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"So You Want to Be A Dungeon Master?" by Arawen Silverstar

Dungeon Master's Realm Forum


The Holy Grail of Non-Linear Roleplay
By Carlo One (Neverwinter Connections/Bioware handle)


In a departure from the community-service articles I’ve written for the DMFI, this is a look at how people enjoy linear versus non-linear roleplaying experiences and game design. Although I try to keep a balanced perspective, these are my personal views and should be taken as such.

The “Human Factor” and freedom of choice

In line with the mission statement of The Online Roleplayer, I believe that the “human factor” (i.e. multiplayer capability) can bring something unique and grand to computer roleplaying games (CRPGs). There are a number of things that play into this, including social interaction, a sense of shared adventure, and the added dimension of experiences resulting from the actions of other players. The in-game experience also can be raised to a whole new level when people are not only players, but act as game masters as well, thereby having the power to direct the experience for all concerned.

Leaving aside the social aspect of multiplayer CRPGs, which could be a topic in itself, it’s worth asking what aspect of game design is most important for a high-quality roleplaying experience. I believe it is freedom of choice - whether real or illusory - and the resulting impact that players perceive they have in-game. The experience of choice and in-game impact of course is not limited to multiplayer games, but is significantly enhanced when other people are involved and can react to all of your actions, unlike computer-controlled characters.

Whether multiplayer or single-player, non-linear CRPGs are sometimes considered the Holy Grail of gaming, since by definition they offer players the ultimate in choice, impact, and involvement in the gameworld. To some extent I agree with that characterization, although often the illusion of non-linear play is what is important to a person. What I would like to do is look at the closed, linear gaming experience versus an open-ended, non-linear experience, and how each affect people’s enjoyment of roleplaying.

The illusion of choice in linear structures

The fact is that almost every CRPG is linear, with the beginning and ending pre-defined for the player. Even those few games with multiple endings offer a handful, at most, and usually only two variations (“good” and “evil” paths). It’s how the player reaches the ending that provides the illusion of choice, from which I believe most of the enjoyment in roleplaying is derived. If you doubt this, consider an experience with absolutely no choice involved - you’d be watching a movie, essentially, which is not what a roleplayer is looking for when in-game.

Like the Wizard of Oz, game designers from behind their curtains project an illusion in order to make you feel you are participating and shaping the storyline. Meanwhile, their story plays out in front of you. It’s understandable why truly non-linear design is rarely done for real; multiple endings and multiple paths through a scenario create exponentially more work. When professional game development is measured in years and millions of dollars are on the line, implementing true freedom of choice tends to be too expensive. Instead, a number of design techniques are used to give players interesting choices that do not change the main plot, but do serve to immerse the player character (PC) in the gameworld. Here are some common and effective techniques:

  • A choice of computer-controlled non-player characters (NPCs) that interact with the PC and other NPCs.
  • Different in-game factions that the PC can join or oppose.
  • Different in-game opportunities (i.e. side quests) based on a PC’s class, skills, etc.
  • Different conversation options that reflect a PC’s persona and in-game actions.
  • Being able to choose in what order core plot elements are pursued.
  • Multiple ways to resolve in-game quests and challenges.
All of these take significant amounts work to implement. However, in an overall linear plot structure, the complexity is significantly reduced from what it could be, since all roads eventually lead to the same place.

The effectiveness of these and similar techniques is undeniable and explain why linear CRPGs can be so memorable and immersive. Although essentially a pre-defined story is being told, the player feels like they are a part of the action and are affecting the world around them through choice of companions, conversation options, and relations with NPCs. Although I have had outstanding multiplayer experiences in online roleplaying, I also have vivid memories of games such as the Baldur’s Gate series, Planescape: Torment, and Star Wars: Knights of the Old Republic. In some of them - particularly Baldur’s Gate 2: Shadows of Amn - the sheer scope of what is available to do confers a sense of non-linearity. And while Planescape: Torment was strongly linear in structure, the depth of its conversation options and NPC interactions made it uniquely compelling.

Non-linear gaming: the Holy Grail?

Calling something the Holy Grail implies that it is 1) desirable above all other things, and 2) unattainable. I would argue that non-linear CRPGs are neither of the above, necessarily. We’ve seen examples of how linear designs can produce very effective roleplaying experiences, so a non-linear design is not necessarily the best possible choice for a particular scenario. That said, a non-linear CRPG with unbounded freedom of choice should be a fantastic experience. But is it doable?

The answer is yes, with some caveats. With a computer controlling all aspects of the game, true freedom of choice is simply not possible, as human intelligence and creativity cannot be fully captured in programmed reactions. In a computer-controlled environment, it’s best to think of linearity as a continuum, running from completely linear on one side (your path is dictated at every stage) to open-ended (multiple paths nearly always exist). The one CRPG in my experience that best represented open-ended design is the classic Ultima IV: Quest of the Avatar. Its unique main plot focused from the very beginning on the PC’s development and offered a large number of paths to pursue it, not locking the PC into a set course of action at any point until the very end. In more recent times, the Elder Scrolls series has featured largely open-ended play, with wide flexibility in character development and freedom to pursue activities in-game at the player’s pace, including ignoring the main plot.

In contrast to only having a computer “judge“ in-game, when a human game master (GM) is present, players’ intelligence and creativity is only limited by what is possible in the game engine and by the GM’s ability to react. This is a powerful enabler and allows for full freedom of choice and resulting impact on the game world. Only a very few games have ever offered this feature, however, the most notable (and successful) of them being Neverwinter Nights (NWN). NWN’s in-game controls and out-of-game toolset allow for constant modification of gameworld NPCs, objects, and areas. It is this level of control that makes possible true representation of the in-game impact of player actions.

Finding the right match for design and play

In several years of both playing and “directing” CRPGs as a GM (or in NWN terms, Dungeon Master/DM), one of the interesting things I’ve observed is people’s tendency to stick to a linear framework, even when given the ability to take a more non-linear approach. As with the campaign included with NWN, individual adventures or “modules” created by the community have been created with a defined beginning, middle, and end. Some linear campaigns exist as well, extending the gameplay to many hours. Even in a linear structure, however, a multiplayer/DM setup can be hugely immersive and powerful, allowing creative approaches to problem-solving and unique rewards and challenges tailored to individual PCs.

Taking it one step further, nearly unlimited freedom of choice can be found in an open-ended NWN multiplayer/DM campaign. It is a relatively rare beast, but for those willing to put in the time and effort, it offers a unique experience in which players truly control their own destiny - at least as much as anyone can in a “realistic” gameworld. It is as if the players are writing their own fantasy novel, choosing their own path toward an ending to be determined, while enjoying near-endless possibilities along the way. NWN persistent worlds also can offer this type of play, although not all have the requisite DM coverage.

Rather than believing that one approach to roleplaying is necessarily best for everyone, I think that people should seek out the types of games they most enjoy. For example, those who prefer a strong story structure with a defined ending can more easily find that in a linear game design. I’ve thoroughly enjoyed such games from both the player and DM perspectives, including Bruce Nielson‘s The Light Reborn campaign. I do believe, however, that it’s well worth it for roleplayers to expand their thinking and take advantage of open-ended gameplay when possible. It is creative rather than scripted, proactive rather than reactive, and can offer a truly unique experience.









Published on: 2008-10-27 (731 reads)

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