Kamikaze Midget said:
I wonder how much some people show up to a given D&D game just because there's some social pressure to game with your friends when their minds are completely elsewhere. And I wonder how much that disrupts everyone else's enjoyment. I wonder if it's possible to make a D&D where you don't NEED the same people to show up week after week, you don't need a core group, you can run it with whatever's there (or even solo? A DM-less D&D with only one player?)
Yes.
Many RPGs are explicitly designed for one-shot play (Savage Worlds is one; Wushu is very vocally this way). They are not as successful as D&D, for whatever reason.
Kamikaze Midget said:
See, it would strike me that this is a breakdown of Wright's system: when someone just plays the game because it's there, not because they want to frolick around in a fictional world. Someone who asks that doesn't really want to go on the quest (or they'd be LOOKING for what to do), they're just along for the ride, it would seem.
I mean, everyone has off days where they don't want to go chasing adventure carrots down, and some people don't have the confldence/courage/desire to make choices for their characters (they're more there to hang out with friends). To force it seems counter to the idea that you play a game because you want to do something other than real life for a few hours.
Some people - and in this I would include at least 50% of all RPG players I've known and easily 90% of all people in general - are just looking to go along for the ride, TO BE ENTERTAINED. When they play and RPG they may want to contribute their character, or they may want to hang out with friends, but they don't come to tell a story. They come to experience one. I see nothing wrong with the experience these people are seeking, and am usually one of them. If I want to drive the course of a story, I'll either write one or GM a game with a strong story element.
Kamikaze Midget said:
But Mario (for instance) is just one big long obstacle course...there's not a whole lot of story in that game. It shows off game design quite well, but it doesn't tell much of a story. It doesn't let the user create, either, so it's pretty confined to "run this obstacle course." I mean, admittedly, running around a Mario obstacle course is some of the best fun that can be had with polygons and pixels, but it's confined to what it is.
Right. It's confined, but it's fun. Emphasis on the fun. It has a very specific goal and it executes it to perfection, like most high quality entertainment.
Other games (console RPGs from the '90s on, PC flight sims and RTSes of the mid-late '90s, older PC RPGs, etc.) do tell stories - stories the creators paid scriptwriters to produce, often with lavish care. The best of those stories are easily on par with a quality movie; the *very* best are arguably competitive with a quality novel. They are highly focused on delivering a good story and on merging story and gameplay in an appealing way.
I've seen the typical quality of user-created content; many of the most sparkling levels ever created for, say, Unreal Tournament have a 'story' that boils down to C&Ping a description from an official map and somehow managing to insert grammar and spelling errors. But of course, with the Will Wright model, you wouldn't even get that. Any story you get would be your own - meaning those who can't produce a decent story will never get one, and those who don't have the time/energy to do so won't, either.
Kamikaze Midget said:
Wright seems to be saying that if you'd like to design an ideal game, you'd be able to run players through an obstacle course when they want it, or give them a head-to-head reflex-testing fighting-game experience when they want it. You'd be able to see what the player wanted, and you'd give it to 'em.
This would certainly be terrible game design from a business perspective - why would anyone ever buy another video game (provided they had the desire to do this free-form story creation stuff; I'd keep buying Final Fantasies and Suikodens and Valkyrie Profiles to find out what happens to the casts the writers created)?
I'm willing to bet that it would be just as bad in the actual execution, though. If I wanted an open-ended city or suburban life sim, Will Wright would be just the guy I'd tap - but a console RPG? No thanks. A fighting game? His team has how much experience with the intricate tick-by-tick balance of those, again? None? Thought so. A turn-based-strategy game? I'll stick with Alpha Centauri, Civ IV, Heroes III, etc.
Unless all the great game designers in the world decided to come together and end their careers and their industry by producing this theoretical uber-game, it would end up as a great many poor games bundled as one game.
Kamikaze Midget said:
That's why the D&D analogy I've drawn is a DM who doesn't design his setting before he has PC's. The DM's role shifts from setting the stage actively to simply reacting to what the players do. The game then becomes just a system of reactions.
There are systems that do this better, primarily by shifting narrative control to the players via actual mechanical reinforcement. The cost of this is a great deal of deprotagonization; if you control the world to some extent, you're LESS in tune with your character-as-avatar. Either in spite or because of this, I've enjoyed some of those games.
However, D&D doesn't do this by the book and if I sign on to a D&D game and find it's a complete sandbox in which I'm supposed to user-create my content, I'll walk away and GM a game of my own. If I'm going to sandbox, I may as well create a sand castle others can play with.