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3)
No direct implementation. There could be no game effect at
all, with these systems functioning merely as a tool for the player to flesh
out the personality of his or her character, and to use when communicating and
playing (role playing) with other players. This might be a good tool for the Neverwinter
player community to introduce new players to role playing and to assist
experienced role players - just like in tabletop RPGs.
The three
examples above suggest that there a at least a handful of different options for
integrating more complex character constructs in digital RPGs, even when the
choice of which character elements to choose are determined by the players.
In
practice, there are two sections of the game structure that would be affected: character
creation and content creation, delivery and management.
New Reward Options
In the above some
arguments for why we should consider the use of more developed player
characters in RPGs. There is one important argument that is not made however: It opens up an entirely new venue for in-game
reward structures which directly support the game story. This goes all
the way from single-player RPGs to MMORPGs.
Imagine the
arachnophobia-plagued warrior. After putting himself in situations facing
spiders countless times, facing his fears, he finally learns to control that
fear.
This is a powerful reward format because it affects the player characters
on a personal level, and we can structure these rewards into contingencies and
responses just like regular award structures (story rewards, stats rewards,
item rewards) and without interfering with them.
If we can then
add choice to the mix, the cocktail would appear pretty retentive - e.g. how
should your character evolve? Will he lose his phobia, or gain a new advantage?
Sure, not all players will want this level of character depth - this means we
have a challenge in designing systems flexible enough to allow different levels
of depth.
Resource Cost Vs. Benefit
The benefit of a
personality system has to be weighed against the resource cost of designing and
implementing it. Briefly put, it may not cost a lot of development resources to
integrate this kind of system.
In a simple implementation, the system response
to the player choices of personality and integration components could be as
minimal as having NPCs alerting players to quests related to their character's
personality/integration component, in order to provide the players with a game
response to their characters.
In designing
complex characters and the systems to support them, the characters must be
created in a manner that allows players to adapt/adopt parts they like, and ignore/overpower
parts they do not care about.
We can alleviate this problem from a design
perspective, by giving at least a portion of the creative control to the
player, and pre-design a system to respond to the choices of the players. As
discussed above, this need not negatively affect the remaining game design
(e.g. the game storyline).
Summary
Tabletop RPGs do
not always tell fantastic stories - but they usually tell the stories their
players like.
Tabletop RPGs
have for the past 30 years created personalized story-based gaming experiences
for players worldwide. Given their likeness with digital RPGs, it would seem
there are some opportunities for leveraging these experiences.
Character
generation systems can provide sets of cues for the game engine to react to and
direct content after, provides a reasonably simple method for integrating soft
personality components in a programming environment, is theoretically simple to
design and integrate, and can be scaled to accommodate different levels of intricacy
and integration.
A personality
system such as that observed in many tabletop RPGs has the further advantage
that it is modular, it can be designed to change appearance and stats of characters
or it can be strictly parametric.
Ideally, the various approaches should be
combined. Some rules-based impact of personality/integration choices could be
mixed with the use of directing content based on the player personality.
With the further
options for integrating rewards based on personality and integration of the
character, in addition to traditional story-, stats- and object-rewards, it
would appear that this is a fruitful area to investigate in more detail.
More Readings & Further Info
Gard, Toby. Building Character.
Gamasutra, June 2000.
Isbister, Katherine. Better Game Characters by Design: A
Psychological Approach. Morgan Kaufman, 2006.
Jackson, Steve. GURPS Basic Set: Characters. Steve Jackson Games, 2004.
Krawczyk, Marianne. Game Development Essentials: Game Story
& Character Development. CENGAGE Delmar Learning, 2006.
Meretzky,
Steve. Building Character: An Analysis of
Character Creation. Gamasutra, November 2001.
Sheldon, Lee. Character Development and Storytelling for Games. Course Technology
PTR, 2004.
Thomas, Frank and Ollie Johnson. The
Illusion of Life: Disney Animation. New York: Hyperion Press, 1995.
Tychsen, Anders; Hitchens, Michael
and Brolund, Thea. Character Play - The
use of game characters in multi-player Role-Playing Games. ACM Computers in
Entertainment, 2008.
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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.
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).