Archive for February, 2010

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Power of the Player

February 25, 2010

Dixon Trimline recently posted an article called “The Almighty Player” on Critical Hits talking about the power of the player in a game of Dungeons and Dragons. Reading it, I began to ponder how much the player really is given power in games in general. Clearly, in most pen and paper roleplaying games, the player is going to have quite a bit of power if the DM allows it. Of course, as in every game, it really boils down to how open-ended the designers/DM made it.

Trimline’s post argued that players could easily ruin a game of D&D (which is true, by the way, definitely seen this in action), but there’s definitely another side of it. Guild Wars, the popular MMORPG released in 2005, had a very linear gameplay within missions. Each mission was designed in such a way that it kept the player exactly on the path that the designers wished and they couldn’t stray from that, due to actual gameplay restrictions such as the inability to jump over obstacles and walls. First person shooters are well known for this as well.

This linear gameplay forces the player to do a certain thing, enabling the game designer to give a degree of realism to the game, since it’s impossible to program a limitless world. Text-based games were known for their ability to allow more versatility in player choices, partially due to the lack of graphics. Then, finally, moving even farther back from text-based gaming there is pen and paper.

Pen and Paper RPGs have the ability to be more fluid, allowing their players more movement through the game. However, this is entirely based on what your GM is willing to run with. I’ve played with one GM who responded to any player action which he didn’t plan for with a “well, some random force comes by and sweeps you back onto the path of correctness”. Other ones, however, rethought the entire campaign time and again as the players screwed up, missed the hints, and generally questioned why they were doing what they were doing. What really screws with a game of D&D is when one PC in your group questions why it is that he doesn’t just retire with his current wealth and become the leader of a ‘mafia’ type organization in a city that we passed through.

Anyway, my point is… the player does have control… but the sign of a truly good DM is the ability to move with his players and keep changing things on the fly, making sure that each of their decisions leads to something interesting that will continue to keep them interested. I suppose that’s the first rule for DMs… “Be Flexible!”

Good luck with your obstinate players!

~Obsrrver

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Following in the Footsteps of Innovation

February 24, 2010

Lately, I’ve been playing many of what are cross-listed as MMORPG and MMORTS. The entire genre which DoTA seems to have brought down on us has become the latest wave of enjoyable, player vs. player games to sweep the internet. There are two things which strike me as being quite interesting.

First of all, it’s been an extraordinary innovation of IceFrog and his team (the original creator of the Warcraft 3 mod DoTA) to come up with something this popular, especially based in a game already created by someone else. DoTA is singlehandedly the reason why the price of Warcraft 3 Game Chest is still $40.00 retail price, way higher than any other comparable game released during the same time. Tower defense games have been around for a while, but DoTA definitely took things to a new level, which raised so many people’s interest in that type of game. Kudos to IceFrog.

Second of all, the games which have been released with DoTA as their role model have released in several different ways. League of Legends (http://leagueoflegends.com) released F2p with a cash shop, enabling users to buy items with real money that would only really enhance the looks of the game. While there were options as well for XP boosts and whatnot, they didn’t really affect gameplay itself, rather just shortcutted the summoner levelling procedure. Avalon Heroes (http://avalon.alaplaya.net) released their game also with a cash shop, benefits which included a certain edge in the actual game itself. And finally, Heroes of Newerth (http://heroesofnewerth.com) which is currently in Invite-Only Beta is releasing with a subscription model, requiring their users to pay the monthly subscription to make the game profitable. So many releases so close together with entirely different business models. It will be interesting to see which ones are more successful in the long run.

This type of gaming isn’t going to be going away any time soon. The Heroes of Newerth beta easily has 45,000-50,000 members just in their beta. League of Legends is boasting that they are close to or have already won awards in several major game categories for 2009.

The only question is… which will be the defining game in the genre now? Will it continue to be League of Legends (which currently seems to be leading in popularity) or will Heroes of Newerth be able to take the title once they full release?

~Obsrrver

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