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Features
  Dungeons & Dragons: The Pen and Paper Video Game
by Alvan Monje
10 comments
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April 23, 2008 Article Start Previous Page 3 of 3
 

Open Worlds

One final video game genre closely related to D&D, but not usually seen as such, is open world games like Grand Theft Auto, Saints Row, Assassin's Creed, and others. Open world games enhance player freedom over more traditional, linear genres by offering both a larger set of possible player actions and opportunities, and a larger set of consequences for them.

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But even open world games have their limits. In particular, since a computer has no common sense or intuition and cannot improvise, it can't handle anything that wasn't planned for and implemented by the developers in advance; a player can't explore the inside of a building if it hasn't been created, for instance, or talk to people if the dialogue system was cut.

Further, the huge cost of creating systems and content for increasingly advanced game machines severely limits how much video games can provide players.

Sure, creating a building interior or dialogue system are perfectly solvable problems, but as any experienced developer knows, game development is a zero sum game; if someone wants more content or a new feature, something else has to give.

These problems -- the necessity of implementing features and content beforehand, and the huge cost involved in doing so -- limit what even open world video games can offer players. In contrast, D&D and other pen-and-paper RPGs don't have these restrictions, and thus offer massive potential for player freedom, consequence, and creativity.

Using a previous example, if the players try to enter a building the DM didn't anticipate, the DM can simply improvise whatever makes sense. Perhaps they're in a poor area of town and the building is a dingy tavern.

The DM could then populate it as appropriate, with broken bottles, drunkards, refuse and so on. That's the beauty of pen-and-paper simulations; they take place at such a high level that it's trivially easy to add or change content on the fly.

Player creativity and consequence are vastly increased for similar reasons. People have a common sense understanding of gravity, physics, sound, so if a player finds, say, a wine bottle, he can use that bottle in a myriad of different ways. He could use the bottle as a bludgeon, throw it to create a distraction, empty the bottle to store a different liquid, and so on.

Such freedom and consequence can act on a massive scale, not just on objects but also on the ongoing story itself. The fate of entire nations can hang in the balance based on player choices -- entire wars can begin or end. Because the simulation is so high-level, the story can branch in ways video games are only beginning to explore.

To be fair, D&D campaigns in practice can be as linear and confining as their digital counterparts, due to the DM's personal style, preferences, and level of creativity or inclination. But the richness of interaction, the potential for "open world" experiences is always there, and dwarfs what is possible in today's video games.

Thanks Gary, We Owe You One

Pen-and-paper Dungeons & Dragons was in some key ways a progenitor of the contemporary video game, and had a massive impact that goes far beyond the RPG genre. First, by allowing gamers to run the first robust interactive simulations, D&D was one of the first products that let gamers act within a virtual world.

By using that simulation to bind game elements and story elements together, D&D was also a pioneering game that did more than just gameplay, it told a story and offered players fantastic adventures. And with its class system and open player freedom, it even influenced fighting games, team-based FPSes, and open world games.

Game designers should be aware of such connections and should leverage, twist, or stretch them to create better games, ones that offer richer interaction, more compelling stories, and worlds as immersive as the ones in our imaginations.

 
Article Start Previous Page 3 of 3
 
Comments

Nathaniel Diaz
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This is perhaps the best, most insightful article I have read on Gamasutra. I remember DMing several games, from traditional D & D to Marvel Superheroes. The limits for every aspect of the experience were my imagination, and no video game to date has come close to that. Every player in my pen and paper adventures was totally entrance with the worlds we created: I created the frame work, and they created all the visuals - in their own imagination. This made every minute spent in the game world personal to each person. Thank you for writting this article, maybe it will inspire newer developers who haven't experienced D & D to try new things.

Tony Dormanesh
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Yes, a great article on one the greatest games ever created. It's too bad most people don't know these things. I know for a fact I would not be a game developer if it wasn't for D&D.

They need to teach this stuff in game history class so the new generation of developers understand their roots.

Anonymous
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Well, in a sence they do. At Fullsail in orlando florida Dave Arneson is teaching their "rules of the game" class. Probably one of the more fun classes in the set.

Aaron Lutz
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Thanks to Alvan Monje and Gamasutra for this article. It's true that D&D has had a more significant impact in games that most people know or are willing to admit. D&D was my only outlet for creativity when I was young, and remains my favorite now that I'm older.

I only hope that someday, perhaps in my lifetime, games will be able to reach that same level of interactivity, freedom, choice and accountability, and imagination that D&D offers, allowing those who only ever knew of video games a taste of where it all began in vivid high-definition and surround-sound. *grin*

P.S. No offense, Wizards, but D&D Online doesn't even come close.

Tim Carter
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One thing that is unintentionally sad about this article is the way the author feels he must explain D&D on the terms of electronic games. I'm not faulting the author, it's just a sign of how disconnected gaming has gotten from its core values and roots. For example, to feel the need to explain that a bottle can have certain properties (holds liquid, can be thrown, etc) as if it were, defacto, a typical digital asset within an electronic virtual world, rather than a bottle as a thing any ordinary human being knows. When an industry becomes so infatuated by the technology that it runs on top of, to the detriment of basic common sense, it loses its true magic. Imagine if filmmakers became so utterly enticed by special effects that they forgot about things like plot, character, setting (okay, maybe there *are* some filmmakers like that, but I think you get my point).

Lewis Pulsipher
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There are many games with "story" that are not related to RPG/D&D, for example most historical games. The word "story" is contained in "history", and historical boardgames predate D&D by 15 years or more. (Gary was involved in board wargames long before D&D; I first corresponded with him about the "International Federation of Wargamers" in 1966).

Nonetheless, I agree that D&D is at the root of video games, because most video games involve role assumption (not quite the same as RP). The player identifies with one person, and usually but not always has an avatar. That's the difference, not "story".

Anonymous
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This is a silly statement. D&D is not at the heart of Pac-man, asteroids, or tempest. Log out of world of warcraft for once and remember the rest of the video-gaming world.

Aaron Casillas
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My parents did not allow us to play D&D because it would lead ot devil worshipping. SO, being the smart brats that we were we played it
a) in real life, a bunch of 5-10 year old kids with Card Board armor and helmets...I recall having a "talcum powder" filled staff, one swing and I'd have about 5 kids all powdered up!
b) played it in legos, we used a dice and assigned hitpoints to the body parts, waay before Star Wars Legos
c) created a side scroller version, more dice and pencil

Truly any piece of art or literature that inspires and births more is worth remembrance.

Anonymous
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I disagree with both this article in general and in detail. First, people have been making video games since the 50's. The first video game console came out a year -before- D&D. Granted, these are the simplest of games because the hardware just wasn't there yet, but I think you are confusing precedence with influence by claiming all the cool things that video games became able to do when hardware improved are the -result- of D&D.

The "Open Worlds" section of the article seems superfluous as it doesn't serve to enforce the main point. All it really says is that those types of games are similar (and ultimately inferior?) to D&D. Again, though, similarity does not imply causality.

I have much respect for Gygax and I still play D&D to this day, but I think it is an serious insult to game developers to tell them that their ideas are all derived from someone else's. Nobody at ID would have ever thought to put the Doom player's face on the screen if D&D hadn't invented the idea of roles in games? Come on...

Bob Curtis
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> This is a silly statement. D&D is not at the heart of Pac-man, asteroids, or tempest. Log out of world of warcraft for once and remember the rest of the video-gaming world.

First, the author said D&D was the influence on MODERN video games. Second, Pac-Man, Asteroids and Tempest all have "stories" even if those stories are at the simplest level ("you're a guy in a space ship who has to blow up asteroids to survive," for example.)

> First, people have been making video games since the 50's. The first video game console came out a year -before- D&D.

Again, the author said D&D was influential in /modern/ video games. And yes, "video games" have been around longer than D&D (as a kid in the 70's I played "Hunt the Wumpus" and other "video games" over a Teletype machine and a modem connecting to a mainframe - some of the first "online" gaming). But D&D has been highly influential for generations now, and one of those influences has been in the video game hobby/industry.

All ideas build on those ideas of the past. We would have no Metallica, for example, were it not for the influence of "New Wave of British Heavy Metal" bands like Venom and Diamondhead, among others. And, ultimately, going back and back logically, we wouldn't have rock and roll were it not for blues and country of the 50's and previous, and going back further we wouldn't have any modern music without the likes of Mozart, Tchaikovsky, et. al.

Same goes with games. Yes, there were historical war games of all kinds before D&D. But Gygax and Arneson were (to my knowledge) the first to combine wargaming with fantasy elements - elves, dwarves, etc - and then add in fantasy "heroes" to the mix, and then eventually spin off the fantasy hero concept into the first version of D&D; this influenced others and so on, so that video games can easily be seen as heavily influenced by their work and the popularity of the D&D concept.

One thing the author failed to mention regarding this topic is that most modern video games borrow the general D&D mechanic for health and other statistics. Doom, Duke Nukem, WoW, and beyond all use a system not at all unlike Hit Points to determine a characters overall health (or death).

As an aside, most modern video games can trace their roots back to a little TI-99 video game called Tunnels of Doom. Therein, the game designer borrowed D&D concepts to create a fantasy "rpg" game that spawned many modern video game concepts. It was perhaps the first to include virtual, 3D environments (you walked down 3D tunnels from one room to another in a virtual dungeon - very much a precursor to games like Wolfenstein 3D and Doom), the map screen showing where you've been, and "top down" 3rd person combat (like most modern rpg games).

In short, this article is spot on, bravo.


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