[UA] CRPG
Tim Toner
timtoner at hotmail.com
Fri Apr 20 04:56:35 PDT 2001
>From: "Kevin Mowery" <kemowery at earthlink.net>
>Reply-To: ua at lists.uchicago.edu
>To: <ua at lists.uchicago.edu>
>Subject: Re: Re: [UA] CRPG
>Date: Thu, 19 Apr 2001 19:33:54 -0400
> Of course, many people can't hold a believable conversation either.
>Of course, I suspect that only furthers the validity of the
>Turing Test.
One of the Old School dis'es in the early days of Usenet was, "I think you
failed your Turing Test."
As far as CRPGs go, I just finished Planescape: Torment, and have to admit
that it was jaw-droppingly cool. To segue into another thread, it started
In Medias Res, with your character awakening on a slab in a Mortuary with
instructions tatooed on his back. As a whole, it was simply a very well
written railroad job that gave the illusion of free choice. What I did like
about it was how alignment was handled. Certain choices tweaked your
alignment in a certain direction, and made some of the equipment you used
useless. Most of the time, the EEEEVIL! response is obvious, so you can
pretty clearly keep to one side of the fence, but what I especially enjoyed
were a few exchanges where one response would cause an alignment shift in a
given direction, and I hated to say it, BECAUSE IT DIDN'T MATCH HOW I WAS
PLAYING MY CHARACTER! I mean, 99% of the time when you're playing RPGs, you
either ignore the fact that you're trying to play a role, or you pretend in
the back of your mind, but none of your chioces really influence the
development of your character (except for obvious ones, such as Paladins
wantonly killing). In this case, though, I had to help someone out of
slavery, but it was more indentured servitude. Say, "Hey, that's a good
idea," and you shift to Lawful Good (where all the kewl stuff kicks in).
Say, "I don't know about that," and you remain Neutral Good. I imagined my
silly little mass of pixels would say the smart-assed thing about slavery,
and it frustrated me that to get more out of the game, I had to live a lie
(of sorts), and that frustration was a _good_ thing, not a bad one.
It's obvious that the Planescape people put a lot of thought into the
decisions you can make. What might be an interesting compromise is giving a
set of forced responses based on some internal (hidden) score that sums up
all the choices you've made so far. That way, you're REALLY playing a role,
instead of acting like God, and changing an avalanche's direction halfway
down the hill. The neat thing about the various Stress Meters is that they
can provide the bare bones of a mathematical formula to handle changes in
personality. Pick too many fights? Start limiting the responses that
require patience and understanding. While I find Greg's idea interesting,
it isn't terribly realistic when you're thinking of how a real person would
react to a given situation. Unless people are trying to be overly playful,
they don't really consider every possible response to a situation (think
about the T-800's response tree to his Landlord's questions in The
Terminator--in that case, only one would have sufficed in getting the guy
out of his hair). If you were to do the range of response idea, I'd think
that certain responses would be disallowed, based on what a character had
done. That keeps players trying to balance the good with the bad. That's
also not terribly realistic, but that's only if they want to preserve a full
range of possibilities.
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