scale with characters as they level, but they should always be the best available. Otherwise, why compete for them?