Roles & Action or Dear RPG, Please Respond
Wednesday, June 15th, 2011
It all goes back to Dungeons & Dragons. Never played? If you’re reading this article, odds are that you have. You may never have rolled dice and filled out a character sheet, but if you’ve ever played a video game RPG, you’ve played some variation that was once inspired by D&D. Everything from Ultima to Mass Effect bears with it an influence of dice-rolling, attack and defense stats, and special enumerated abilities. But I’m not writing to discuss numbers. This post is about role play. At the table, much of the experience and plot progression is shaped by improvisation of its players and group leader. Historically, this has not been a strong point of video games.
By necessity, video role playing is nearly always defined by a class or job. Class determines what actions are available to you, and very often it defines your avatar’s appearance. Dialog, where available, is prescribed by designers and writers who have already played and prepared this game for you. And this brings me to the heart of the matter. As a player of RPG video games, what do I get to create? There are a number of talented developers and studios working on this problem from a variety of angles. Herein, I will discuss the obstacles I see, and propose a few ideas on how to address them. I have no complaints today, but I am attempting to accurately identify constraints that can help us discover undeveloped terrain in our role-playing landscape. Let’s explore!
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