Bethesda and PnP mechanics

Brother None

This ghoul has seen it all
Orderite
From a Next Generation article:<blockquote>Player freedom and the idea of immersion are issues of which Bethesda Software, the developer of Oblivion and Fallout 3, is acutely aware. “It’s obviously something that’s had a big impact on us and the way we’ve approached our games,” says Bethesda’s vice president of marketing, Pete Hines. “Let the player create the character they want and go out and make their own choices. Go where you want, do what you want. You decide how to deal with problems and what to do next.

“But in a videogame it is at least somewhat important that you do not allow the player to break the game, either intentionally or unintentionally. So I don’t know how much we can do away with the rules, but we do the best to bend and stretch them as far as possible to allow people the most freedom possible. I don’t know how far we can stretch that freedom, but I assure you we plan to find out."

Hines suggests that much of what can make videogaming a transparent, believable experience is predicated on enabling a purer and more direct kind of roleplay, eschewing immersion-breaking mechanics like turn-based combat, and dependence on stat screens. But removing the abstraction of PnP introduces new challenges: since they rely on visual representation rather than imagination, videogames have to reconcile the disparity between a player’s desired action and his avatar’s capabilities in a way that is clear and avoids frustration.

“PnP games are about being limited by what your character can do,” explains Hines. “You make choices, but what usually ends up determining your success or failure is your character and a roll of the dice. That’s a tougher thing to balance in a videogame as we try to walk the line between having the player meaningfully interact with the world around you, and having the skills and abilities of your character determine your success or failure. We’ve already talked about this a bit with Fallout 3, where we want the condition of the weapon you are using, and your character’s skill with using that weapon, to determine whether or not you can kill that creature over there – not your ability to put crosshairs on a target and pull the trigger.

“Because you’re manipulating this avatar within a videogame, there’s a layer of feedback that has to be provided to the player, visually, that you don’t have to deal with in a PnP. You attack, roll dice; if you get a good roll you hit. If not, you miss. It’s pretty cut and dry. You may curse the roll but there’s no questioning what happened, unlike in a game where you may say: ‘Wait, my sword passed right through him’, or: ‘He was right in my crosshairs, why did I miss?’ I think we did a pretty good job of it in Oblivion where the player has control over what’s happening, but ultimately your character, and his or her equipment, abilities, etc, determines whether you succeed or fail.”

Ultimately, it raises the question of how the medium best serves the purpose of roleplay. “I think technology has expanded what we can do in terms of roleplay, not limited it,” counters Hines. “It takes things that were done in abstraction and brings them to life vividly. We’ve gone from NPCs in roleplaying that stand around and provide info like talking kiosks to characters that move around the world, interact with each other, and so on. The more horsepower you have to spend on things like AI, or physics, or animations, the more believable the whole experience will be. I think most of us were looking for something in PnP that really grabbed us and pulled us in to a world we wanted to be a part of – an experience we could get lost in. I think videogames continue to make strides toward that goal.”

Bethesda’s own Elder Scrolls IV: Oblivion arguably stands as the high-water mark for this blend of roleplaying and responsive visualization. Its minimization of interface and choice of firstperson view is entirely geared toward delivering information to the player intuitively, rather than by reams of statistics. Even the way you advance your character is a natural extension of playing a role. “It rewards you for using your skills, rather than giving out experience points,” says Hines. “So we like for the player to simply get better at doing whatever it is they do. We don’t need to beat them over the head with stats.”</blockquote>The rest of this lovely article at Next Generation is full of this typical "we must move cRPGs away from thinky bits and pesky numbers and towards more graphical immersions!" Typical Gas Powered Games nonsense.

Link: Adventureland on Next Gen (page 3).

Spotted on RPGWatch.
 
Next Gen said:
Hines suggests that much of what can make videogaming a transparent, believable experience is predicated on enabling a purer and more direct kind of roleplay, eschewing immersion-breaking mechanics like turn-based combat, and dependence on stat screens. But removing the abstraction of PnP introduces new challenges: since they rely on visual representation rather than imagination, videogames have to reconcile the disparity between a player’s desired action and his avatar’s capabilities in a way that is clear and avoids frustration.

I hope to Frith this is just Next Gen speculating and not Hines talking, because holy crap can you think of any design philosophy that fits less in Fallout's philosophy? This is like the antithesis of what Fallout's mechanics are about, stupid!
 
Disturbing, sad, sickening.

Everything that's wrong with so many "RPG" players nowadays, and more.

Why do I suddenly feel like an old man yelling at some kids to get the hell off my lawn?

*edit*

*DUURR* Emurzun 4 teh winz

That's all

*edit*
 
I disagree. Fallout is about more than just reliving a Pen and Paper RPG in a video game environment. Removing the P&P core mechanics doesn't hurt the setting or the franchise in the least bit. It only hurts people who want a P&P substitute in a videogame environment, which is going to be inferior to an actual P&P game simply by default.

Fallout is about a lot more than these core game mechanics all the purists rant and rave about, and it can easily survive intact without them.

The design philosophy outlined in the article is fine. I don't know that the technology is completely there yet to completely replace the power of the imagination with super-top quality uber l33t graphics, but ultimately, there does come a point in time where visual/audio immersion does become more effective than your own imagination. Again, I don't think we're there yet in terms of technology, but there's nothing inherently flawed with the design philosophy.

Besides, video games do much better at being video games than they do at being imagination-focused tabletop role playing games. If you're so hard-core purist about turn-based, stat-focused game mechanics, then why leave the tabletop world in the first place, where even the spectacular quality of Fallout pales in comparison to a real quality tabletop campaign?
 
“So we like for the player to simply get better at doing whatever it is they do. We don’t need to beat them over the head with stats.”

You don't need to beat people over the head with stats, true. That's one reason I can't stand any of the Advance Wars games - too many numbers thrown in my face at once.

However, that doesn't mean that those stats should just be eliminated. IMO they should always be there, just represented in a less overwhelming, more intuitive fashion.
 
Tyshalle said:
I disagree. Fallout is about more than just reliving a Pen and Paper RPG in a video game environment.

You do know Fallout was originally based on GURPS, right? That SPECIAL was reconstituted based on PnP strengths? That every major Fallout designer names pen and paper games as one of the most important influences on Fallout? That Leonard Boyarsky has said "I don’t know how I would have felt about making FO3 anything but isometric and turn based"

Considering Fallout was in fact designed to be a pen and paper emulation, you're going to have to run by me nice and slow why all of us and the original designers of Fallout are wrong and it's "about a lot more than these core game mechanics". Apart from the setting, I can't think of a single facet of Fallout's design that didn't tie in directly with the core game mechanics.

Hell, the whole statement is ludicrous. How can a game not be primarily about its core game mechanics? They're called core game mechanics for a reason.

Tyshalle said:
Besides, video games do much better at being video games than they do at being imagination-focused tabletop role playing games. If you're so hard-core purist about turn-based, stat-focused game mechanics, then why leave the tabletop world in the first place, where even the spectacular quality of Fallout pales in comparison to a real quality tabletop campaign?

Leave? A lot of us play pen and paper games too. But we also like to play these types of games on the computers exactly because pen-and-paper based cRPGs offer a different experience than tabletop games. Not better or worse: different. All it takes is good design, as offered in Fallout, to take the strengths of both pen and paper and computer gaming and mould them together. Not completely remove either one.

Now give me a good reason why these type of games have no "right" to exist, why inevitably shiny graphics will replace headachey numbers?
 
Adding to what BN said- I think there was some info that Fallout was supposed to be set in medieval times or something like that. But still with tb combat and with isometric view.
See that? Mechanics had higher priority than the setting.

And about beth...
This is pathetic. Morons keep talking about IMMERSHUN and in their game characters with Int 1 talk like characters with Int 10.

Immershun my ballz, k Hines?
 
Black said:
Adding to what BN said- I think there was some info that Fallout was supposed to be set in medieval times or something like that. But still with tb combat and with isometric view.

Yes. It was Leonard Boyarsky who came up with the setting, but he was hardly first on the team. The game started with Tim Cain's Project GURPS, the basic idea of doing GURPS but on PC and shit. Early versions included the medieval version you mention but also this zany idea Tim Cain had of a time-travelling adventure, which was sadly outside of their reach cost-wise (seriously, a GURPS time-travelling cRPG from the Fallout team? Sign me up).

They only settled on post-apocalyptic a ways in, in a lot of ways as a homage to Wasteland, yet another pen and paper-mechanics based classic cRPG
 
Damn straight, BN. For some weird reason, at least from the perspective of our good buddy Pete Hines, the fact that cRPGs can't EXACTLY replicate the freedom of choice in PnP RPGs means that we should just stop trying to make cRPGs "all about the numbers" and get rid of all that pesky stat stuff.

Do we all see the disconnect here? Good. Glad to see we're on the same page.

That said, it's very sad (but not surprising) to see a "leader" (heh) in the cRPG genre (*ppphhhhhh bwahahahahahaaaaaa......* sorry, couldn't keep a straight face....) talk about "invisible" mechanics versus "reams of stats" as if there's some sort of dichotomy where designers can choose one or the other.

And whatisname Castillo on page 4 (why yes, I am a masochist and did read the next page)..... his part just sounded like he had a beef with dungeon crawling and "roll players" and somehow got that turned into "Okay, so if I get rid of the stats, all the problems associated with playing according to the stats will disappear and things will run smoothly. Take that, crumugeonly PnPers!"

Which isn't the case in the least. Just check out almost any diceless system, or *ick* Forge or *double ick* "Gaming Theory" to see that taking away stats won't really help with immersion.... It'll just bring up different questions which have to be answered by one mechanic or another.

And I still feel like yelling at these kids to get off my lawn.
 
The whole acticle saddens me.

Its an exetremist view, and while the man is entitled to his opinion, I think most players who have played PnP games and cRPG games like Fallout will agree; "Reams of statistics" give a game a stable and simple to manipulate basis from which it is easy to create a fun and enjoyable experiance (what a game is for, fun, not grafix or indulgenz).

Reams of statistics may be true in Fallout, but when your playing the game, you dont look at all of them at once. If your in a fight you need to know anything from 1 to 5 short lines of text on your character screen depending on your level. And the best thing is you dont even NEED to know them, you can just slap the gun in your hand and give it a go.

Fallout has a VERY user friendly interface which works, why for the life of me some people find it complicated is beyond me. My only logical reasoning is that the poor man was forced to release such a statement to try and dull the painful shock of Fallout 3 being a stuck in the stats FPS.
 
“It rewards you for using your skills, rather than giving out experience points,” says Hines.


Yeah.. sure... doing the same thing over and over again makes you better. [/sarcasm]
That way you learn a move. ONE move. Trying a new one means being inspired to learn a new one, to see a new one, be TAUGHT a new one or to be very talented/have a rich fantasy. If you learn by trial and error, there have to be errors.

Its fucking ridiculous.
Take Onlineshooter as an example. There are many people that play them today that have played them for years. Some of them really grew good. Some of them are equally good or bad as they were when they started. Practice alone makes you used to it, but they way you learn it decides if you grow better or not. If you learn it wrong, you'll do it wrong all you life (if nothing makes you rethink) but if you learn it the right way right from the start, you can grow very good. And its not even something very complicated. You have to coordinate your hands. Nothing else. Wouldn't you think if just DOING it LONG ENOUGH would mean someone that did this for YEARS was a ice cold killer with pin-point accuracy at maximum distance?

[sarcasm]But yeah, Skillpoints are not at all immersive or believable... learning by doing in life-or-death ("Well... i think i'll just... erm... dodge now... and aim.. erm... there!") situations or difficult craftsmanships ("Oh, yeah, i learned to forge Katanas in my spare time. Autodidact of course!") is CLEARLY the way to go. Its so real, you can TASTE it.
Who needs teachers anyway...
 
Why do I suddenly feel like an old man yelling at some kids to get the hell off my lawn?

And I still feel like yelling at these kids to get off my lawn.


Worship my sig... WORSHIP IT!



It is pretty clear that Bethesda is screwing all the original Fallout fans in the ass with a Neon-Pink Dildo that has Bloom lighting and the word "Immersion" on the side of it. No one seems to mention or even think about the fact that PnP games use stats to try to accurately simulate character attributes for PCs in terms of role-playing. Why does this system work so well? Well... because it works for a goddamn videogame! I'm sorry, but moving through a bloom forrest with a PS3 controller is alot further away from realism than cRPGS and PnPs in terms of a role-playing game.
 
Dopemine Cleric said:
Worship my sig... WORSHIP IT!

No. Instead I will worship your kitty-worm. ALL HAIL SHAI-HULUD!!!!

It is pretty clear that Bethesda is screwing all the original Fallout fans in the ass with a Neon-Pink Dildo that has Bloom lighting and the word "Immersion" on the side of it.

Hey hey hey. Some of us LIKE pink dildos in the ass, 'kay? Revise your statement to add in some feeling of violation, and then we'll be in business.

Besides that.... Totally agree with everything you just typed.
 
Tyshalle said:
The design philosophy outlined in the article is fine. I don't know that the technology is completely there yet to completely replace the power of the imagination with super-top quality uber l33t graphics, but ultimately, there does come a point in time where visual/audio immersion does become more effective than your own imagination. Again, I don't think we're there yet in terms of technology, but there's nothing inherently flawed with the design philosophy.

I pity your future lad, if you believe that the mind's eye can be replaced by a pixel perfect world you're sadly mistaken, for this reason, a good mind's eye can emulate things that a picture cannot, right down to the smell if it's good enough.

Imagine a toaster, bread in the bins, about 3/4 of the way through the toasting cycle, right now you can distinctly pinpoint a familiar smell if you tried, you could imagine the faint glow and the heat coming from the chambers where the toast is currently being toasted, but above all else, it is so very close to the real thing (if you're good enough with your imagination) that if you closed your eyes and forgot that it was an imagined toaster you could swear it was right in front of you.

I'd love to see a game pull that off without spending 'scent cartridges' or having an obscene price tag attached to it for a half-assed emulation.

Now that's just a toaster, imagine an entire WORLD extrapolated in your mind's eye faster than any loading screen imaginable, it's not that hard if you practice 10 times a week for about a half an hour at a time.

I play games because I enjoy the stories, I love verbose explanations in text which allows my mind's eye to take over and create what it believes to be what the text is describing.

Trading graphics for game-play is above all else, a sellout to the 5 second attention span crowd, and personally, I don't want to be gaming alongside that crowd, as I have an attention span far longer, freakishly enough my school counselor tried to get me on ADHD drugs when I was in high school, go figure...

“PnP games are about being limited by what your character can do,” explains Hines.

If I didn't have enough to dislike the Beth Squad for, I really think they need to have a good game of DnD (2nd Ed, none of this 3.5 crap, it's not a program, there shouldn't be a .5, it's called errata for a reason!) 'cause I smell words talked straight outta their arse on this one.

However I think Ol' Petey doesn't have the patience for more than a slam, bam, thank you ma'am type of game judging by his responses here.

'cause cause and effect means, if you're standing there, jumping like an idiot, someone's either gonna lock you up for being a loonie, OR the quest you were supposed to do, well it failed because the baddie got tired of waiting for your jumping jack arse and offed the princess/prince/rescue-able-item-or-person and went home to his dark citadel to brood and be emo because nobody cares about him anymore.

I'm done ranting for now... I think...
 
Tyshalle, do you realize that you are confusing game mechanics (PnP, turn-based combat etc) with the setting (post-apocalyptic world)? Indeed, the post-apocalyptic setting can be applied to any genre. But it is in Fallout that this setting and PnP-based play have been merged. How, then, can you claim that Fallout will not suffer from the removal of these mechanics? It seems to me that you are advocating the creation of what is called a spin-off. Spin-offs are not inherently bad, but if Fallout 3 is going to be a spin-off, why pretend that it is a true sequel, and not just call it an FPS in the Fallout world?
 
We’ve already talked about this a bit with Fallout 3, where we want the condition of the weapon you are using, and your character’s skill with using that weapon, to determine whether or not you can kill that creature over there – not your ability to put crosshairs on a target and pull the trigger.

Still sounds FPS to me but with some form of firearms skill points. But One thing thats bugging about this quote (correct me if I'm interpreting this wrong), BUT they want to move away from those PnP restriction of stats and so on, yet there is some form of it in the ability to shoot in FPS. Aimed or your regular shot. I'm not a FPS fan myself but it seems they are making it very annoying for the people who enjoy FPS too and not just us that want an iso view. Clearly to me this is Bethsofts inability to satisfy the customer in ALL aspects. sheer arrogance.

But removing the abstraction of PnP introduces new challenges: since they rely on visual representation rather than imagination, videogames have to reconcile the disparity between a player’s desired action and his avatar’s capabilities in a way that is clear and avoids frustration.

I don't see how PnP games are restrictive, all the one's I've tried have been very flexible to a large degree, with none of this "Oh i wish i could magically unlock the door with my magic missile crap or whatever". Pete Hines has seriously gotta pull his head outta Todd's arse. As for Todd I'm not gonna go there cause I know I'm better than that.

BTW guys LOVE this site and LOVE the dedication to the fallout games, wish i had found NMA way earlier :clap:
 
Brother None said:
Tyshalle said:
I disagree. Fallout is about more than just reliving a Pen and Paper RPG in a video game environment.

You do know Fallout was originally based on GURPS, right? That SPECIAL was reconstituted based on PnP strengths? That every major Fallout designer names pen and paper games as one of the most important influences on Fallout? That Leonard Boyarsky has said "I don’t know how I would have felt about making FO3 anything but isometric and turn based"

It transcended its original purpose, imho.
It was designed to be a pnprpg in crpg form, but it is so much more than that now, and many people just dont give a shit about that aspect of it and care about the other million awesome things about it.
 
xdarkyrex said:
It transcended its original purpose, imho.
It was designed to be a pnprpg in crpg form, but it is so much more than that now, and many people just dont give a shit about that aspect of it and care about the other million awesome things about it.
Transcended my ass. What's happened is people are disassociating the setting and claiming that's all that Fallout was about, which is simply false. The greatness of the original Fallouts is inextricably tied up with its GURPS PnP roots, the SPECIAL system, the dialogue, and the turn-based gameplay. You can't just pick up the post-apocalyptic setting, place it in, say, the Baldur's Gate engine, and you still have an awesome game (FO:PoS in case you didn't pick up on that). Of course, at least those other two games didn't pretend to be anything other than spin-offs.

Sure, it's possible to replicate the Fallout environment in a different gameplay system and still have a good game, if it's designed well. But it's not going to recreate what was great about the originals, and what a lot of people like myself want is more of that (note: that doesn't mean a carbon-copy). If people want an FPP, faux-RPG, well, there's already Oblivion for that, now isn't there? Why does Fallout 3 have to be more of that, instead of more... Fallout?

Not to mention, Bethesda is even getting many parts of the setting and lore wrong, and/or introducing things that just don't fit, so that's still not a valid defense of Fallout 3.
 
Kyuu said:
xdarkyrex said:
It transcended its original purpose, imho.
It was designed to be a pnprpg in crpg form, but it is so much more than that now, and many people just dont give a shit about that aspect of it and care about the other million awesome things about it.
Transcended my ass. What's happened is people are disassociating the setting and claiming that's all that Fallout was about, which is simply false. The greatness of the original Fallouts is inextricably tied up with its GURPS PnP roots, the SPECIAL system, and the turn-based gameplay. You can't just pick up the post-apocalyptic setting, place it in, say, the Baldur's Gate engine, and you still have an awesome game (FO:PoS in case you didn't pick up on that). Of course, at least those other two games didn't pretend to be anything other than spin-offs.

Sure, it's possible to replicate the Fallout environment in a different gameplay system and still have a good game, if it's designed well. But it's not going to recreate what was great about the originals, and what a lot of people like myself want is more of that (note: that doesn't mean a carbon-copy). If people want an FPP, faux-RPG, well, there's already Oblivion for that, now isn't there? Why does Fallout 3 have to be more of that, instead of more... Fallout?

The reason is because the people who bought the license are making it that way.

But the reason why is irrelevant, the fact remains that many people appreciate things about the game that are now wholly reliant on SPECIAL, or not specifically tied to a untranslated version of SPECIAL. You are dramatically oversimplifying the game, and fyi, the fanbase can like wtf every they want about it. If someones favorite aspect of the game was the easter eggs, and thats the only thing they liked about it, and thats what they want to see in fallout 3, then that is their right to think that.

I for one, appreciate the pnp aspects, but dont think by any means that a conversion to real time is in any way a bad thing, if handled properly, which i am still not convinced that they will handle it improperly. Many many people agree with me, because what MATTERS to them about the game is not what the designers intended, but what they personally experienced when playing it.

I dont give a FUCK what the designers intentions were, they can fuck them selfs in the ass with a combat knife if they think I consider their opinion of the game more relevant to me than my OWN opinion. whether I will enjoy the game has fuckall to do with people like Tim Cain, it has to do with whether the game appeals to me.
 
xdarkyrex said:
It transcended its original purpose, imho.
It was designed to be a pnprpg in crpg form, but it is so much more than that now, and many people just dont give a shit about that aspect of it and care about the other million awesome things about it.

Seeing that whatever I will write will probably be seen as an attack on you (even though its simply your opinion I don't agree with) I might as well be blunt about it.

I think this must be one of most stupidest responses I have read so far, and to be honest I feel you pretty much have failed to see the point of the mechanics behind Fallout.

As for the many people you mention, I take it you mean mostly the new Fallout fans who never gave a damn about it before because they really didn't care for the games because of their mechanics.
Yes Bethesda has catered a Fallout game for those people who prefer RPGs being action hybrids.
 
Back
Top