Contents
Innovations In Character: Personalizing RPGs, Retaining Players
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Technical Art Director
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Innovations In Character: Personalizing RPGs, Retaining Players
by Anders Tychsen
2 comments
Share RSS
 
 
June 26, 2008 Article Start Previous Page 4 of 6 Next
 

If there is one conclusion that is shared among the large number of research publications and game development books & articles investigating this subject, it's the following.

The process of creating gaming experiences is complex and associated with a host of variables that contribute to greater or lesser extents, depending on the specific situation, player and game. This is also one of the major reasons why experience is vital to a designer of player characters.

Advertisement

Stats are, of course, the rules based component, and something we see creatively used in games today. Integration is more rarely exploited, and the degree varies.

Usually the background for a character is not well developed in FPSes or CRPGs, with Neverwinter Nights a good example - we just know that he/she is a hero in training come to aid the city. Other games like Star Wars: Knights of the Old Republic utilize background as the premise for the entire game story.

Personality is an area which is more rarely utilized, possibly due to the existing "blank slate" paradigm. There are some exceptions - KOTOR has an alignment system, Call of Cthulhu: Dark Corners of the Earth has an insanity system, the Final Fantasy series generally has pretty well-rounded characters, and most D&D games integrate an alignment system.

These are all relatively straightforward compared to what is possible in tabletop RPGs, even when alignment affects NPC reaction. Furthermore often players are served the personalities of their characters in a passive manner, e.g. via the way their character behaves during cutscenes (e.g. Beyond Good and Evil).

Role playing communities tied to specific games, e.g. Neverwinter Nights or RP-guilds in MMORPGs, offer an interesting contrast - here players often have thorough descriptions of their characters and utilize these.

In the persistent games, the RP guilds do a lot to integrate them. This would seem one of the main reasons why people are still hanging in there. In other words, this is a strong driving factor in player retention.

In tabletop RPGs, the players need to create integration and personality from scratch. Some, such as GURPS, Mutant Chronicles, Traveller, or Vampire the Masquerade, provide a more or less developed system for assisting players in creating these features with a rule-based component.

For example, acquiring a good connection in the government costs two character points. Being a pacifist gives you two extra points (apparently a disadvantage!), and you may take up to 20 points in disadvantages.

Such systems do not replace the full image that players can and generally do build of their characters, but for computer games provide a direct path to integrate such systems because they are rules-based.

Utilizing Tabletop RPG Character Systems In Digital RPGs

Personality-based character elements can be integrated in various ways into the overall game structure. In general, we can categorize a complex character system based on its depth - i.e. how detailed and complex the system is - and the level to which it is integrated into the game in question.

For example, a character personality system could have a rules-based effect, be used to control content access, or have no in-game effect at all, being primarily a tool for the player community. We can even integrate a personality system that operates outside the game mechanics but features its own rules for character development.

Depth of system: In general, we can separate between a shallow and possibly mechanistic approach, where personality/integration elements of the characters are chosen or generated from a simple system, or a deep system where the effects are embedded in several elements of the game, e.g. mechanics, story, and other content.

A shallow approach could be a list of psyche elements to choose from, with each element leading to a simple rules-based effect. Shallow approaches are not better or worse than deep approaches, but each offer specific benefits and have different resource requirements.

 
Article Start Previous Page 4 of 6 Next
 
Comments

Lorenzo Wang
profile image
Two disparate things I would add to this.

1. Entourage. Characters are often defined by the people they travel with, are assisted by, represent (socially), or are nemeses with. The impact of a character's identity is shaped by his place and symbolic role in the pantheon of the story, so I want to call this the Greek Gods effect.

2. Character arc. What about rolling twice for each character, once for creation and once for his final state once the player completes his development arc? This would force the player to see how his own choices lead him down either pre-destined or novel paths. This also puts his decisions at major story junctures in the spotlight since he would have a reference point for whether he knew himself as well as he thought.

Ken Nakai
profile image
While it was complicated, I liked the way Traveller (old Sci Fi pen and paper RPG) had a whole piece of character development that took your character through his/her early career. You'd roll to determine how long you were in the navy, for instance, and could tack on some random events as well.

Mass Effect did this in a simpler way that is more realistic for CRPGs where you selected your background from a list of three that differed in terms of career and major historical event. This was later integrated into dialog and really helped with immersion as it made you feel like that history existed (rather than the standard amnesiac waking up with incredible fighting skills but no idea how he/she got them).


none
 
Comment:
 


Submit Comment