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Designing living/believable worlds for CRPGs
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Vensild
Village Dweller
Village Dweller




Joined: 08 Jun 2006
Posts: 3
Location: Denmark
Designing living/believable worlds for CRPGs
   

I am currently writing my master thesis in computer science and are looking for litterature about how you make worlds/environments in CRPGs believable/living/consistent.
I have found a lot about general game design, but close to nothing that speaks directly about this part games.
What I need (if I am not to write that nobody cares/thinks about this) is something that discus the principlrs for how to design worlds/envirionments so that players get a feeling of a world where things are connected, reacts to there actions, where npc's remember there deeds and conversations, where the world is acting etc...

Any help/questions will be greatly appreciated!

Regards Vensild

p.s. English is not my native tongue, so please forgive my spelling errors
Post Thu Jun 08, 2006 2:16 pm
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thartanian
Guards Lieutenant
Guards Lieutenant




Joined: 20 Sep 2003
Posts: 156
   

play the gothic series
Post Thu Jun 08, 2006 3:20 pm
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Vensild
Village Dweller
Village Dweller




Joined: 08 Jun 2006
Posts: 3
Location: Denmark
   

Belive me I am. But that is unfortunaly not enough for my thesis...
Post Thu Jun 08, 2006 3:28 pm
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curious
Eager Tradesman
Eager Tradesman




Joined: 20 Dec 2001
Posts: 33
   

look for articles with the names of game designers such as
ken levine
warren spector
richard garriot
etc.
Post Thu Jun 08, 2006 7:29 pm
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thartanian
Guards Lieutenant
Guards Lieutenant




Joined: 20 Sep 2003
Posts: 156
   

Or try out Ultima Online and play on Siege Perilous shard. You have to say
"I renounce my young player status" on a regular shard before you are allowed to play on Siege Perilous. You'll great a great sense of a live breathing world.
Post Sat Jun 10, 2006 6:18 am
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HiddenX
The Elder Spy
The Elder Spy




Joined: 20 Jul 2001
Posts: 749
Location: NRW / Germany
   

Some time ago at rpgdot Michael C, I and some others developed a rating system for rpgs - it's not finished or perfect, but it is good to think about:


Note: A game with a score of 4 is not "better" than a game with a score of 2, it only means that it has more rpg elements.


VERSION 0.6

To determine if a game should apply to a certain level, all the mentioned demands must be fulfilled in that level and the levels below.

CRPG Categories: Story, Characters, NPC’s, Game-world, Manipulation, Combat.

Other interesting categories: Graphics, Sound, Game length, Difficulty, Perspective and Play-style.

Each category is divided into 6 frames from "none" to "Heavy" CRGP-elements giving a score from 0 to 5 points.

A games points from each category will be added together and then divided with 6 and will classify it's CRPG-score to the following list:

RPG-Elements Score 0 - < 1 point => "No CRPG"
RPG-Elements Score 1 - < 2 points => "CRPG ultra light"
RPG-Elements Score 2- < 3 points => "CRPG light"
RPG-Elements Score 3 - < 4 points => "CRPG"
RPG-Elements Score 4 - 5 Points => "CRPG Heavy"

The RPG-element categories and their 6 scores/frames.

STORY:

No: 0 Points:
-The story is told in the beginning, and finished in the end, AND is not changeable during the game.

Ultra light: 1 point:
-A Few ”events” (NPC’s, happenings (Disasters, divine influences etc), Full movies interludes etc.) evolves the story, but still in a given path.

Light: 2 points:
-The story is developing through chapters or milestones, which still have an almost fixed path.
-A very few side stories/quests, OR noticeably different paths you can take to advance the same story, are available.

Medium: 3 points:
-The story develops as the game proceeds, meaning new information’s/events contribute for developing of the story on a frequent basis.
-Events (See above) impact on the story are considerable,
-The gamers actions have considerable impact on the development of the story.
-More than one path is possible in the ”main” story. Not necessarily more endings, just the possibility to choose between different “story” path’s of the “main story”. (Side quests not directly related to main story don’t count).
-A few side stories/quests besides the “main story” must be available.

More: 4 points:
-A few different endings is possible
-More than 2 ways to go through the story
-Lots of side stories/quests are required.
-Quests or tasks got often more than one solution!

Heavy: 5 points:
-Very open ended, with very high replay value regarding the story alone.
-Many events will contribute to many side / main story topics and respond to many different approaches from the player.
-Lots of books or other materials can give additional information’s about world for the interested player.

CHARACTERS:

No: 0 Points:
-No development other than a better weapon, armour and a few pre-distributed skill points after each chapter / milestone.

Ultra light: 1 point:
-Max 2 points to distribute on the character(s) abilities (Attributes /spells / treats / skills) each time they develop levels and a maximum of 10 upgrades(Levels) of the character(s). Learning by doing covering the same amount of development is acceptable too.

Light: 2 points:
-Max 5 points to distribute on the character(s) at least 5+ different abilities (Attributes /spells / treats / skills) each time they develop levels and at least 10+ upgrades(Levels) of the character(s). Learning by doing covering the same amount of development is acceptable too.
-A minimum of social development / regards in the game-world societies is necessary) (Wiping out a society/guild is not counting)

Medium: 3 points:
-More than 5+ points to distribute on the character(s) at least 10+ different abilities (Attributes /spells / treats / skills) each time they develop levels and at least 15+ upgrades(Levels) of the character(s). Learning by doing covering the same amount of development is acceptable too.
-The characters can have considerable social impact on more than one society / guild. (Wiping out a society/guild is not counting)

More : 4 points:
-Now a party of at least 3 fully controlled characters should be possible,
-The choice from different professions / races should give a combination of at least 10 possible different characters (Note: Different mug-shots don’t count).
-Considerable social impact on more than 2 societies / guilds is possible. (Wiping out a society/guild is not counting)

Heavy: 5 points:
-More than 10+ points to distribute on the character(s) at least 15+abilities (Attributes /spells / treats / skills) each time they develop levels and at least 20+ upgrades(Levels) of the character(s). Learning by doing covering the same amount of development is acceptable too.
-+15 different races/ professions to choose from.
-Plenty of societies/guilds which the characters have a social impact on. (Wiping out a society/guild is not counting)

NPC's:

No: 0 points:
-Few NPC's most only merchants.
-Pre-determined dialogues.

Ultra light: 1 point:
-The dialogues now have a few options, but it still contribute to the same story, AND each choice is reversible in consequence.

Light: 2 points:
-NPC's are presented in small societies, AND some of them can make a difference in further development of the game.

Medium: 3 points:
-NPC's acts truly as a part of a bigger community.
-NPC's in each society are much aware about social status also toward your characters.
-More than one society with NPC's are present in the world.

More: 4 points:
-There are fleshed out dialogue trees,
-Choices is most final and irreversible.
-NPC’s have considerable impact on the amount of Main / side- stories.

Heavy: 5 points:
-NPC's are aware of the continuously developing situation in the game-world, AND react clearly to the gamers actions and deeds.
-More than 2 bigger societies of NPC's must be available.
-Reputation, skills, alignment, attitude etc. have considerable impact on the NPC reaction.

GAMEWORLD:

No: 0 points:
-The task to get from A to B has no or few options to go away from a fixed physical path.
-The game-world only inhabits monsters and a few merchants.
-The world is without (none monster) societies.

Ultra light: 1 point:
-Still a strict physical path, but with a few small societies on your way.

Light: 2 points:
-A few areas are optional on your path each chapter / milestone.
-Societies will give some quest / story material.

Medium: 3 points:
-There are at least several physical path's to choose between, AND more will open up as the game proceeds.
-Societies must give the feeling of a live community, with their own daily business, AND not just a few NPC's waiting for the hero's to come along and pass on a few quests.
-The size of the game-world must be considerable.

More: 4 points:
-Societies must be very different and have strong relation to the game-world and each other.
-We are no longer talking about a few path's when exploring the world.
-The appearance of monsters and societies must make common sense.

Heavy: 5 points:
-The world is totally open for extreme freedom to explore, AND it's your own task to decide if your character(s) are good enough to take on the different part of the world.
-The diversity of the game-world environment must be significant.
-Day & night cycles, and different weather conditions and /or different seasons.

MANIPULTION:

No: 0 points:
-Almost no action possible besides walk/run and combat, except maybe a very few items.
-Game-world itself is very static.

Ultra light: 1 points:
-Very few limited interactions besides walking and combat.
- A few chest barrels is scattered through the game.

Light: 2 points:
-There are a few weapons, armours, items in the game.
-Traps, levers, keys and alike is available in it's simple presence.

Medium: 3 points:
-The game-world have a considerable amount of weapons, armours, items, skills, spells in significant variations.
-The things to do will quickly fill up more than one page in your journal, AND keep it that way for most of the game.
-Custom items must be available. (Custom items are items that can’t directly be found in the game-world, the player needs to either combine more items or process an item with (Fire, acid, poison, magic, tool-masters etc (repairing items don’t count)). It’s not limited to weapons and armour only)

More: 4 points:
-You can see /influence changes in the environment, OR use it either to create/ manipulate things or get strategic possibilities in combat. (Summarised: Game-world environment itself offers several interactivity possibilities: (Chopping trees, make fire, diving in water, hide behind objects, move/destroy/manipulate objects, etc.)
– A few different ways of making custom items must be available. (See above).

Heavy: 5 points:
- Many different ways of making custom items must be available. (See above).
-Alchemist, spell-casters, smiths, herbalist and other item collectors are in heaven due to the tons of items for manipulation.
-Game-world environment itself offers many interactivity possibilities: (Chopping trees, make fire, diving in water, hide behind objects, move/destroy/manipulate objects, etc.)

COMBAT:

No: 0 points:
-You put your character(s) into position and they solve combat on their own, or the combat result is only affected by your skills on the keyboard.

Ultra light: 1 point:
-Real-time combat only without any pause options.
-Options are limited to the choice of the opponent to attack.

Light: 2 points:
-Character skills and/or players strategic abilities have a noticeable more impact on the outcome of the battles too.

Medium: 3 points:
-Players can more decide the pace of the battle,
-Strategic positions of the party is more vital, and the options for each character is more plentiful.
-At this point it's also important that monsters offers some diversity not only in numbers, but also in strategies necessary to win.
-Monsters AI are more than attacking the closest enemy!
- There must be more issues for your characters during combat, than loosing or giving hit-points. Ex. Poisoning, paralyse, curse etc.

More: 4 points:
-Their must be alternatives to swing your sword and cast a spell during combat Ex. Skills, traps, spells, treats, or items to use in battles.
-Different strategies are necessary for survival.

Heavy: 5 points:
-Each characters can be controlled individual down to the smallest detail and in any pace wanted.
-The monsters must offer a lot of difference both in numbers, abilities, battle environment, which must offer quite a diversity in battle approaches.
- Monsters AI are considerable.

OTHER NON-RPG RELATED INTERESTING CATEGORIES:

GRAPHICS:

An “Year” of evaluation should follow the graphics score!
We try not to express how beautiful the graphics is (It's difficult to separate entirely), just how many specific graphic technology elements it contains (Like shadows, lightning etc), and it's standard compared to others at the time of the review!

0 points: Text only.
1 point: Static pictures, and/ or low 2D resolution in relation to other games in the year of evaluation.
2 points: Higher 2D resolution in relation to other games in the year of evaluation.
3 points: Mediocre 3D or 2D with up to date standard compared to others in relation to other games in the year of evaluation.
4 points: Fully 3D with up to date standard compared to others in relation to other games in the year of evaluation.
5 points: Fully 3D. Absolute among the best in it's category, with a few ground breaking content compared to others at the time it is reviewed.

SOUND:

This determines the amount and the degree of acoustic technologies in the sound, not directly the quality or realism of the sound, and not how many different sound boards it covers.

0 Points: No sound.
1 point: Mono sound.
2 points: Very sparse and basic Stereo sound
3 points: Plentiful Stereo sound
4 points: Support of more than 2 speakers, and considerable environmental sounds.
5 points: Fully real surround sound support (At least 5.1), with ultra real 3D feeling

LENGTH:

An average length is used for calculation, a second score in “( )” for maximum hours searching under every stone and solving every quest could be mentioned if it brings the game into another score-area.

0 points: Under 8 hours.
1 point: 8 - 20 hours.
2 points: 20- 50 hours.
3 points: 50- 80 hours.
4 points: 80 - 150 hours.
5 points: over 150 hours.

DIFFICULTY:

0 points: No brain teasers at all, only walk /run and hack 'n slash
1 point: Easy brain teasers that don't slow the game pace down considerable.
2 points: Some problems (Riddles, events, combat, NPC's etc) can make you stop for a short while until you find the relative easy solution!
3 points: Not all problems are obvious in solution, but there are more possibilities to get help. The amount of problems must also be considerable.
4 points: Some problems can't be solved without help/things from other places or without some in vain tries first!
5 points: The game is loaded with more or less hard problems, and many problems can only be solved by extensive brain use!

PERSPECTIVE:

A Non-score category:

TXT: No perspective (e.g. no graphics), text games.
FIX: Fixed viewpoint (Not changeable).
FLEX: Flexible distance/orientation . The viewpoint distance can be changed and/or the screen can be rotated.
ISO: Isometric view ( Any angle between vertical top-down and 1.st person view, but still seen from above the party/ characters.
SHOULDER: The close overhead / shoulder view, where the gamers viewpoint follow the character(s) heading, with a look just above the head/shoulders of your character(s), and the character(s) can be seen in the button of the picture.
FP: The 1.st person view where gamers viewpoint is the same as looking out of the eyes of the character(s)
BIRD: From the sky the players has a vertical down view point on the game-world.
SIDE: View points like Platform games or the elder Kings/Space quest games

EX:
Might & Magic VII: Perspective: FP
Diablo 2: Perspective: ISO-FIX
Summoner: Perspective: SHOULDER/ISO-FLEX

PLAYSTYLE:

A non-score category.

SP: Single player
MP: Multiplayer
OP: Online play possible
MMO: Massive multiplayer online!
Co: Co-operative multiplayer possibility
PvP: Player versus player mode in multiplayer mode.
P: Parties possible.
S: Single character game

EX:
Might & Magic VII: Style: SP-P
Diablo 2: Perspective: Style:SP-S, MP-Co/PvP, OP-Co/PvP
Summoner: Perspective: Style:SP-P,MP?

A conclusion on a game could look like this:

Might & Magic VII
RPG Factors: Story: 3, Character: 5, NPC:3, World: 5, Manipulation:4, Combat: 4.
RPG Score:= 4.0 => "RPG heavy"
Other Factors: Graphics:2 (1998?), Sound:3, Length:3(4), Difficulty:4, Perspective: FP, Style:SP-P.

**************************************************************

To make a crpg-rating in Michael C's system easier, I am asking myself the following questions for the categories:

GAMEWORLD:
- are you free to go everywhere, anytime you want ?
- How many different societies are in the game ?
- How many different landscapes (forests, wastelands, mountains,...) are in the game ?
- Does a day/night cycle exist ?
- Does a calendar (summer, winter, ...) exist, maybe with a weather system ?

COMBAT:
- how many tactics, strategies, spells/counterspells you have to use to survive in combat ?
(remark: this has nothing to do with real time vs. turn based combat. example: Rage of Mages: Real time and very tactical)
- Are there many different monsters, enemies ...
- how good is the enemy KI

- Is it critical for combat to have a good equipment management ?
- Do you need resistances against poison, fire, ... to survive ?
- how complex is the enemy artificial intelligence ?

STORY:
- How many quests, side quests, puzzles, riddles are in the game ?
- How great is the non-linearity of the game - can the quests be solved in more than one way ?
- How many side-stories, legends in books or from NPC's are told ?
- Are there different game-endings ?

NPC-INTERACTION:
- How many dialogues are in the game ?
- How many dialogue options do you have ?
- Are these options depending on your skills, alignment or deeds ?
- Have your answers an influence on the game ?
- Have the NPC's a life of their own ?
- Is trading available / is it balanced ?

GAMEWORLD MANIPULATION:
- Can you manipulate the gameworld ? (levers, buttons, secret doors,...)
- Can the gameworld manipulate your character(s) ? (traps, teleports, ...)
- Can you pick up items, herbs, raw materials and then mix new potions, make new weapons,... ?

CHARACTER DEVELOPMENT:
- How many different characters can you play ? (race, gender, profession, ...)
- How many different skills can be choosen for your character(s) ?
- How many different traits can be choosen for your character(s) ?
- How many levels can be reached ?
- How much can the character(s) be changed at each level ?
- How many guilds, groups can be joined ?
- How many different ranks in these guilds can be achieved ?
- Can you get a reputation ?
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Post Sat Jun 10, 2006 1:36 pm
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HiddenX
The Elder Spy
The Elder Spy




Joined: 20 Jul 2001
Posts: 749
Location: NRW / Germany
   

Mr. _elander over at rpgcodex has to add the following
(maybe Michael and I were to fixated on combat and stats.):

quote:

It's hard to find an objective rating for crpgs if not impossible that doesn't restrict the genre. Someones good criteria have to be a little ambiguous.

Heres my take on it:

GAMEWORLD:

The game world simulates part of a world big enough to have one or more societies in conflit in their day to day life in the most credible and immersive way possible. The physical laws that govern the habitants of this world apply to every one including the player in the same way.

Notice you can have a futuristic crpg and in that landscape and day/night cycles may not apply. In the same way a weather may not apply either. Even the idea of being free to go anywhere is tricky because crpgs even good ones restrict the player from going to certain places but in a "natural" way.

An important criteria has to do with the world non-linearity of events. How many things can happen at the same time. A dynamic world where events happen without the player intervation is a world that breeds life of it's own and simulates the complexity and deep of a mature crpg much better.

I think that if you divide the crpg world in world types you can then use more objective criteria.

COMBAT:

Combat is too much abused in crpgs realy. This is only one of the many possibilities of gameplay a crpg can offer to solve problems and interact with the world. I think the important thing here is how skills are respected no mater the way the player chooses to solve a problem. Skills impose an upper limit to how well the player can do a certain action. And the more granular and specific skills are the easier it is to balance the game and to create more beliavable and complex characters.

I don't think that spells, tactics and strategies are essential for crpgs. They are essential for combat to be fun but some worlds may not have spells for example. Also what is a monster? It's a type of npc that allways attacks the player. This breaks the criteria that social interaction must be as realistic and mature as possible. Even animals must have a more inteligent behavior than that. AI is allways a good think in particular for the game manager AI that controls the game and enforces the game rules.

STORY:

In a good crpg stories are told from the mouth of crpgs or from books where the story of things passed are described.

I don't know how many stories and quests must be made. It all depends on how much are necessary to provide enough role-palying experiences for each character to experience the world from his shoes. It also depends on how much of the world the game designer wants to show to the player.

About different game-endings i would say better yet not have a game ending or a main quest. A different criteria would be asking does the game has a ending or a main quest and if the main quest is just another quest or all quests turn around this main quest.

NPC-INTERACTION:

Npc interaction is very important. It's how the player percieves the social side of the world and how he changes the world. The most interesting side of crpgs come not from combat but from dialog.

Most important in crpgs is that different social types should solve problems in different ways. If a crpg only provides a minimal amount of ways to solve problems (like only combat most of the cases) it's very hard to create a deep crpg this way.

Trading is something that may exist or not in the world but is also good gameplay and one that is proved to work in many games. If it is present it should work naturaly and in a beliavable way with the rest of the world.

GAMEWORLD MANIPULATION:

I wouldn't say this is essential but the more ways to manipulate a game world the more beliavable the world is and the easier it is to create interesting quests and suprising events. More material to work with. I don't consider this however mandatory to rate a good crpg. Being able to pickup herbs and potions depends on the type of world.

CHARACTER DEVELOPMENT:

Character representation is the easier part. I think an hardcore game should provide at least a complexity that is comparable to Fallout or Gurps light. This could be name, gender, race, physical customization, background, startup inventory, class, perks, quirks, attributes, skills, affiliations per faction, reputation per faction.

An average crpg could get away only with the basic name/gender/customization plus atributes and skills and a basic system of reputations and affiliations.

Joining a faction or a guild and if a guild provides status (ranks) or not again depends on the world. There may be other ways to do afiliations.

Development is the path you make with a certain character in the game world. As the player explores the world with that character and interacts with the world in ways that are adequate for him he will increase his skills, build a certain reputation and social links (afiliations) with npcs. The player builds his story and it's important that the rules are believable, the world is believable, reactions are believable, interaction is believable, dialogs are well writen, characters are interesting for this to be a good story.

This is a point of view biased towards pnps but i think it gives a good idea of what an hardcore crpg represents.

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Post Sat Jun 10, 2006 1:38 pm
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NidPuterGuy
Fearless Paladin
Fearless Paladin




Joined: 08 Jan 2003
Posts: 237
Not many RPG's really are very alive.
   

Heck. NONE! They spend all their money on eye candy and none on story/game development. That's one reason I'm not hot to get Oblivion. I'm sure it's more big empty world. Even the touted Gothic really isn't that great. You feel pretty scripted as to what you should do. And the NPC's get stale very fast.
Post Sun Jun 11, 2006 4:46 am
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Vensild
Village Dweller
Village Dweller




Joined: 08 Jun 2006
Posts: 3
Location: Denmark
   

Thanx for the inputs!
Post Mon Jun 12, 2006 9:18 am
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