08 April 2008

Motivation and Background

Written by Gareth ( Contact the author of this post )
Published on April 8th, 2008 @ 05:38:09 am, using 1642 words, 198 views

Q : When is a branching dialogue system not a branching dialogue system?
A : When it is a character background creation process!

AhahahahAHHHahahaHAHahahahahahHAHAHahaha…aherm…yes. Be warned kids, game development can weaken your grip on sanity.

Oh who am I fooling, it was never that strong to begin with.

Tomfoolery aside, let me discuss what SoW development I did this weekend. In a fortuitous turn of events Scorpia has provided the perfect lead in piece, checkit here :

Scorpia on Motivation in RPGs

The gist of it being that we, as the player characters, need motivation in RPGs. But generally RPGs do a shite job of providing this motivation.

In fairness, it’s a bit of a tough problem. You see, players will come up with a character concept they want to play, along with a set of motivations and the like. Whether it is the loner mercenary looking to make a quick buck, the holy man seeking to spread the faith or the scholarly mage searching for ancient arcane secrets, this process of making up an imaginary persona to become in the game is an enjoyable, often integral part of (western) RPGs. The hitch comes when you actually play the game. You see the code and the designer has no way of knowing your made up character concept. In fact it is a bit of a tricky issue, trying to design a game and storyline around every possible character type/motivation.

The general method taken to solve this tricky problem is to try to create a background generic enough to cover all possibilities. One player is the noble knight, the other a cold blooded killer? Hmmmm, how does one motivate both of them to go off and save the world? I know, family! Even mobsters love their mothers, right? Right! So we’ll kill off/kidnap their mother/sister/dog. That way the good character will be motivated to save their family and the evil one will seek revenge…

Well, that’s the logic that goes through a lot of designers minds, mainly beacuse they don’t really have any grounding in a writing background, or they just don’t think it through very clearly. Lets ignore the “If you try and satisfy everyone you end up satisfying no one” issue for a moment. The primary mistake made here is to depend on the player caring about a character they only meet for 5 minutes, enough so that they swear to save them/bloody vengence when the villain kidnaps/murders them. This is not going to work.

Now, if you tried to make the player care about a character that they had had time to connect to over the entire game, cool. That’s a well known literary trick. But otherwise the player simply doesn’t have the time to bond with the character.

So how do we do it better? Well, I quite like the feature the guys at Iron Tower Studios have implemented for Age of Decadence : opening viginettes. The idea being that each type of character sees a different side of the opening sequence, providing different reasons for persuing the main questline, ie using the map to find the temple. The Loremaster archetype gets to play a seqeunce where they are called in to examine and identify the map, the Assassin is attempting to assassinate the current owner of the map, etc etc. All of them end up owning this map which interests a number of powerful factions. Nice. I like that.

But I didn’t quite take that route. There won’t be a viginette in SoW. Maybe in future games, but for now, nope. Instead I am going to let the player generate their backgrounds via a series of introductary screens. You will get a sequence of “life stages” where you will have the option of picking what you were/did during that time.

To elaborate : First you get to pick your childhood background. Under what circumstances were you born. Were you a simple peasants son, working in the field? Or perhaps you were a gutter rat, an orphan surviving by his wits on the cruel streets of a big city. Maybe you were the offspring of a famed scholar and explorer, well educated but spending little time with a parent who was always away exploring foreign lands? Anyway, you choose an option, and that represents your childhood. Each option will provide different character customisation effects. A peasant may have grown strong and hardy through long hours of hard work, but lack much in the way of education/knowledge related skills. The Gutter Rat knows how to steal and stay hidden, how to bluff his way out of trouble, but isn’t particularly fit (malnourishment has that effect). I also want to provide roleplaying attached to these. The scholars son might be known amoungst academics, the Peasant might recieve bonuses/different dialogues when talking to other farmers, etc etc

Next stage you choose your military career, what you did after you were drafted to fight in the war. One problem I have had with SoW is whenever I mention the premise people go “oh, so you have to be a fighter?". No. You were in the military. There are many roles within any military force. Sure you could have been a front line infantryman. But you could also have been a field medic. A requisitions cleark. A scout. A siege engineer. And so on.

This way I can kill two birds with one stone, as it were, I can give you some nice background and drive home the point that you don’t have to just play as a warrior.

The other type of background “element” I am adding is scenarios. These describe an event in your past where you get to choose how you responded. A simple example of a scenario is :

“During your early childhood, as you are walking home you come across a group of children laghing and throwing stones at a dog. What do you do?

1) Go try find an adult to intervene.
2) Charge at the kids, yelling, attempting to get them to stop.
3) Join in! Hooray, great fun.”

Now these are less about giving your character bonuses and more about me tracking your choices for later roleplaying purposes. I can build up a sense of what type of person your character is and adjust dialouge/events to more properly provide motivation and the like in game. Hopefully this system will allow me to alleviate, at least to a degree, the problems Scorpia talks about. I am giving the player a mechanism to describe their character concept to the game and me the designer. Sure, I won’t be able to cover all the options a player could think of. But hopefully the added roleplay opportunities the backgrounds will present will compensate for the lack of complete freedom.

After this process the player will then be given a chance to distribute development points. So your character isn’t totally limited by the backgrounds provided, but they lay a framework, add flavour and a sense of history/context to your character. You want to play a street urchin who discovers a calling to help people and becomes a field medic during the war…cool, I want to provide exciting roleplaying for you. I want to try motivate people to pick backgrounds not just because of the stat modificiations but because of the different gameplay they can experience.

So I was working on this on the weekend, and here is where the joke comes from. I started to think, hey, wouldn’t it be cool if the scenarios had a couple of steps? Say the kid decides to charge at the other children (2), maybe most of the kids back off but one large kid grabs a stick and stands his ground. Do you fight or backdown? Etc etc. Make a mini-story out of it.

Additionally, I started to think, wouldn’t it be cool if the scenarios were customised based on the character background choices made? So a Gutter Rat might get the dog scenario but the son of the absent scholar might get something completely different?

So I looked at the code, what it would take to implement this kind of branching logic, concluded glumly that it would take quite a bit of effort…then gleefully realised I didn’t need to. I already have a branching text-response structure. My dialogue system! Hoorah.

Looking at it, all it needed was a few tweaks and it would work as is. The main thing was adding a special field, “Mode", to the dialogue set structure. If the mode is “Normal", cool, it acts as a normal NPC dialogue. If the mode is “Movie", it instead uses a fullscreen gui with space to display images (I picture a picture slideshow playing as you navigate the background creation system). These and a few other small changes were all that was required to retrofit it for for my purposes. And now I have a nice background creation system, sweet.

I’ll post up some pics when I have the content a bit snazzier, stand-in text and images don’t make for good screenshots. ;) But the framework is there, with little effort. I’m well chuffed, hopefully players will find it adds depth to the experience.

Additionally I think I can use my new movie mode dialogues for more than just the background process. End game sequence slide-shows are one option. Also, creating a custom cut-scene using animations and the like is a pain. Way too expensive for an indie. I could replace it with a branching dialouge/slideshow and get a similar effect “for cheap".

I think I really need to look into getting a 2D artist. I’d love to be able to do it myself but my art isn’t quite up to scratch and I’m already spread thin. Sigh, more money, whooosh, there it goes, flying out my wallet.

Comments, Pingbacks:

Comment from: Kris
I don't know if this works, or even makes sense, but it would be interesting if you could come up with a funky equation (while still following some real-world logic) that chooses stats based on background and scenario decisions, but is not predictable and easily quantifiable. Simply put, it would be nice if, two weeks after this game is released, there is not a chart on the net saying, if you want high dex, choose X background, then scenario a, b, a, c. If you want high strength, etc....

The scenario method has, of coarse, been done before (Sir British and Bethesda, I believe); however, I can't remember a game that had tiered complexity to a single scenario it presented. I really like that approach. I am one of those geeks that really likes the char creation process.

As for paying for an artist (if I read that last line correctly): why would you? The Internet is full of fan made art. Just offer to list people in the credits (something they could later use on a resume to get a job, or into art school) and give some general examples of what stile you are looking for. I'm sure you would get some bites. If you ask for submissions sooner, rather than later, you would even have time to go the other rout if it didn't work out. At the very least, if you got half your 2D artwork quid pro quo, that's money you don't have to spend. I wish that I had some talent, I would help you out myself.
PermalinkPermalink 04/08/08 @ 21:13
Comment from: Corey Email
Sounds great. I always love a complex character creation system, with Darklands far and away my all-time favorite; this sounds pretty similar to Darklands or King of Dragon Pass, and it's tough to ask for more.

Do you plan to display the character's stats/skills during the character creation process, allowing you to see the effects of your choices on stats immediately? This seems like a pretty fundamental choice, with good arguments for either approach. I think I prefer not showing the changes in real-time, though, and maybe even including a small random element in the stat effects that various choices have; this will keep the players guessing, prevent there from being one "uber build", and retain a sense of mystery. Plus, of course, the player's more likely to roleplay if they can't see that making one choice is "better" for their stats than another.
PermalinkPermalink 04/11/08 @ 17:52
Comment from: Claw Email
It's funny you bring up the concept of motivation and background now (a few days ago really) because I've been thinking of bringing a related issue up on the IT forums myself.
I have a really hard time relating to NPCs. I think the RPG that did it best for me was Gothic. I spent so much time in the Old Camp during the first chapter of Gothic that I did feel quite at home there.
I've been feeling for a long time that RPGs ought to start with a long introduction "chapter" that lets the player acclimate to the gameworld rather than sending the player on some kind of journey right away, which is how most RPGs seem to start. "Hello and bon voyage, don't let the door hit you on your way out."
If some kind of life-shattering event is to take place, it ought to happen only once the player started feeling at home. It would really work much like the background creation you talked about, except instead of in a past, it'd happen in the present.
Another related aspect are starting locations. I think it'd be neat if the player character could start in different locations as part of a different background. That would be fascinating, especially in regard to the player character's relationship with the NPCs.
PermalinkPermalink 04/13/08 @ 15:23
Comment from: DGM Email
I like this idea. It's been used before, but rarely enough to still feel fresh.

But I suggest making sure that you can add new options - if not entirely new scenarios - after the game is made without breaking things. Why? Because people are inevitably going to come up with new options that are different enough from the ones you offer to be worth adding, and if you want to appeal to as broad a range of character concepts as possible you'll need to put them in.

To give an example, in your "kids tormenting the dog" scenario you offer three choices: one for those who prefer to handle troublemakers via the proper authorities (find an adult), one for those who prefer to confront troublemakers directly (charge them) and one for those who prefer to be troublemakers (join in). But where is the choice to simply keep walking, for those who disapprove but don't see it as their problem, or who don't think that a dog warrants the same concern as a human?

Is your system capable of adding such a new option at any point without undoing the work you've done so far?
PermalinkPermalink 04/24/08 @ 11:27
Comment from: Gareth [Member] Email
Thanks. :)

Scars of War includes a powerful set of editors, everything needed to whip up your own backgrounds, dialogues, quests and the like, or modify the existing ones. I make the tools for myself, to build the game with, they will ship with it so you get to use the same tools that I do. :)

In particular, yes, you can just add another background or background scenario to the available list and the game will automatically offer it when the player starts up the game.
PermalinkPermalink 04/24/08 @ 11:57

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