Virtuosity and RPGs

 Posted by at 15:20  No Responses »
Dec 022009
 

Wait, what?

A friend of mine is restructuring the 3.5 edition Dungeons and Dragons rules to be more to his liking. He’s calling it D&D 3.75. Though he and I disagree on some fundamental RPG theory stuff, I wish him the best in doing so and look forward to seeing what he comes up with.

On Facebook, he mentioned having recently finished setting up the requisite mechanics for the first level. This reminded me of an issue I have, in general, with the concept of level. I sent him the following bit, mostly as fodder for him to pick through as he desired. However, it also prompted me to think about the issue a bit more, too.

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Oct 232009
 

I despise commercials. On TV, the radio, or some other format, I resent their existence. Some of them are amusing the first time you see them, but they quickly become overplayed and obnoxious. More than just the individual commercial, I especially despise commercial breaks, when we’re subjected to five, six, or more of these tedious ads in rapid succession. I mute the TV, leave the room to get a drink, or do some other activity to avoid watching them. In other words, their objective—selling me something—is not being achieved.

TV shows live and die by their ratings, compiled by Nielsen Media Research (“the Nielsens”). These numbers boil down to a certain number of viewers for a given show, and also what percentage of all viewers in that time slot were watching that particular show. For networks (and shows), higher Nielsens are good, because it means more people are watching the advertisements, more advertisers will have their products seen, and thus will continue financially supporting the show.

This, to me, has always been a stupid business model. It places shows at the mercy of advertiser’s whims. Technically speaking, cable TV is completely unregulated. They can show whatever they want: horrid vivisection, full-on nudity, copious vulgar language. But they don’t. Why? ’cause they don’t want to turn away advertisers reluctant to support a show containing those elements.

So, in short, we have an entertainment system funded and censored by people with no creative interest in the product, and who achieve their support by annoying viewers.

Does anyone else think this is ridiculous?

I think we should do show-based subscriptions. You only get the content you subscribe to, you only pay for that content, and there are no ads. The money goes directly to the “bank account” of that particular show to fund future endeavors. There are no “networks” in this world. There are no advertisers. There’s you, the cable company (which holds the repository of shows), and the creators. (Promotion of new shows would be a potential issue under this system; not a problem I’ve thought through.)

Let’s use the example of Firefly, the series beloved by many but ultimately canceled because the network (FOX) continually shuffled its timeslot, preempted it for baseball, ran the series out of order, and so forth. I can’t find a list of the ratings for each episode that aired, but I do know that the first episode had a 4.1/8 rating, meaning 4.1 million viewers watched it. Suppose the subscription cost for a show was $1.99 (the cost of a song on iTunes) per episode and further assume that the cable company gets the change portion. That’s $4.1 million in the bank for the show, or basically enough to pay for that one episode. (This is technically true, but not practically true. The pilot episode cost $10 million; the first aired episode, however, was not the pilot, and cost $3-$4 million.)

This is using dirt-simple, ultra-basic hypothetical numbers. I’m sure television accountants could cook up a better, more-sustainable number. Crank up the cost for shows with higher viewership, until they stop watching (American Idol, anyone?) and allow the actual viewership revenue to dictate how much money a show can spend.

The downside to losing both networks and ad revenue is that you need start-up capital from somewhere. I imagine this is where something like product-placement enters the picture. For shows where this is impractical, perhaps a small, static, and soundless ad in the bottom right of the screen every so often (much like networks now emblazon their logo on the screen at all times).

(This entire rant was prompted, rather paradoxically, by the news that Hulu is switching to subscriber-only model in 2010.)

Oct 072009
 

After bouncing more ideas around, I’ve come up with an alternate spec for a new system. This one is built around the same GPU, but with an Intel i7 driving the system. This deserves some explanation.

More after the jump.
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System Upgade

 Posted by at 18:00  1 Response »
Oct 062009
 

Right now, Cody and I are saving as much money as we can to pay for the wedding next August. As such, expenses that might otherwise be quite affordable undergo ruthless examination and are, more often than not, deferred or dispensed with.

On the other hand, my system is over three years old and is showing its age. Case in point: it can’t even run The Sims 3.

More details after the jump.
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Sep 032009
 

I managed to punch out 1,700 words last night. At the end of it, I was not terribly happy nor inspired by what I had written. None of it mattered. The premise informing this particular story had a very loose foundation. The more I chipped away at it, the more unfulfilled it left me feeling. Prior to writing, I did some free association brainstorming, writing down thoughts as they occurred to me with respect to the baseline premise. Alien aggressors turned into rebellious colonies, which turned into heroic revolutionaries and thereby became the protagonists.

After writing with that as a baseline, feeling comfortable with my parallels to the Revolutionary War, I began mulling over why, exactly, the same generic paradigm would make any sense. Continue reading »

Apr 252008
 

In my previous post, I highlighted what I felt were the fatal flaws of the d20 System. I’m going to reverse what I said and praise it now, but in a way that is sure to upset d20 fans in the same way the previous post might.

Though d20 is a poor choice of system for creating unique and interesting characters — again, it can be done, but you have to work around the system rather than with it — it shines when placed in the right setting: computer games. Though the trend in cRPGs of late seems to be toward the “action RPG” mode of play (The Elder Scrolls, Mass Effect), several games have had incredible success in adapting the d20 System to a cRPG with few modifications. The turn-based play of combat is often transparent, but two stand-out examples of d20 games spring to mind: Neverwinter Nights and Star Wars: Knights of the Old Republic.

While both games put d20 through heavy modification (condensing skills, modifying feats, spells, etc.), they both kept the core idea of d20 at heart. They are also both tremendous fun to play. When the player need only call out to whom they wish to speak, on whom they wish to use a skill, which target they wish to attack, and so forth, d20 works well. That’s not to suggest that the system is too complex; it isn’t. What it is, however, is suited to a user with an avatar and a computer game-style, objective-based mode of play in mind. I would argue against such a mode of play being labeled “role-playing” by any stretch, but that’s a battle with too much inertia pushing in one direction.

Where Levels, Classes, and Races fall down in player-based RPGs, they are a great tool in cRPGs. Levels and experience provide a measurable way for a player to chart their advancement through the game, classes provide a focus down which a player can target his character toward completing that advancement, and races provide interesting visual differentiation and customization options.

I can hear d20 enthusiasts clamoring about how all of those arguments might apply to tabletop games as well. I suspect I would find myself bored in the type of tabletop game they would enjoy. If that’s the kind of game you want to play, why not play it on a computer? Computers can’t (yet!) afford us the possibilities that tabletop games provide for role-playing opportunities; if you don’t care about exploring them, why don’t you play NWN?

In a computer game, too, the weakness of using a 1d20 as a core mechanic is less of a problem. Though I find the visuals a little silly at times (we’re standing still, two feet apart, I swing at you with my three-foot-long sword, and you duck?), it provides a reasonable amount of variation coupled with predictability that tabletop versions of the game don’t seem to afford. Hit Points become much more acceptable, since a paced way of tracking a character’s degradation is more important. Few players would be happy with seeing wound penalties stack up until they drop from a single blow.

I’m sure that systems better than the d20 System can be concocted for cRPGs. Computers are fast enough now that a simulationist’s wet dream should be possible, while leaving the player unencumbered by having to remember all of the mechanics associated thereto. Still, of the games produced (that I’ve played) with the d20 System at their core, they seem to be quite successful.

A Flawed Origin

 Posted by at 11:08  6 Responses »
Apr 252008
 

Let’s kick things off with a bang and dive right into the flawed origin of RPGs. The inspiration for this piece comes from Mu’s Unbelievably Long and Disjointed Ramblings About RPG Design and the concept he calls “The Grandfather Clause of Stupidity.”

One of the flaws underpinning many RPG systems is the underlying assumptions that motivate them. To be precise, RPGs as we know them today came from the original Dungeons & Dragons, which itself came from Chainmail. Chainmail was not an RPG; it was a miniatures wargame. As such, many of the operative underpinnings that form the basis for D&D, which in turn formed the body of expectations for its offspring, come not from an ideal solution for role-playing, but for war-gaming.

The quickest way to demonstrate this is to open the index of the D&D Player’s Handbook. Do you see an entire chapter devoted to combat? I do. By making combat the focus of an RPG system, the designers of D&D — and this applies to any edition — have put forward a system the intent of which is to place a fantasy world dressing around a miniatures combat game. If that’s the goal, that’s great. However, if we step back and look at the broad genre that is role-playing games, we see a great deal of dressed-up, miniatures combat games.

I’m not knocking miniatures combat games, nor am I knocking the idea of combat in an RPG. I get into a good combat encounter as much as the next person. I think it’s worth raising the awareness of this “genetic trait” of RPGs, though. A quote I’ve seen attributed to John Wick (7th Sea, Legend of the Five Rings, Orkworld) says, “All RPGs have a grand total of two mechanics: swinging a sword and picking a lock.” While I doubt the veracity of this attribution (since I’ve seen it in only one location), I think it’s a succinct way of encapsulating the flawed box in which RPG design thinking often takes place.

I define RPGs by a break-down of terms: a game in which one role-plays. One can read many possible interpretations into that. For my money, it’s a game in which the participants derive enjoyment from the portrayal of a role — a character. Absent from that definition is any mention of rolling dice, swinging swords, killing monsters, and many of the other conventions that are common in RPGs. I’m not suggesting that I don’t enjoy such things, but they are not what the reason for which I’ve come to your table.

So far, the only system I’ve encountered played that gets away from the idea of RPG-as-wargame is White Wolf’s Storytelling system. While it does have mechanics for handling combat — for which I do think RPG systems need to account in some fashion — there’s little room to argue where the focus lies: story, mood, and character. Storytelling is by no means a flawless system. An unprepared GM could find himself dealing with a party of munchkin characters if he’s not careful. Such characters, though, defeat the purpose of Storytelling and so one might wonder if such a group would be better off playing D&D.

EDIT: While I never stated it in the above, one of the unspoken assumptions in the preceding paragraph is that the core World of Darkness book did not have its own combat chapter. Imagine my chagrin when I realized it did, in fact, have one. Plain-as-day. So, I apologize for any presumption that I may have appeared to make in that regard. (Yes, I can be wrong. When I am, I will admit as much. This minor revelation does not alter in any significant way the above post, though.)