MoogleEmpMog
First Post
subrosas said:Just a few thoughts regarding the growth of games such as WoW vs. the decline of table top games:
The fundamental differenced between CRPGs (massive or not) and table top rpgs is that of pacing. Computer games will never be able to adjust pacing on the fly to keep the interest of players. Never. It isn't a computable problem. At best you might be able to set some sort of interest measures along with some sort of narrative generation to heuristically alter the flow of game-time, but it will always be weaker than the table-top version, since computers are notoriously bad at detecting player boredom![]()
This is what table top games should be emphasizing: teaching gm's how to on-the-fly alter the narrative flow (time granularity, etc.) as the players gain or lose interest; providing support for quick changes in narrative flow (i.e. quickly resolved rules for when players are bored, detailed rules for when players appear intensely engages, etc.). I should be able to quickly and easily convert a mook into a boss, and vice versa.
Everything else will be evenetually duplicated by CRPGs. This includes story, tactical challenge, avatar advancement, socialization, even player empowerment re: setting, persistence.... The only thing a computer cannot and will never be able to do is to look you in the eye and decide to hurry up the description of a journey from Random-Rpg-Town to Random-Rpg-dungeon.
Whether or not this distinction will be sufficient to maintaining a viable rpg market will be determined in time (I certainly can't speak to the facts on that).
Actually, I think that's one of the EASIEST things for a computer, or at least a game, to do. Not to decide the pacing for you, but to let you decide it.
Might and Magic games have been doing this since the late '80s, courtesy of the town portal and Lloyd's beacon spells. Final Fantasy games have been doing it since the introduction of the airship.
By contrast, player created content that is as EASY to implement as it is in a tabletop game will be a huge design hurdle, one that may not be overcome in our lifetimes.