Monday, March 02, 2009
RPG Design: Charisma, the Dump Stat
Some dice & paper gaming and further (but unrelated) work on Frayed Knights has made me go back to one of my favorite topics - dealing with conversations in an RPG (computer or tabletop). Or more particularly, the player's role versus the character's role (and... uh, rolls) during dialog.
The old way of handling things was to... not. The player handled the conversations, and the character handled the combat rolls. Charisma was (and remains) a popular dump stat. Titus the Ugly might have a charisma of 5 and be unable to speak above a mumble, but when the non-combat heat was on he could negotiate with eloquence, passion, clear logic, and only the most polite hint of threat - because his player could do that in the comfort of the gaming room, or because that conversation option was available to him in the computer games' menu.
The Ultima series eventually just dumped those sorts of stats altogether to keep the conversation tree free of barriers.
Making Social Skills (Barely) Relevant
The new trend (if you can call it that) seems to be driven by Bioware, and that is simply to provide some dialog trees with options that can only be successfully exercised by successful social skill rolls. Bethesda tried to do something different by adding a social mini-game in Oblivion (evolved from a simpler menu-based system in Morrowind) which sometimes opened new conversation options (though in practice, it rarely useful for me beyond getting better prices from merchants). This was abandoned in Fallout 3 in favor of a more Bioware-style dialog option tree, though I guess we'll see what The Elder Scrolls V might bring us.
The problem with this system is that it's value is left purely in the hands of the designers. Nowhere was this made more clear than with Bioware's Neverwinter Nights series. Social skills were mildly useful through Bioware's campaigns, but their value became wildly variable (tending towards utter uselessness) with player-created modules. This is unfair and frustrating to players. It's like giving us a "drive tank" skill for us to spend precious points in, only to never provide us with an actual tank to drive except for a short mini-game sequence near the end of the game.
Even in dice-and-paper games, we run into problems. Quite simply, some results are going to be utterly impossible through conversation alone, which makes players feel slighted when their stellar social skill rolls fail to achieve the desired results. On top of this, the game master feels obligated to provide the players with all the information they'll need from NPCs regardless of their success or failure in social rolls, to prevent the planned adventure from going down the toilet.
This process is pretty well emulated by the standard conversation-tree system in CRPGs.
Lessons from Drama Class
Yes, I was in theater in high school. I enjoyed it, and I was considered pretty good at it. Not good enough to make it a career choice, but I had a lot of fun with it. There were a couple of interesting exercises we went through which have no doubt fully corrupted how I feel about roleplaying.
One was an exercise where we had to each say a very simple phrase, but shade it with completely different meanings. Something as simple as the word, "no," can have millions of meanings depending upon how it's said. Similarly, in some RPGs it can be very difficult to tell what kind of response you are choosing from the menu. The same sentence can be sincere or snarky depending upon how it is spoken and how well it is delivered. A snarky response intended to be friendly ribbing can easily sound nasty.
Another great series of exercises was improvisational acting ("improvs"). I could almost label these the "Negotiation 101" lessons, as they were usually set up so that character A and character B had conflicting needs, but character B could always "win" the scenario by refusing to take action. We weren't graded on our negotiation skill, but on the believability of the character interaction, but that didn't stop us from trying. The trick, as character A, was to find some kind of compromise - to satisfy the underlying goal of character B yet still get what you wanted.
While not usually as dramatic as we experienced in the class, this is a key part of life and working with others. Unfortunately, we don't get that in CRPGs very often. Instead, if we need something from an NPC, they immediately assign us a subquest.
It's not horrible, and at the very least it keeps things simple. But could we do better?
Some Ideas to be Considered
If we want to make non-combat, social encounters an integral part of a CRPG, we need to shake things up a bit. We probably need to make some fundamental changes to the very idea of how social interactions work. Social interactions need more feedback, twists, bends, and alternate resolution. As always, I think of the one thing that works reasonably well in CRPGs, and that is the combat system. So how could we make conversations reflect the kind of action we get in combat?
The conversation tree can probably stay in one form or another. It works so well because it is mirrors how conversations play out in real life. But most of the time, the conversation trees aren't used for much more than NPC exposition and ... uh, "quest requests."
But here are some thoughts on elements that could (but I won't go so far as to say, "Should") be incorporated into a new, hopefully improved paradigm (ack! I said the "p" word) in handling NPC dialog:
1. The attitude of the NPC towards the speaker, overall. And how "fixed" this attitude is. An NPC who has never met the player character before might be pretty flexible in their attitude. The widow of the villain whom the PCs just killed at the Sheriff's request might be a little less so.
2. The "mood" of the conversation. The NPC might like the player character speaker, but not be at all happy about how the conversation is going. Or the NPC may hate the player characters, but have no option other than to be concilliatory during the conversation to request their aid. Naturally, the mood of the conversation can carry over and affect the NPC's overall attitude over time.
3. The NPC's goals for the conversation - which might actually change during the conversation. Any good writer will consider this for every line of dialog - though the needs of the character may sometimes be sacrificed for the needs of the story. This could be calculated in real-time, or pre-determined based on the current branch of the conversation tree. But I swear that in many RPGs, the only goal of the NPC is to hear themselves talk! Or to please - for some reason - the complete stranger who just walked up to them and made the mistake of asking about the history of the city.
4. Why shouldn't every line of dialog involve a skill roll of some kind? Does a skill roll necessitate a branch in the dialog tree right then and there? Does every hit in combat necessitate the death of the guy on the receiving end? There should be more than just pass / fail branches in the dialog, anyway.
5. We need greater feedback on non-verbal cues from the NPC. This could be in the form of simple visual indicators on the HUD, the subtle nuances of voice actors combined complex facial mechanics on-screen guaranteed to give the wrong cues half the time, or - shock! - resorting to the same techniques that writers have been using for ages to describe the speaker. But as modern games prefer to eschew the written word entirely (it makes localization such a drag), we may have to look to the indies to do more with that.
6. What about the NPCs using THEIR social skills to manipulate the dialog, or even *gasp* the player characters? I'm not sure if that would be desirable, but it could be the subject of some very interesting experiments. I could see it now - you go to a merchant wanting to offload all your loot, and leave with LESS gold than you had before - but you now own a whole bunch of term life insurance policies, some real estate in Outer Moldovia, and a set of kitchen knives you just can't live without.
7. If all this sounds incredibly complicated for a dialog system, abstracting a lot of it is okay. While I wasn't thrilled with Oblivion's conversational "mini-game," but I think the principle was probably on the right track. Every word of small-talk doesn't need to be spoken or printed on the screen - just the important stuff.
I can't say any of these ideas are even in the same area code as "the right thing," but I would love to see more RPGs break from the stale pack and try something new in this area. We've been complaining about the same things for a decade or so, with very few attempts to improve to make this aspect of CRPGs more compelling.
Labels: Game Design, Roleplaying Games
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Yeah charisma was quite often a oneshot stat (are not most stats oneshot/singularly purposed?).
For my retro crpg I've lumped charisma into Pressence (I'm doing a fuzion/opencore/actionsystem/f20 rule system), its officially defined as;
"Presence (PRE) Your ability to impress and influence people through your character how well you get along with others; how you interact in social situations.
It will have a minor affect on shop prices and npc interaction.
low pressence might yeild a vague clue, mid level might yield a more verbose answer and a high presence might give an exact answer.
its a little more complex as behind the scenes there is also a political alignment pendulum based on the players actions that NPC's also take into consideration.
your #4 on skill rolls with every sentence of dialogue, well skill rolls rely on a cause/effect. Its no good to do a skill roll if the player has the chance to ask the same question repeatedly to see all the answers or get the one they want.
It was like haggling in Demons Winter, you haggle 10 times, remember the lowest price before the shop keeper refuses to sell to you, leave and re-enter and haggle until you hit that price point. Useless... unless the shop keeper remembered you for at least N turns or something, that would have given it more impact on the game.
For my retro crpg I've lumped charisma into Pressence (I'm doing a fuzion/opencore/actionsystem/f20 rule system), its officially defined as;
"Presence (PRE) Your ability to impress and influence people through your character how well you get along with others; how you interact in social situations.
It will have a minor affect on shop prices and npc interaction.
low pressence might yeild a vague clue, mid level might yield a more verbose answer and a high presence might give an exact answer.
its a little more complex as behind the scenes there is also a political alignment pendulum based on the players actions that NPC's also take into consideration.
your #4 on skill rolls with every sentence of dialogue, well skill rolls rely on a cause/effect. Its no good to do a skill roll if the player has the chance to ask the same question repeatedly to see all the answers or get the one they want.
It was like haggling in Demons Winter, you haggle 10 times, remember the lowest price before the shop keeper refuses to sell to you, leave and re-enter and haggle until you hit that price point. Useless... unless the shop keeper remembered you for at least N turns or something, that would have given it more impact on the game.
The only system mechanic I've found which actually separates character arguments from player arguments is Burning Wheel's Duel of Wits. Roleplaying a character with charisma significantly different from one's own is always tricky, particularly if it's Cat Pee Man trying to roleplay an 18...
Sounds like you want to propose conversation as combat.
Both you & the NPC have a goal in mind - maybe you want information, or to buy something, or a favor. Maybe the NPC wants to help you, hurt you, or just make you leave. In any case, you're going to enter "conversation", and one of you is going to get what you want... maybe.
Instead of HP, have Conversation Points. Instead of attack styles, have conversation styles ("pointed", "sly", "confusing"). Instead of defense and armor, use skills like "detect lie", "assess motive", etc.
If your "opponent" is inclined to help you, then maybe they start of with 5 CP and no defensive stance... a pleasant "hello, friend!" is enough to bring them over to your side.
Convincing the king to let you borrow Eczema, Sword of Flakiness, Right Weapon of the True Dermatologist? He starts with 1000 CP, maxed out on detect lie, and your only hope is to be able to *really* convince him using the facts you've collected during your past adventures.
An insult may stun someone long enough for you to get a good jab in, if you're trying to anger them; a compliment may lull someone into being favorable towards your next request. Or, maybe with that Orc chieftain, it works the other way around - flattery arouses his suspicions, while insults and bravado are a sign that you consider yourself an equal, and so are worthy of grudging respect.
Could be a lot of fun...
Both you & the NPC have a goal in mind - maybe you want information, or to buy something, or a favor. Maybe the NPC wants to help you, hurt you, or just make you leave. In any case, you're going to enter "conversation", and one of you is going to get what you want... maybe.
Instead of HP, have Conversation Points. Instead of attack styles, have conversation styles ("pointed", "sly", "confusing"). Instead of defense and armor, use skills like "detect lie", "assess motive", etc.
If your "opponent" is inclined to help you, then maybe they start of with 5 CP and no defensive stance... a pleasant "hello, friend!" is enough to bring them over to your side.
Convincing the king to let you borrow Eczema, Sword of Flakiness, Right Weapon of the True Dermatologist? He starts with 1000 CP, maxed out on detect lie, and your only hope is to be able to *really* convince him using the facts you've collected during your past adventures.
An insult may stun someone long enough for you to get a good jab in, if you're trying to anger them; a compliment may lull someone into being favorable towards your next request. Or, maybe with that Orc chieftain, it works the other way around - flattery arouses his suspicions, while insults and bravado are a sign that you consider yourself an equal, and so are worthy of grudging respect.
Could be a lot of fun...
I've debated how to handle conversation myself in my vintage CRPG... unlike Stu, my memory limitations are a bit more strident. :)
Conversation in a CRPG accomplishes two things:
1) Give players information necessary to complete the game
2) Give players tasks that can make it easier to complete the game
I'm not sure I like the idea of turning conversation into another "game" in the sense that you abstract it in the fashion Samrobb described. Such systems tend to reward the power gamer who figures out how to "play" the system to get maximum advantage.
One aspect I do intend to follow is that at NO time will any NPC request the player do something. The player can listen to clues given by NPC's and in taverns/pubs, and if they decide to act upon this information, they may find it leads to something. Or nothing at all.
For example, the first community they come across is under constant attack by monsters. Every NPC will remark about it, complaining about lost livestock, loved ones, etc. Maybe killing some of the monster raiders will impress someone? Or perhaps not. They won't know until they try something.
Of course, one reason I'll be taking this approach is, well, I don't have the memory to do things explicitly. :)
Conversation in a CRPG accomplishes two things:
1) Give players information necessary to complete the game
2) Give players tasks that can make it easier to complete the game
I'm not sure I like the idea of turning conversation into another "game" in the sense that you abstract it in the fashion Samrobb described. Such systems tend to reward the power gamer who figures out how to "play" the system to get maximum advantage.
One aspect I do intend to follow is that at NO time will any NPC request the player do something. The player can listen to clues given by NPC's and in taverns/pubs, and if they decide to act upon this information, they may find it leads to something. Or nothing at all.
For example, the first community they come across is under constant attack by monsters. Every NPC will remark about it, complaining about lost livestock, loved ones, etc. Maybe killing some of the monster raiders will impress someone? Or perhaps not. They won't know until they try something.
Of course, one reason I'll be taking this approach is, well, I don't have the memory to do things explicitly. :)
That's the way the old Ultimas did it, Adamantyr... :) In some ways, I prefer it.
Incidentally - I am checking out the Dual of Wits download for the Burning Wheel to see what they do.
Incidentally - I am checking out the Dual of Wits download for the Burning Wheel to see what they do.
To this day, I remember the way Planescape: Torment handled the non-physical stat. There was so much content you could miss if you went the way of dumping points in Strength, Dexterity, and Constitution instead of Intelligence, Wisdom, and Charisma.
I wonder how many people did not get a lot out of PS:T because of their stat assignment?
I wonder how many people did not get a lot out of PS:T because of their stat assignment?
Dangerous High School Girls in Trouble is basically ALL conversation-based mini-games that turn conversation into combat.
It has a stat and level-up system, too, and while the game has its rough edges, negotiation/coercion feel 'right' most of the time.
It has a stat and level-up system, too, and while the game has its rough edges, negotiation/coercion feel 'right' most of the time.
You know, for as much as Dangerous High School Girls in Trouble intrigued me, I haven't played that one yet. I have been watching it's development for *YEARS*, now.
Also - I looked at the Burning Wheel "Duel of Wits" stuff today. I didn't go over it in much detail, but it did look a LITTLE more complicated than what I had in mind. But I'm still glad to see other people tackling the potential.
Also - I looked at the Burning Wheel "Duel of Wits" stuff today. I didn't go over it in much detail, but it did look a LITTLE more complicated than what I had in mind. But I'm still glad to see other people tackling the potential.
Yes, it does look frightful. It plays very smoothly, though - from a group of rank newbies, we had a handle on it in five minutes or so.
The combat comparison might have a few people concerned - I'm not thinking a really hardcore, Wizardry 8-esque mega-battle to ask where to go to the bathroom. But I am thinking a little bit of "tactical moves" within the context of a dialog.
I don't mind having conversation as a game, as long as it's a game with explicit rules. In a combat I get to see if I hit, if I dodge an attack, how much damage I do, etc. In a conversation, I get to see the conversation and that's it. The fact that most (interesting) conversations are unique compounds the problem: you only get to see the benefit if you play the game multiple times. How many players are willing to wait for their second play through to see the reward of that extra point of charisma? I'm not!
It looks like Age of Decadence has the right idea. I love how the particular skill checks are explicitly stated as part of the options. Choices that lead to a fight are likewise noted.
On the other hand, if conversation isn't a game, then it should impede the player as little as possible. A journal system to record key information, a way of marking off conversation paths that you've already visited, anything to keep conversation from being a chore.
I was going to complement JRPGs on this, but then I remembered that some of those required you to initiate a conversation (er . . . monologue) more than once to get all the information. But igonring those exceptions, most JRPGs do well: you push the talk button, the npc spouts out the info, and you're done.
It looks like Age of Decadence has the right idea. I love how the particular skill checks are explicitly stated as part of the options. Choices that lead to a fight are likewise noted.
On the other hand, if conversation isn't a game, then it should impede the player as little as possible. A journal system to record key information, a way of marking off conversation paths that you've already visited, anything to keep conversation from being a chore.
I was going to complement JRPGs on this, but then I remembered that some of those required you to initiate a conversation (er . . . monologue) more than once to get all the information. But igonring those exceptions, most JRPGs do well: you push the talk button, the npc spouts out the info, and you're done.
The best implementation I've seen for NPC reactions, skill & stat influence etc. in a CRPG was probably Arcanum - just about every stat/race/alignment could have SOME kind of influence upon how an npc reacted to your character, and the split between "Beauty" & "Charisma" stats was a nice idea too - after all, someone might be impressed witha supermodel initially, then hate them once they open their mouths, or not like an ugly guy all that much but then he could turn out to be an excellent orator :)
Loving the idea of NPCs being able to influence the player character into doing stupid things if their social skills aren't high enough, that'd be a great addition.
I guess I don't care if Charisma is a dump stat (as long as combat is critical for completing a game, combat stats and skills will be THE priority). Since I really like the story parts of a game, I don't want to miss out on conversations,... but unless the combat is ridiculously easy, they aren't critical, while combat absolutely is.
By necessity, if nothing else, I'll always concentrate on combat stats and skills, but I STILL want to hear all the conversations, stories, rumors, etc. that make up the gameworld. So from my point of view, I don't want to limit my enjoyment of the game by making that a function of charisma, or any other non-essential stats and skills. If a game developer does that, he's just making the game less enjoyable than it could be.
And for what reason, really? So what if Charisma is a dump stat? So what if it's the player who's really talking, and not the character? Does it really matter?
Note, too, that most people like to talk about themselves. If you're willing to listen, almost everyone is willing to talk (getting them to shut up might be the only problem). I don't find it at all unrealistic that NPCs are willing to talk. Of course, they may be shy regarding certain specific subjects. Or female NPCs might be uncomfortable being stopped in the street by a party of armed men. But talking is something people love to do.
Hmm,... it might be more realistic if it's only difficult to get the opportunity. If you look and act like a bum, you'll barely get a chance to SEE a nobleman (to say nothing of a noblewoman), let alone talk to him. And a paladin is going to have a hard time entering the thieves guild. But once you get where you need to be, people will almost always talk, don't you think.
By necessity, if nothing else, I'll always concentrate on combat stats and skills, but I STILL want to hear all the conversations, stories, rumors, etc. that make up the gameworld. So from my point of view, I don't want to limit my enjoyment of the game by making that a function of charisma, or any other non-essential stats and skills. If a game developer does that, he's just making the game less enjoyable than it could be.
And for what reason, really? So what if Charisma is a dump stat? So what if it's the player who's really talking, and not the character? Does it really matter?
Note, too, that most people like to talk about themselves. If you're willing to listen, almost everyone is willing to talk (getting them to shut up might be the only problem). I don't find it at all unrealistic that NPCs are willing to talk. Of course, they may be shy regarding certain specific subjects. Or female NPCs might be uncomfortable being stopped in the street by a party of armed men. But talking is something people love to do.
Hmm,... it might be more realistic if it's only difficult to get the opportunity. If you look and act like a bum, you'll barely get a chance to SEE a nobleman (to say nothing of a noblewoman), let alone talk to him. And a paladin is going to have a hard time entering the thieves guild. But once you get where you need to be, people will almost always talk, don't you think.
Well in NWN certain classes relied on their Charisma modifier to make their spells more powerful! In Arcanum the amount of Charisma a player had controlled how many followers he could take... but the only game where charisma is a total blessing is VtM:B. High Charisma and Points in Subterfuge and Seduction made it easier to get information and blood - and opened up a couple of quests and some choice dialogue!
I made a hilarious superhero for a Mutants and Masterminds campaign who was entirely based around super-charisma. His acts of combat diplomacy were legendary.
His only real combat abilities were feints, bluffs, confusion, and fascinate.
But once I pushed everything to nearly die for an epic chance to turn the giant robot gorilla boss into my close friend.
His only real combat abilities were feints, bluffs, confusion, and fascinate.
But once I pushed everything to nearly die for an epic chance to turn the giant robot gorilla boss into my close friend.
I'd be kind of interested in hearing how some of these could be adapted for party play. It seems as though most of these systems, if they were implemented, are really designed to handle one PC. In a party, the player would really only need to have one character be 'the face', while Charisma would again be relegated to dump stat status for everyone else.
I suppose you could set it up so that the party speaker would use his full Charisma, while everyone else added a minor bonus (or possibly malus) based on their Charisma. But, that doesn't seem to really add anything particularly interesting.
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I suppose you could set it up so that the party speaker would use his full Charisma, while everyone else added a minor bonus (or possibly malus) based on their Charisma. But, that doesn't seem to really add anything particularly interesting.
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