Thursday, June 11, 2009
RPG Design: Telling The Monster's Story
A month ago I talked about some of the weird monsters in dice & paper and computer RPGs designed specifically to trip players up. Like the mimic, which is perhaps not the most ridiculous monster to ever appear in an RPG (many of the bizarre monsters in the Final Fantasy series could give it a run for its money), but certainly one of the more ubiquitous of the Goofy Monster society.Shortly thereafter, I learned that Paizo was publishing a book in its Pathfinder Chronicles that specifically dealt with some of these classic "weird" monsters. Including the mimic. Each of the ten monster chapters is written by a different designer, throwing their often considerable expertise and vision into overhauling the concepts behind the monsters to make them ... well, valuable.
Dungeon Denizens Revisited is a collection of articles by different designers on about ten of the most common bizarre creatures in the history of D&D (now "open" via the Open Gaming License). Gelatinous Cubes, Cloakers, the *cough* bulette (aka "land shark", featured on the cover), the Roper (a killer stalagtite with strength-draining tentacles --- which reappeared in the Ultima games as a "Reaper," re-camoflaged as a killer tree stump), cloakers, shambling mounds (killer plant monster! Run!), dreaded rust monsters, and others are given treatment similar to the old Dragon Magazine "Ecology of..." articles.
Each chapter also includes some new items related to these monsters, and rules for several variants of these creatures. But it was the "fluff" articles I was most interested in. I mean, how do you make a creature that disguises itself as a door or a treasure chest sound remotely believable, yet alone cool?
While not knocking every ball out of the park, for the most part I have been pretty impressed. Strangely enough, the (justifiably) maligned mimic has become a far more interesting monster for me, with its twisted faith that - after much studying and consuming its human victims - it will one day evolve into a human, adopting that as its final, permanent form (although the few that try go insane with their horrible, twisted failures). Ditto for the roper, a creature which enjoys philosophical discourse with its paralyzed victims, enjoying their screams, pleadings, and attempts to bargain more than their flesh as it devours them slowly over the course of hours or days.
Granted - there's only so much that can be done about a monster that shreds credulity in a game where players accept ten-ton flying fire-breathing dragons and teleporting wizards. But the big take-away for me is how some halfway decent writing - the suggestion of story - can turn a pretty dumb monster into something really interesting. And while the book has some very interesting ideas on its own, it was more of the concept behind this series of books that made me pause and consider just how much a little bit more fleshing-out of an idea, a little bit more storyline and logic, can make an otherwise throw-away encounter come alive. And the game as a whole seems deeper and more textures.
This is just as true in computer RPGs as the dice-and-paper variety, if not more so. Oftentimes, especially in some kinds of action-RPGs that rely on a pretty constant flow of monster hordes to keep the player active, there's not much rhyme, reason, or rationale behind the appearance of enemies beyond trying to make them sound reasonable in the environment. If it's a volcanic cave with lava, we might find fire monsters. Wow. There's game-logic for you. Can't we do better?
Naturally, games that rely upon combat as a major aspect of gameplay - which includes pretty much every RPG I've ever played - aren't going to be able to devote this kind of attention to every single enemy. This is boss-monster level stuff... but too often even the "boss monsters" are merely an obstacle in the story, too, and don't have much of a story themselves. But maybe they should. Just because their purpose in the main plot and game mechanics is to be the main challenge in aquiring the fourth broken chunk of the Legendary Dutch Oven of Zog the Merciless doesn't mean there can't be more to the story than "They were hired by Zog's Ghost to protect the broken chunk."
As always, it is attention to detail that sets apart an RPG above the herd in my mind. And that detail doesn't just mean incredible polygon counts and awesome shader effects, nor does it mean wading through hours of expository dialog voiced by some D-list actor. I still maintain that the best storytelling in games comes from the stories the players tell themselves while they are playing.
The designer just needs to provide enough dots for the players to connect so that a picture can emerge. I've seen concept art and design documents - there's usually a whole ton of thought that goes into these things that never appears in any form in the game. Why not? It doesn't need to be front-and-center, nor does the player have to be forced to learn it all before cleaning its clock in ten turns or less.
And this isn't limited to monsters. What about that shopkeeper? Yeah, the one you only click on to convert your half-ton of rusty swords and armor into gold. Does he have a story? A dark secret? The rotting corpse of his wife under the floorboards, whom everybody believes left him for a cartwright in another village a year ago? And if you find out, do you turn him in, and lose your easy access to a junk-to-gold converter?
What about those quest-giving NPCs? The ones asking you to get their cats out of a trees for two gold pieces, or to kill a bunch of rats in their basement and bring back the tails? Maybe their sole gameplay purpose is to have you perform some dumb side-quest, but that doesn't mean that this is all there is to know about them.
It just takes a good twist to make 'em intriguing.
Labels: Game Design
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Does the "Legendary Dutch Oven of Zog" cook good bread?
Maybe rat tails are an ingredient in zoghurt, slowly warmed rat tail yoghurt done in the Legendary Dutch Oven of Zog, that you eat with a spork?
Maybe rat tails are an ingredient in zoghurt, slowly warmed rat tail yoghurt done in the Legendary Dutch Oven of Zog, that you eat with a spork?
Depends upon which rumors you believe. Peach cobbler baked in the Legendary Dutch Oven of Zog is rumored to give you immortality ... for a limited time.
Rat-tail stew, if the story is to be believed, is rumored to give you the strength of a giant of cooked in the LDOoZ. A plain ol' spork makes no difference, but one obscure text refers to the Mighty Spork of Cayeffsee, which - if used to eat stew of any kind - grants the ability to shoot fireballs of extra-crispiness out of --- well, somewhere. When combined with LDOoZ rat-tail stew, however - who knows what might result?
Rat-tail stew, if the story is to be believed, is rumored to give you the strength of a giant of cooked in the LDOoZ. A plain ol' spork makes no difference, but one obscure text refers to the Mighty Spork of Cayeffsee, which - if used to eat stew of any kind - grants the ability to shoot fireballs of extra-crispiness out of --- well, somewhere. When combined with LDOoZ rat-tail stew, however - who knows what might result?
I really like the idea of adding touches of detail to the ordinary denizens of the world. I remember having a Soylent Green moment when I found out the doctor of a town in Fallout had a weird little dwarf guy in his basement harvesting human organs.
I think what's really tough, though, is to make enough interesting choices and consequences for all the different little storylines the NPCs would have. If you find out that the rusty sword coverting shopkeeper is nefarious, most games pretty much let you either kill him or ignore him. You never get the sense that something really big or bad or different would happen if you acted wrongly or failed to act at all.
But of course that kind of dynamism is far easier to dream about than to actually program!
I think what's really tough, though, is to make enough interesting choices and consequences for all the different little storylines the NPCs would have. If you find out that the rusty sword coverting shopkeeper is nefarious, most games pretty much let you either kill him or ignore him. You never get the sense that something really big or bad or different would happen if you acted wrongly or failed to act at all.
But of course that kind of dynamism is far easier to dream about than to actually program!
That potentially opens up a whole can o' worms, Wavinator. That's the idea of the passage of time. Most events in RPGs are triggered purely by a player's action (not inaction). Which means that most world states remain static until you very deliberately do something to change things.
(Depths of Peril being a major exception)
So - failing to act at all in the case of the shopkeeper will probably result in... no change. Which might be realistic. But not particularly satisfying.
Yeah, scripting all that can be a bear. Doesn't mean we shouldn't try though. :)
(Depths of Peril being a major exception)
So - failing to act at all in the case of the shopkeeper will probably result in... no change. Which might be realistic. But not particularly satisfying.
Yeah, scripting all that can be a bear. Doesn't mean we shouldn't try though. :)
Somewhat related: Here are several paintings of various D&D creatures, including the wonderful rust monster and hippogriff.
http://www.headinjurytheater.com/dangerousdelves.htm
There are also, at the end of the page, links to the artist's articles on various other ridiculous D&D creatures.
http://www.headinjurytheater.com/dangerousdelves.htm
There are also, at the end of the page, links to the artist's articles on various other ridiculous D&D creatures.
Heh - I loved the caption for the Rust Monster.
Fun fact: Long before I even heard of D&D (and was probably too young to care), for my birthday or something I got a bag of plastic dinosaurs. And a bag of plastic soldiers. You know what happened next...
But anyway, the dinosaurs weren't exactly paleantologically correct. There were some weird ones. Including a weird bug-like creature with big antennae and what looked like a propeller on its tail.
If you look in the first edition Monster Manual, at the picture of the Rust Monster, you'll see EXACTLY what this strange plastic "dinosaur" looked like.
I was kinda shocked when I saw it the first time.
But sure enough, Gary Gygax said that was exactly where the monster came from. He picked up the same bag of plastic dinosaurs.
Oh! I just hunted it down and found a picture. That is the beast:
The Original Rust Monster
Fun fact: Long before I even heard of D&D (and was probably too young to care), for my birthday or something I got a bag of plastic dinosaurs. And a bag of plastic soldiers. You know what happened next...
But anyway, the dinosaurs weren't exactly paleantologically correct. There were some weird ones. Including a weird bug-like creature with big antennae and what looked like a propeller on its tail.
If you look in the first edition Monster Manual, at the picture of the Rust Monster, you'll see EXACTLY what this strange plastic "dinosaur" looked like.
I was kinda shocked when I saw it the first time.
But sure enough, Gary Gygax said that was exactly where the monster came from. He picked up the same bag of plastic dinosaurs.
Oh! I just hunted it down and found a picture. That is the beast:
The Original Rust Monster
Oh wow... I had that plastic rust monster thing too. Id never made the connection until now, but the instant you mentioned the weird bug thing in the bag of dinosaurs I had a lightbulb moment. Mine was white with red on top, instead of yellow, iirc.
On the subject of weird creature ecology, I tend to have problems there... Not that the creatures seem out of place, but rather I often realise when somebody points out their implausibility that Ive been operating on a background that spawned completely from whatever part of the brain creates my suspension of disbelief.
The mimic is one such creature. Thinking about it now, it really is quite strange... but Ive always thought of it as a highly specialised polymorph. Something along the lines of dopplegangers or barghests, but with a much more unusual shape they change into. Its not until somebody else comments that I realise the original descriptions dont say anything of the kind. I guess that means I fully support extra effort in creature background and design. And to be honest, I dont see why it shouldnt be viable. The process for creating a backstory for a creature in a game shouldnt be all that different from the concept art process. You rarely find well-developed random-encounter monsters, but you often see concept art for "earth elemental" of the like... If writers/designers set aside some time for a similar "pre-vis" session for a selection of minor creatures I think the results could be well worth the effort.
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On the subject of weird creature ecology, I tend to have problems there... Not that the creatures seem out of place, but rather I often realise when somebody points out their implausibility that Ive been operating on a background that spawned completely from whatever part of the brain creates my suspension of disbelief.
The mimic is one such creature. Thinking about it now, it really is quite strange... but Ive always thought of it as a highly specialised polymorph. Something along the lines of dopplegangers or barghests, but with a much more unusual shape they change into. Its not until somebody else comments that I realise the original descriptions dont say anything of the kind. I guess that means I fully support extra effort in creature background and design. And to be honest, I dont see why it shouldnt be viable. The process for creating a backstory for a creature in a game shouldnt be all that different from the concept art process. You rarely find well-developed random-encounter monsters, but you often see concept art for "earth elemental" of the like... If writers/designers set aside some time for a similar "pre-vis" session for a selection of minor creatures I think the results could be well worth the effort.
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