Month: December 2009 (page 6 of 6)

Round the Table: Random is Random

Dice

There’s something Justin mentioned yesterday that ties into something that’s been on my mind. In working with games and even brewing the idea for one of my own design, I’ve had to think about the role & use of random chance in a gaming environment.

Mortal beings are fallible. They miss targets. Fat-finger passwords. Slip and fall on wet pavement. These are random occurrences and they happen in everyday life. Someone could hone your senses to razor perfection and gaze into crystal balls to determine their future, but I would bet money that sooner or later something is going to happen to them that they don’t expect. Even those held up as paragons of clean living are not able to avoid the inevitability of random chance.

“Jim Fixx. Remember Jim Fixx, the big, famous jogging guy? Jogged fifteen miles a day, did a jogging book, did a jogging video, and dropped dead of a massive heart attack … when? When he was fuckin’ jogging, that’s when!” – Dr. Denis Leary

Games are a means of escape. Tabletop games are no exception. Be a real estate tycoon, or a globe-spanning general or commander of a massive fleet. Still, games like Monopoly, Risk and Battleship have elements of random chance. Unless the other player’s psychic, nobody can predict where the pegs will fall in the latter example. Role-playing games take it a step further by using some means – dice, most commonly – to determine the role random chance plays in a given activity.

Now, a lot of factors can come into play to make something more or less likely to succeed. A long time spent training will lend bonuses to an attack roll, while magical armor or supernatural instincts to dodge incoming blows may impose penalties. An archer might find their arrow buffeted by a gust of wind, and a wizard might accidentally mispronounce a word in their incantation or get interrupted by somebody taking a swing at them. All very understandable. But what about non-combat situations?

Some tests we take when we’re young are, rather than being graded on a scale, exist only as pass/fail examinations. You either succeed or you don’t. There are arguments that non-combat situations in gaming should be the same way. You either craft an item, or you don’t. You pick a flower or you ignore it. I mean, how hard is it to mess up gathering a herb or getting a bit of ore out of a rock?

On the other hand, there’s the chance that a sample gathered is less useful than it might have appeared. Maybe you’ll measure once and cut twice instead of the other way around – it happens.

The point I’m driving towards is there should be some element of random chance involved, but it’s entirely possible to have too much of it, like Aion’s random chance in gathering materials for example. The trick is to strike the right balance between things players should be able to do by rote with little to no chance of failure, and reflecting the reality of random chance.

That’s my opinion, at least.

Aion’s Allure

Pandaemonium

My wife has a blog and it’s going to be mostly about Aion. She’s been playing for a while and really enjoys it. Since I’ve been doing things like writing, prepping an entry for the Escapist’s video contest and playing Dragon Age, I haven’t yet started my own adventures in Atreia. Should my wife acquire a rig of her own, however, I’m more than likely going to start up my own account, and not just because I enjoy playing MMOs with her – after all, that’s how we met.

No, there are several reasons why Aion really does appeal to me.

It’s absolutely gorgeous.

No, seriously. Aion uses the CryEngine meaning that the landscapes are rendered with an attention to detail that would make Church tear up. It definitely appeals to my desire to explore new lands and interact with strange creatures. Right before I smack them around for their pants.

Balanced PvP

I was operating under the false assumption that “end-game PvP” means “grind yourself some decent armor in a battleground made mostly of fail, tweak your toon specifically for defeating exactly two types of opposing characters, then grind some more in an arena setting while those who’ve been at it for years abuse you like a pretty boy in a prison and laugh at how much you suck.” This didn’t really appeal to me. However, I’ve been informed by someone quite brilliant that the player v. player action takes the form of faction v. faction action taking place in the Abyss, kind of like the aforementioned battlegrounds, only huge and rendered with the same breathtaking gorgeousness I just talked about. When you go into something with 24 other people on your side, the intent is for overall victory, not necessarily individual achievement. If they’re interested in continued success, they’re going to help you improve your skills. If someone’s berating you on your side for being new or missing something, they’re probably just being a dick.

Also, “24” is an arbitrary number. The Abyss really is huge. HUGE. You know that feeling that Warhammer Online tried to capture of desperate large-scale combat between powerful armies, which failed because not many people were playing the game? Yeah, Aion gets that right.

Completely custom characters

Say what you want about every MMO that comes out having the same amount of sliders. Aion’s character creator is insane. Doctor Frankenstein couldn’t have developed a better way to put together an artificial construct. You could spend hours in there alone, tweaking the shape of your eyes, the cropping of your hair or the exact tone of your skin. It’s attention to detail is as deep and complete as the landscapes, meaning that your toon is going to be gorgeous and that is going to make the next few dozen hours that much more appealing. I don’t know about you, but the better my character looks when running from place to place or standing and talking to people, the more interested I’ll be in getting to the next hotspot.

Aion gives you wings

Why walk when you can fly?

Okay, you need to get past the first ten levels (“of boring“), and even then you can only fly for a little bit. But still – wings. Without spending any in-game currency, without grinding up a skill or farming materials, your character can fly. Now, you can pick up upgrades for your wings through various means, but instead of making you spend money on training and then on the wings themselves, you sprout them in the course of your character’s natural development. I know there are some people who consider this just a gimmick, but if that’s the case, it’s a damn good one.

The usual MMO appeal

There’s loot, there are titles & achievements and there’s even role-playing to be had. Now, there are some of the grind problems you’ll get with any MMO and some of the drop rates for quest related items can be a little Tourette’s-inducing, but if you can take these things in stride, Aion will definitely keep your attention and gobble up your free time. It’s balanced, it’s innovative and it’s jaw-droppingly stunning to look at. And the visual appeal can count for a lot when you’re talking about something you’ll be staring at long into the night.

Did I mention my wife plays it? And she has a blog about it now?

Jotting in the Margins: Consistent Characters

Writing

I’m going to jump ahead a bit. My next post on building character is going to deal with antagonists & adversaries who aren’t necessarily evil and allies who aren’t necessarily the kind of people you want to invite over for dinner. Spoiler warning: I’m going to be talking about Q.

Q

In that future post, I’ll be talking about what makes Q exemplary in this role of adversarial ally. But that’s the pinnacle of his character, and here I want to discuss the ups and downs. It’s something that comes from different writers handling the same character with varying degrees of success. Charles Sonnenburg has discussed the Q character arc at length in his opinionated episode guide videos of his episodes, and I recommend checking those out.

When we first meet Q, in Encounter at Farpoint, he’s an officious and clearly omnipotent being with every intention of wiping humanity out of existence. Hide and Q casts Q as Mephistopheles and also establishes his penchant for playing games with mortals. Q Who introduces us to the Borg, and Q is more grounded and less flamboyant. The result is a dimension of depth to the character that will be explored later. We also see what happens when Q is stripped of his powers and interacts with other Q beings. Yet at the same time, we’re ‘treated’ to what happens when Q goes gift-shopping and, despite his protestations that humans are unevolved savages with disgusting biological processes, chases skirts.

It would have taken the writers of some of the weaker episodes in the Q arc all of five minutes to check on the characterization & information established in his previous appearances. Alas, they seemed more interest in playing his “omnipotence” for laughs. It’s one thing to take the ball & run with it. That’s what you do when you catch a ball. However, you don’t want to run in entirely the wrong direction. It’s not just a case of a writer not doing the research, it can also lead to a serious case of dis-continuity and character decay, which may become terminal.

How do you avoid this? Keep notes, and check them often. Lend an ear to feedback you receive on your work, both positive and negative. Above all, keep your characters consistent. Say what you like about Stephanie Meyer, the character of Bella Swan remains co-dependent and nearly obsessed with Edward throughout her books, so at least she got the consistency right.

In other news, this is my 100th post, so… yay?

100!

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