Daniel Hemmens continues to do nothing but play Neverwinter Nights and shares his thoughts on the Influence Mechanics and choice in RPGs.
Comments
In order to post comments, you need to log in to Ferretbrain or authenticate with OpenID. Don't have an account? See the About Us page for more details.
Ahem. Actually, what I meant to say was, there's a really interesting book by Johan Huizinga called "Homo Ludens" which if you haven't already read you might enjoy. Um. Yeah, one of the things he says is, games can be divided into two types according to the quality of tension in them. Jigsaw puzzles have some tension associated with the fact that the particular piece you're holding in your hand might be difficult to find a spot for, but on the other hand, overall there's the reassuring knowledge that if you keep playing the game then inevitably you will ultimately win. Then there's games like chess, which have an entirely different order of tension, because it's possible - indeed, often it's likely - that you'll lose.
Anyway, when you say that a real choice needs to have consequences, none of which suck... I don't know, it reminded me of that thing. It kind of strikes me as an odd thing, because... while I know what you mean, I also sort of think... the most exciting games have consequences which do suck, and which you can't do anything about except trying to find ways of coping with them. I think the thing in most CRPGs which kills that for me is the whole save-reload cycle (and the built-in assumption on the part of the designers that that's how the game will be played).
Speaking of which, have you ever played Nethack?
Yes, but I think in terms of how we think a game actually should work we're on the same page