25 April 2008
Beating the Odds
Various thoughts on the design have been percolating in the old head lately, mainly inspired by various forum discussions. But one of the trains of thought led me to an old problem in RPGs. The problem of chance.
Specifically, how it is possible to almost completely negate chance via reloading. All RPG gamers will have experienced some form of this, at some point.Some developer thinks he is being clever by putting some form of gambling in the game. A roulette wheel or something. Now the player might have only a small chance in winning, anything from 1 in 10 to 1 in 3, but this is as good as handing them money. You simply reload until you win, save again, repeat, viola, instant wealth.
It gets worse when game events are directly tied to such random rolls. You have to convince the gate guard to let you through the gate, but it involves a skill check? Well, even if your Persuade Skill isn’t too high you can often just reload until you get lucky and bang, you’re through.
The worst part of this is really how it kills immersion and the game’s sense of tension. I remember in the Trial in Neverwinter Nights 2, instead of it being a series of tense courtroom arguments and counter arguments it became a game of “keep reloading until you get the optimal result". It still resulted in stupid combat in the end, but I didn’t know that at the time. Nevertheless, any attempts to get me immersed in the legal battle underway were undermined by the fact that I was “gaming the system". Now, I’m a roleplayer type, I love playing a role. But the temptation is just too much for me in games. And so I, effectively, cheat.
One of the themes that the Codex often brings up is “trying to get the player to accept small defeats". As in, you don’t simply reload around any inconvenience or anytime you feel you’ve gotten “2nd best". But the real problem is games are a form of entertainment, and players are all seeking to maximize their entertainment. Coupled with the fact that most games are thinly disguised problem-reward cycles, and the player is effectively trained to try to “win", and the underlying game-players psychology becomes the enemy, unless you change the rules.
I’ve seen 2 solutions that indie developers have come up with to counter this problem, 2 quite different approaches.
Over at Iron Tower Studio, Vince and the guys have come up with a rather straightforward approach to dealing with the issue. Eliminate random rolls outside combat. Instead the game just checks that you match the requirement. So if you need a 50 Persuasion to convince somebody of something, and you have a 45, you’re out of luck. No matter how many times you reload, that is always a fail. It’s a simple solution, but powerful nonetheless. Players will barely notice, it is easy to implement and when you remove the temptation like that you simply make it a non-issue.
Jay Barnson, aka the Rampant Coyote Has a slightly different approach. His game, Frayed Knights, a comedic-fantasy RPG, has the concept of “Drama Stars". Basically, every time the player engages in some form of chancey maneuver he can earn drama stars. Which can in turn be spent for special abilities, things like healing characters when they need it and have no other way to regain health, etc. Now, the real trick is that the drama stars aren’t saved when you save your game. Every time you load up they are reset. So the old saving and loading trick might allow you to game the system, but you are losing out on your special Drama Star powers, especially if you have a full complement.
Quite a clever approach. It ties directly into one of the core psychological processes in a game players brains. The urge to collect neat stuff. You can build entire games around feeding this urge. It’s a carrot as opposed to a stick approach. Tempt them away gently from their powergaming urges by offering alternative powergaming goals, but ones which fit in with your design.
I was thinking I could extend this concept further. The main problem I see is that all the powers are restricted to the players current session of play, so if you don’t feel the need for them or are nearing the end of your nights gaming you can choose to burn them on reloading without much consequence. So I was thinking, what if they were transient, yet contributed to something permanent?
So, for example, you have a “karma bar” and a “Fortunes Favour” bar. Karma is temporary, limited to the session, when you leave the game any you have saved up are wasted. However, every time you get to say 10 Karma Points the bar resets and you gain 1 point of “Fortunes Favour", a value which IS saved. Now, you have reward levels for the “Fortunes Favour” bar. Say at levels 5,10,20,30,50. At each of these reward levels you give the player a permanent boost. Extra skill points, attribute bonues, unique special abilities they can gain no other way.
So, essentially, they have a nice fat juicy reward dangled in front of them, one which isn’t limited to the current session. So even if you are nearing the end of your play session, instead of saying “ah well, I’m not going to use these 9 Karma Points, let me do the reload trick” you will be more likely to go “Let me try earn 1 last Karma Point to tip me over the edge".
I dunno, I think that could work quite well. I know I’d play Diablo 2 until I made it to the next town portal, at the very least, because the idea of losing all my progress was undesirable. And that isn’t even a neat special ability or anything.
The downside is that this system is highly gamist. Ie, it is outside the context of the game world, in sense (although, there is an argument that playing to this mechanic is like choosing to play a character that is very Lucky, since SoW doesn’t have a Luck stat). The player is still “gaming the system". But, in a manner you the designer dictate. And, if they really want to, they can still just reload their way through the game. Additionally, it is more work for me, the designer.
I’m torn. Both systems are good approaches to the problem. Each has their upsides and downsides. So I decided, hey, why not ask the public their opinion?
So I made a poll on the official SoW forums. Let me know which one you prefer, or alternatively, if you have suggestions of your own as to how to solve this, post them! I’d love to hear from you.
Gareth out