4
Jun

Legendary

   Posted by: GarethF   in Game Design Ramblings, SoW - Development Diary

His sword-grip slick with sweat, Perseus crept through the dank cavern. Sibilant whispers echoed softly around him, their source maddeningly unknown. She was here, somewhere, waiting. Despite Hades’ cap hiding him from sight, he could feel her watching him, that tingling anticipation of a blow between his shoulder blades, the incessant urge to whirl round and confront the lurking shadows.

The attack, when it came, was a relief. The cavern wall to his left shifted, cunningly-dyed cloth flung aside to reveal a womanly figure. With a scream of triumph, the Medusa flung back her hood, her terrible, petrifying countenance revealed as she leaped towards Perseus, vipers lashing her shoulders.

Luckily, Perseus made his saving throw versus petrification.

Grinning savagely at the look of surprise on the fiend’s face, Perseus drew back his blade for a powerful, two-handed blow. He’d thought about taking the mirrored shield with him but had decided to trust in the resistance granted by the arcane knick-knacks stored about his person. Besides, he did more damage with a two-handed sword.

A single cleaving strike and it was done, the beast’s head spinning away into darkness. Flicking his blade to clear it of black blood, Perseus prepared to search the cavern for the Medusa’s treasure. Had to be somewhere…

The terrible shriek behind him sent ice running through his veins. Spinning, Perseus saw his doom surge towards him. An Ultra-Medusa, similar to a normal medusa but green-tinged, a beast whose terrible curse is much harder to resist. Even as he lifted his sword, Perseus felt lethargy spread through his chest, his limbs refusing to answer his need. The world went dim, then very bright, then…nothing.

Has anyone every run into this problem, when playing Game Master? You setup some cool encounter with a clever twist required to solve it, like using a mirrored shield to target the enemy indirectly, only to have the player’s “brute force” the problem? And while you do want to encourage players to think of alternate solutions to your challenges, brute force is not particularly imaginative, is it?

The problem is one of quantification. By quantifying everything, you rob things of their mystery, make them less “special”. The legendary Medusa’s gaze isn’t universally deadly, it’s only deadly if you’re under level 10, otherwise it’s simply a minor inconvenience.

And sure, you could simply set the numbers higher. But any level you set them to implies that it is possible to achieve a protection that renders that insignificant. Some things shouldn’t have numeric values attached to them. They should be boolean, true or false. You look the Medusa in the eye and it’s garden ornament time for you, mate.

One of the joys of running low powered campaigns is that you can put in monsters like a Medusa and have their powers be effectively deadly, due to the low level of the player character’s “numbers”. With brute force not an option, cunning and roleplay comes to the fore. But, when the higher levels open up to players, what would have been an instant death encounter becomes a speed bump. So what happens? Design escalation. Since the Medusa wasn’t challenging, let’s introduce the Ultra-Medusa! Essentially the same beastie, just more potent and with some superficial variation to make it distinguishable.

But this simply compounds the problem with quantifying the Medusa’s power in the first place. By introducing Medusa v2.0, you rob Medusa of a feeling of uniqueness, that sense that this is a “special” or legendary creature. Now it’s just another monster.

And these days, most designers have a “more is better!” approach to design. More creatures, more spells, more magic items. If game A has 20 monster types, the sequel needs to have 50! Designers brag that their games have hundreds of thousands of magical items! That’s not something to brag about.

These designers fail to grasp their mistake. By adding more, they subtract value from the existing pool or enemies and items. Nothing is special or epic or legendary anymore, none of those buzzwords that people like to throw around.

In SoW, I am taking a different approach. Monsters are rare, special, and I hope interesting. And legendary creatures/items are legendary. Which, generally, translates into highly lethal. If people for a league around a cave talk about how dangerous the creature that lives there is, listen to them. I will warn players before instant death encounters, but it’s a warning you can miss or ignore if you want to. So pay attention :P

I’ll end with the introduction of one such item (and a hint of the legendary creature that spawned it). I’ve mentioned it before, some of you will recall.

The Black Spear of Anados : A legendary artifact, even the slightest scratch from the Spear poisons the blood of it’s victim with the tainted essence of the Imaarian Lion. Short of direct intervention by a Power, the victim’s fate is sealed, death claims them within an hour.

I’m really not joking in that description. If you choose to go head-to-head with Kayd, best make sure he doesn’t hit you with the Spear somehow. Nothing short of divine intervention or the rarest of magical artifacts can save you once the taint is in your blood. Then again, it might be worth it to own such a power, yes? :D

This entry was posted on Thursday, June 4th, 2009 at 11:37 am and is filed under Game Design Ramblings, SoW - Development Diary. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

9 comments so far

SteveS
 1 

Nice. I hope you can pull this off. I like more puzzle-y combat encounters for the tough stuff.

‘…best make sure he doesn’t hit you with the Spear *somehow*…’

This ‘somehow’ better not include multiple re-loads waiting for a lucky string of hits & misses! Though I’m sure you’ve thought of that.

June 4th, 2009 at 12:29 pm
 2 

Really like the ‘Perseus the Powergamer’ story :)

June 4th, 2009 at 3:17 pm
 3 

Sounds great!

That is something I really disliked about Oblivion. You could kill one lich after the other. At 1th lvl. Ancient powerful mages, who cheated death as cannon fodder. WTD?!?

June 4th, 2009 at 6:51 pm
Rhett Butler
 4 

It sounds cool, but a this weapon would totally unbalance the game, and I’d just save before the fight and reload until I got it. I wouldn’t be able to help myself. From that point on all your rare, special and interesting monsters would be handled by stabbing them once then running away and coming back later when they’re dead from the taint to collect my loot.

June 9th, 2009 at 4:31 pm
Jay
 5 

This is great! Long live the fight against banalized, trivialized fantasy gaming.

For the spear — a natural game-balancing remedy for its lethality would be that just as the player couldn’t resist killing the former owner, there would inevitably be a long line of violent and/or sneaky people waiting to pry it from your stiff, dead fingers. Sounds like fun to me! It might even be fun to pitch the thing in a lake after a week of constant hounding.

In sum, being dangerous cuts both ways. The point is illustrated well by this riddle:

You’re a cyborg in a pistol duel with two other cyborgs. you have been programmed to fire pistols with an accuracy of 33%. the other two cyborgs shoot with accuracies of 100% and 50%, respectively. the rules of the duel are one shot per-cyborg per-round. the shooting order is from worst shooter to best shooter. thus, you go first, the 50% guy goes second, and the 100% guy goes third; repeat. if a cyborg dies, we just skip his or her turn, obviously. what should you shoot at in round 1 to maximize your chances of survival over time?

(from http://www.ocf.berkeley.edu/~wwu/riddles/hard.shtml)

June 15th, 2009 at 2:11 pm
Jay
 6 

Okay, that particular riddle is a more complicated than necessary. Here’s a stripped down version that makes the point better.

***

For your birthday, you invite two of your best friends (Tamsyn and Greg) to a three-way pistol duel to the death. You each grab a pistol from your grandfather’s arsenal and a box of bullets.

The plan is to stand at the three points of an equilateral triangle and all shoot simultaneously when an alarm clock goes off at high noon. You’ll all keep firing until only one still stands.

Prior to the event, Greg discovers that his pistol fails to fire about 1/4 of the time, you discover that yours fails 1/5 of the time, while Tamsyn’s pistol works just fine. Being good sports you all agree to proceed as planned. Being good shots, it is assumed you will all hit whomever you shoot at. Being good bullets, it is assumed that anyone hit dies on the spot.

Given that all three of you fully intend to survive your birthday party, how does the duel go down? Who is most likely to survive?

***

June 17th, 2009 at 2:38 pm
GarethF
 7 

@Jay :

Lol. Dammit man, it’s been 5 years since my course in Stats, my skillz be well rusted. :P

But, at a thumbsuck, I’d say your chances of survival are maximised by firing at the person with the highest accuracy/lethality first. Since you stand a better chance of surviving the other guy’s attack if he chooses to shoot at you in any round. The hope is that you manage to kill the 100% cyborg/Tamsyn before it chooses/gets a chance to fire at you.

Illustrating the point that sometimes, being the most threatening guy around is not an advantage because it draws attacks, yes? ;)

To answer your question about the birthday party, without doing any real maths I’d guestimate that Greg’s chance is the highest. Tamsyn will attack the person with the highest chance to hit her, you, since that maximises her future survival chance. The other 2 attack her for the same reason. You are guaranteed dead since Tamsyn won’t miss, Greg is guaranteed to survive the first round of fire, Tamsyn has a 5% chance of surviving round 1 with both of you firing at her. Next round Greg is guaranteed to die if Tamsyn is still alive but Tamsyn has a 75% chance of dying in that second round too.

So basically, Tamsyn’s chance of surviving round 1 is Greg’s overall chance of dying, since he will die if she survives to round 2 and will live if she doesn’t. Which means that Greg has a 95% chance of living through the duel, Tamsyn has only a 3.75 chance of surviving the whole duel. Statistically, Greg is in the better position.

Egad, I hope my maths is correct or this will be embarrasing. It’s been a while, I could easily be forgetting how to properly calculate this kind of problem.

June 17th, 2009 at 3:24 pm
Jay
 8 

Hah! Well done, a solid effort.

I didn’t bother working out the exact probabilities of my redacted riddle (an exercise for the reader, ahem!), but you’ve got the heart of it anyway: being lethal is deadly. I think that’s also why no-one can hold Asia in Risk — yes it has a long border, but it’s also just so obvious to all the other players that it is in their interest to exert themselves to prevent you from getting those seven armies every turn.

For the cyborg riddle, given that the shots happen one-at-a-time, it’s actually in your best interest as the poorest shooter to fire your pistol in the air and hope that the 50% robot kills off the terminator. Kill either opponent at the outset yourself and you reduce your odds of survival…

Cheers!

June 19th, 2009 at 7:43 pm
Jay
 9 

I’m not so sure of my math either — but I got a 0% chance of survival for the mid-level shooter, a 25% chance of survival for the poor shooter, and a 1.25% chance for the ace.

Let’s hear it for incompetence!

June 19th, 2009 at 8:11 pm

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