Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Monday, October 22, 2012

Dishonored: a classic in the making

I was interested in Bethesda's and Arcane Studio's new game Dishonored ever since the first teaser and details were released. A first-person stealth shooter with RPG elements, set in a new and original steampunk setting with supernatural elements? How does this NOT sound like Thief games? Thief 3 is definitely in my top 10 PC games, but if the first Dishonored game is any indication, then its sequel (or sequels) will make its way on this list as well. This game is wickedly fun to play, with a well-crafted setting, where only the story falls somewhat short of expectations. Dishonored offers a tantalizing glimpse into Bethesda's and Arcane Studio's new original IP (that's intellectual property), that I look forward to exploring further in updates and hopefully sequels.

The game's setting of Dunwall city is strongly based on England undergoing the throes of Industrial Revolution of 19th century. Here, technological advancement, economic growth, and strange steampunk technology are made by the use of whale oil, which in this world has all sorts of strange applications. The references to whale hunting, whether through in-game books, whaling ships, in-game advertisements, and so on, have prompted many to refer to the setting as "whale punk". The city of Dunwall is suffering from a terrible plague, as well as political corruption, crime, and the effects of Industrial Revolution. The character whose actions the player controls is Corvo - a bodyguard and adviser to the Empress who rules Dunwall and the Isles Kingdom (not so-subtle Britain, down to its own version of rebellious Ireland - here known as Moray). Corvo is framed for the murder of the Empress and kidnapping of her daughter, and must work to regain his honor (hence the title). His work will involve much skulking about, slashing of throats, backstabbing, choking out the guards, and possessing people and animals. To accomplish his goals Corvo joins forces with a loyalist conspiracy which provides Corvo with weapons and tools he needs, and a strange god-like entity called the Outsider who gives Corvo supernatural powers to give him an edge.

The gameplay is that of a first-person shooter, combined with some elements of an RPG, and strongly resembles the Thief series, as well as Deus Ex: Human Revolution, and Bioshock games. The player has access to a number of weapons (sword, pistol, crossbow) with different ammo types, traps and grenades, and a host of supernatural powers. The powers are quite varied and very colourful, and can be combined in interesting ways to create mayhem. Corvo can "blink" to higher ledges or behind enemies (for assassination kills or choke-outs), slow down or even stop time, see in the dark and see through walls, and possess people and animals. The most imaginative power by far is that of the heart. Corvo carries a still-beating heart that not only displays the runes and bone charms (more on them in a bit) in the area, but also offers interesting and creepy facts about whichever objects, people or setting that Corvo is facing - occasionally I just went around pointing that heart at everything I could think of in a level. The mystery of the heart's identity is a neat one and is strongly hinted at throughout the game.

The fun comes from figuring out how to use these weapons, tools, and powers in creative ways to bypass obstacles and achieve goals. One of the most gruesomely hilarious ways I've found was to wait until a large group of enemies was clumped around me, freeze time, attach a razorwire mine to one of the enemies, then stand behind that enemy and unfreeze time - instant ground meat! Another worthwhile tactic was to re-wire arc pylons (electricity-powered doom cannon) to target enemies instead of me, and then lead the guards on a merry chase towards it (although after the first couple of guards got zapped, the enemy would then try to cut off the power supply - the AI in this game is quite good). Although Corvo is sent on missions, rather than exploring a sandbox world like Skyrim, within each mission there are many different ways to accomplish tasks. The more people Corvo kills, the more chaos spreads through the city, occasionally making progress more difficult, but it's also a lot easier to just hack and slash through the level rather than carefully sneaking around and exploring every different nook and cranny. The strategies the player chooses alter the game experience dramatically. Corvo can also choose to pay for different upgrades to his gear to suit the player's style, which is further added to by runes and bone charms. Runes can be used to purchase and upgrade supernatural powers, while bone charms provide small but persistent bonuses. The trick is that the player cannot gather enough runes to buy and upgrade every power in the game, and can only equip a maximum of 6 bone charms (while there are easily three times as many).

The setting is very atmospheric and begs to be explored. There is probably over a hundred in-game books, notes, audio recordings, and dozens of conversations that the NPCs have with each other (and can be eavesdropped on). The game takes place for the most part in an urban environment, from city ruins, to flooded and plague-ridden districts, sumptuous noble mansions and brothels, and various military installations. Unlike the setting of Thief which is strongly medieval despite primitive steam power technology, Dishonored feels 19th/20th century, with quasi-modern military fortresses and facilities, and even a nod to Half-Life 2 here and there (some of the building designs are very clearly influenced by HL2's City 17). Fully exploring each mission level is rewarded with information about the setting, money, gear, and is just worth it for the sake of fun. Running through each level doing the bare minimum would ignore probably 90% of the game. One minor quibble I have with the setting though is that it seems almost too bright. Most missions take place during the day, which just seems out of place. But maybe I'm used to Thief's perpetual gloom.

The story, unfortunately, falls rather short of the gameplay and the setting. It's very predictable, with few genuinely interesting characters, and all the twists can be seen coming a mile away. There are some limited dialogue choices, but the player is always presented with only two possible choices (precisely one dialogue in the game is an exception to this). Curiously Corvo is not himself voiced, so while he is clearly talking to NPCs (unlike Gordon Freeman or the protagonist of Bioshock), the player only hears the audio for the NPCs. Corvo really doesn't have that many lines that he couldn't be fully voiced, so I found that to be jarring and disappointing. The story also lacks an emotional punch that it could have - I didn't find myself caring much for any of the people I encountered or even the main character. There were a couple of interesting characters (a certain blind wizened woman and an honorable gang boss come to mind), but for the most part the characters were cliche-ridden stereotypes. What I did find gratifying about the story is that the choices Corvo makes throughout the game (even the innocuous ones) have a strong bearing on later levels and the end of the game. Help one character out when you didn't have to, and later s/he will help you right back. Finally, I quite enjoyed that the game could be played without killing anyone, even the supposed assassination targets. There is always a non-lethal way to take out or bypass a guard, and likewise assassination targets could be captured, blackmailed, or be dealt with in ways that do not involve sharp pointy objects.

What I really wish is for Dishonored to have pushed the envelope further, and I hope it sells well enough to warrant a sequel. It's not a long game - I explored each level as fully as possible and it took me 20 hours to complete, although I am planning on playing it again to get a different ending. It also hints at many mysteries in the setting that are not explained (the ruins of an older nameless city, a village of witches, the Deep Ones - a reference to Lovecraft's "A Shadow over Innsmouth" or simply another name for whales?), and locations outside of Dunwall that sound like they could be fun to explore. Dishonored is a great new original IP which pays homage to both classics like Thief, and newer hits like Bioshock and Deus Ex: Human Revolution. I can't wait for the sequel, here's hoping it will be darker, more sprawling, and expand the setting further.

Wednesday, June 15, 2011

An ideal RPG

I've been running role-playing games (RPGs for short) as a Game Master (GM from now on) for nearly 15 years now. I think I've ran maybe 10 different systems (including the different iterations of Dungeons and Dragons), played in several more, and read maybe 20+ different systems. In additions I've tried my hand at writing my own systems, and got paid for contributing to a game system (Fantasy Flight Games' wildly successful line of Warhammer 40k RPGs). So I have some weight to opinions on RPG design. In all this time, however, I've never reached my platonic ideal of a perfect RPG to game master (GM). That said, however, I have some darn good inklings as to what my ideal RPG to GM would look like.

Minimum of rules for maximum of results
I want a system that doesn't provide me with minute rules for every possible action a character can make (never mind that it's an impossible task). I want a system that tells me how I can quickly come up with my own rules to adjudicate character actions. I don't want a system that needs tinkering, or a lot of rule memorization, in order to work. I want quick tools that are applicable in the maximum of situations. What RPGs so far might fall under this heading? The closest I've seen so far is Mouse Guard (based on Burning Wheel system), Wushu (terrific for one-session play, but a little too rules-lite), and (albeit with some tinkering) the New World of Darkness RPG from White Wolf.

Plug and Play
My ideal system does not require much (or ideally not any) tinkering to be used with a variety of settings and groups. I don't want ponderous rules for spelling out the nuances of all the individual species, classes, gear, etc. I want a system that focuses on character actions and decision regardless of what setting they might be in. The adventures of Odysseus are - despite the obvious differences - similar in structure and motivations to those of Jack Carter of Martian Chronicles, or many comic book heroes, or whatnot. That's what interests me more: the actions of the characters, their motivations, their adventures and personality. That's what I want the system to focus on, not tables upon tables of every conceivable minutae.

So easy your grandmother could use it
I'm not a dumb person, and I have a reasonably good memory, but I want the minimum of memorizaton required. If the rules could be fit on a DM screen in their entirety I would be ecstatic. If I could hand the rules to my players and they'd be familiar with them after 20 minutes of reading tops I would be ecstatic. I don't want a challenging tactical simulator (I'd play video games or tabletop wargames for that), or a super-realistic game. My criteria in this category is that the system should at no point slow down the game or take away the fun.

It keeps going and going and going...
There are many so-called narrativist and rules-lite systems that already do most of what I've set out above. Most of the ones I've looked at, however, suffer from a particular flaw - they do not support character progression with meaningful rules. The players are at heart stat-munchkins (even if they say otherwise). They want to see numbers change on their character sheet. They want to feel that their characters change in more ways than just their role in the story. And they want that progression to be meaningful and visible (again, even if they say otherwise). Most rule-lite RPGs I've read work great for short adventures or one-shots, but few offer this kind of progression that satisfies the players.

I've got the world on a string
The characters won't be doing much if there isn't a world to do it in. World building is a fun part of any GM's job and most of creativity and imagination goes into world building. All too often, however, I get frustrated trying to adapt a particular system to the world I have in mind. I look at the feats or skills or advantages or edges or aspects or whatnot that I would have to come up with for my world in order to make it work as intended. And therefore I return to my first point - instead of rules I want tools to help me make up monsters, people, effects, vehicles, gear, etc., on the fly without having to look through a book (and normally I'm lucky if it's just one book, usually it might involve multiple supplements) and thus grinding the game to a halt. That just ruins the fun and wastes time for everyone. Also, if I have to spend more time preparing for the game than actually running it, then I do not want to run it. That's why I don't run Dungeons and Dragons (of any edition) anymore.

Am I asking for too much? Eh, I'm sure I could get some good answers about people's favourite systems that purport to fulfill all my criteria, but to be honest - and arrogant - I doubt that they would. Eventually I'll build my own and inflict it on my players!

Tuesday, June 7, 2011

The power of storytelling... to kick ass!

Ran a Wushu game the other night. It was impromptu and very spontaneous, so in other words - perfect conditions to run such a game. I let the players pretty much go wild and do what they want (I did have to veto a telepathic schoolgirl geisha character though - ick!). The theme was Space Pirates and after explaining to the players loosely how character creation worked they got to it. In the end I got:
A Chaos Space Marine (this guy)
Samuel L. Jackson from Pulp Fiction (only with an even bigger afro)
Cyborg Cyclops (the X-Men kind, not Homer's Odyssey kind)
Pink Power Ranger (the wussy one with the bow)
And a Robot Butler Bob Marley.
They fought Royal Martian Navy marines, psychic ninjas, survived a freefall from orbit to the surface of Europa and would've ended up on board the Event Horizon where they would've fought Cthulhu (pictured below). In other words - shit was so cash!

Thursday, February 10, 2011

Brief musings on fantasy and sci-fi today

What I've come to realize is that for the most part sci-fi and fantasy writers depend on certain tropes and styles of writing and rarely step outside of those tropes and styles to examine other types of fiction. Patrick Rothfuss writes very well, but what sets "Name of the wind" from most other fantasy and has distinguished him so much among the fans of fantasy fiction is not the originality of his world (because it's hardly original), but how he writes. He exposes the typical sci-fi/fantasy fiction reader to styles and tropes that are not typical to these genres, therefore setting himself apart and appearing original. Same reason I suspect that Mieville has had to much success.

While Rothfuss looks to autobiographical/storytelling styles of fiction, Mieville looks to Pahlaniuk's urban fiction/stream of consciousness/minutae OCD style. Neither are found in sci-fi/fantasy very often, and thus both appear as a breath of fresh air.the styles and tropes in mainstream fiction have changed a lot since then. And personally I find that far too many sci-fi authors are still writing like Asimov and Clarke and Heinlein and Vance were still alive (which would have been bold and original - and was - back in the day), while too many fantasy authors write quite blandly. Rothfuss, Mieville, Stross (I'm talking about his more out-there books rather than Laundry Files books), Vance, Gaiman, Susanna Clarke, Ursula LeGuin, and several others look outside of the established sci-fi/fantasy/horror mielieu for different styles and tropes. That's what differentiates them from yet more "elves with swords" or yet another "military space opera with blasters and FTL travel and aliens" (here's looking at you Tanya Huff) that cram bookstore shelves.

Tuesday, January 4, 2011

Yay the secret's out!

Yup, I'm that Arseni Kritchever who contributed to the FFG's Deathwatch Errata. Yes, it's kinda silly, and it's for a game, and it's not like even a book or something, but I wrote something, and it got published (even if only web-published) and I got paid for it, so I'm super happy!!!!!!!!!!

Monday, November 29, 2010

Writing an RPG product

Due to a stringent non-disclosure agreement I'm not exactly allowed to state outright the project I'm working on, but it's a small freelance writing project for a major RPG company. And oh yeah - it's a paying gig! How crazy is that! Unlike something vague and ambiguous ("Write a book on faction A or race B or optional rules C, and do whatever), this project actually has rather specific guidelines, goals, and deadline. Deadline I'm mostly OK with (actually I hit all the deadlines on this project - I'm rather proud of myself, as I took extra four months past the deadline to hand in my M.A. thesis.) I was, however, surprised by the challenge that even a project of this relatively small size became. What I initially thought would take a couple of evenings, and a couple of hours to clean up, actually took almost a whole week (well, evenings thereof anyway) and several drafts before I felt confident that it would be up to par. Even if it doesn't end up being published or ends up getting disassembled in the editing process I'm still proud of having worked on it and grateful for learning a new thing or two about writing an RPG product.

I think it's a truism that nearly every somewhat serious RPG player or Game Master will at some point or another attempt to write an RPG product, whether for personal enjoyment (or enjoyment with friends and fellow players) or in an attempt to break into the industry. There is a writer's streak in all of us RPG geeks, and it is a streak that is rarely fully quenched (see what I did there? I didn't just mix my metaphors, I forced them to copulate against the laws of nature to produce an altogether unwholesome and blasphemous offspring). Many of RPG players I know write 'into the table' to borrow a Russian expression. They write backgrounds for characters that they will only play for a session, or never at all. They write campaign and adventure ideas that they will never run. (Hands up those of you guilty of this? I recently checked my RPG document folders, including my backup disks from as far away as 1998-00, and I have well over 300 individual files directly pertaining to RPGs). They write up characters, complex plots, cosmologies, religions, most of which will never see the light of day (in an active playing session that is), confined to their head. However, even having indulged in all of the above for more than 12 years now, it is still different writing something that is meant to actually see the light of day, to be read and used by complete strangers, to be stamped with a publishing company's seal of approval. As I've said - it was quite a challenge and a learning experience. I look forward to when I can talk more openly about the product and the creative process behind it.

P.S. As an aside on the malady of "Writing way too much stuff for a silly game", the total word count of the material I've written for my Rogue Trader game and the wiki (oh yes, there is a wiki I've created for my campaign, it's a labour of perverse love as I happen to know that most of the players in the goddamn campaign don't even read the wiki - http://roguetraderottawa.wikispaces.com/) is now bigger than the final draft of my M.A. thesis. It's well over 25000 words now, and over 90 pages single spaced. As I've posted on Facebook previously, I don't know whether to be proud or sad...