Tag Archive | "Computer Role Playing Games"

The Digital Predator

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I recently spent an evening playing two multi-player computer games with four other people. This was an entertaining way to spend an evening and it got me thinking about computer games, role-playing games and possibly why our hobby is shrinking (so people tell me). What occurred to me whilst playing was that for a lot of gamers, computer games might well be a satisfactory replacement for role-playing games.

Computer games are the digital predators of existing and potential role-players.

Now, before a load of ’serious’ role-players decry me as an idiot for even suggesting that computer games can duplicate the role-playing experience let me say that a computer game cannot yet re-create a quality, intense role-playing session. This will not be possible until we have a computer capable of totally duplicating the job of a good GM; this would mean a computer capable of emotion, and skills in dramatic delivery and storytelling. Now, we have established that fact let me also say that this is as far as I take the argument, while others would follow on from this to the conclusion that computer games are inferior to role-playing games. The problem with this conclusion, and also the problem with the ‘computer games are never as fulfilling as role-playing games’ argument is it assumes you have a good GM, and that you are playing in a campaign with a modern view of role-playing: character development, story, atmosphere and so on.

Regrettably, I do not think the average role-playing session meets these criteria, and as a result the average player can find his need fulfilled by the modern computer game. I will explain, using various styles of play.

The dungeon crawl, or hack ‘n’ slash style gaming is essentially a computer game in another format; I don’t think I will get much disagreement from anyone on this issue. Now, go back a number of years and role-playing (or Roll-playing) the dungeon adventure was still better than playing it on the computer. If I were given the chance between Dungeon Master on my Atari ST or my teenage GM’s latest dungeon in AD+D (this is going back some time, mind) I would have chosen the AD+D game. Why? Simple, it had a social element, I was with friends having a laugh and no doubt talking about loads of other subjects while we gamed. Also, even at this tender age (13-14) I was role-playing the showdown with the master villain in the deep core of the dungeon, which was cool because we got to face off with him verbally as well as with swords, bows and spells. Now, I can easily see why gamers who have only experienced role-playing at its most basic (if that) level drift to computer games. Doom. Diablo. Half-Life. Delta Force. All these games provide a better experience these days; some of them even have better plots and a better sense of drama. They can also be played together, within an interactive computer world - thus the social advantage of the role-playing game is removed. One of the games we played at my recent multi-player fest was Delta Force, it demanded more co-ordination between players, and created more tension and excitement than any other roll-playing game I had played in. I was there, on that hill, shooting the terrorists through my sight, hoping to rescue the hostages. In short, for this style of gaming the computer is already a better GM.

Why bother with the effort even the basic role-playing session demands?

Of course, not all games are basic dungeon crawls or hack ‘n’ slash affairs. This does not mean they are character driven masterpieces either. Not all games are about story or characters; they are often about the resolving of tasks or the realisation of objectives. I would even go as far to say the average role-playing campaign is about goals, objectives (and to some extent winning) with the characters just being basic vehicles to interact in the world. Little strong role-playing goes on, players’ regularly pass character knowledge without speaking character to character and the majority of discussion goes on between players as if they are resolving a puzzle. This is not a dungeon bash, nor hack and slash, but neither is it role-playing as storytelling. Basically a game is being played, and little effort is being made to lift the hobby beyond that of a game. If a player is happy with this style of play, fine, but how far is it removed from say, a session of Baldur’s Gate? They seem very similar to me, especially since this game can be played multi-player and probably has a better plot than the one GM has scavenged together. No rules to figure out, and dodgy descriptions to endure, it is all there in graphical splendour, a puzzle to solve, a task to complete.

Why bother with the effort that a role-playing session demands?

Okay, now we come to the nirvana of role-playing, true character-driven drama, role-playing as storytelling. The computer cannot replace that, right? Of course not, but in this hectic world where fitting a campaign of this quality in seems ever more difficult, could it come close enough to tempt one away to the easier option? The example I can use is Final Fantasy VII. I have spent a good number of years on the outskirts of the role-playing hobby (for various reasons) and one of thing I did to satisfy my role-playing urge was to play FVII in a very dedicated way. I was absorbed by the story, the drama of the character relationships and was elated when a character realised his dreams, and saddened when characters died epically as part of the plot. It is a game, but it also tells a story. I realise little role-playing was going on, but this is only half the reason why I play in role-playing games, the other reason is to feel part of a well- written book, comic, TV series or film. I believe Final Fantasy VII filled this need admirably. Obviously, a good role-playing campaign is better, but due to modern life this seems forever harder to achieve. I would also say I would prefer buying and playing Final Fantasy VIII then playing in any of the other two styles listed above (more exercise in dice-rolling than anything else).

Role-playing has the potential to be as interesting and as involving an experience as literature, good TV or cinema, but I believe the average role-playing game being played does not reach this potential. This is fine, it is a game and as long as people are happy with it, no one should have any complaint. At the same time, all the more serious role-players casting generalisations about the nature of computer and role-playing games should really step back and think about it. The pros and cons of each style of game are relative to what you have been exposed to, a good majority of people may have experiences that tell them computer games and role-playing games are much closer together than you (or I for that matter) would like to believe. If this is the case why write adventures or design dungeons? Is it no wonder then that the young (the fresh blood of our hobby) do not take up the hobby or drift from it? Why go through the learning curve to realise what could be when the shelves are full of interactive, multiplayer computer games? Hell, your mates play these, but they would think of you as strange if you told them you did role-playing.

If role-players can so easily be pulled into the seductive simplicity that is the modern, networked world of computer gaming (and as demonstrated above, some may not be making any sacrifices based on their experience) is it not possible to pull the potential role-players who play computer games into our hobby? After all, Final Fantasy VII sold on a music industry scale, and as such it represents a large pool of people who could be interested in traditional tabletop fair.

Can we work to make the crossover easier?

Yes, and to some extent this seems to be happening as TSR is going to release an introductory role-playing game based on the hit computer game Diablo. I am not an observant industry analyst, so I cannot give you a well argued analysis of how this product will fair, but to me it is an interesting trend, and a positive one. After all, Video Games are mainstream, and can launch movies, comics and novels and role-playing games need some of that action. The Diablo RPG will be a full game, and will serve as an introduction to role-playing, ideally it will be advertised in every box of the computer game, and made available in every computer games outlet across the world; next to all those collectable card games that seem to have become ‘cool’ enough (profitable enough really) to take valuable shelf space in these high profile stores. I hope that the Diablo RPG does more than sell to existing role-players, but to do more than that it needs to be visible, and pitched as the way to play a more dynamic version of Diablo now, rather than waiting two years for the next computer game. You never know, it just might work?

I hope it has some success, as role-playing games do now need to steal some of the success of computer games, as potential role-players exist in their masses, and it is computer games they are playing. At the moment, it is computer games that are stealing from our hobby.

I have been lucky, and have played in campaigns that have ensured that computer games are only a short-term distraction - I always find the images, stories and characters in my head and the drama resulting from these elements can only be realised by GM’ing a good role-playing campaign with good players (or writing a novel, but this is another issue). Still, the hectic nature of modern life and the problems of finding/coordinating 4-5 busy people means that I still look at Final Fantasy VIII on the shelves, and wonder if I should just lose myself in that rather than wrestle with all the issues of running the various campaigns I have in my head.

It would be easier? I hope I can reverse this trend in myself, and I hope the industry can reverse the trend as well.

Natural Selection: The Future of RPGs

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Introduction


In nature, the success and survival of a species is determined by
its ability to adapt to changes in its environment. This includes competition
from other species in the same niche. The species that does not change does not
survive. During the middle of this decade, new competitors were introduced to
the RPG niche. At the same time, the environment of publishing was changing. In
the wild, these events would be called selection pressures. They necessitate
change.


As members of the RPG market, we must help guide our hobby into
adaptation. But what new form should we take? What changes need to be made? The
answer depends on what our competition looks like and what advantages we can
take from the new environment.


The Competition


Though sales are already starting to recover, the RPG industry
took a big hit to the groin in the mid-nineties. For an already small-money
market, this was nearly devastating. (Fortunately, a lot of high-quality games
emerged from that dry spell, but that’s a topic for another day.) There are no
clear answers to why sales dropped so drastically, but two culprits are commonly
singled out:


Collectable Card Games (CCGs) - Following in “Magic’s”
footsteps, these games hit the same niche market as RPGs, and they hit it hard.
There is some contention over whether CCGs pulled people into the hobby or
distracted them from RPGs. Personally, I think it did a little of both, with the
harm done pretty much negating the good.


The real damage was done by the simple fact that CCG fans dumped a
lot of money into them. Most, if not all, of those dollars may have otherwise
gone into RPGs. Potential role-players were faced with the choice of spending
their hard-earned twenty bucks on either an RPG supplement (that they would
need, say 3 other people and lots of free time to play) or couple booster packs
of cards (which they would need only 1 other person and 15-30 minutes to
play).


You make the call.


Computer Role-Playing Games (CRPGs) - In my opinion, these
games are the real competitor. They take people who may otherwise be drawn to
RPGs (imaginative people who enjoy sci-fi and fantasy) and distract them with
immediate, full-sensory experiences. These are the, perhaps, less creative
people who would rather play than GM. CRPGs supply them with the same challenges
as RPGs (combat, NPC interaction, abstract puzzles) without having to find a GM
and, coordinate schedules with other players, learn an entire book’s worth of
game mechanics, etc, etc, etc.


However, both CRPGs and CCGs are sorely lacking in two of the
aspects of RPGs: Socialization and Creative Expression. Admittedly, CCGs require
a little social interaction, and network games can provide the same. However,
neither involves the same group dynamics as sitting down with a bunch of friends
and role-playing face to face. This goes beyond simple socialization, it creates
community. (Remember that term, as I’ll be coming back to it later.)


The creative aspect of RPGs is what the competition can’t touch.
They create the world, the cards, the weapons, the characters, and you just
accept what you’re given. On occasion, companies might accept feedback and
suggestions, but the actual development is still done behind closed doors. Yet,
who hasn’t looked at these games and thought, “Ya know, I could do this so much
better!” Even if we absolutely love the game, each of us has our own spin we’d
like to put on it. RPGs not only encourage players and GMs to create their own
material, they require it! Players create characters, GM create plots, NPCs, and
even entire game worlds. Even when using supplements and ready-made adventures,
some creative license must always be taken. Things must be improvised on the
spot.


Short of writing fiction, I can’t think of anything that offers
more chances for creative expression.


RPGs on the Internet


So, those are our competing species, complete with their relative
strengths and weakness. Now, we have to identify the environment we’ll be
competing in. As with most things in the last few years, I’ll be focusing on the
emerging landscapes of the Internet. Even amidst the industry’s economic
downturn, the Internet hosted a growing community of role-players. Particularly
in our fight against CRPGs, the Internet will be an important venue.


Looking around the Gaming Outpost, I see a far higher percentage
of “GM-types” than I see at my local gaming club. I can only assume that, like
aspiring authors, they are attracted to the Internet by the easy access to
exposure. e-Publishing a far easier than traditional magazine or book
publishing. As someone once said, the Internet allows us to be ignored by more
people than ever before.


As a consequence, there is a fast-growing market of free and
self-published RPGs to be found online. Some of these are just knockoffs of
traditionally published games, but most are highly original works. They find
innovative solutions to common RPG flaws, bring all-new worlds and concepts to
gaming, and otherwise advance the hobby as a whole.


Finally, the loci for most of this innovation seems to be mailing
lists or discussion boards. Most sites with at least one game have, or point to,
a place where fans can talk about it online. Often, the designers participate in
these discussion, too, creating a direct link from customer to creator.


What does this all mean for the industry? It means that, on the
Internet, there still exists significant demand for the social interaction and
creative freedom of traditional RPGs. These are survival advantages that the
competition does not possess. Surviving, even thriving, in our new environment
depends on our ability to leverage those advantages to their fullest effect.


The Next Evolution


Now we get to the meat of the issue: What will RPGs be like in the
next 5-10 years? Integrating business with the Internet is a major goal for most
industries, and role-playing will be no exception. However, RPGs stand to reap
even greater rewards, for the reasons given above. They have unique
characteristics that compliment many aspect of online business.


New Emphasis on Creativity


The growing number and impact of self-published RPGs will create a
new emphasis on original settings and creative design. (This trend will be
helped along by the profusion of rules systems already available on paper and
online; as it becomes less possible to break ground with rules, it will become
necessary to break ground with settings.) We’re already seeing this in many of
the “indie” games on the web.


Personally, I can’t help but see this as a Good Thing.


Virtual Communities


To satisfy our need for social interaction, the prevalence of
virtual communities (established via mailing lists and discussion boards) will
continue to increase. At the same time, companies will open their doors further
and further to feedback from their fans. (This is simply a good business
strategy. It is far cheaper to catch a bad game before publication than to
revise it after.)


In addition, the power of the Internet to bridge vast distances
will allow the gaming community to grow as a whole. No longer will finding a
gaming group be a matter of scouring your local town for recruits. Instead,
like-minded people from around the world will be able to gather around their
favorite game sites and online magazines for news and discussion. As online
communication technology advances, these forums will become more and more
similar to meeting in person.


At the least, this will consolidate a small niche market scattered
too thinly across a number of countries and continents. At best, it could lead
to a revival of the hobby and an explosion of new ideas that draw in even more
potential gamers.


Increased Customer Participation


Combining these two factors, we will see steady blurring of the
line between player and designer. It is a very short step from monitoring
discussion boards to accepting feedback officially, and an equally short step
from accepting feedback to accepting submissions for supplements, game fiction,
etc. This is the ultimate expression of a creative, social gaming community.


Such a strategy makes sense from multiple angles. First, as
mentioned above, accepting feedback before publication is more economical.
Beyond that, allowing fans to participate directly in the development of a game
line fosters stronger brand loyalty; who wouldn’t sink a few dollars extra into
a game they had personally contributed to? Fans will also feel more invested,
both in terms of time and ego, in the success of that game and its publisher.
Everyone wins.


Case Studies


Unfortunately, I haven’t really gone out on any limbs with these
“predictions.” Much of what I’ve just talked about is already happening. The
real question is: Will it succeed? Only time will tell. The curious might want
to keep an eye on few pioneers…


Deep 7 href="http://www.deep7.com">(http://www.deep7.com)


This interesting group has already made the move away from
traditional publishing to e-publishing. All of their games are available via
pay-per-download from their website. Beyond that, they also host a message board
(aka, “virtual pub”) and accept submission ideas from the public. One of the
biggest obstacles many people cite for online RPG companies is simply getting
people to download and print their own stuff. Deep 7 is on their way to finding
out.


Dominion Games ( href="http://www.dominiongames.com">http://www.dominiongames.com)


These folks are already blurring the lines between player and
designer. Their rules system is viewable online and free to all, as is their
first game setting. Both of these will be continuously updated, creating a
“living RPG.” Web forms encourage fans to send in their “bugs,” comments, and
submissions for future inclusion. This is fan participation a step above and
beyond.


ImEG


My company, Immersive Entertainment Group, was formed a few months
ago specifically to pursue these new kinds of RPGs. Our goal is to allow fans to
contribute directly to a single world, much like what Dominion Games is doing,
but taken to a greater degree. We will combine fan fiction, RPG products, and an
online, multi-player game to develop worlds in real-time.


For more information, take a look at our inspiration, href="http://www.starshield.com">The Starshield Web Project, or our first
solo endeavor, The Erebus
Project
.


Conclusion


Evolution is a chaotic and mysterious thing, even in the world of
hobby gaming. The above is simply my analysis of the present and expectations
for the future. At the very least, I hope it got you thinking. Role-Playing is
unlike other industries in that it relies on a great degree of independent
creativity from its players. We can, and should, use that creativity to help
make sure our hobby continues to thrive.

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