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My Two Cents
Or: An arbitrary selection of CRPG
facets from a hybrid lover's point of view
RPGDot's third anniversary
It has been three years since RPGDot's first appearance on
the web. In order to celebrate this we asked our visitors
to write something for us. Something related to RPG's. Not
because it is time to do something back for us, but because
we want to put our visitors in the spotlight as they made
us into what we are now. If they didn't keep on visiting us
and encouraged us to keep on going, we might not have lasted
these 3 years. We can't ask all our visitors to write something
of course, so we asked a few out of the large number of visitors
we have. And if any of you feel left out, RPGDot has always
been open to reader submissions ;-)
This second day we have a story from
Jaz, moderator at our forums, teammember at the Gothic site
and helping me on more than one occasion. Her story is about
how a person coming from first person shooters, looks at RPG's.
Okay, okay. I mean, I played the occasional computer role
playing game during my 10 years of pure computer gaming, though
I have to admit that I'm a pen & paper RPGer first. What's
more, I didn't buy my first computer because of a role playing
game but a shooter. Over the course of time I became quite
attached to the genre that is no genre... the games I like
to describe as 'hybrids'. These mongrels which trace their
heritage to RPGs, shooters and adventures often fall under
the convenient if fragmentary header 'action RPG'... which
in most cases doesn't do them justice.
If my disposition turns you off, don't read on.
Me, Myself And I
Sit down, take a cookie and let's talk about the first person/
third person dilemma. CRPGs tend to come in one of several
general configurations, the most notable being isometric 3D,
third person and first person 3D. If you don't know what I'm
talking about (well, fat chance of that), here's a snippet
of a live recording of an iso3D RPG gaming session:
Bill the Ranger (scratching his unkempt head): "There's
a horde of black-bottomed orcs on the other side of the
hill I couldn't see over, around or through if it wasn't
for the birdy perspective. Besides, they're in our back.
What should we do now?"
Gronk the Fighter (alerted): "Could you be a
bit more specific as to numbers where a combat situation
is concerned?"
Bill: "Combat situation? What makes you think
it's a combat situation?"
Gronk (rolling his eyes): "Well, each time we
saw a horde of potentially hostile beings sneak up on us
in the wilderness we had a battle coming up."
Bill (swallows nervously, then looks around, over
and through the hill in his back without turning his head):
"Oh okay. They're one, two, three... 37, and approaching
fast."
Gronk (raising his hand): "Okay folks, timeout!
- Here's what we do. First we'll turn around, and the fighters
move to the front. - The front I said! No need to panic,
Bill, I'm with you! Artillery to the back! Did I say artillery?
I meant mages! Mages to the - yeeees, there you go! And
Louis, don't you forget to exchange spell ingredients with
Anita, I noticed that she ran out of bat guano a while ago!"
(raises head to look into the camera, with a shrug) "I
just wished we'd find a treasure trove full of brains for
a change."
Does this sound familiar?
In an iso3D game, the player sees the world and the game protagonist
from a slanted top-down angle; in short, the player sees far
more of the surroundings than his or her protagonist = character
would ever see in real life so a contingency plan can be formulated
in advance - which is, in most cases, an absolute necessity,
because frequent and what's more, constantly respawning enemies
try to ruin the protagonist's life for good. Iso3D CPRGs would
be, for example, anything based on the fabled Infinity engine
(like the Baldur's Gate series, Planescape: Torment, or the
Diablos if you count them in). Even some 'real' 3D games suffer
from the same symptoms: let's take Dungeonsiege for example,
even if it's more of a rail shooter, or parts of converted
console games like Final Fantasy. Yes, we can zoom in so that
you have in fact a third-person-over-the-shoulder view of
things, but why should we? Let's just zoom back to birdy view
so we see the whole world. It makes life easier.
Which brings us to the second variety (anybody remember the
Philip K. Dick story of the same name?) of frequently-used
perspectives. In what we will now call 'third person' the
player views the protagonist from behind, peeking - if lucky
- over his or her shoulder and thus being closer to the actual
happenings. Here's a little excerpt from a typical situation:
Gerd the hero (astonished): "Hey Karen! What's
this? I can't move, and I can't see anything at all!"
Bob the invisible NPC (muffled): "Me neifer,
creep. Get your private partf out of my fafe."
Karen the player (annoyed, to Bob): "Dang -
move out of my way, idiot, wherever you may be!"
Bob (caustic): "I would love to, lady, but your
friend fe broadfouldered avatar manadfed to get hif alabafter
body ftuck under fif rocky protrufion, and me wif him."
Gerd (starting to panic): "Get me out of here!!
He'll bite! He'll bite!"
Karen: "Well, looks as if I'll have to press
the see-through key." (presses 'f' and looks straight
into the greenish face of a goblin) "Oops. You're an
enemy."
Bob (with an evil grin): "Dead right, miff."
Chomp.
Yeees, the particular camera angle of third person view sometimes
prevents the player from seeing anything when the brawny protagonist's
physique effectively blocks our vision. Thank the programmer
who implemented the see-through key or, in some cases, automatic
protagonist invisibility when inadequate camera angles come
into play.
Not too many CRPGs fall into this category. Third person
view has mainly been utilized by the 'true' action adventures,
three-dimensional platformers like Tomb Raider and Legacy
of Kain, and the occasional shooter... Heretic II being one
of the very few games with an intelligent third person camera.
The rare RPGs making use of third person which immediately
come to mind are Gothic - itself accused of being a hybrid
- and Morrowind... even though the latter game's none-too-pretty
third person or 'vanity' mode probably was born out of the
wish to make players forget the ridiculous rendition of the
Daggerfall paper doll. Don't get me wrong now, I like Morrowind
alright, but... * sigh. Paper doll. Mumble.*
Morrowind proper does fall into the third category - first
person view. In this mode, the protagonist is not visible.
The player sees what the protagonist sees, which does a lot
for identification with the protagonist and generally enhances
immersion into the game world. It also tends to do a lot for
changing the player's social life forever. Addiction, anybody?
Yes, I admit, I'm addicted to first person view. It rarely
strikes me as awkward or illogical - it's WYSIWYG. No see-through
hills. No low-poly body parts blocking the camera. And a good
audio system surely makes up for the lack of a 360° radar
sight - I learned to trust my ears. There are cases where
a first person perspective DOES strike me as awkward or illogical,
but we'll come to this later.
Let's have a party!
Still with me? Good. Now let's talk about having a party.
Yes, I mean a real party, the famous congregation of lost
souls banded together for eternity, or at least until death
does them part... provided the collective runs out of resurrection
scrolls. You could also call them 'a host of people travelling
together for no obvious reason other than a shared IQ in the
two-digit range'. And well, for most 'hardcore' CRPGamers
parties are a necessary aspect of gaming.....Why?
Do you like to be followed around by a horde of first-graders
who need to be shown how to tie their shoestrings each time
the shoes need to be tied?
Well, I don't. Teacher at an elementary school never was what
I wanted to be.
This doesn't necessarily mean that all parties consist of
no-brainers, not at all. In Jagged Alliance (to a lesser degree
in Planescape: Torment), for example, NPCs used to have their
own way of seeing things, and they rarely failed to express
this. But in many CRPGs party members tend to be dumb, extremely
tolerant and always in need of being saved from imminent death.
This is too much for somebody of my disposition; call it information
overflow, but generally I'm quite content with having to handle
one character's problems only. Two might be in order as well,
but more party members tend to addle my mind.
'Okay,' you'll say. 'Then don't hire more than one NPC.'
Hmmm...well, yes, this might work. On the other hand, it might
not. In many CRPGs with parties you need the variety of skills
and classes a party will offer to succeed.
There are games propagating the dyad, though, meaning a mini-party
of two, one protagonist, one sidekick. Like Diablo. Or NWN.
Or Gothic. But once again the simple presence of my companion
tends to distract me from other, more pressing matters, especially
when he tries to swat me with his big axe due to a scripting
error.
Yes, I admit it, I'm a loner. I want to do what I want to
do the way I want to do it, and Sancho Pansa is definitely
in my way.
'Bah', you will say. 'The problem is that you're hooked on
shooters because they're first person, and generally shooters
don't have parties (unless you count the secret level in Deus
Ex). So here's the solution - find a first person CRPG with
a party and you'll be a party lover in no time.'
Wrong!
First person CRPGs with parties are quite common. Yes, I
know that you know that. Imagine... imagine you're playing
one of the Wizardry or Dungeon Master or Might and Magic series.
Or, if you prefer, Stonekeep. Heck, you may even think of
Thunderscape if you wish, even though I enjoyed the latter,
or rather, I believe to remember that I enjoyed it... has
been a while after all.
Now turn around quickly. Turn around so quickly that you should
manage to surprise your party with your sudden movement. What
do you see?
Nothing. Or rather, not your party!
See what I mean? This is where the illogical and immersion-killing
factor sets in. No matter where you turn to, your party members
always manage to keep out of sight. And what's more, you usually
start the game with more than one character, so the identification
factor is pretty low as well... at least for me.
Digging through the worm-eaten coffer of my memory I found
exactly one first person game with a real party... I mean
with a party I as the protagonist could see and touch. Ironically
enough, this game was a shooter, and a badly-executed one
at that. In 'Mortal Coil' you as the protagonist had four
other team members to talk to and order around just like in
the usual party-dependent CRPG. And just like in the usual
party-dependent CRPG, party management and lack of AI managed
to turn me off. Mortal Coil has the dubious honor of being
the first shooter I didn't finish.
So it's no use, I'll probably stay a party pooper until somebody
- a game developer in all probability - finally restores my
faith in artificial intelligence.
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