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Tuesday, August 29, 2006
 
The Evolution of Computer RPGs
So I've been scratching my head trying to figure out why some portals and marketers label certain computer games and videogames as "roleplaying games" (RPGs) or having "roleplaying elements" when they don't bear any resemblance to what I would consider a real RPG. That led to trying to define what an RPG is... and that led to musing over the history of computer roleplaying games. How did we get such a category in the first place?

Of course, you can't talk about that without going into the history of the pen-and-paper RPGs. Now, much of this stuff was before my time (I was five years old when Dungeons & Dragons was first published). But here's the story as I see it, and how I feel it guided game design.

The Wargames
Before there were RPGs, there were wargames.

I'm not gonna go into the history of wargames. Depending on whether you classify games such as Chess or Go as 'early wargames,' wargames could be a very ancient form of training and entertainment. But in a nutshell, wargames are simulations of battles, often played with miniatures on a map (or a full tabletop diarama which serves as a map --- see, we had escalation of graphics quality even back in the 1970s!)

One of the measures of the quality of a wargame was the fidelity of its results if a battle was played exactly as historically depicted. Wargamers effectively "roleplayed" these games, putting themselves in the shoes of actual generals commanding famous battles in history, pitting themselves not only against their opponents, but against the very leaders who commanded the real battles. Think you can do better than Rommel?

Sure, the ol' Desert Fox would probably whup your butt if it was real tanks in real northern Africa, but we're talking a type of fantasy here.

Of course, not all wargame scenarios had to be historically accurate. Players and designers enjoyed (and still enjoy) coming up with "what if" scenarios. What if this battle had occured two days later, when the losing side had received its promised reinforcements? What if the weather had not impeded the cavalry? Or what if a battle had actually occured between two forces that had never engaged each other in real life? Or how about a plausible battle in ancient history that we have no record (or few details) about?

And ... what if the germanic barbarian forces also had DRAGONS?

Or more interestingly, how would Rommel do if his tanks encountered your DRAGONS, huh? Yeah. Look who could whup who's butt NOW!

While it's likely that other wargaming groups introduced fantastic elements like the above using their own homebrewed rules, the first published wargame rules with a "fantasy supplement" was entitled Chainmail, published by Guidon Games, written by Gary Gygax and Jeff Perren. He kept things pretty simple. The effects of the fireball spell for wizards was identical to those of a catapult, and the lightning bolt spell was lifted directly from the cannon effects. A Hero unit was simply treated as four normal soldiers. It didn't matter. Context was everything, and "Fantasy Wargaming" was born.

An Army Of One
With the precedent set for a "unit" in the wargaming to actually equal a single hero, it wasn't a huge step for the fans to move from controlling armies to controlling a single, powerful character. Dave Arneson inserted the Chainmail rules into his Blackmoor campaign, tweaking them here, replacing them there. Players found themselves running their individual miniatures through castles and dungeons fighting mythological beasts.

Those rules were then re-adopted by Gary Gygax, modified some more, and became Dungeons & Dragons: the first "roleplaying game" in 1974. However, it wasn't known by that term at the time. This strange hybrid hobby was called all sorts of things, like "Fantasy Gaming" and "Adventure Gaming." As new rules appeared to simulate other genres, it was clear that the word "Fantasy" was too limiting. Somewhere around 1980, the term "roleplaying" stuck.

Enter The Computer
The problem with roleplaying games is that they were a pretty group-oriented activity. Organizing a time when six or so players could get together for the several hours required to play a game is quite a challenge. Particularly when it's likely six nerdy folks who were probably scattered all across the state, and some of 'em had to rely on the bus or their parents for a ride!

Ah, but all was not lost! Since this time period also heralded the accessibility of computers (even *gasp* computers in the HOME), some enterprising (but lonely) geeks decided to try and simulate the experience of a Dungeons & Dragons game on the computer. A simulation of a simulation, kind of.

You had a lot of guys writing programs called "DND". Richard Garriott's "DND" high school project became a commercial release, "Akalabeth: World of Doom." Akalabeth later became Sosaria (which in turn become Britania) in the legendary RPG series "Ultima." You had Daniel Lawrence's "DND," which evolved into the commercial game "Telengard" published by Avalon Hill. Another game called "DND" was developed for the PLATO computer instruction system by Gary Whisenhunt and Ray Wood. I'm sure there were dozens more.

And there were many more - some commercial projects, some done for gamer's individual amusement. Besides the ones mentioned above, some other landmark commercial RPGs from the early days included "Wizardry," and "The Temple of Apshai."

This is how the computer RPG was born.

Console RPGs - the other CRPG
The success of Wizardry and the early Ultima games (particularly Ultima III) went overseas to Japan to inspire the first of the major Japanese console RPGs, "Dragon Quest" (Dragon Warrior in the U.S.) for the Nintendo Entertainment System. This game inspired an entire genre, and became an entire evolutionary offshoot from Ultima and Wizardry.

The Eastern RPGs tend to differ from their western counterparts by being more focused on story exposition and character, often enforcing very linear gameplay and little character choice compared to western RPGs. Labeling these kinds of games as "Eastern" or "Western" is only useful insofar as describing the general inspirational origin of these games - they continue to mix, borrow ideas from each other, and western developers are happily plugging away with games derived from eastern "console" RPGS. (Aveyond is one example).

Meanwhile, the western games still tend to more closely resemble the "pen and paper" RPG experience - to the point that they still often borrow heavily from their pen-and-paper licenses such as Dungeons & Dragons and Vampire: The Masquerade. They often emphasize player customization of his or her avatar(s), and exploration of a more free-form, open-ended environment.

Personally I pity the angsty teenaged eastern RPG hero when he comes across my flower-picking-assassin from a western RPG. That'll teach him the meaning of the word, "Strife!" But seriously - I enjoy both kinds of RPGs. Many people just favor one or the other. Or a third...

The Action-RPG
The classic NES game "The Legend of Zelda" is often heralded as the beginning of the action-RPG genre, but in reality many other games tried to merge the flavor of the fantasy roleplaying game with the action of an arcade game. The earliest I remember was "Gateway To Apshai," which I played on the Commodore 64. A "prequel" to the older Temple of Apshai series, the game was played with a joystick and involved quick movement and action coupled with gathering better equipment and improving your characteristics.

Action-RPGs differ from "true" RPGs by emphasizing the player's timing and action-game skill as much as (or more than) the player's avatar's in-game characteristics. Besides the Zelda series, other popular action-RPGs include the Diablo and Elder Scrolls series. And I'll add the Ultima Underworld series (series meaning, uh, both), because I liked 'em.

Where Do We Go From Here?
It may be because of the wargame ancestry, but roleplaying games have typically had a heavy combat focus. Of course, a big part of it is just that combat is fun (taken in moderation). If RPGs evolved from the boardgame Monopoly, would we have a totally different situation today? (There's my "what if" scenario - forget dragons! I want greedy landlords!)

It's no big surprise, but traditional medieval fantasy games tend to do much better on the average than games with different settings. I think it's been demonstrated that a good RPG in a different setting CAN sell (Fallout being a prime example), but it appears much harder. Is this part of the Dungeons & Dragons "Fantasy Wargaming" legacy? Are people interested in RPGs naturally predisposed towards medieval fantasy, or is there something else at work here? Maybe something really simple --- like swords being more fun (and visceral) than guns?

One interesting twist that I wasn't expecting from my perspective in the early 1980's was the trend towards simplifying the game systems when they made the jump to computer and game console. Pen-and-paper game systems are often fairly complex systems, again perhaps hearkening back to their wargame ancestry. And the fact that players get mad when you tell them they can't do something because of some screwy rules limitation.

I assumed that with computers able to handle the number-crunching load exceeding that of humans, the game mechanics would become deeper and more complex. I guess, to a point, they have, but in ways outside of the core rules system. You now get some element of actual simulation being performed before you ever come down to calculating the attack roll. You can calculate the actual distance of your sword tip to determine whether or not a hit occured on a charge, rather than throwing in artificial modifiers. But it seems that, on the whole, the game systems have actually become extremely simple, doing away with a lot of the numbers we cherished. Or at least burying them beneath the surface where a player can't see.



You don't need to attend a computer science education program to learn to program but it could help.

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Comments:
An interesting tidbit about those numbers that are hidden deep in the code is that players will often go to great lengths to ferret out those numbers.

Everquest is a prime example, where people performed detailed statistical analysis of their logs to numerically quantify the abilities of the various boss monsters.

Some people just don't care about the stats, so long as it's fun to play. Others MUST KNOW the DATA. It's a meta-game for them to discover how the game works.
 
For Massively Multiplayer RPGs, that's certainly true. I think it's because of the feeling of competition, or the usual paranoia with everyone wanting to make sure the game is fair to them and their class.

For single-player games, you don't get that so much. I'm sure the deeper and richer and more challenging the world, the more you'll get that.
 
A couple of points:

1) RPG as a term in the current gameing industry is hopelessly diluted. I've read some game magazines and flipped all the way through it wondering where the RPG section was. Only to go back and discover that all the real time click fest games I skipped over WERE the RPG section. (PC Gamer can you hear me?) Is it time for a new name or should I just become a curmugeon?

2) Swords vs. Guns. I don't think that either weapon is inherently more fun I've loved games with either. But I do believe that it's easier to get into the suspension of disbelief with a high fantasy environment. Games with more modern weapons need a more fantastic setting to achieve the "escape" that a good game provides. Fallout is a perfect example - post apocolypse 50's.

3) Numbers = good. I have to admit that part of the fun for RPG games for me is knowing about my own stats. I don't have to powergame to get the best stuff (although that works for some people) but I HATE not knowing all about the stuff I have.
 
I like how those Bioware games proudly displayed their D20 roots in the scrolling combat window. This is the bread and butter of the infamous "max-minner". As modern games shift to higher and higher fidelity, this may become a relic of our tabletop past. You specifically mentioned this : that modern RPGs bury or obscure their numbers from the player, which is very true.

A few possible reasons for this spring to mind. I'm sure you could come up with better explanations than I, but here goes :

* Could this be a natural consequence of the shift into computer-mediated gaming? RPG-style number-crunching is a task that bears the gift of automation very well.

* In order for these games to become more accessible, devs are arguably required to make them easier for neophytes to understand.

* It's also an immersion decision. We shake off the chains of the underlying mechana because the games are getting better (graphics-wise). Critical hits can be displayed in all of their blood-spattered glory instead of amplifying a diceroll.

* The game must appeal to a broader audience to justify the expense in bringing it to us. Therefore, the nerdly trappings of yore must be hidden. We don't want to scare off potential customers with a ream of awkward-looking numbers!

What's more interesting is that there exists a great audience, still, for the purely deterministic approach to RPG combat in computer games. It is practically an axiom in World of Warcraft that you can instantly compare your level (and further deeper, your DPS rating) with that of your opponent and decide whether or not to engage them. Even in tabletop you have a chance whereas in WoW, you do not. I find that a little strange, but who's to argue with the most popular computer RPG in history?

My thoughts...
./covert.c.
 
I totally agree, you would think with all this awesome processor power that we'd be able to do somethings we weren't able to do 10 years ago, gameplay-wise. However, it is starkly opposite, imagine this, Fallout is 9 years old and actually began development 13 years ago. They were thinking outside the box then, now developers (most likely guided by publishers) are thinkining inside the box (the eye candy on your monitor).
 
Okay - the World of Warcraft thing is exactly what I'm talking about, though I guess it can be forgiven somewhat in that it's (theoretically) a multiplayer game, and it's the multiple characters working together (or failing to do so) that makes the difference.

For me, a complex underlying system (complex is NOT the same thing as complicated!), regardless of how much is directly exposed to the player, is where the fun and gameplay lies. It's manipulating those systems. It's about adapting to changing situations and trying to find an edge. But in most RPGs, this isn't really required, as difficult challenges may often be put off until you gain another level or two.
 
Does having complex underlying mechanics necessitate shielding them from the player? I'd love to see a sliding bar that reveals data according to how much of a max-minner you are. Didn't NWN allow you to turn it on and off?

Regardless of how these things get shielded, players always figure them out, anyhow. As john indicated, it's the inevitable meta-game. Even beyond that, it's the competitive aspect that you mentioned - players have to do it to maximize their effectiveness. Hell, we even did that in Quake which has no RPG elements at all. Just weapon/armour ratings that could only be discovered through experimentation.

Nice writeup, btw. :)
 
Players will do what they can to maximize their effectiveness when faced with a real challenge. If you are pounding through easy "speedbump" battles, there's not much motivation to figure out your edge. It's the really dicey battles that you are likely to LOSE where you start trying to pull every little bit of an edge you can muster to stack things back in your favor.

And maybe there's the rub. Right now, RPGs are overwhelmingly going the action route in terms of combat. The last MAINSTREAM turn-based PC RPG that I can think of was the bug-ridden Temple of Elemental Evil. (Yeah, we've had some turn-based indie RPGs... go indie!) In realtime combat, you don't have TIME to notice or twiddle with those variables.

The belief is that real-time is more engaging to the player (at least the hard-core players) - or at least, it satisfies the power-gamers because they can rush through an adventure more quickly that way.

We noticed that in Neverwinter Nights. In D&D, the "Improved Initiative" feat is a really significant modifier in combat. But in the real-time arena of Neverwinter Nights, it's almost a waste of a feat. Your fireball STILL isn't going to land until long after the monsters have vacated the area and closed to melee range, regardless of how great your initiative roll was.

So combat is simplified because so many of those details become extraneous in the frantic pace of real-time.
 
Some ramblings – take ‘em for what they’re worth. =)

Since RPGs are so very much about progress, whether by gaining better abilities or items, there needs to be a way of quantifying the progress. Is my character progressing? Is this new-found sword superior to my current sword? In real life, we can apply all our senses and experiences to help determine the qualities of an item or person.

For example, in real life, you would be able to compare two swords by picking them up, taking a few practice swings, testing the blades with your thumb, etc. You would almost instantly be able to determine the weight, balance, and sharpness and be able to decide which is superior. In a game, with no capability to provide this tangible real-life feedback, there is no other recourse but to use numbers to quantify these characteristics. The more abstract the game, the more it must rely on numeric quantification of characteristics. In other words, a pen & paper RPG is heavy on numbers while a computer RPG can better quantify an item/character’s qualities visually and/or audibly, reducing the need to display numbers. (Of course they are still necessary behind the scenes.) However, without real, tangible feedback, the numbers are still necessary to some extent – the easiest way you can compare a virtual sword’s sharpness is by its damage value. (BTW, I would love to see someone completely do away with the numbers and come up with an intuitive, visual way to display something like sharpness/damage/speed/etc.)

In real life, numbers are an important part of our lives anyway… how much do we weigh, how much can we lift, how much cashish is in the bank, how much HP does my car have, what’s the Mhz of my CPU, etc. I think it’s human nature to want things quantified, especially the more complex our lives become. Stone Age tribes in the Amazon basin have very little need for numbers, whereas we, in our tech-centric culture, would be lost without them. It’s only natural for this to be mirrored in games. The simpler the game, the less the numbers are necessary. But I think many of us have also been conditioned by all the years of RPGs and their numbers that we are just not comfortable without the numbers. We’ve got to be able to go, “Aha! This sword has a DPS of 18.9 and mine is only doing 18.7! Time for an upgrade!” =P

Peace out.
 
Great point, though I don't think it's the RPG conditioning that does this. We do the same thing with pro sports - at least, men do. Women seem less interested in stats, but guys who follow pro sports can get almost obsessed about them. We make up new things to measure, or new ways to combine numbers.

Is it all so we can better predict the outcome? Or do we feel that we can better understand the game - actually immerse ourselves further into it - by quantifying everything we can about it?

Can those stats actually improve the immersiveness of the experience?

And is it a gender thing?

By the way, I gotta add - you guys are awesome. This is one of the most intriguing little discussions about RPG theory that I've had in a while :)
 
Ah, excellent point about the sports stats. And I think you're onto something there with the genders. I think the need for numbers can be directly correlated to the male propensity for logical thinking. I have to wonder too how the handedness of people also affects it. For example, I'm left-handed, more creativity-oriented and much less attached to, let's say "statistical" gaming.

Makes me wonder: Are right-handed men more prone to power-gaming? =)
 
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