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Wednesday, March 03, 2010
 
Game Design: Emulating the Table?
The appearance of Dungeons & Dragons coincided with the appearance of commercial videogames. And no, I don't remember the actual appearance of either. I wasn't even in school yet! I was apparently playing cowboys and indians or something at the time, tying up my cousin to a tree (true story, according to her mother, though neither of us remember it!).

Since the early videogames of that era were not exactly stellar fantasy simulations, D&D was really where it was at for us geeky young fantasy & SF fans. Except for joining the SCA or something, D&D was as close as one could get to being able to participate in a medieval fantasy like Tolkien's books. That was still the case when I started playing, in 1981. A friend of mine, Boris, once exclaimed his professions of faith prior to a session, "It's the best game there is, and the best game that ever was!"

Arguable, definitely. But I wasn't about to.

And our games were filled with arguments over the rules, silly behavior, party infighting, out-of-character tangents, downright asinine antics, and probably some revelations about the darker side of our souls and fantasies than we'd ever want anybody to analyze. But we kept coming back, because we were having a blast. I'm still playing (albeit with a different rule system) every weekends, nearly thirty years later. That says something. I'm not sure I want anybody to analyze what that it actually says, but hey... there ya go.

So it's no surprise that the early computer RPGs (back then neither D&D or the games referred to themselves as "role-playing games" - the games came first, the inadequate name came a couple of years later) sought to emulate the tabletop experience. Minus the rules arguments, I guess, though often keeping some of the other elements. Even the party infighting, in some games. The rules were remarkably similar. A player familiar with D&D would have no problem "rolling up a character" and playing the computer games without looking at the manual. Maybe "Constitution" was renamed "Health" and "Wisdom" was renamed "Willpower," but the players already knew the basics of games before they opened the box. All they needed to know was the keyboard commands.

So here we are, thirty-ish years later. The tabletop experience has changed a bit - we're on a 4th major revision of the D&D rules (well, 5th to 7th if you include the ol' "Basic D&D" editions 'n stuff), and there is a plethora of games that explore different aspects of the social RPG experience. I played one indie dice-and-paper game called "Inspectres" a couple of years ago that used a reality TV-style "confessional" to influence the direction of the storytelling. Weird, but cool. On the flip side, you have D&D 4th edition, which more closely resembles a board-game or MMO than it's immediate predecessor (though in some ways it's probably moved a little closer to its original incarnation in function, if not form). Some other games, even back in the day, embraced a deeper simulationist approach, with detailed charts and dense rules for everything. For some folks, that was the improvement. For others, it was exactly that kind of thing their games "evolved" away from.

And the computer games! Computer games have leapfrogged their tabletop cousins in potential for living out fantasy. I mean, with a Wii controller you can literally swing an air-sword in the air to slay stunningly rendered 3D monsters now... who needs to be rolling dice? There's no need to call out, "I waste him with my crossbow!" and then determine what happened - you just aim and pull the trigger - or press the button. And your average gamer has quite possibly never rolled a twenty-sided die in an honest-to-goodness table-top game of D&D in their life.

So is it finally time for computer RPGs to bid their ancestral home goodbye, to quit trying to be a copy-of-a-poor-copy, let the niche hobby tabletop RPGs do what they do best, and evolve into something greater and different and more *cough*mainstream*cough*? A lot of noted game designers believe so. I probably shouldn't blame them if they do.

Clark Peterson, co-founder of Necromancer Games, once shared a story from GenCon when he and a bunch of friends from the industry were playing D&D. Some obvious fans of the World of Darkness series (by White Wolf) walked by his table, and began making loud, disparaging comments about the kinds of unenlightened, unsophisticated gamers would actually derive entertainment from such a poor, hack-and-slash game like D&D.

Little did these folks realize that the people at Clark's table were some of the very designers of the game system they held as superior. They just chuckled to themselves, kept right on playing, and had a blast.

I think that story may be analogous to how computer RPGs may be "evolving" away from their tabletop roots. Sure, hiding the stats, focusing on the immersiveness (back in the 90's it was referred to by the overly-grandiose term "virtual reality") and action may be a great way to go for many games, and may take good advantage of the strengths of the platform, as well as the experience and preferences of the development team. But is there really nothing left of the tabletop experience worthy of emulating in a computer RPG? Is there nothing else the dice-and-paper RPGs and cRPGs have to teach each other?

I don't think so.

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Comments:
Technically commercial videogames in the form of the original Pong (1972) predate D&D, which arrived in 1974 (and yes, I remember both - discovering D&D in '75 or so was a really amazing experience).
 
There's one thing tabletop games can do that computer games, short of MMO's, have never done well. And that's interactivity.

And even MMO's have their limits. There are only so many actions possible for your virtual avatar to do. In tabletop, the imagination is the limit. And with a DM who can take a group of actions and interactions and determine an outcome? No way computer games can do that.

Also consider that most MMO's consist of static quests with fixed expectations. If a DM ran a game like this, we'd call it railroading, or DULL.

So, in short, there's plenty for computer game designers to learn and try and emulate still, if they're not too blind to notice.
 
Hmm...

How would you reckon this in terms of the likes of MUDs and Roguelikes then? Both are among the oldest of all gaming and at least the latter is still chugging along directions both obscure and unusual while some commercial attempts are made and successful in general(via Eastern developers mostly). The former too perhaps but it is a world unknown to me aside from hearing strange tales of HellMOo and the line blurer that nobody asked for called Sociolotron...

There's even an ambitious hybrid....thing...of sorts I'm aiming to get in league with as a "learn various things ASAP" endeavor after the beta of Din's Quest is done with---Planes of Sedia.

http://www.plos.isgreat.org/MainPage.html
 
I hope we never leave the dice rolling sensibilities of RPGs behind with these newfangled CRPGS. I don't know but I kind of like the idea of the whole dice thing being apparent in the games.

I also agree with Adamantyr...the interactivity can never be replaced. The camaraderie of a bunch of friends getting together to play a game is awesome. Great stories happen and they are made even greater when you have a bunch of friends there to share the experience.

Finally, with pen-n-paper RPGs there is always the guy who wants to try something different. Come across a cave filled with orcs? Instead of wading through them, swords clashing you always have some guy who is going to do some thing crazy like try to scurry to the roof of the cave and make the large stalagmite fall and crush said orcs. It's always fun when he rolls and succeeds. That's what stories are made of.
 
The problem with video/computer games is that they don't play into the theatre of the mind very well. Similar to the difference between a book and a movie. Both are satisfying experiences in their own way but when you read you create an internal view that can far surpass anything that is possible on film. Pen and paper RPGs, and even MUDS/MOOS can tap into this in a way that swinging a Wii controller never will.
 
I disagree. Stats and numbers weren't there for nothing. They were there to try to create the character you envisioned. If you envision a strong but dumb character, then have him with high strength/constitution, low intelligence. If that character tried to cast a spell, he couldn't even hope to understand.
Lately, computer RPGs have moved more into 'story and decisions' and everybody does everything. Can the character swing a sword? sure! can he cast a spell? sure! can he pick a lock? sure! This is the part of roleplaying that's dying, it's like we're playing little supermans that can do everything.
And don't even get me started with action RPGs (which are swallowing the whole genre too). So you say I could swing a sword with the Wii controller?... but I am not the swordsman! my character is. It's like if, everytime I cast a spell, I had to solve a complex mathematical equation to 'simulate' the casting process. I don't like so called RPGs that have me carefully time shield blocks or combo attacks, I'm not the expert, my character is!
 
Dwarf Fortress plays into that "theatre of the mind" pretty well, Paul. Well, it's ASCII graphics, so you have to create an internal view. What's on the screen isn't much more than a table-top setting of graph-paper map and a little figurine to represent a character.

I enjoy movies, but I've always favored books. I'd rather be a character in a book than a character in a movie, though there's certainly room for both kinds of computer games. Then again, if you give me full-body immersion into another world, my preferences might change.

And Wolfling, I agree with you, but games are always about player skills to some extent (except for purely random games like roulette). I'm too old and too inept to ever get proficient with action games, and I prefer to take my time and think about my options, anyway. But I can understand the interest in games that require eye-hand coordination (and lots of practice.)

I just don't want ALL games to be like that.
 
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