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How to do a doomed, "Halo Reach" type game?
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<blockquote data-quote="Celebrim" data-source="post: 5327452" data-attributes="member: 4937"><p>As I understand it, the whole Halo: Reach single player campaign can be played in a single session - 6 to 8 hours.</p><p></p><p>I would suggest that an PnP RPG session of 6 to 8 hours could be played to a tragic conclusion successfully, but that the normal sort of RPG campaign could not. </p><p></p><p>IMC, we are now like 9 or 10 sessions into the game, done about 20 combats, and have had about 50 hours worth of play time (including 3 or 4 sessions of basically pure RP). And yet, this is really only the beginning of the story. The full campaign might go go 60 or so more additional sessions, and eventually involve 300+ hours of gameplay. That's a huge investment in time and emotion into not just a game, but potentially a single character that you self-identify with.</p><p></p><p>Halo: Reach may have a good story, but its about like watching a character from a book die. In Halo: Reach you've barely got to know the characters, and you are not emersed in their story to the same degree because all the story development is something you watch happen not something you create yourself. </p><p></p><p>I just don't think it is comparable. Video games are more emersive and interactive than television (but what isn't?), but as vehicals for a story they are still something you largely just watch. You don't have the same degree of self-authorship that you have in a PnP RPG. </p><p></p><p>Most people don't want to write their characters to a tragic ending. They certainly don't want to write themselves to a failure. Not after investing that much time in a game. Not after investing that much care in a character.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5327452, member: 4937"] As I understand it, the whole Halo: Reach single player campaign can be played in a single session - 6 to 8 hours. I would suggest that an PnP RPG session of 6 to 8 hours could be played to a tragic conclusion successfully, but that the normal sort of RPG campaign could not. IMC, we are now like 9 or 10 sessions into the game, done about 20 combats, and have had about 50 hours worth of play time (including 3 or 4 sessions of basically pure RP). And yet, this is really only the beginning of the story. The full campaign might go go 60 or so more additional sessions, and eventually involve 300+ hours of gameplay. That's a huge investment in time and emotion into not just a game, but potentially a single character that you self-identify with. Halo: Reach may have a good story, but its about like watching a character from a book die. In Halo: Reach you've barely got to know the characters, and you are not emersed in their story to the same degree because all the story development is something you watch happen not something you create yourself. I just don't think it is comparable. Video games are more emersive and interactive than television (but what isn't?), but as vehicals for a story they are still something you largely just watch. You don't have the same degree of self-authorship that you have in a PnP RPG. Most people don't want to write their characters to a tragic ending. They certainly don't want to write themselves to a failure. Not after investing that much time in a game. Not after investing that much care in a character. [/QUOTE]
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How to do a doomed, "Halo Reach" type game?
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