Re: Snipping through the mistIt is not a question on preference. You are correct that I do not have full knowledge of what you are trying to do and I am snipping you several hundred feet away in gusty wind and heavy mist. I did not say that your notion of cosmic engine has no place in any game in any context. I am not attacking something general. I am attacking a specific implementation for a specific concept.
In order to do that, I would need to guess the underlying concepts. Based on your original post, these are the lights I use to aim through the mist:
Quote:Would the player care more about the relationships between NPCs if a given relationship opened new powers / possibilities? |
- This was the opening statement of the thread, an advertisement by the designer to highlight the distinctive feature of the design. This statement said that the player will receive rewards for the relationships the PC influence between NPCs. What kind of powers/possibilities will be opened is unknown. It might be something related to relationship, objectification of the asbtract properties that the player should normally obtain, or it might be something irrelevant to the relationship, yet plays a role in other parts of the gameplay.
Quote:Normally, save for story, you have no real reason to care if the town merchant hates the governor or what have you. Imagine, however, that people's thoughts toward one another create an emotional web. This web, when tuned a certain way, would unlock the power to change the game world. |
- The first sentence is plainly false, but excused because it is just used as a hook. The first sentense showed the designer's narrow perspective on the role and capability of relationships. The designer is proposing that 'in order to care about the relationships between the NPCs, their relationships must affect the ultimate goal of the game.' In another thread I had said that this view is incorrect. In the second sentence about the Web, the designer gave out the story element that would allow the individual relationships to accumulate and combine. Normal designers would not introduce the Web. They would refer this mechanism as some kind of alliance or cause-and-effect structure. Why did the designer mention the Web?
Quote:Basic Concept: You and other special NPCs have a quantum AI growing inside of you. The (hidden story) reason you're being used by mysterious forces as a guinea pig is to gain control of a lost Cosmic Engine, which can be used to control reality (time & space) itself.The Cosmic Engine has hidden nodes scattered around the various worlds you travel to. People around the node can unlock it with their "emotional / psionic resonance". Nodes vary in number of people required to unlock them, with more people the more powerful the node. |
- This explained what the Web is. The Web is not an implementational simplication, but an explanation to justify the effects of the relationships. The mention of controlling reality (time & space) symbolically represents what the designer see as the real deals of the game, where the relations are empty chess pieces on a board that has nothing to do with relationship. The connection between the relationships and the control of reality is fictional. This part also gave out the fact that the power/possibilities mentioned in the starting question correspond to the powers of controlling reality. Those powers had nothing to do with the protraits of relationships themselves.
Together with the narrow perspective given in the previous part, one can infer that the designer is proposing the following:
"Relationship between NPCs have never done anything consequential to games. In order to make the players want to deal with relationships, let's make the relationship have an impact on the overall game. In this design, the player will play a game about controlling reality. In order to control reality, the player will have to use various methods to influence the relationships between the NPCs. It is clear that this normally doesn't happen. But to make this happen so that there is gameplay, we will introduce the idea of quantum AI and the cosmic engine to explain this interaction."
This interpretation of the design shows that relationships are use as an excuse to include gameplay about manipulating emotions. It is just a way of inserting tokens into the cosmic engines. The designer could have very well chosen the implementation that, in order to deposite coins into the cosmic engine, the PC will have to defeat monsters, arrange monuments, uncover artifacts, etc.... But the designer didn't choose these methods because, one of the emphasis was introducing emotion to gameplay. In this perspective, you can see that the role of emotion as a trigger that allows the cosmic engine to be controlled, is as shallow as other implementations where the means and the goals are thematically but not semantically related. In other words, the implementation of emotion appears to be an excuse to introduce gameplay.
Quote:To create change, you'd want to influence leader NPCs, who in turn would control a faction or block of people. All the people would then take a certain action (war, peace, indifference, etc.), which would then unlock the node. Since it scales, you'd go from influencing a gang leader or town mayor to whispering in the ear of an emperor or president, with challenges to get access harder and harder (requiring you to level in wealth, power or prestige). |
- This part shows that the designer had been designing from the tail end and lost sight of the capabilities that the means already provide. All of these can be implemented by emotion and relationship without the introduction of the cosmic engine. Recall that the basic premise of this thread IS introducing emotion to gameplay. What this shows, in the designer's own vision, is that emotion, diplomacy, and relationships are capable of sustaining every part of the gameplay without the cosmic engine. This means that, in terms of promoting emotion to gameplay, the cosmic engine is redundant.
Quote:Changing the Cosmic Engine would be the whole point of playing, btw, the way you get to the victory screen. Linking this with other ideas I've posted so far, you'd basically be world-building from an RPG character perspective over lifetimes, single-player or co-op, against bots who are your immortal rivals. |
- This showed again that the point of relationships are not really about enjoying the interactions and the relationships. The relationships are just for the sake of manipulation, it gave an implication that the emotional conflicts are not presented as emotional conflicts, but as strategic pieces on a chess board. In order to fully understand this statement, you need to recall again the premise of the thread, which was to introduce emotion to gameplay.
Now, look at this design objectively. Is the 'Emotion' the designer now included really the 'Emotion' that a player is looking for? What is the point of including 'Emotion' if there is nothing emotional about playing it? Based on your own judgement, is Emotion included as something deep, or something shallow?
Given the premise being including emotion to gameplay, think about this question:
Would you call this design a well-integrated design about emotion and gameplay?
If you would pick a game that represents a game where emotion and gameplay are well-integrated, what features will you pick from this design to justify your claim?
Based on what presented in this design, would you expect the game to be an emotional game? If you think that the game will be an emotional game, is it due to the introduction of the cosmic engine?
These questions have nothing to do with the backstory. They have nothing to do with preference.
Quote:So I'll throw this back at you: In what kind of game is it ever appropriate to have a person's thoughts affect an alien artifact? |
The above told you that I was not making a generalized attack based on just tropes. It was a very specific attack. The question you ask here is irrelevant. Becaues everyone knows that there are infinitely many good reasons to include a trope in a design.
Re: Artistic ExpectationStrictly speaking, the last five games I played were:
1. an online forum game based on suspicion and voting
2. bejewel
3. go
4. square2 (Someone posted a link about this game awhile ago asking for improvements for a similar design.)
5. Spank the monkey
The reason behind this list is that most big games are just big wastes of time. I mean, why would you level up a character for 60+ hours to get the thrill when you can get it by just slapping the monkey at 756mph? I would rather play something small and to the point. If I feel like mindlessly killing things then I would just play a game where I can mindlessly kill things. It is a lot better to NOT impose a story to a game just for the sake of having a story. If you are trying to include a story, then the artistic expectation kicks in. RPG design is one of the most wasteful resource drains.
Your statement that I have an artistic expectation is correct. But your implication that I do not have a gameplay expectation is not. Also, having an artistic expectation is not equivalent of expecting a story.
My point of posting is not to convince you or change your mind. I don't need you to agree with me. I was only replying because I didn't think you understood what I was trying to say. I was just clarifying it, such as this:
Quote:I don't care how good the story is, if there's no gameplay value to the people, they're going to be nothing to us. |
This statement only makes sense if what I have been suggesting has no gameplay value. Therefore this statement does not make sense. Because the gameplay exhibited in my examples share the same gameplay elements in your design, only without the extraneous explanation through the cosmic engine. In order to say this statement you must not have understood what I have been talking about.
Quote:Artistic players, OTOH, are happy being immersed in the story. They create a vivid reality of the character interactions in their head, and try to ignore the scripted sequence / dialog / behavioral limitations of the NPCs. It doesn't matter so much that the NPCs stand out in the rain all night, forget you've just visited them, and retell the same tales infinitely-- artistic players treat that like theatre goers treat artificial thunder, as a concession to getting to the beauty of what they enjoy. |
I am not the Artistic player you are describing. I am not sure what you were thinking when you made this comment. As a game designer, the major medium to master is gameplay. Game design is not about providing a container to play movies. The ART of game design is about presenting a concept through game, to provide an experience that other media cannot achieve. Artistic Expectation refers to the use of gameplay as the medium to present concepts. This thread was about presenting emotion and relationships. My argument was that your design failed the artistic standard of presenting such concept, because, the end product of what you called 'emotion' is no longer emotional. You didn't use the medium well.
Quote:If what I suspect is correct, you will never be able to accept the basic "alien machine is affected by mass emotion" concept because it should (in theory) be as offensive as the real-life notion that all human beings are puppets of DNA or whatever. That is: Emotional content should remain the domain of emotional beings. |
What you suspected was incorrect. My attack was very specific. To be more precise, I was not attacking the fact that the cosmic engine exist. I was attacking the fact that the existence of the cosmic engine is redundant and counter-productive to the presentation of emotion and relationship through gameplay. The argument was very discriminatory:
"The choice of Cosmic Engine is a poor explanation of the gameplay requirements you listed"
I was attacking the association between the Cosmic Engine and the Objectives of the design. I am not attacking the Cosmic Engine by itself, out of context.
Quote:Quote:Do you see how this Emotion is already capable of affecting Terraforming, Defense, Control, Trade, and Transportation? |
I do understand why you think it's redundant from a "real people" artistic standpoint, yes. From a gameplay, given the load limits of the design (everything you have to learn to play the game), it's still a useful abstraction (though only one of many, with a science-fantasy edge, which is the goal). |
Such abstraction is not needed. What is it that prevent the game from displaying, "City X is still holding very strong hatred towards our kinds, it will be too risky to form an alliance with them for this mission." or "The defending city's morale is too strong, we must defeat their spirit before attacking it. Let's make the people question the queen's loyalty toward their king." Insert numberical representations if you want. I am not attacking those. Do you see how the cosmic engine plays no role, and provides no benefit in abstraction?
Re: Combining various elementsQuote:Quote:Do you see how the Cosmic Engine nullifies the intellectual perspectives and arguments? |
Save for a game devoted to wonks, a game cannot HAVE intellectual perspectives and arguments of any great depth. If you make your game about the moral injustice of government assistance, or Locke's impact on individuality and man's rights against the state, I wish you luck. Someone will play it, but the inclusion of aliens and spaceships will be considered by them a horrid joke. |
I think you are too defensive. You are just grabbing anything and throwing them at me. This argument does not make any sense. Think about this design:
Quote: Cardinal Prime
Central Idea: - Emotion as the basis of logic, power, motivation, and life.
Story: Many years in the future, human and machines are all connected to the net directly or indirectly. The PC is member of a government network crime investigation team. Most of the cases involve individuals hacking into various systems. But lately, a series of similar homicide occured. In each case, the victim is always a member of the churches. The case comes to your team because the only thing that seemed to be shared among the murderers was the Cardinal network that the churches shared. The department suspect that a terrorist group had hacked into the network. But the preliminary investigation suggested otherwise.
Gameplay: The gameplay involves the PC making choices on the investigation, including assigning tasks to the subordinates, visiting the churches, and interrogating the networks. The clues for the investigation come from the conversations and the relationship between the PC and the other team members. The PC will discover that once the investigation began, the problem was no longer contained in the Cardinal network, and the PC himself became at risk of being murdered by his own teammates.
Design: Through the story and gameplay, the player will experience the relationship between emotion and logic, power, motivation, and meaning of life. This is a game about experiencing the perspectives and arguments related to the concepts. This is a game where the player focus not only on the effects of the choices, but on the meaning of the choices. |
Quote:to me, a game is first about gameplay. What I can do, what consequences I must weigh, and the rules that inform those possibilities-- to me-- is more important than elevating people to some sort of artistic consciousness. |
Gameplay is important, but not the sole evaluation. The second part of the comment is correct. When every game is like that, a designer from another media can't help but ask:
Is that all you game designers can do and plan to do?
Quote:Games as a medium can only be demeaned if they have a direction, a "should be." You're never going to be able to convince me that this is so. |
I said you demeaned game and emotion. It is quite an oxymoron, because to demean is to reduce something's worth, if you are the one demeaning it, of course you won't consider it demeaning, because it does not worth as much as the accuser claims it to worth. Therefore, in general I can't convince you that you are demeaning game as a medium, I can only explain to you my perspective.
A way that can convince you is have you list a list of games you played and have you order them by how much you like them. One of the patterns being sought is:
"I enjoy games where elements related to emotion are emotional more so than those where they are only outlets for manipulation to achieve a gameplay goal. T/F?"
If you don't want to go through the list, this is the only question you need to answer to whether you are demeaning game based on your own scale of worth. You can also ask yourself this question:
"I believe that the only way to include emotion in gameplay is by allowing emotion to open up powers and possibilities that intuitively has nothing to do with emotion, but serves other functions for the gameplay, and by adding story element to explain the situations. T/F?"
While this question is not for convincing yourself, it helps clarify other people views about the argument.
Re: Introducing emotional elementsQuote:Quote:Games should not be recognized as a platform where ideas are casually striped of their defining qualities in favor of superficial manipulation that you call 'gameplay'. You have just sucked the souls of the concepts and presented them as zombies. Gameplay is a much deeper and richer medium. It is capable of presenting the complex qualities beyond their facades. |
You show me the example and we'll talk. Until then, you're talking theoreticals, which are infinitely easy to propose without real code behind them. |
It wasn't theoretical. The topic revolves around making games that are emotional and attractive to the player. There are hordes of examples, practically all RPG, graphical adventures, text-based games, and now any game with a story is doing this, including FPS and RTS. The following are some gameplay elements related to emotion and relationships. Below each item are two views that the designer can introduce as player motivation:
Any alliance or diplomatic options:
1) I want NPCx and NPCy to hate each other so that I can do actionZ while they are fighting each other.
2) I want NPCx and NPCy to hate each other because I think that both of them deserve to die, and I will finish them at the end.
Relationships with Consequences:
1) I know that if NPCx doesn't trust NPCy, then NPCx will give itemZ to me instead of NPCy. (Think gangster games)
2) I must make NPCx not to trust NPCy, because I know that NPCy is a villain, and I don't want NPCx to get killed.
Dating, or getting married
1) I am going to make NPCx and NPCy get married because their offspring will be uber and I will kidnap it.
2) I want NPCx and NPCy to get married because they had fought so hard for it I think they deserve to be together.
The difference between the two views are pretty distinct in terms of the player's motivation. If you are a designer desiging an emotional game, which view do you think you will be aiming at?
These aren't theoretical stuffs, just common sense. When you compared the two views, would you say the designer1 is presenting emotion as well as designer2?
If you are attracted to design1, you are supposed to say, "This game really did a good job of integrating emotion to gameplay, because now I have a motivation to care about the relationship between the NPCs."
If you are attracted to design2, you would say this, "This game really did a good job of integrating emotion to gameplay, because it provides me with options and outlets to express my feeling to allow the context to dynamically change in a certain way."
[Edited by - Estok on May 25, 2005 6:47:12 AM]