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Friday, November 21, 2008
 
Frayed Knights Pilot Critique and Delayed Consequences
Diego Doumecq has written up a third part of his critique of the Frayed Knights Pilot: The Temple of Pokmor Xang. I thought I'd link to it here, and talk about it (and Frayed Knights) a bit.

Frayed Knights Pilot Critique, Part III

Curiously enough, even in the pilot, there is something similar to the danger-o-meter he suggests. As you fight creatures in an area, the threat level (and chance of additional encounters) decreases. However, that aspect was never fully tested. I've since made some modifications and in the version that I am running, I've actually got something like that running in the UI. But not as pretty - it's just a number.

His speed-run through the dungeon made me grin. I wasn't sure anybody would actually try that, but I wanted to script it out appropriately. And yes, I wanted to make it a viable (if not the easiest) way to complete the dungeon. It needs to be cleaned up a bit, but that was the main idea. Or rather, a prototype for the idea. Was it worth the effort?

I'm going to give a cautious "yes." Yeah, I spent some extra time coding up an alternative that very few people will try, but the fact that it's there means something to me. Best-case would be to have some genuinely organic high-level AI deal with it as a more general solution. But then you wouldn't get the warning dialog.

Honestly, I never thought that I (or anybody else) would consider the lack of feedback to a player as being a virtue. But this brings up the topic for today: Delayed Consequences. Diego writes the following:

"Just imagine it, you made a bad choice but you don’t know that yet, so you go on and use another save just in case. Three hours later, the ramifications of your previous decisions surface and now you have a really strong urge to reload. But that would mean three hours down the toilet wouldn’t it? And you still don’t know the consequences for the other possibilities, so that could also mean even more hours down the toilet.

"Most likely, the player will just go on, preferring to live with a stain on their record than to waste various hours trying to do everything perfectly. He would be taking responsibility on his actions, and facing the consequences without all the metagaming that quickloading implies."

He's speaking of the encounter with Valeria inside the cell. There are basically four states that you can leave poor Valeria in (although one was broken in the pilot):

a) You never encountered her.
b) You encountered her, but refused to set her free
c) You encountered her, and set her free immediately (after an argument within the party).
d) You encountered her, don't set her free at first, but come back to let her go later.

From a design perspective, I really want all four options to be perfectly valid - there is no "correct" decision. But as to which might be considered the "preferred" set of consequences? I ain't sayin' yet. :)

If the consequences of the decision are not immediate, they MUST be non-fatal to a successful completion of the game. One of the cardinal sins of game design is allowing the player to save the game in an unwinnable state.

In theory, I could make sure that every decision is either wrong or right by changing Valeria's purpose based upon the player's decision. But that's not how I roll. I feel that robs the player of real consequences for their decisions. That, and I do like to provide some hints throughout the game with these kinds of decisions, so it's not a flip-the-coin type of issue.

The more fun kinds of decisions like this are when the player is choosing between all desirable or all undesirable options. Kinda like picking the cards in the character generation mini-game of the older Ultimas. Both options are "good," but they take you along different paths. It makes the answers non-trivial.

In the case of Valeria, that encounter was also something of an inside joke, and an attempt to twist a standard fantasy RPG trope. The "damsel in distress" thing is pretty much hackneyed. In some of the older Dungeons & Dragons modules, however, it was twisted so that said damsel, always needing rescue, was also almost always EVIL and a threat to the party. Other dungeon masters picked up on this, and routinely threw this kind of threat into their custom adventures. It kept working, too, because the adventuring parties were almost always played by teenaged boys with only one thing on their mind besides hacking & slashing.

It got to the point where finding a beautiful woman chained to a wall in a hostile dungeon automatically set off warnings. The more beautiful and scantily clad, the greater the likelihood that she was part of a trap. And yet, we kept falling for it, unless we were playing evil characters. Because you just CAN'T leave some woman chained to a wall in a hostile dungeon like that if there is the slimmest chance that she might be innocent.

Invariably, it would be a trap, and we'd get our butts handed to us one way or another. Sometimes it was immediate, sometimes not. And the DM would laugh at us for falling for it. And we'd fume, and vow never, ever to free some scantily clad beautiful girl from the torture chamber of the giants' fortress again.

But there are still yet more purposes for Valeria!

One of the things I have learned over the years is that in games, you really have to meet a character (NPC) a couple of times in different situations before you (meaning, the player) gain any amount of interest in them. Everyone else is a stage prop. I don't care if he's Lord Freaking British, if you only encounter him when he's got his butt planted on his throne, he becomes two-dimensional wallpaper.

Running into that NPC in other places seems (to me) to give them a life, a hint of a story that goes beyond them sitting in one place waiting for you, the PC, to chat with them. It provides the illusion of activity.

But I've got to do a better job with handling NPCs than I am now. This was a prototype, and I'm pleased it actually worked for Diego.

So what do you think? If you have faith that a decision with delayed consequences won't "wreck" your game (but may not make the game easier, either), are you okay with this in an RPG? Or do you really prefer to receive immediate feedback as to the consequences of your actions - the negatives and positives to faction, etc.?

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Comments:
Personally, I'm fine with delayed consequences, as long as you also allow more than one savefile. I quite often take the "Let's see what you would have won" branch from a savefile.

That said... yes, I know which option was broken. It was the option I was going for, the "self-interested good" option. It would have been nice to have, say, Benjamin say something along the lines of "Look, they've convinced me we can't afford to let you out right now, but unless they want stinging weeds growing out of their bedrolls, we'll come back and get you as soon as we're done with what we're being paid for", with a world-weary, genre-savvy comment from Valeria to close out the conversation.
 
Delayed consequences are fine, but if the hit is big enough and the time span between cause and effect large enough, it can kill interest in the game entirely.
 
I like what Silas said about the dialogue post decision.

I love delayed consequences, but I love life, and I love anything that simulates the depth of experience passed the immediate hack & slash reward & consequences of modern games.

In fact, I don't even care if screw up my game. I would love to find out 25 hours later that I really shouldn't have killed that guy...as long as when the topic comes up in the main plot line that I am told something cool about my screw up.

I would rather be able to fail and give it another go than not beable to do what I want or have the game artificially keep me "in" line.

Louviere's life rule (as yet unnumbered): Let me live. Let me chose. Let me fail. Some of my favorites stories and experiences come from failure. Success should never be protected and given.

cl
 
"If the consequences of the decision are not immediate, they MUST be non-fatal to a successful completion of the game. One of the cardinal sins of game design is allowing the player to save the game in an unwinnable state."

I think this is the key. You can't permanently kill a character or do any other kind of nasty stuff if the consequences aren't inmediate to the player (I would argue that you should never do that kind of thing at all, no matter the context, but that's another topic altogether).

If some consequences could be considered as failure states (For example, that when you come back to Valeria she's nothing more than a pile of bones), then the game should offer something new, something interesting that wouldn't be available if the player had done the right thing. It can be a simple dialog or a rare item, or even a new branch of story ... or all of those (Now THAT would be awesome and a lot of work to program).
 
Aslo, (I (Love (using (parenthesis))))
 
Delayed consequences are fine, provided the consequences are sufficiently tied to the actions.

For instance, if Valeria is a theif and proceeds to swipe something valuable later in the game if you let her out then I should know that she didn't. It must be unambiguously tied to Valeria. Otherwise I haven't really been given feedback; I've just been given a random event card that ate my prized 'Orb of the Handsome Playboy.'
 
Um, typo. I should know that she *did it*. Stupid fingers.
 
One of the reasons I love random world turn-based strategies like Civ and MoO is the depth of choice. Even choosing your first unit to be a settler rather than an explorer or defender can have game ending consequences 25 hours down the track. Analysing all choices that led to your downfall is how you improve your game for the next time around.

The difference between this type of game and an RPG is that the majority of RPG games are heavily scripted which ruins replayability. Of particular note recently has been Fallout 3, where your initial stat and skill choices can lock off certain areas or rewards throughout the game. This can lead to decision paralysis, but the world is expansive enough that replayability is almost encouraged through this mechanic.
 
So what I'm kinda getting here is a thumbs-up on delayed consequences providing the following criteria are respected:

#1 - It should not have a direct impact on the *ending* of the game - particularly with respect to failure.

#2 - The causality should be made obvious. Consequence B is happening because of action A.

#3 - "Non-optimal" solutions should appear to open storyline opportunities, not just close them off.

#4 - Negative impacts from the decision should be reduced if the time from action to consequence is excessive. Otherwise it feels "unfair."

Got it. Any others?

(Oh, and I love parenthesis too... probably because of all of that LISP programming I did back in college...)
 
Ah the old succubus chained to a pillar gating in demons trick - ho Gygax you fiend you :)

I like delayed consequences but they should be recoverable

If she's a theif, she should either steal something minor or maybe set up a new series of events by stealing the mega super important Phallus of Destruction that the players then have to chase after her...or something like that.

If she's like the bad ass cult leader in disguise waiting for the players to fall for her trap so she can win their confidence and use them as carriers of her newest plague, {Deep breath} well the players should be given a later choice, maybe a tough battle or a quest to rid them of the plague etc but nothing that requires them to click the old reload button.

The reload old save works but can be really tedious esp if you've sunk a couple of hours into it.

I remember a AD&D adventure (Baltron's Beacon) I believe it was where a whole bunch of people had been turned to stone by a gorgon I think it was. The players could set them free (A couple of handy stone to flesh scrolls were lying around). One or two were good but one of them was one of the cultists who tried to take control of the order and was turned to stone as punishment (It was kind of an easy choice because they included a picture and he well "looked" evil)
 
"The reload old save works but can be really tedious esp if you've sunk a couple of hours into it."

You are approaching the feature by the wrong angle there. It's supposed to discourage reloading, it's supposed to twist the player's arm into taking some responsibility. You made a choice and you don't like the results, the game is still playable and maybe even more interesting, but are you still going to reload because you feel like you made a bad choice? If the cosnequences are inmediate, that's very likely.
This is precisely why I like delayed consequences so much. Don't think about it with a fail/win mentality, none of the possible consequences are failure states. You don't like it? tough, you made a bad choice and you will have to live with it (and you can! it's not like you permanently killed a member of the party or something like that).

The quicksave and quickload mentality has taken all the responsibility from the player's hands. As long they save often enough, the ingame story will be a perfect one with no bumps in the road whatsoever. No mistakes, no deaths, nothing, all happy happy joy joy (or rather, as happy as it can be within the game).

Sorry to rant here in the comments, but this is going to be a mayor topic in the next part of the critique, so I'll refrain myself =)
 
Two points: First, I often like to save a game and choose an obviously wrong choice (where there are immediate consequences), just to see what happens. It's kind of fun to see what kind of consequences the game designer has created (especially if I'm chewed out for being such a dummy). But that's a minor point.

More importantly, I'd like to see REASONS for making a particular choice. Maybe it would be just that I like to play a good guy, so I'm likely to release a 'damsel in distress.' No problem. But I'd still prefer clues to help me decide. In this case, as far as I could tell, we had absolutely nothing to go on, as far as deciding what to do in this case. That makes it just a roll of the dice, which isn't as much fun.
 
Hey there !

Just finished the demo, which I liked quite a bit. A few words on the post subject (my commentaries were sent through the survey).

@Bill: I think there was a clue when she said "Like... uhm, Like now ! I totally promise not to betray you". i think she's Lyyy-iiiing :). I freed her nonetheless, good guy at heart.

As for delayed consequences, Yes, YES, I want to know that B was the consequence of A. YES !

Also yes to #3 and #4.

But, I know I like different endings, so I have no problems with the consequences far fetching to the end of the game. The more the better, so that I can feel like I had MY ending...
That's what I liked about Chrono Trigger. there were juste so many different endings...

Anyway, keep it up !

(and you too, indigo. i liked your critique, and I like your blog)
 
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