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Thursday, July 24, 2008
 
Classic RPG Design and the Art of Exploration
And now, I want to explore.

Writer Tyson McCann has an article at GameBanshee about design virtues of older computer RPGs, entitled What an Old RPG Can Teach Today's Designers. In it, he talks about how much fun he is having playing an old RPG (specifically, Might & Magic: World of Xeen) in DOSBox, and it's not for nostalgia's sake. He's enjoying the game fully, and finding a bunch of game design points that made these games the classics that they are - design elements that have been forgotten and neglected by modern RPG designers. As he went through the list, I felt I should staple this list to my forehead:
One point he repeats is how several of these elements encourage exploration of the game world. There are skills in the game (and in some other games, too, like Wizardry 7) that are there for no other reason than to allow exploration, like mountaineering and swimming. There are plenty of rewards for exploration. The lack of respawns encourage further exploration. The variability of encounter difficulty makes exploration more exciting. Scorpia has written about this before, as have many others.

This has made me ponder. Which helps me concentrate on something other than the pain of a staple in my forehead.

Exploration is a big deal - perhaps not a requirement of the genre but certainly a hallmark of the best games in its short history. But too often in modern RPGs it is extremely limited, or ... unsatisfying. What was the difference?

Worlds were somewhat easier to make back then, due to the predominantly tile-based approach to world construction. As a developer, the tiles - while boring and repetitive - really constrained the action so we didn't have to worry about physics bugs, getting stuck in the geometry, pathfinding problems (well, not as much), and so forth. The difficulty of getting all these things to work together in a freeform world is daunting - whether in 2D or 3D. 3D worlds are just exponentially more challenging.

A similar issue with exploration comes with the difficulty of creating content for modern RPGs. When a single dungeon takes so much time and effort to construct (as opposed to the tile-based days, where a designer could whip up a 10 x 10 grid with a handful of interesting encounters in a few hours), do you really want to spend so many man-months of effort and expense on optional content that only a handful of gamers will ever see? Theoretically, the old 2D RPG game designers could have built their worlds pixel by pixel. Come to think about it, I think Bioware actually did just that, with Baldur's Gate series. But it wasn't just a limitation of technology, I feel, that stopped the hand of most RPG designers from attempting this. It was also judicious application of available resources.

Both of these issues, in my opinion, could be resolved by adopting the idea of less granular building blocks for the 3D world. Yes, this means more repetitive pieces of content, arranged with tighter constraints, in a 3D world. However, the Elder Scrolls series, the Neverwinter Nights series, and I'm sure many other modern CRPGs - have had their own approaches to this very idea. But I think a lot more could be done here.

Another issue that comes up with modern game design is the worry about "game balance." If we give the player so many rewards for exploring the game, won't it make the end-game too easy? Won't it be harder to test and balance if some players finish the game at level 15 with only the standard magical gear, while other players finish the game at level 25 with assorted uber-weapons picked up through 20 hours of poking about the world?

McCann's answer would appear to be "so what?" I kinda like that answer. With all the talk about difficulty levels, and magical auto-scaling difficulty levels, and... well, wouldn't this - at least in part - put the difficulty level in the hands of the player where it belongs, and let him (or her) handle it organically? Boss monsters got you down? Try a little extra adventuring first!

And finally, there's the concern about players getting lost and frustrated in the face of too much open-ended gameplay. I have quite a few unfinished RPGs from that era that I lost interest in because I lost track of what I was doing, where I was going, or even what my next objective should be. But I don't think that is a problem with exploration-friendly worlds, exactly. Oblivion showed - perhaps too well - how an environment could be left open to exploration without letting the player get too lost or confused about his next step.

I think these are all legitimate concerns which face modern designers. And they go a long way to explain why so many games these days - RPGs and otherwise - are extremely linear in their construction. But I think they are not insurmountable challenges. I think there's plenty of room for inventive approaches to these problems that might help game developers combine modern design sensibilities with some of the classic - and successful - gameplay elements of classic CRPGs.

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Comments:
Yes and yes! I agree 100% with this view! Many modern RPG's neglect exploration and open-worldedness. I find that especially Bioware games after the Baldur's Gate series were all throughout too restricting in that. Take SWKotOR, you could only walk around certain paths and you even only could land your ship on always the same spot on any planet. Compare that with older SF RPG's like Future Magic or Hard Nova where you could land nearly anywhere on a planet. But your point with the complexity of 3D content is certainly a valid argument. Then there is NWN2 which in my opinion was almost as restricted as SWKotOR, you never where able to leave your path and strive out into the unknown. Mass Effect just continued this trend, nothing new there. Oblivion indeed was a refreshing game for explorers and I'd wish Berthesda had developed Mass Effect instead.
 
Yeah, definitely some good points in that article. I am generally the "explorer" personality gamer type, both of the environment and the lore/story/characters, so restricting this aspect definitely feels too constrained to me. There is definitely something "missing" in many modern games.

Also, NICE maps. I love maps. :)
 
Good points, and very true about modern RPGs trying too hard (imo) to shape the play experience and guide the player. Oblivion tired to straddle the to extremes (open world vs guided tour) and, I feel, it really hurt the game. The fast travel system (optional I know) just shrunk the world down so much. That coupled with the auto-leveling system made the exploration pointless in game-terms, that is no matter how much you saw/got gear/ leveled up- the bad guys were just as hard as when you were lvl 1.

Ah world of Xeen, I still have the whole oversizes pink box in a closet somewhere, maybe its time for another play through.
 
Oooh want to chime in on the nice maps part. Those were awesome. The cloth ones from ultima 7, and even the glossy one from Morrowind (my fave TES btw) you could explore just by looking at it.
 
Heh - I love maps too. I just wish I was more artistically inclined and could actually make 'em myself.

Oblivion had exploration. And it was extremely fun during the first 20 hours of the game or so, which I guess is plenty of time and I really shouldn't complain. But it didn't take long before that same dissatisfaction that I felt in "exploring" Diablo II or Daggerfall to kick in, and I realized it was largely random and meaningless. The thing about exploration that makes it cool is discovering something *interesting*. Random isn't interesting - it is just filler.
 
A really great post, Jay! I am so in agreement with you on most of it - but you knew that already. We've traded scope away for tiny detail, and a lot of people would enjoy it if we pulled the balance point back towards scope some more.

Content Design has really been a culprit in the reduction in scope and increase in linearity in RPGs of late. The way most studios do it, it's just too many man hours and dollars to make gobs of content that are purely optional and may not been seen by the player.

The thing about exploration that makes it cool is discovering something *interesting*. Random isn't interesting - it is just filler.

I am of the opinion that the real problem with random maps is that the developers don't try hard enough. Granted, it is a tough problem, and I am biased just a bit. :)

Take a good look at the Random Maps in my first two games - especially AoK - our second version of random map generation. Look at the less popular and more nitch random maps and user created scripts. Some amazing stuff in there. But that's still not the limit. We worked on a third version - that unfortunately got shelved in the move to 3D - that took random maps up another level of magnitude. We thought of it more as random scenarios than random maps. Premade, but highly configurable and mutable chunks of various sizes, mixed with more traditional random content along with general rules to create very interesting placements that were unique each time. I felt we had shown that there is a lot of (mostly) unexplored potential in randomly generated tile-based content. And something like that can be a boon for us indies.
 
Don't get me wrong - I loved the random and procedurally generated content. I loved the random maps in the early games of the Age of Empire series. And I'm a fan of Diablo 2, also, with random maps and random loot and random bosses. I mean, it's a game about gambling, really. And it's a heck of a lot of fun. Games like Empire, Civilization, Master of Orion, and Galactic Civilizations have LONG been a major cause of my loss of productivity and sleep.

But with those maps, you don't get the thrill of exploration and discovery that I'm talking about here. Exploration is a mechanical gameplay element that serves other ends, rather than being an end unto itself. You don't walk into a room in Diablo and go, "Wow, what is this? Will you look at this place! What's going on here?"

I contrast this to the early days for me of wondering around EverQuest - before everything became cataloged, abbreviated, queued, and boring. The thrill of discovering new places, and trying to figure out why they were there and everything. That was fun all by itself. Ditto for the Ultimas.
 
For me, exploration is at least 50% of the game, if not more. Which is not too surprising I guess, since that's how I am in real life -- I spent a lot of my time poking around the countryside, "Hey, what's up this canyon?" or "What's over this ridge?" =)

Some of my favorite games are favorites simply because of the excellent exploration aspect: Morrowind, World of Warcraft, Farcry, Oblivion, the Ultimas, Half Life 2...just to name a few. Yeah, kind of an eclectic mix, but -- a major part of the fun for me is seeing what's around the next corner, and all these games did it for me to some degree or another.

But there's a downside here: Once you've seen it all -- or it appears that you've seen it all (i.e. procedural content) -- and there doesn't seem to be anything else substantial to do, the game can rapidly lose its lustre. The worst offenders include Daggerfall, Diablo, Oblivion...

Google Earth should be mentioned here since it's all about exploration. This thing has sucked me in as much as any game! I've found myself spending entire evenings rooting around in some obscure corner of the world, and trying to imagine what it's like to live there... =)
 
This is a good article. I will repeat myself once again say how glad I am to see Wizardry 7 getting recognition for its exploration. This is where 7 beat 8 hands down. I also find it funny to see Worlds of Xeen mentioned here because I bought both of these games on the same day. :)

I really like the comment of "who cares" when it comes to balancing out difficulty. I think getting an advantage is just part of the reward of exploration and putting in extra time on the game.

Some other exploration games that I spent absolutely too much time on include Interplay's Lord of The Rings, the RoA Trilogy, Lands of Lore 2, and the fallout series.

The last few months I have spent quite a bit of time playing fallout and just marveling over the non-linearity of the game, and how the story is told tremendously despite its lack of control. These elements free up exploration with a very satisfactory result.
 
This is a great entry -- like most everybody, I agree with all points mentioned.

I think limiting micromanagement is a more important task than some folks give it credit for... I quit plenty of game simply because they become annoying to deal with. I'm thinking of Civ and GalCiv here -- great games that become less and less fun as your empire grow more and more powerful, which I think is kind of a shame.

And it might be sacrilege to say so, but I could never beat Baldur's Gate due to micromanagement; a full party of six characters always felt like too much to handle, and the game becomes a chore to play. The magic number for BG's battle system feels like 3 to me.
 
I'm surprised, with all this talk of exploration, no-one's mentioned the Gothic series. For me, that's what those games did so very well. Finding a route to climb up some cliff face to reveal a hidden cave, sneaking past the massive troll who'd kill you in a single hit and lock-picking a rusty old chest to find a new magic rune was simply pure discovery joy. Even the flawed third instalment, which botched the combat and did away with the climbing mechanic, provided such a large and rich world to explore that it monopoloised my gaming time for many a month!
 
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