THE ULTIMATE R.P.G An article by Graham Raven The Ultimate RPG? Well of course there's no such animal, we all have our own ideas as to what would make the perfect game. However, I have for many years been searching for my own idea of perfection in an RPG, and as yet very few games have come anywhere near. Not being a programmer I can't make my own game from scratch either (though I suspect that eventually I shall simply have to learn to program, or remain frustrated ever after!). An idea has struck me though, if I can't actually program my ideal game, then at least I can describe it, and in so doing maybe get a better idea as to what exactly I'm looking for. For a start I'm a traditional Dungeons & Dragons man, in at least that cyber punks and plasma rifles have no part in my world. There are many games available in the D&D mould already of course, but I've always had the feeling that there was something missing in them. Ideally we are aiming to create a magical world for our characters to live in, and it needs to be as convincing as possible. Make the world convincing, and you've cracked it! Races and Professions. There needs to be not merely three or four different races that inhabit this make believe world, but lots. The original D&D game is far too restricted on this point. Twenty different races might make a good start, each of course with its own unique characteristics. Another problem some games have is that all members of a given race appear to be clones. They all potentially have the same abilities, strengths and weaknesses. Mordor 1 & 2 suffer from this fault, all giants have potentially exactly the same strength, intelligence, constitution etc etc. There ought to be some natural variation here, with the occasional intelligent giant turning up in the game, or a relatively powerful elf for example. I also think that the many professions or guilds which a character may choose from in this world really ought to exceed the number of races. The standard D&D Thieves, Clerics, Warriors and Magic users are not enough, there ought to be a huge number of other professions to choose from, Seers & Mystics, Dancers, Farmers, Bards, Wild men, Beggars, Merchants etc. It shouldn't be difficult to dream up twenty or more professions, each having their own unique characteristics. Whilst I'm thinking about guilds and professions, I also think that you ought to be able to join several different guilds and learn any number of different skills. There is an argument amongst some D&D purists that if you wanted to be trained in more than one profession you simply wouldn't have enough time to become a truly elite fighter, mage, whatever. Okay that's fine, but there should be room in this world for 'Jacks of all Trades' as well as masters of one. Experience. Experience is what a good RPG is all about, taking a new character and turning them into the person you want them to be, honing their skills and hopefully bringing them to life as unique individuals within the confines of the game. I think Mordor 1 scored well on this point in that all newly made characters were just sixteen years old and were complete novices. If you wanted them to develop fighting skills, thieving abilities or to become great magic users, then you worked for it. Somewhere nearly all RPGs fall down, is that almost the only way you gain experience is by fighting. Now I enjoy slicing a monster in two as much as the next man, but doing such things should build up your strength, improve your fighting skills and nothing else. Fighting should not improve your magical skills, nor make you a great thief! It seems reasonable to me that the Thieves guild on my world would not rate you as a thief if you simply cut someone's head off and pinched their money. If you picked their pocket however, without them even noticing, now that would be something of note, and you'd be rewarded appropriately with improved thieving skills and experience points. Thieves should be good at detecting traps and hidden doors, disarming traps, recognising and opening locks, moving stealthily, surprising an enemy etc and the only way you get good at such things, is by practising them. Appropriate training and testing would be required. Magical skills have to be developed in the same way, you can only master a given spell by practising it; there's no other way! It strikes me as incredibly absurd that a healer might improve their healing abilities by practising killing monsters, yet that's how any number of games work. If you want to have good healing talents, you must practise healing! In my ideal game characters would both sit exams and be tested in practical ways too, to both develop and prove their specific skills. They'd also be tested on Guild or professional lore, and be expected to have learned essential information with regards to their profession eg a thief who doesn't know which street the 'Gold Brick' merchants bank is in should be laughed out of the guild! All such experience would be in addition to fighting of course. Fighting should perhaps account for 50% of your character's experience and no more, unless you are in a fighting guild. Whilst I'm on the subject of fighting, I think it really has to occur in real time, round by round fighting is basically silly. A monster attacks you and you apparently have the time to stop and think "Erm shall I run or shall I cast a spell? Hmmm, maybe I'll make a cup of tea first!" Sorry, you should be dead by now! Quests. There ought to be almost innumerable quests and tasks to complete, not that all of them will be essential to the game of course, but they will all have their rewards, especially so in terms of experience. Quests should range all the way from the heroic, defeating the evil mage, stealing the fabulous jewel or being crowned king of all the land etc, right down to finding the old lady's cat. Of course there should be a twist in many of these quests, in the latter case, the old lady might just turn out to be a witch! (would she be pleased to get her cat back or not? Yes, one of those possibles!) Some of the quests need to be discovered, or even worked out by the player themself, ie not everything will be laid out on a plate for you. You will sometimes have to think for yourself, decide what needs doing, and then do it! Quests will have varied rewards, cash, treasure, information and always experience points. Graphics. Many modern games I feel tend to concentrate on state of the art graphics to the detriment of game play and depth. Adom was one game I've played which was certainly the opposite of this. The graphics were acceptable at best, but the game play and depth are excellent. An odd thought strikes me about graphics. I don't know about you but I can find a really good book quite gripping, I can become quite involved with a story and the whole thing can come to life in my mind's eye ... and there's no graphics what so ever!! Now a few suitable graphics here and there can add even more to a good book, make the story even more believable, more spell binding, and they do this by stimulating the imagination, but not trying to replace it altogether. I remember watching a cartoon version of Batman some years ago on the TV. What you saw on the screen was merely a series of static black and white images together with an atmospheric sound track, but the whole thing worked extremely well. It had great atmosphere and some how managed to be far more engrossing for me than a Batman film with human actors. The sound effects were skilful and your imagination conjured up the details which the images and story line suggested. Result? Brilliant! Graphics can, I feel, be overdone sometimes, something should be left to the imagination. In Mordor 1 your position on the dungeon map was shown by a simple arrow and I personally found that quite acceptable. The arrow clearly merely represented me, and I found that I could believe quite easily that wherever the arrow was, that's where I was too. In some games I've played however, especially some with 'superior' graphics, the mundane arrow is replaced with a humanoid figure which invariably looks like a cartoon. I'm afraid that cartoon figures always scream at me "This isn't real, this is a silly game!", no matter how high the resolution or how many million colours they are shown in. A technically superior image can sometimes be less believable. State of the art graphics can be great, but the images must work, they must make the game more spell binding, more convincing, and not just be an excuse for showing off technical expertise. In a nut shell, don't use brilliant technical skills to portray unconvincing cartoon images. Sometimes a half seen image can be pretty scary, and more effective than a glorious state of the art one. I think that all graphic programmers have forgotten this idea. I remember watching a film last Christmas called 'Night of the Demon' wherein come the climax, the dreaded Fire Demon eventually comes to get the bad guy and give him his just rewards. A suitable spooky sound effect alerted you to the fact that the demon was coming, and there in the distance the half seen slightly unfocussed image of the monster was seen rushing towards you. This was genuinely scary, it worked! Two seconds later unfortunately the monster reached the bad guy, scooped him up and we saw the demon for the first time close up in sharp focus. The illusion was shattered, the demon looked like it was made from fake fur fabric and was quite absurd. The film would have been so much better if they'd left that scene out. Just sometimes, less is more! Picture if you will, you, in the guise of your character are walking through the village on your way to the store for supplies. Suddenly there's a dreadful scream. You search the nearby houses and eventually come across the bloody remains of Sue, who worked at the Inn. Nobody saw the attack, no one knows why this terrible deed was done. None of this was seen on the screen either, but your imagination is already working overtime conjuring up possibilities! Most of the monsters and characters you meet in an RPG need to be seen clearly of course, but not all of them. Sound. Sound reproduction seems to be another growth area in modern PCs and games, the theoretical quality seems to be ever improving and I'm sure that anyone with access to technical equipment could prove this to be true. Regrettably as is the often the case with graphics, awful music and dreadful sound effects remain bad no matter how good your sound card or speakers may be. A good sound effect, delivered at just the right moment can be wonderfully effective, but few games I've played have ever managed to achieve this. I must also say that I find some of the background music which accompanies so many games is simply awful. The problem lies not in the quality of the reproduction, but in the choice of 'music'. Communication. Potentially the most important element in the game. Even if there's no image at all on the screen, a character can still come to life if you can have a conversation with him. I have to admit that I've never got to grips with the old text adventure games, yet I think they were actually on the right track. I once spent twenty minutes trying to get a guard to give me his sword and every variation and permutation of words I used, including unrepeatable ones, failed utterly. After those interminable twenty minutes I refused to play the game ever again. Of course I hadn't learned how to communicate 'properly' in that particular magic world. It turns out that all I had to say was "Guard, drop sword" and then pick his sword up and I would have been dashing off slicing bad buys into pieces. The problem was clearly mine, but that shows me that a few rules about communication need to be properly explained for our particular magical world. I think there's great potential for development in the area of communication, especially using artificial intelligence. I have an old shareware program called M.I.P.S which I've enjoyed using for some years now. It enables you to create multiple 'personalities'. It's easy to use and you teach each personality basically everything it knows simply by typing the information into the appropriate file. I can think of no reason why a similar program shouldn't enable us to have convincing conversations with the various characters in our game. A number of programmers I've spoken to on this subject have insisted that A.I. simply isn't advanced enough yet for such applications, but I think they imagine that we need a simulation of true human intelligence. That isn't really necessary, all we need is a fairly convincing conversation with various 'personalities'. Also, as far as the game is concerned, all races will speak 'Common' as a second language and this will be the usual tongue throughout the world. As you'd expect, communication will be less than fluent, as everyone will usually be using their second language, but it will be acceptable. As this is a real world we're trying to simulate, different characters will get on better, or worse, with different people. A warrior might get on better with say a guard, as they both have something in common. Thieves and beggars will share information readily, as long as there's something in it for both of them. Giants will of course tend to get on with other giants, and everyone will hate Orcs (assuming we have them). Strangers tend to be less well received until people get to know them, so it's likely that you'll have to chat to people often before they start to reveal their secrets to you. Add to this such elements as Charisma (it helps), Generosity (it helps), Intellect (you need some brain cells at least) and even possibly magic - a good charm spell ought to loosen tongues. Hmm and each race will have its first language too. If you can speak to an elf in his own tongue, you are much more likely to get a good response. Alignments. A quick word about alignments. Basically I see little need for them myself. All characters tend to see themselves as good, and an alignment is just a label that the rest of society puts on you. However I do think that the way you behave should affect and guide your path through life. This is nothing to do with being good or evil, rather 'action and reaction'. If you do good work and tend to be a general nice guy, then people will tend to like you, be more willing to assist you etc. If you enjoy killing other characters off for no good reason you will tend to be shunned, and rightly so. Also you may find yourself being approached by the Assassins guild and asked to dispose of people for money. There will be simple rules of conduct for this world, and these will need to be discovered as the player progresses. Puzzles. I may make some enemies here, or more likely cause derisory laughter amongst the readers, but I hate puzzles. The reason I hate them is because I'm terrible at working them out. I've given up on a great many games simply because I can't answer some absurd riddle. I thoroughly enjoyed playing Excelsior until talking signposts started asking me idiotic riddles, and there the game ended for me. Sure there needs to be 'puzzles' and problems to be solved, but let's try to keep them fairly sensible. Oh yes, a minor niggle. If you simply can't solve a puzzle, this should not, hopefully, bring the game to a complete halt. Maybe you can forfeit a quest as is the case in Mordor, where failure meant demotion in rank. Personally I'd rather be rewarded for successful completion of a quest, than punished for an unsuccessful attempt though. So where are we after all this? I think my ideal game will have a landscape as well as dungeons and caves. I'm told that it shouldn't be impossible to create a random dungeon, which is slightly different every time you enter it. That would be excellent, it takes a long time to get bored with something which keeps on changing ... hmm I wonder if you could do the same thing with certain (magical?) parts of the landscape too? On screen it would be nice to have a map (and it should look like a real map!) with some indication as to your present position. Villages and towns are needed, presumably with a plan view of the various dwellings when you enter such an area. As you'd expect you also need some kind of inventory to keep yourself up to date with various items you are carrying, and also some indication as to your present health. Communication should be possible with virtually every character, and possibly every monster which you encounter, and the number of possible quests should be huge (most of which will be optional, not compulsory for the player). I do like the idea of having night time as well as day, after all certain monsters would rarely see the light of day. There should perhaps be some mechanism, Sentinels for example, which ensure that exploration isn't too rapid. In some games it's possible to dash around all over the place and miss important details. Maybe you shouldn't be able to leave your village before you can prove yourself at fighting? Such restrictions should continue throughout the game, ensuring that a character is fit to enter into the certain areas. Perhaps there might be a way around such restrictions of course, if you can find it. I remember when playing Mordor 1 that once the full exploration of the dungeon was complete my interest began to fade in the game, even though the game was far from complete. Bearing this in mind I have plans that certain areas of my imaginary world simply won't materialise until my character has had some serious work done on them. Maybe the Sorcerers' Valley will remain hidden until a character's perception is sufficiently high, and when that happens, all manner of changes will start to occur throughout the already familiar world which you've spent hundreds of hours exploring. Of course there are a huge number of details to add to all this, libraries, broad sheets, festivals, weather, monsters, characters (complete with some level of personality and a lot of 'chat'), astrology, magic etc. Being able to see a static image of an attacking monster, or of a village you are about to enter, would be a bonus, and the odd sound effect here and there would be great. I am barely a novice in terms of programming but I do think that with the simple graphics, such a game shouldn't be impossible to create, at least compared with modern 'state of the art' games. A lot of work would have to go into the communication side of things, and virtually every character should be able to communicate. Some characters, guards for example, may tend to be tight lipped, especially on duty, but most people should talk with you fairly easily, even if it's just saying "Hello". Each character needs something unique to say. I'd like this to be a game you could play for years, so it needs a lot of depth. I'm currently looking at A.I. programs with the aim in mind of learning something about 'communication'. I don't know really what I'm doing yet in terms of programming, but I aim to get there all the same. @~What would YOUR ultimate RPG be like? Do write in and tell us @~... Sue - o -