Non-Combat Fun
One of
the inspiration-worthy new ideas in 4E is the skill challenge. Technically it's not
very new, since clever DMs have been doing similar things for years, but this
time it's clearly defined and encouraged in the main rule set.
Basically, a
skill challenge is a defined moment when players need to succeed in a series of
skill checks to achieve a result. Certain types of skills are encouraged, but
players can come up with creative ways to use any of the 17 core skills.
So if the
main challenge is escaping from the city guards, players are encouraged to use
Athletics to run or Perception to find a shortcut, but if a player with the
History skill wants to try to remember a story from their books about how the
king escaped 100 years ago, the DM is encouraged to let him roll for it.
This may
sound like the same skill checks that RPG games have encouraged for years, but
there are some subtle differences that make this iteration feel natural.
How
does it work? First, the skill challenge defines a clear moment in time in
which skills matter. When the DM tells the players that a skill challenge has
begun, they know what to do.
They don't have to wander around the world talking
to all the NPCs or trying to manipulate every object the DM mentions -- the
moment is presented to them, and they can be creative within that box.
Published modules can define discrete skill challenges as a way to structure to
that annoying time between combats.
When the
moment starts, every player is involved in an easy-to-understand way. Every
player can check their character sheet to see which skills are likely to apply.
Skill challenges generally incorporate familiar activities (talking, climbing,
escaping, etc.) so players can make educated guesses on which skills to use.
Even if
they don't have any obvious skills, they can start brainstorming creative uses
for their other skills. And the DM is encouraged to reward creativity by
allowing outside-of-the-box ideas to roll for success.
The math helps here,
too, as all players get flat bonuses to all skills as they gain levels, so
everyone is at least vaguely competitive in all skills, unlike previous
editions where rolling an untrained skill was a guaranteed failure.
This
structure doesn't adapt perfectly to video games. Creativity is hard to code
for, so allowing players to make up solutions on the spot is not really
possible when code takes the place of a DM.
On the other hand, this structure
takes the infinite expanse of non-combat interactions and boils them all down
to 17 skills. Seventeen is easier to code than infinity.
A video game could
recreate the basic concept by having skill actions which are used in certain
situations, and giving each one a positive, neutral, or negative effect based on
each challenge situation.
But that's borrowing the shell, not the soul, and still means up to 17 times the content.
Taking the soul in this case means setting up clear non-combat moments when
the player has a set of tools he knows how to use, and giving each of those
tools a meaningful result.
A good
non-combat design should provide a clear context in which it encourages the use
of certain tools, but rewards use of non-suggested tools in some cases. If
players are in a climbing moment, but try to use their attack to destroy a wall
instead of climbing over it, it shouldn't work every time, but it should work
occasionally.
Sure, this
may require building content that players might never see, but the players who
do see that content will appreciate the game for it. And if done carefully,
interesting non-combat encounters can be built out of the same tools as normal
play, making the cost much lower. Careful construction of non-combat moments
can make them as fun and interesting as combat.
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For instance earlier when it mentioned about how the system simplified the use of skills. The point here isn't that you're meant to simply any skill system you have. The point is that a heavily abstract list like what they had in 3ed is counter productive to a smooth running game and it made values that were 0s nearly useless to the player. They took a cumbersome system and made it more streamlined and fitting to the feel they wanted. Which has nothing to do with there being "no new ideas".
As to my feelings on this, I love the article, very informative and I have to say some very good points. I have noticed as a designer I have a tendancy to make systems more complex than they really have to be.
I absolutely hated the random and inappropriate shout out to Miyamoto in the end. He abandoned the core audience to cater to casuals, so he definitely does not belong in an article about D&D 4th edition, a game that proves that you don't have to sacrifice the core to reach out to the casuals. You should’ve mentioned Will Wright or at the very least, Blizzard/Harmonix for creating great games that take creativity from everyday people and everyday life but truly translating them into great games, not half-baked attempts. :p
Extra tidbit on Miyamoto: When asked if Mario Galaxy drew any inspirations from Rachet and Clank with the spherical level designs, he said "Rachet and Clank? I've never heard of that game. Is it a PC game?” I’ve never personally played R&C but how can anyone serious about game design and “innovation” not know R&C? Plus, what kind of response was “Is it a pc game?” Any game he never heard of must be on PC?
Shaun, great point about the D&D blogs and podcasts - lots of good design philosophy there. And many of their core design tips apply to video games as well as RPGs. The Magic the Gathering ones are worth checking out, too.
I'm sorry if the Miyamoto thing didn't work for you. I've always drawn inspiration from his talks on how gardening influenced the design of Pikmin, which I consider to be a great example of seeing game design in the world around you. Which is what I was trying to get to, as plucking design secrets from everyday things is the ultimate expression of thievery. But I may have rushed that point a bit.
The DM Guide, among other things, points out that you can create a game with more moral ambiguity rather than being strictly heroic. While we've seen some video games with ambiguity, heroic definitely wins out in most cases. Maybe video games still have a lot to learn from D&D?
"Published modules can define discrete skill challenges as a way to structure to that annoying time between combats." is also an interesting comment. I haven't played D&D for many years, but I remember when the time between combat was meant to be interesting in its own right without being boiled down to discrete skill challenges. Your comment makes it sound like if you aren't rolling dice, then you can't be having fun. (Which seems at times to be a theme behind 4th edition's design as well.)
And while you call "health packs" a stolen version of D&D's "healing potions," to me "healing surges" seem similar to the "quick recovery when resting" trend that blazed across FPS and even some third-person shooters. They certainly seem grounded in the same logic, of only needing a moment to freely get yourself immediately back into the battle rather than having to squander resources spend precious time being cautious while in search of an external means of healing.
But I was also trying to indicate that the time between combats has historically been a difficult time for designers to deal with. Both electronic and role-playing games have their roots in combat-heavy scenarios, so stretching the design outside of combat space has traditionally been an after-thought for the big releases. Of course, there are plenty of other, smaller games (both digital and paper) that explore those spaces in interesting ways, but I'm honestly happy to see the granddaddy of them all - D&D - explore that space a little more than previous editions.
And on the broader issue of D&D and MMORPG similarities, I tried to address that a touch in the text by pointing out how well D&D has managed to take good ideas from other sources without diluting their own feel. I don't think D&D is just mindlessly copying MMOs - I think they're doing a very clever job of stealing the right ideas and applying them well. But it doesn't mean that D&D is no longer D&D, at least to me.