Tilting at Windmills
A development blog for my vintage programming projects
The One True Beginning
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4th Edition Dungeons and Dragons came out last week. Although I will never be the tabletop gamer my brother is (who plays and runs games weekly), I still enjoy it a lot, and I've been looking forward to the new edition.

This sentiment has not been shared by the gaming community as a whole, though. The community is rather polarized on the subject, and many vicious threads can be found on various gaming forums attacking the new edition as simply a corporate grab for more money. Others say the game is too "simplified" and that characters are too powerful, and that the borrowing of ideas from massive-multiplayer online games was a mistake.

The truly hilarous element, though, is how the older gamers sound so much like the war gamers that grumbled when war games were the dominant hobby and role-playing was the upstart. Resentment, anger, and dismissive patronizing comments were rife then, as they are now.

My feelings on the matter are that the game's primary purpose is to provide fun and entertainment for the players and the game master. Anything in the rules system that detracts too much from this should be questioned and if deemed unsuitable, discarded. Sacred cows in the rules should not be preserved if they are in the way.

In particular, I feel that the days of a tabletop RPG trying to simulate reality should be left behind. Most of the older rules systems do this because of their war gaming roots. But these days, computers are far superior at this task than any single person would be. A computer has the time to keep track of thousands of variables and counters, a human being would not.

Instead, I feel tabletop gaming needs to focus on the elements that the computer can't do. In particular, interactivity. This is the Holy Grail of most gaming, and there are very few games that even get close to it. Interactivity means the not reacting, but interacting with the player, and such things simply don't happen. The computer can never replace a human being for true interactive storycrafting.

The new edition actually has a lot of good streamlining and an even more varied encounter system. It is NOT a cakewalk either; any player who walks into it thinking it's easier will be in for a surprise. A lot of the changes really don't become apparent until you actually play. And it may not be for everyone, of course. Unfortunately, trolls are always hungry... whether they dwell under bridges or on forums. :)

This gave me some thought about my CRPG as well; I realized that I should consider simplifying some of the game's elements myself, to cut down the amount of memory-expensive controls it would require. In particular, I was originally intending to offer a lot of flexibility with level advancement. But when I gave it some thought, I realized such flexibility would probably offer little extra to the player and just take up room for other things.

I may want to actually scale back the class/skill system to something really simple... and then add back to it once I have an actual working system in code. I wanted a more complex character system than Tunnels of Doom or Legends had, but sometimes you only got so much memory to work with.
2008-06-16 07:48:55 GMT
Comments (4 total)
Author:Anonymous
Re simplifying your CRPG:

There are several factors besides the amount of memory or cycles that should be taken into account:
Who is the target audience? Todays gamers - even retro gamers - aren't necessarily as hardcore as they were twenty years ago. Even those wanting to "relive" their past adventures are often thankful for luxury.

Simplifying doesn't necessarily mean dumbing down - it can also result in a streamlined gaming experience. Does the player really have to make choices when the outcome isn't so different?
Is haggling for a better price really necessary? Is providing your party or player character with food a needed detail for immersion or rather a necessity that tires the player?
How large should the inventory be? How many commands should the player have at his fingertips (literally, as a mouse is rather utopistic for many 8 bit computers)? How many spells are really enough?

I'm thinking about a lot of these questions because I'm at the start of designing a CRPG and resources are only one fight I have to accept - judging what is fun and what isn't is a far more challenging fight.
Also what missions are fun and not too derivative or simple UPS-quests - but that is another story.

take care,
Calibrator
--Calibrator
2008-06-16 17:21:40 GMT
Author:Anonymous
A lot of the changes were made to make it more fun, and its kinda hilarious I feel that they have only just realised what tunnels and trolls did in the 70's. I'd still rather play TnT than DnD, its a much better/fun rule system imo.

I'm gonna probably pick up 4E, but not until the errata come out, about 6 months I'd say.

Getting back to CRPG dev, I'm managing to make some headway on my combat engine yay! I've tried to streamline things, it makes balancing so much easier.

Calibrator, I find things like haggling are kinda useless in most games. As it has been presented in the past, skills like haggling, hunting and a lot of other things become no good once you have some gold behind you. Do you need to hunt for food when you can buy it and not worry? Why haggle 5gp off the price of the sword when you only ever buy stuff at the begining of the game and later you get everything from combat drops?

Food can be a good ticking clock if you do it right. Its a contentious issue, if you didn't need food, you could farm an area of monsters indefinitely for gold and xp, but if you need food you can only do it so long before you have to go back to town and spend some of that hard earned cash.

(heres entering the capcha code for the 4th time...)
--Stu
<http://mega-tokyo.com/blog>
2008-06-16 17:34:49 GMT
Author:Anonymous
Hello master!
Can you release a new demo of your r.p.g. game?
2008-07-01 09:39:20 GMT
Author:Anonymous
Hey, I like what you are doing with your ground-up RPG for the TI. I must have played Tunnels of Doom for hours in the day. With idle time in my unemployment, I've been drafting pseudocode for ToD in Python. It's amazing how many complex mechanisms are in this game you have to code for(warball & chain, for instance). Good stuff!
--teebo
<mailto:british1500@gmail.com>
2008-07-06 00:36:50 GMT
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