As I said on Twitter earlier today (Look, I have a widget! Make with the following.), the amount of positive feedback and offers of help I’ve gotten for this project has been amazing. I have no illusions about being able to do this alone, and so seriously every link and suggestion is awesome. So, onward and upward. Character creation is something incredibly near to my heart, so I may be spending more time on it than I should. One of my favorite parts of starting a new RPG is creating my character - I spend a lot of time in the customization screens and if there is an option for creating your own class I jump on that shit like nobody’s business. But beyond my own personal preference, I do think that the process of character creation is pretty important for this project. First off, I’ve decided that each player will have one character. For one thing, that makes things simple and simple is good for a launching point. Also, I mentioned in my last post that I want the focus of this game to be creating an extension of yourself and having that extension of you increase your stability. Every aspect of the game should reflect and support that fundamental goal, and having more than one character would seem to contradict that. But I also don’t want players to be locked into the choices they made at the start of the game - I’ll get into that in a bit.
Most RPGs have you start out with a race and a class, but I’ve decided to kind of throw that mechanic out the window. Hold on, don’t break out the pitchforks yet, I swear there was a logical reason behind this. Locking players into one race and class at the beginning of the game has always been something that bothered me. In tabletop RPGs there’s enough elasticity in the system to let you build pretty much any character you want, and that’s an idea I want to emphasize. With enough effort you can make yourself into the kind of person you want to be. Within reason, of course. The kind of person I want to be is a smoking hot half-dragon (silver, natch) but that’s kind of outside the realm of possibility so I had to settle for a tattoo. Back to the point, and that is that this project is focused on proactively making your life better. Its easy for people like us to see ourselves as victims and to some extent we are victims of genetics/brain chemistry/circumstance/whatever, but I don’t believe that mindset is helpful. The effect I would like to see is a shift from a victim mindset to a hero mindset. Because let’s be honest, when we choose to deal with all the crap instead of letting it overwhelm us and make the effort to create for ourselves the life we want we are heroes. I’m kind of getting sidetracked here.
So the first part of character creation will be customizing your appearance, and I should mention that in my brainstorming process I’m operating in the fantasy world where money is not a concern. All major game production companies have called me personally to commit their support, I’ve got funding from the UN, and to top it all off an alien landed on my patio the other day that poops gold. These are the parameters my brain has created, ok? So in this perfect world appearance customization would be ridiculous, and pretty much the only restriction is that your character is humanoid. Want to be a tall purple ferret-faced person? Fine, go nuts. Pouty-faced douchenozzle with too much hair product? Done and done. Wings? Sure. Horns? Fantastic. But that’s all it would be, appearance. There wouldn’t be any bonuses or negatives attached whatever appearance archetype you chose. Also, beyond cosmetic changes like hair color or tattoos changing your appearance wouldn’t be easy. I’m not saying it would be impossible, but there would be some kind of quest involved if you want to drastically alter your character. Being able to just pull up a menu and make yourself a foot taller would break the immersion I think.
The next logical step in the RPG process would be choosing a class, which is where the most drastic changes come into play. I want people to be able to create whatever type of character they want, so instead of defined classes there will be an array of action trees you can select from, and you won’t be limited in the number of action trees you can invest in. Like I said in my last post, your character’s Equilibrium will determine how many special actions you have and you can put them anywhere. So if you want to be a fire-magic wielding tank in heavy armor you can totally do that, just remember you will probably need a high PP to be able to use the armor. If you want to mostly use ranged attacks but also dabble in some illusion and summoning magic that’s fine too. I actually would encourage players to pick whatever looks attractive to them and try it out without thinking about it too much because one thing I am taking from D&D is the ability to take back your choices. If you decide at level 9 that you don’t actually like the spear-throwing alchemist you created you can reset all your special actions and chose new ones. This won’t be something you can just do whenever you want, however, but there would probably be a couple ways you can go about it. There might be a quest you need to go on to defeat some big bad and open up a portal to the distant past to reshape your destiny. Or, and I’m including this because no matter what the Internet trolls say there are gamers in this world who are more interested in the story than the combat, you might have the option of writing up a scenario that gives a reason why your character suddenly has an entirely new skillset. If its reviewed and approved (so no submitting a 250 word essay full of Lorem Ipsum) you’re set to pick another archetype.
The third part of character creation is the one unique to this particular game, which I’m just calling your Profile. This is where you would outline what kind of issues you face in your life and which ones affect you the most at any given point. You can change your profile at any time without jumping through any hoops. To use myself as an example, I deal with depression coupled with a fair amount of anxiety. A few years ago I would have ranked depression as the thing that made life the hardest. But lately, since I’ve switched industries and have a job that I actually like for once the anxiety has played a much bigger role. Everybody’s issues shift in their ability to affect us, sometimes over the course of only a few days. Whatever you outline in your profile would affect whatever metric calculates how many “points” your character receives for certain things. For example, someone who has anxiety and rejection issues would receive more points in Charisma for publicly publishing a journal entry than someone who doesn’t have those particular issues. And by “metric” I mean “sorcery”. Because at this point I have no idea how that would be set up. Your profile might also affect how your character reacts to different areas of the game world, with some players receiving bonus in an area while another might not.
So that’s character generation. Its a little rough, my thoughts weren't quite as organized as I wanted them to be when I started writing this but I wanted to get it down to keep my momentum going. As always, comments and suggestions are welcome, even its to tell me I’m insane. Just do me a favor and let me know which bit you think is impossible so I can re-think my strategy.
One of the things I miss most about City of Heroes is the level of character appearance customization they allowed. Just like what you're talking about here, the options were enormous and didn't affect gameplay, and I think was one of the best things in the world.
ReplyDeleteAlso, your ideas about power trees and being able to pick and choose whatever you like is similar to how Secret World works. I think it can definitely work, and I like the way that it frees people up to play with whatever their imagination can come up with. I also like your idea of a petition system for respecs. Not just because it makes a respec a creative process, but those petitions can also go in the player's "file" to give more information when that player needs help.
I think the profile metric would be best left to experts. It would be a good area to involve social workers, psychologists, etc. working together with the devs/GMs to decide point values.
Someone comes by your booth, they play this game for thirty seconds, what keeps them from walking away?
ReplyDeleteTo be brutally honest so far I don't see a major difference between this and other major MMOs (Secret World, Second Life) or open-world games (Skyrim) beyond aesthetic.
Really the thing to focus on at the very beginning of designing a game is world building, gameplay and the logistics of creating it.
In the thirty seconds at your booth they should immediately understand the world through it's aesthetic, the gameplay should be unique, and it should offer an experience they've never seen before.
When you try to create a game that undercuts a closed market you end up with The Old Republic and it nearly bankrupts your company. You cannot create a "WOW or LOL killer" it has to be a concise experience that feels fresh in your established genre.
Great story and great design are formed by focus. So far the character creation isn't telling me what this experience actually is yet.
I fully agree with you that world building and gameplay are key launching points, and that what I've got so far isn't that focused. I'm not a game designer so I'm flying by the seat of my pants, and setting out ideas as they happen. The reason I haven't gotten into the world yet is I'm not entirely sure what I want it to be. Creating a world that is fun and engaging, yet appropriate for the people I'm creating it for is going to be hard and I'm just not there yet. As you mentioned earlier, a horror atmosphere is pretty appropriate for dealing with mental illness, but at the same time I don't want to make things worse for people. Which is why I'm leaning towards the urban fantasy setting. It can be harrowing or it can be light-hearted depending on what area you're in. That being said, I'm not going to refrain from writing down ideas as I have them.
ReplyDeleteAlso, a problem with this idea that I've thought about has to do with your other point - keeping someone interested past 30 seconds. First, I think I was off the mark a bit when I used the term MMO. As someone has since pointed out to me, MMOs are huge and it might not be the best genre. I'll get into that later. This is definitely not meant to be a WoW killer, as by definition it is not commercially marketable. I can't very well set up a booth at a trade show and say "Try playing this game! Oh, by the way enjoy that taste while it lasts because this game isn't for you", which is essentially what I'd have to do. The community of players I'm interested in reaching out too would need to feel like they're in a safe environment or it wouldn't work, and an important part of that is regulating membership not only to people who need it but also to people who will understand and support the underlying mission. I also don't want to use the Skinner Box-ish mechanic that gives WoW a lot of its appeal because of the possible addiction problems that go along with it.
However, you are completely right that in order for this to work you have to generate interest to keep people participating, and that means an engaging world and fun mechanics. I want this to be a tool to help people, but its a tool that has to be supported by a fun and unique experience. Hopefully I will get my thoughts ordered well enough to showcase some unique qualities soon.
Never refrain from writing down ideas. Your ideas could afford to be so raw and unfettered they'd come off as borderline nuts and that'd be okay. So far I see hesitancy when nothing kills an idea faster than fear. Don't fuck around with it, go right to the heart of the experience you want to convey even if that experience is very specific and very personal (like writing a blog to overcome depression). Find other games that have similar mechanics (typing games for instance), steal them then change them to suit your needs, really think outside the box by being driven by that feeling. If you make a safe game for a certain type of gamer you've made it for no one. You have to make it for you. You want a game where you're a sexy silver alpha dragon? Write that. Make the dragon queen's experience a universal one. You'd be amazed how a game that "isn't for you" attracts ALOT of people.
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