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Monday, July 07, 2008
 
RPGs: Too Much Like Math?
I ran across John Scalzi's blog a few months ago, when I was researching (on a whim) the difficulty of marketing science fiction today. Fantasy, once buried in the science fiction section at the bookstore in the early 80's (when I started looking for it), is now the dominant sub-genre. In particular, the sub-sub-genre of Urban (or "modern") Fantasy - my favorite - seems to be ruling the charts these days. Blame Harry Potter if it makes you feel better.

Now, "true" science fiction isn't normally the first on my list of desired reading. I mean, sure, I was a big Babylon 5 and Firefly fan. I've read several books by Heinlein. And William Gibson - in fact, I was pretty much a Cyberpunk fan throughout the early 90's, devouring what I could of Bruce Sterling, Walter John Williams, even a couple by Pat Cadigan. And Neal Stephenson's Snow Crash was bizarre yet awesome. And I recently came to discover Lois McMaster Bujold's novels - and I suspect The Warrior's Apprentice may be my favorite space opera story of all time (if not my favorite science fiction novel, period).

So I'm at least a remotely interested spectator to the sport. The tie-in with video games is, naturally, another aspect that leaves me curious. I can't see a very noticeable decline in science-fiction themes in video games, as we are still up to our neck in badass Space Marines these days.

Why has science fiction lost it's appeal and popularity? Scalzi, author of Old Man's War, blames accessibility. Today's SF is often written for existing (and jaded) fans of the genre, and is none-too-friendly for newbies. "It comes down to marketing and writing problems that science fiction literature has that fantasy does not; namely, that math is hard, and science fiction looks rather suspiciously like math," he writes.

That analogy could also be applied to computer role-playing games pretty easily, couldn't it? In fact, the more I read the article, the more applicable I thought the advice might be towards making RPGs more accessible. In particular, the "dying" single-player RPG. For the uninformed, the single-player computer role-playing game has been dying, on and off, since the mid-90's, stubbornly coming back into bloom with renewed vigor every time someone feels comfortable calling its effective demise. Granted, cRPGs are nowhere near their peak in the late 80's and early 90's, unless you count the MMO's, where World of Warcraft is practically a genre unto itself.

RPGs can be pretty intimidating. They do tend to carry the math-geek, chess-club stigma about them. They conjure up images of arcane formulae carried over from the early Dungeons & Dragons days - 1d8+2 Damage, THAC0 of 16, etc. I mean, D&D even had magical items described by their math. A +2 sword, for example. Yeesh! Naturally, being a geek myself, and a programmer to boot, I can get into this stuff without too much encouragement. But even I find myself a little intimidated when finding myself trying to understand what's going on when creating or leveling up a character in a new RPG.

Even those RPGs that don't wear their mechanics on their sleeves have that simulation / wargame stigma that I think might frighten off potential newcomers. Even the subject matter can get a little arcane. I mean, how many non-RPG players know what chain mail or plate mail is? There's a lot of lore there with which many RPGs assume the player has some passing familiarity. To top it all off, RPGs are notorious for being dense on exposition. As much as I love fantasy RPGs, I have come to dread the amount of backstory I'm forced to devour to figure out who I am, why I'm here, and what I'm supposed to be doing... only because it has been done so poorly in too many games.

Scalzi comments in his article on making SF more accessible, the solution is NOT to dumb it down. Likewise, I don't feel that the modern trend to dumb games down, hide the RPG-ness. and make the bad stats go away is the answer, either. For counterpoints, I look at World of Warcraft and Diablo - both extremely successful games, which wear their numbers proudly. But somehow, the numbers seem to be provided more for guidance than as something that players feel must be mastered. Once players get to a certain point, they enjoy manipulating those numbers. The trick is not to bewilder the player with all that mana, hit points, armor selection, strength-versus-dexterity crap right from the get-go.

Scalzi writes, "Make it fun, make it exciting, make it about people as much as ideas and give them a fulfilling reading experience that makes them realize that hey, this science fiction stuff really isn't so bad after all. And then beg beg beg your publisher to give it a cover that a normal 30-something human wouldn't die of embarrassment to be seen with in public. If we can do all that, then maybe, just maybe, science fiction as a literary genre would be back on its way to cultural relevance." He also cautions that not every SF author should do this - they need their hardcore SF as much as ever - but they do need to form more of an outreach to bring new fans into the fold.

This makes me pause and think for a bit.

Can we draw some parallels between bitter hardcore SF fans, annoyed to see Harry Potter taking the honors and making uncountable amounts of money, and hardcore old-school RPG fans who see their category dominated by action games "with RPG elements?"

Can we use more of our own outreach program?

Frankly, I don't see the big publishers doing it. They have no choice but to follow the money. Which means this is a job for the indies.

And they already are, to an extent. I look at Aveyond, Aveyond II: Ean's Quest, and Cute Knight as possible examples here. These titles have managed to rope in a non-traditional audience for RPGs (and Cute Knight has more numbers and math floating around than many mainstream RPGs!) In these games, which have most of the traditional trappings of a hardcore RPG, also have accessibility in spades, from the subject matter through the marketing and the actual mechanics. Players are attracted not by the "crunch" promised by these games, but by the promise of story and interesting characters. A simple story, one that doesn't overtly invoke a lot of overwrought fantasy tropes or demand too much familiarity with the genre.

Am I talking "casual RPGs?" Well, yeah. Maybe I am. Maybe not casual as in the currently defined "casual game market" (which emphasizes adult women), but casual as in not "hardcore gamers" (let the mainstream publishers worry about that group) and "not familiar with RPGs." Maybe getting away from the Tolkien-esque medieval fantasy settings a little bit and starting closer to home. Think of marketing an experience - the fun and excitement - rather than the category - for people who wouldn't know what an RPG is if it bit them on the mithril-armored keister.

I think there's opportunity here.

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Comments:
I've thought quite a bit about accessibility and complexity in single player RPGs - enough to have put it in my list of 'things to blog about when I have the time'(tm).

There is a significant difference in the experience that having a lot of stats gives Hardcore RPG players vs. casual or new players. Nothing wrong with either one being the focus, but as designers we should consciously aware of our audience, not just telling ourselves "this well appeal to everyone."

Case in point. The character creation screen(s) in Fallout and Arcanum. Both developed by the same set of guys. Watch a new or inexperienced player create a character in each game.

In Fallout, there is *one* screen. All stats and traits are contained upon. Clear, uncluttered text displays, and a simple, helpful description of the current item in the corner.

In Arcanum, there are multiple screens devoted to character creation (I forgot how many - it's been a while). And I'll note that the screens themselves are more visually demanding to look at and process (the biggest culprits being the font(s) used and the ornate machinery/Victorian look - which do set the mood).

Reviewers and hardcore players *loved* the character creation in Arcanum. They called it one of the best. The level of detail was digital viagra.

Novices to the RPG genre would eventually fill out their first character screen, and then discover to their surprise that there are more screens to process, but they used up their skill points already. For these people it was too much information that could have been presented better or simpler.

What's my point? I dunno. Different audiences, different levels of detail to find the sweet spot to make them happy.
 
Great point, Spiff. And exactly the kind of thing I'm thinking of.

And yeah, it's all about the audience. I think the mainstream pubs are simply focusing on the biggest audience they know how to address - the hardcore action gamer.

There's a wider potential audience out there. The trick is being willing and able to target those subsets, and take some risks to bring new gamers into the fold.

I mean, really. A Harry Potter-esque RPG. Would rule. If done well.
 

I mean, really. A Harry Potter-esque RPG. Would rule. If done well.


I do think it would. As done by you or I -- as opposed to say, EA. :)
 
*whistles innocently*

... I should point out that MY vision of a Harry Potter esque RPG is probably waaaaay different from either yours or EA's...

*gets buried under a flood of projects*

(But Cute Knight Kingdom is officially in production! And if I can get that done and this done and those done, then I can get to this!)
 
I like enough people on your reading list to feel safe in recommending an author I enjoy: Iain M. Banks. Pick up one of his "Culture" sci-fi novels and have your mind blown.

Also, his covers usually look pretty non-embarassing. The last one I read had a picture of some trees on it.
 
Whiner, should I be a-feared of where YOUR vision of Harry Potter would go? :)

And I'd love to hear more about CKK - expect an email from me soon :)
 
Actually, SF is itself a sub-genre of Fantasy. In fact it was even called Fantasy before the genres separated (around the 1940s I think it was).
 
Paper Mario (a gamecube game) had excellent design in the no math aspect as a RPG aimed at a more casual crowd.

Most attacks only did 1 or 2 damage and there were very little stats to consider. I think your health at the end of the game was no more than 10 points.

We've been trying something similar with our casual RPGs in development. They've had very interesting results shown to other people! Almost all the regular cRPG players hated them (and told us we should change the games), but people who weren't in that audience got into them quickly.

I figure if they get roped into an easier game, they might later want to graduate up to the more traditional cRPG. :)
 
"And I recently came to discover Lois McMaster Bujold's novels - and I suspect The Warrior's Apprentice may be my favorite space opera story of all time (if not my favorite science fiction novel, period)."

Say that again after you've finished Mirror Dance.
 
I was always an action-oriented RPG fan, but my favorite RPGs tend to have D&D-type numbers. Diablo 2 did it best by using stats but also making optimization impossible. A sword with 15-32 damage might not be as good as a sword with 10-16 damage + cold resistance and greater durability... and how good any item is considered by the player is defined largely by the other gear that player unpredictably happened to find, not to mention personal preference (some prefer fire damage, others lightning, cold, poison, or life-stealing). As you said, the numbers in Diablo 2 act more as a guides than symbols of objective value.

Ultimately, I'd like to see number disappear completely, replaced by visual and affective indicators. That might make more sense down the line than with current tech, but the point is to focus players on affective values... make them feel, rather than think, differences. If a Sword +1 feels the same as a Sword +2, then only one of them should be in the game.

With new physics processing, different weapons can interact with different materials and objects. NPCs can respond to particular items. Even purely visual differences in how weapons or armor "behave" (rather than statically look) can make a huge difference.
 
I recently read (as part of their beginning PR campaign) that one of Bioware's next projects - Dragon Age - won't be based on "dice throws". I think it roughly translates to a very small amount of random numbers in combat.
I don't know if other CRPGs work like this behind the curtains, too, but I think it's very interesting and see some merits:
The multitude of weapons and armor (strength, condition...) on both sides, the character stats, the terrain etc. could in their combination be enough of a random element to make fights interesting while on the other side be calculable enough by the player to dare a fight. The outcome of the fight may also be more logical.
Guess we have to wait how it'll be implemented.
 
I always have a hard time with the casual/hardcore gamer distinction. I'd be considered hardcore by any objective standard, but I suppose my attitude is rather casual when I first boot up a game: I expect (or at least hope) to be entertained and engaged early on, and I have almost no patience for overcomplication or unwieldiness in the early going.

I don't really think this is unfair, because I take it for granted that artists and creators understand by now that selling their product always entails putting the best foot forward -- nothing in your novel will matter as much as that first paragraph, and no one will stop for a bite at your restaurant if you don't keep the outside looking nice and spiffy. The general rule is pretty clear: make a great first impression, or you won't get a chance to make a second.

Designing an inviting, gradual learning curve isn't an easy thing to do, but it should always be an objective. I don't think any gamer, hardcore or otherwise, is annoyed by a balanced learning curve (and certainly not to the extent that a beginner is exasperated by an overwhelming game). I, for one, have never shut down a game thinking, "Screw this! It makes too much sense already!"

I also think it's worth remembering that "this game has a steep learning curve" is basically geekspeak for "this game sucks at first."
 
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