The Alexandrian

Posts tagged ‘thought of the day’

Tom Bissell says that “Superman games are legendarily bad” and asks the question:

What comprises interesting gameplay for a character that is essentially immortal?

What Bissell is inadvertently touching on here is the fact that — with the exception of puzzle games and sports simulators — virtually every video game in existence is fundamentally rooted in either D&D, Space Invaders, or both. And what both D&D and Spacer Invaders have in common (and thus virtually every video game ever made has in common) is that they define success as “killing the bad guy” and they define failure as “you die”.

(Technically, it would be more accurate to say Spacewar! instead of Space Invaders, but everybody knows what Space Invaders is and almost no one knows what Spacewar! is. And, of course, there are endless variations on the “kill” and “die” conditions. But I digress…)

So, yes, as long as you intrinsically define gameplay as “either you die or the bad guy dies”, designing a Superman game that doesn’t suck is going to be pretty much impossible. And, unfortunately, Superman doesn’t seem to easily lend himself to blended puzzle or sim gameplay. (For example, the original Prince of Persia: Sands of Time largely eliminated the kill-or-die mechanics, but it did so by introducing puzzle-style gameplay.)

Another option might be making the goals of the game exterior to Superman as a character. (In other words, you can still fail at your goals even if there’s never any real chance that your avatar in the game will die.) What probably won’t work well, however, would be simply pushing the kill-or-die mechanics onto secondary characters. (An entire game of escort quests featuring Lois Lane and Jimmy Olsen? Kill me now.)

I’m not going to pretend to have the magical solution. But open question: What alternative forms of gameplay could a Superman game use that would be fun to play?

At Home - Bill BrysonFrom At Home: A Short History of Private Life by Bill Bryson:

Meanwhile, not everyone was happy with the loss of open hearths. Many people missed the drifting smoke and were convinced they had been healthier when kept “well kippered in smoke”, as one observer put it… Above all, people complained that they weren’t nearly as warm as before, which was true. Because fireplaces were so inefficient, they were constantly enlarged. Some became so enormous that they were built with benches in them, letting people sit inside the fireplace, almost the only place in the house where they could be really warm.

Not much to add here except to say that the idea of a fireplace so large that it has benches inside of it sounds like exactly the sort of thing that I would add to a fantasy campaign in order to give it a touch of the “unworldly”. (Or just flat-out gonzo-ness if I’m not feeling pretentious.)

But apparently history has beaten me to the punch.

So let’s punch it up a notch: We’ll put the same architecture into a giant’s castle, resulting in a fireplace so large that entire trees are rooted up and thrown in whole. Often the leaves are left right on the trees, creating thick smokes. But the giants don’t seem to mind, and even ascribe various medicinal or hallucinogenic qualities to the leaves of various tree-stocks. (And perhaps there’s truth for it as far as the giants are concerned.)

At Home - Bill BrysonFrom At Home: A Short History of Private Life by Bill Bryson:

What never fails to astonish at Skara Brae is the sophistication. These were the dwellings of Neolithic people, but the houses had locking doors, a system of drainage, and even, it seems, elemental plumbing with slots in the walls to sluice away wastes. The interiors were capacious. The walls, still standing, were up to ten feet high, so they afforded plenty of headroom, and the floors were paved. Each house has built-in stone dressers, storage alcoves, boxed enclosures presumed to be beds, water tanks, and damp courses that would have kept the interiors snug and dry… Covered passageways ran between the houses and led to a paved open area — dubbed “the marketplace” by early archaeologists — where tasks could be done in a social setting.

Life appears to have been pretty good for the Skara Brae residents. They had jewelry and pottery… The one thing they lacked was wood. They burned seaweed for warmth, and seaweed makes a most reluctant fuel, but that chronic challenge for them was good news for us. Had they been able to build their houses of wood, nothing would remain of them and Skara Brae would have gone forever unimagined.

It is impossible to overstate Skara Brae’s rarity and value. Prehistoric Europe was a largely empty place. As few as two thousand people may have lived in the whole of the British Isles fifteen thousand years ago. By the time of Skara Brae, the number had risen to perhaps twenty thousand, but that is still just one person per three thousand acres, so to come across any sign of Neolithic life is always an excitement. It would have been pretty exciting even then.

What really caught my imagination in all that is that final sentence: The idea that it would have been exciting to suddenly discover this incredibly rare pocket of civilization in a world untamed.

I’m hardly the first person to suggest that the historical Skara Brae be used as inspiration for fantasy gaming (it notably appears in both The Bard’s Tale and Ultima). But what I am strongly tempted to explore right now is not so much a “points of light” setting, but a point of light setting: The elder races have drawn back into iconoclastic isolationism (the elves in mysterious, fey-drenched forests; the dwarves into citadels deep beneath the earth — the former dangerous for mortal races; the latter forgotten) and humanity is nothing more than a thin smear across the surface of the world.

And it’s not that it’s a long, long journey from Skara Brae to the next point of light: It’s that there are no other points of light. Not in the British Isles anyway. The grandparents or perhaps the great-grandparents of the PCs had this idea about settling down and it seems to be working out, but what little humanity there is (and there’s not much of it) is still almost entirely nomadic.

Monsters, on the other hand? Oh. There are a lot of those. Good luck.

Awhile back I wrote “Treasure Maps & The Unknown: Goals in the Megadungeon“. This post is just a simple streamlining of an idea that was running throughout that essay:

If an RPG rewards you for a specific tactical method, that method will be preferred and sought out. For example, if the game rewards you only for combat, that provides a strong motivation to seek out combat. There will still be some strategic thought employed (as one differentiates between “challenges that can be overcome” and “shit that’s too tough for us”), but the tactical method being rewarded will be strong pre-selected.

If you shift the game’s reward to a strategic goal, on the other hand, then players are free to pursue any tactical method for achieving that goal. As a result, you game will be more flexible and, in my opinion, more interesting.

Actually, as I write this, I realize this principle probably applies beyond RPGs. For example, Chess provides only one reward (winning the game) and it only awards it when a strategic goal has been achieved (achieving checkmate). Imagine if Chess instead rewarded points based on capturing pieces. The entire focus of the game would be narrowed. And what if the game preferentially rewarded capturing pieces with your Rook instead of your Bishop? The focus of the game would become even more limited.

In a similar fashion,victory in Twilight Imperium is achieved when a player reaches 10 victory points. Virtually every reward in the game is a strategic one (which can be achieved using a variety of tactics depending on the circumstances of the game). The exception? One of the strategy cards gives the player picking it 2 victory points. This specific reward for a tactical method (“pick the Imperial Strategy card”) warps the game by “forcing” everyone to pursue that tactical method. The problem was so significant that Fantasy Flight Games completely revised the strategy cards in order to eliminate it in the first expansion pack for the game.

Last week I proposed space scurvy, but deficiency diseases can also be interesting to consider in the context of a fantasy setting.

Imagine for a moment that fantastical creatures like dragons, basilisks, or medusa depend on some vitamin (or a complex of vitamins) which allow them to process magical energy or a “supernatural essence”. For the most part this is no big deal: This “magimin” exists as part of the natural food chain in fantasyland and these creatures get plenty of it from their natural diet. (Some of them might produce it naturally under certain conditions, just like we do with vitamin E from sunlight.)

But when these creatures start suffering from a magimin deficiency — for example, if a dragon starts eating livestock who have been raised in a natural antimagic field — things can turn bad. Our dragon, for example, might find his wings withering and falling off while his heart enlarges in an effort to cope with pumping blood through his great bulk. A medusa’s snakes wilt and become lifeless. A basilisk might slowly grow blind as its own eyes turn to stone.

A little too much science in your fantasy? Maybe. But I like to give thought to this sort of thing because it opens up interesting possibilities.

For example, what if we make the magimin deficiencies a little more magical? Without their magimins, dragons slowly begin to shrink… eventually becoming nothing more than large snakes. But what happens if a mad wizard were to superdose an ordinary snake with magimins… would they become a dragon (or some other insanely mutated creature)? Now we have a mechanism for those “mad scientist” wizards to use when they’re creating owlbears. And that means they need a supply of magimin. And gaining that magimin (by harvesting fairies, for example, or simply having it shipped in) will have consequences that can serve as adventure hooks (and also give the PCs non-standard ways of fighting back).

On the other end of the scale, what if magical creatures went away because their magimins went away? But if magimins were to be reintroduced to the food chain, suddenly we’d have a lot of dragons that have been trapped as snakes for a couple hundred years re-appearing.

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