Posted October 30, 2010

Navagon
Easily Persuaded
Registered: Dec 2008
From United Kingdom

Navagon
Easily Persuaded
Registered: Dec 2008
From United Kingdom

deelee74
New User
Registered: Oct 2008
From United States
Posted October 30, 2010

1: Illusory Morality
Most games do not permit you any real choice of behavior. You will be the hero that saves the world, or you will not play the game. This is the weakest form of roleplaying, as your only decision is whether to continue the game or not.
2: Optional Morality
This would include such games as Morrowind or Oblivion. You can choose whether or not to complete a quest or perform an action, but you cannot complete a quest to your satisfaction, you can merely choose whether or not to complete it. (In all fairness, my fuzzy memory does recall one or two quests that might have variable paths, but those were probably not in the original games, as I played with heavily modded versions).
3: Scripted Morality
Here, we're getting much closer to true roleplaying. In such games as NWN and Baldur's Gate, you encounter frequent points (most often in dialogue) where you have the opportunity to display your own worldview in your character's actions. However, you are still limited by the choices the developers placed in the dialogue tree, and choosing something that completely matches your worldview is sometimes not possible.
4: Freedom of Choice
I would say the only games I have ever played that even came close to offering this were the Gothic series (I haven't played them all, so take that with a grain of salt) and my most recent acquisition, the original Fable. They aren't perfect, by any means, and often slip back into the previous category, but Fable in particular has floored me with the tremendous amount of roleplaying value. It's a tiny world, yes, as RPG's go, but it feels eminently yours to mold. Even in the prologue, playing as a young child, you're presented with choices that will ultimately influence your character's entire outlook. I am playing as a good-aligned ranger, and I have been impressed with the tailoring of quest options to suit my own tastes (although largely limited to good and evil, there are two distinct options in so many cases) and I was pleased by a recent quest, which ended quite simply with my choice to spare a bandit's life. I am astonished by the influence I am having on NPC's in the game, who have gone from jeering as I pass to cheering me on or gathering around to hear my exploits. I have never before really taken pride in my character's accomplishments, and the opportunity to feel your character take on your own personality as you play is refreshing and, in my humble opinion, revolutionary. Even playing as a purely good character, my decisions have so much more meaning and impact when I always have the opposite available. Save a traveling trader from a Balverine for temporary accolades? How noble! But...you could also wait for it to kill him, and steal the gold! Or kill the trader and the Balverine, and have the gold and the fame! This sort of decision taking place every second of gameplay is what makes Fable so richly rewarding for roleplaying purposes.
Does anyone have any thoughts on this? What do you think is necessary or acceptable for roleplaying? Do you have any thoughts as to how developers could expand on these ideas or integrate them into better, more open worlds?
Remember those old "choose your own adventure" or "which way" books? They had a story that would allow you to make decisions. Once you made the decision, you were asked to turn to another page to continue the story. If you chose one way, you would bypass the entire part of the book that dealt with what would have happened if you chose the other way.
By then end of the story, you have read about 20 pages. But the book itself is 250 pages long.
Now multiply this by the amount of text, AI scripts for every character in the game, different locations and situations that would have to be programmed into a game to allow this kind of experience in an RPG. The authors of those choose your own adventure books had to write 50 different stories to allow you to choose your own, personal 10 minute story. And these books only gave you 2 different choices at each interval.
A game developer would have to write an unlimited amount of different games in one, just to give you the illusion that you are affecting the world with limitless decisions. It's just too much to do. The money just isn't there to allow them to make this kind of game, and the logistics of it are mind-boggling and, frankly, impossible.
It's like a Rubik's cube. You have 9 different colored squares on six different sides of the cube. Every move you make changes the location of just 12 of the colors. And this simple idea yields a total of over 40 QUINTILLION (that's 18 zeroes) possible positions. Now imagine the squares are possible ways of handling a situation in a video game, and the cube's sides are the way that everyone in the world reacts to your decision. You are talking about a number that is unfathomable here. And every additional number is a week of some programmer writing code.
The best way to do it right now is to go with the Baldur's Gate approach. You have a choose your own adventure-style of story, where you can make decisions that affect where you go and what you do. Then you have a 5 or 6-level reputation scale that changes with your positive or negative actions. This affects the way everyone treats you in the game.
This is basically the way that Fable does it too.
If you want real roleplaying, play an MMO and make a reputation for yourself. It's the closest thing you'll get to the kind of game that you are wishing for.
Post edited October 30, 2010 by deelee74

Runehamster
keep it classy!
Registered: Jun 2009
From United States
Posted October 30, 2010
high rated
I understand your point. I was thinking less in terms of the overall story and more in terms of sidequests and gameplay mechanics.
On a side note, I don't actually play MMO's anymore, they suck up too much of my life :P
On a side note, I don't actually play MMO's anymore, they suck up too much of my life :P