“Don’t give, then take away,” Avellone warns. “One of the worst mistakes I made was after an excruciatingly long treasure hunt for one of the biggest hordes in the world, I took away all the unique items the characters had struggled to win at the start of the very next adventure. While I knew they would get the items back, the players didn’t, and that almost caused a mutiny.”
“Players are selfish,” Avellone said, reflecting on his time designing the seminal computer roleplaying game Planescape: Torment. “The more you can make the experience all about them, the better. So Torment became that. Almost every single thing in the game is about you, the player.”
“Players are selfish,” Avellone said, reflecting on his time designing the seminal computer roleplaying game Planescape: Torment.
This seems really quite limiting, and we've already seen games as a medium grow out of that.“Players are selfish,” Avellone said, reflecting on his time designing the seminal computer roleplaying game Planescape: Torment. “The more you can make the experience all about them, the better. So Torment became that. Almost every single thing in the game is about you, the player.”
Death at the game level and also at a meta level, getting the monkey behind the keyboard to ponder on its own mortality. Planescape was a genuinely moving game - the only time I felt something similar was after choosing the Synthesis ending in Mass Effect 3, seeing that sometimes the hardships in life are unavoidable.The genius of Planescape was how it treated death. I can't think of another game that has done this.
It reads to me like a lesson born out of gamemastering tabletop and a reminder to avoid a common rookie mistake where a GM's Mary or Marty Sue is the awesome one doing all the work and the player characters are just along for the ride.This seems really quite limiting, and we've already seen games as a medium grow out of that.
Well, if an RPG is about playing a role, and if the players don't know what role they're playing because they're skipping the world building, that's on them. I don't see how you can have an RPG if the story is wholly optional and all the player is doing is engaging with scenery and enemies.Chris Avellone said:If players want to skip dialogue and story points, that’s how they choose to play the game, and they shouldn’t be crushingly penalized for their play style.
I don't really understand what this means.Chris Avellone said:Players are selfish. The more you can make the experience all about them, the better. So Torment became that. Almost every single thing in the game is about you, the player.
Reddit poster said:Spec Ops [sic] story and narrative is [sic] great, but the gameplay is generic as hell and very repetitive. And I don't really thing [sic] it was done on purpose to make the argument about glorification of war, as a [sic] great gameplay would [sic] even [sic] further amplify [sic] that message.
Which was technically true as it was ending red, green, or blue.Casey Hudson said:It's not even in any way like the traditional game endings, where you can say how many endings there are or whether you got ending A, B, or C.
He got a public retraction but AFAIK he mostly moved to another state, and filed a lawsuit there
some young women that couldn't afford to battle him in court.
I don't comment here frequently but it's very disappointing to see Ars putting out a puff piece on an alleged abuser who bullied his victims into submission through the legal system.
Avallone was being slightly disengenuous here, but not egregiously so. Indeed, death generally doesn't interrupt the story and in fact moves it along at some points -- but there is one battle towards the end where the number of deaths you've accumulated will impede you, potentially in a very frustrating and time-consuming way -- and save-scumming is very hard at that point as well. It even makes sense story-wise, but in replays of PS:T, it is annoying enough that I do try to avoid unnecessary deaths early on (shame on me).The genius of Planescape was how it treated death. I can't think of another game that has done this.
The true mark of a successful game is when players really enjoy themselves, and serving that essential egotism is one of the fundamental flaws of game design.
The genius of Planescape was how it treated everything...The genius of Planescape was how it treated death. I can't think of another game that has done this.
This idea is deconstructed in the spiritual sequel 'Torment: Tides of Numenera':What seems like a really tricky aspect of this is that there's something really bad for immersion/suspension of disbelief about too crudely protagonist-centric/designated-hero settings; and there's always something kind of goofy about situations where apparently everyone is just standing there waiting for the chosen one to solve their problem(especially when it's everyone, from the mud farmer who needs three tubers to averting the end of the world that is equally waiting on you); and being too overtly constructed to be your designated fans and/or foils tends to flatten NPC characters out.
You need to look into this in more detail. That's not what happened at all, and "AFAIK" should never, ever be seen in a sentence dealing with such a topic.He got a public retraction but AFAIK he mostly moved to another state, and filed a lawsuit there on some young women that couldn't afford to battle him in court.
Which sucks, because I'm a fan of his work.
I like to think about this in the context of the annual discussions we have (if not more often lol) about game difficulty.In the end, it pains me to hear someone say that story can be entirely optional. I write stories. That's NOT what I want to hear someone say. However, he is A Famous Designer and I am A Not-Very-Famous Ars Technica Commenter, so people are more likely to listen to him.
I think ultimately the witnesses did not collaborate on the accusers stories, but I could be giving the benefit of the doubt.This isn't true either. Both accusers were past their mid-30s, but, more importantly. they were represented pro bono and didn't have to "afford to battle him in court". Their real problem was that none of the witnesses made statements in their favor, but did make statements in Chris' favor.
I blame him for terrible, terrible things I did to one of the majors' display drivers. KOTOR 2 (probably not intentionally) exploited a driver bug that ended up becoming crystallized in the driver due to inability to just break a legacy game. An entire horrible state mechanism had to be duplicated, permanently, in the code (biz decision).I really should dust off my copies of classic Fallout and relive the good memories I had in my youth. I'm glad Chris has been vindicated of the allegations he suffered under a few years ago.
Have you played Hades? Dying is part of the experience and the game cured me of being worried about occasionally failing when playing a game.The genius of Planescape was how it treated death. I can't think of another game that has done this.
In my mind, I just want my time respected. If there's a lot of story in your game, it needs to be good. If your story is mediocre but short, that's fine. But if you spend a lot of time on a bad story I am just going to start skipping, or I'll drop your game altogether.I like to think about this in the context of the annual discussions we have (if not more often lol) about game difficulty.
You, as the game designer, make choices. And players can respect them or bounce off them.
If you make a Dark Souls, and it's "hard", and your answer to the player is "just keep trying until you figure out the pattern, that's the game" that's I think fine.
And clearly some people hate it. And some love it. It's a choice.
If you as the designer want to say "the story matters, and if you skip it you're going to have a bad time" that's a choice too. And some will love and respect it.
And many will bounce off it.
You always have the choice to make what you want, but you can't control how people interact with it. That's the nature of the medium. And the more you stick to your own guns, and what you think matters, the more pure you are, the less mass appeal you're going to have.
Which is I think a choice that's easy to respect, but also one that may not lead to success. And that's always a balance.
I also ultimately feel like when I want to game I'm gaming, and if I'm in the mood for a long story and a lot of reading or sitting watching cut scenes etc then I'm gonna prefer engaging with a book or a movie or a show.In my mind, I just want my time respected. If there's a lot of story in your game, it needs to be good. If your story is mediocre but short, that's fine. But if you spend a lot of time on a bad story I am just going to start skipping, or I'll drop your game altogether.
Sometimes a game can have a really good story but told in a really bad way, too. FF14 has a truly awful structure for it's base game (A Realm Reborn) that results in a lot of players skipping cutscenes to just enjoy the game. But expansions overall are quite good, they just demand you to have been paying attention back when the game was actively wasting your time. The story is still quite poorly paced even when it's good (lot's of characters standing around for 15 seconds tapping their chins, or otherwise wasting your time with mundane BS) but the plot is quite good. Shame so many players missed out on it because they were trained to skip the very long very boring stuff early.
That's generally my sentiment, until the occasional game with a great plot comes along to make an exception. Having just finished Clair Obscure, there was no way I was skipping any part of that games story (except for repeat cutscenes, but that game makes the baffling decision of putting the checkpoints at the start of the cutscenes before bosses, rather than just dropping you back into the start of the fight after a continue). But this is an obvious exception that proves the rule. Most of the games I am playing more than once are the ones with skippable story bits so I can get back to the fun.I also ultimately feel like when I want to game I'm gaming, and if I'm in the mood for a long story and a lot of reading or sitting watching cut scenes etc then I'm gonna prefer engaging with a book or a movie or a show.
I appreciate that gaming can be a very cool way to tell stories, but the less it's a game and the more you're taking away my agency and making me a passive observer the less engaged I am with it.
As with everything it's a balance. But if you're a writer and you want to write then books or scripted shows are there.
Obviously the better done it is and more part of the experience the easier it is to be into it. If you're making say Uncharted I'm down.
If it's about "pick up item and read the multipage lore that you need to know to solve the puzzle" then I'm decidedly less so.
You sound like a good DM. I've too often read or heard of DMs who took it upon them as a personal challenge to kill off player characters.This. Crikey how I hate that sort of thing. Maybe somewhere out there is a good implementation of this that advances the story well without feeling like I'm getting punished for no reason while doing everything right, but I've yet to see it.
When I used to run D&D type games, this was a cardinal rule. Don't screw the players. If bad things happen, let it come about through player choices and actions. Players need to trust that their time investment will be respected.
This. Crikey how I hate that sort of thing. Maybe somewhere out there is a good implementation of this that advances the story well without feeling like I'm getting punished for no reason while doing everything right, but I've yet to see it.
When I used to run D&D type games, this was a cardinal rule. Don't screw the players. If bad things happen, let it come about through player choices and actions. Players need to trust that their time investment will be respected.
Unfortunately, gameplay-wise, Planescape is kind of lame. The rule system is overcomplicated and unbalanced. The dialogue trees often just test if you put points into a dump stat--cha, wis, or int (hint: do so.). Many of the quests are fetch quests-- find person a, then person b, then person a again. It's okkkkkay, but you'll probably enjoy BG3 much more in terms of gameplay.Have you played Hades? Dying is part of the experience and the game cured me of being worried about occasionally failing when playing a game.
I can't compare the two because I just remember buying Planescape ages ago but not much about playing it. Have to look for a copy on Gog....
Edited: it's on sale for the next 12 hours!![]()
What seems like a really tricky aspect of this is that there's something really bad for immersion/suspension of disbelief about too crudely protagonist-centric/designated-hero settings; and there's always something kind of goofy about situations where apparently everyone is just standing there waiting for the chosen one to solve their problem(especially when it's everyone, from the mud farmer who needs three tubers to averting the end of the world that is equally waiting on you); and being too overtly constructed to be your designated fans and/or foils tends to flatten NPC characters out.
That's not to say that I disagree with him on players wanting it to be about them; just that it appears that the most effective pandering demands that you manage to conceal just how much pandering you are actually doing; which seems to make being all about the player a much trickier task than it would be if players were less discerning about being pandered to.
You see how people gush over 'living worlds', 'emergent behavior', and immersive sims(which are basically just RPGs; but with worlds that have a certain special 'something' in terms of mechanical plausibility); because those things succeed in especially artfully pretending that you are just being awesome in a world that actually plays by consistent rules; rather than a series of setpieces populated by sycophants and stuntmen.
What seems like a really tricky aspect of this is that there's something really bad for immersion/suspension of disbelief about too crudely protagonist-centric/designated-hero settings; and there's always something kind of goofy about situations where apparently everyone is just standing there waiting for the chosen one to solve their problem(especially when it's everyone, from the mud farmer who needs three tubers to averting the end of the world that is equally waiting on you); and being too overtly constructed to be your designated fans and/or foils tends to flatten NPC characters out.
Want you to side with them? Yes, many times.I found this was pretty bad in Fallout 4 (nothing to do with Avellone). Fresh out of the deep freeze and almost all the factions want you to be their leader in no time. It's far too easy.