The Trouble With Using D&D Rules In Videogames?
An anonymous reader writes "There's a new article on kuro5hin.org about the trouble with porting pencil and paper RPG games (such as d20 3.5) to RPG video games. One such rules-snatching video game is examined, The Temple of Elemental Evil. The article is also an introduction to a new RPG Standards Compliance system that is currently under development and will be online soon, in hopes of bridging the gap between computers and those lovable PnP evenings we all enjoy."
The main problem encountered here is that a system designed primarily for abstraction, that relies on mental visualisation to compensate for the abstraction, is being ported to an environment where complexity can be handled and arbitrary visualisation is provided. Additionally, IMO hitpoints really don't work representationally after a set point.
BTW, I'd like to just point out that I haven't touched a P+P game since I was 12
Problem is that D&D's number-crunching sucks and instead of focusing on giving the player a thousand numbers to concern himself with, it'd be better to make a fun game.
If you're mostly into Hack & Slash, then video game D&D is workable. In fact, it's been around a long time: Rogue was released in the mid-80's wasn't it? Man, I still love that game.
But if you're mostly into grand sweeping epic storylines, or intricate political manipulative shenannigans, or just the camaraderies of hanging out at the gaming table, eating pizza & diet coke (or cheetos & Mt. Dew) and rolling dice and making bad puns or acting out like your character, then the computer version is very, very tame.
I can handle both styles fine though. THey both have merits.
BTW (off-topic) how many people still play older editions? I'm very much into old-school Basic/Expert D&D (those old boxed sets from 1981). That's what I started out with back in the day, and it's what I keep going back to for some reason. I know the new editions are technically better, but I just don't like 'em that much. *shrug*
The most amazing thing to me is, the fact that this article posted at all over on K5. I can't believe it did, since it was on it's way down last I looked at it. Looks like K5 really has gone to pot. :-(
But this is slashdot. A slashdoter who didn't build his own computer is like a Jedi who didn't build his own lightsaber!
I would say that it is a much better idea to use the tried-and-true D&D rulesets than to create your own on the fly. Heck, for starters, it saves you a huge amount of time.
Ironically, a lot of people played AD&D but threw away a lot of the more complicated AD&D rules such as the Weapon vs. Armor type chart, the rather complex initiative and surprise rules, the near-incomprehensible grappling rules, the spell segment casting times, etc. Spell material components were also commonly disregarded. ;-)
All in all, after throwing out most of those complex rules, you ended with something very, very similar to Basic D&D, but with class/race differentiation.
And ironically, a lot of the people who played this way held Basic D&D in disdain for being too simple. The fools.
Myself, I prefer using Basic D&D as a base and adding more rules to suit my needs. YMMV.
Baldur's Gate? This article confuses me on several levels.. First, it's operating within a microcosm of video games that are based off of AD&D - in particular just one. This isn't really that great of a study if it's just using one source. I'm taking an introductory statistic's course right now at my college, and my professor would fail me if I used only one souce. (He also mentions something called d20 in passing a few times but makes no arguments over it.) Second, what about Baldur's Gate? There are very few more successful game series then the Baldur's Gate line. The game is able to be played as a traditional RPG with pause's after each move, the storyline is diverse, and with BG2 onward you have different plots devlop based on your char's alignment, class, race, etc.. it's quite a wonderful and diverse game. Neverwinter Nights continues to expand it allowing user/gameplayer customization of the settings and rules. This customization of the rules of the game is also my third point with what's wrong with this "article". The author says that Pen and Paper games are much more flexiable and adaptable based on their player's needs.. well, if I am playing a game of NWN or BG or Ice Wind Dale, all I have to do is change the settings in my preference box to change the level of hardness of the monsters or the speed of the game, etc. It's not difficult, and just requires a few clicks of a button. So in conclusion, what happened to the Baldur's Gate line of games? I mean, come one... the games span three platforms, are wellknown amongst gamers, and have won more awards then I can count. Why didn't the author include BG and Black Isle analysis in his article? All this means is that this article is a bit of FOO and should be sent to /dev/null, or rather /dev/menzoberranzan.
- Simrook.
'Truth' is linked in a circular relation with systems of power which produce and sustain it...
Knights of the Old Republic used essentially the same rules as D&D, the d20 game, Star Wars Roleplaying Game. I've played the RPG, it works well as a table top game.
I think that KotOR makes it pretty obvious that a great game *can* be based directly on a table-top RPG. But a crappy game is a crappy game, no matter what property they license to go under it.
"It is our blasphemy which has made us great, and will sustain us, and which the gods secretly admire in us." - Zelazny
Just because someone does a shitty game based on D&D doesn't make it a failure of D&D. It's a failure of the developer. D&D rules have served quite well in many computer RPGs over the years (my first true D&D CRPG was "Eye of the Beholder," which was a blast).
Of course, this is a failure of videogame reviews in general. If a game element is poorly implemented, that means to some reviewers that the game element itself is flawed as opposed to the way it was integrated into the game.
Which roleplaying games existed before 1974? AFAIK, the only rules you could find before that were for miniature wargamming, which is what D&D evolved out of. In fact, the very first edition (not AD&D, but rather the old 1974 booklets) had two distinct combat rules. You could use the old Chainmail rules, or the new D&D rules to run combats.
BTW, Dave Arneson is presumably responsible for the whole hit tables and negative armor class thing. He supposedly got that from an old naval wargame. He and Gary Gygax were buddies back then.
If you're genuinely curious about the whole story behind D&D (including the ugly, dirty side dealing with money and publishers), check out the Gary Gygax interview in the last couple issues of the OD&DITIES fanzine
d20's a pretty sucky system, rules wise. Shadowrun and Whitewolf games have a nicer system, overall (though I don't like either game genre, personally). The various games jumping on the d20 bandwagon are just making their games sucky. Sucky but sellable.
Give me a nice smooth, fast system that's as open ended in character design as Shadowrun any day over any d20 crap.
I'm told 3.5 is a massive improvement over v3.0, but it's still not for me.
As for RPGs in computer games, I've yet to see one. Arcanum was the closest to one I've seen. It was fun. It was also lightyears from being an RPG. We'll need truely imaginative AIs before we have that.
The article pretty much seems to ignore its premise.
The fact that TOEE is bug-ridden doesn't say *anything* about the suitability of adapting Pen N Paper RPGs to the computer. It just means there were sloppy programmers.
All I got from this article was that the guy wasn't happy about the d20 system, he really didn't seem to be all that coherent, which he warns us of this ("this is no review of TOEE, although it could be"), it apparently could also be a rambling condemnation of WotC, or a big circle jerk about how great J.R.R. Tolkien was.
/. aside from the usual comments about the editors?
As people pointed out in the thread below, a computer is more than capable of performing the functions that the d20 system has laid out. I for one have never found it difficult to comprehend, as everything is simply a plus or minus on a random interger 1-20. Correct me if I'm wrong, but it really isn't that tough (compared to say, creating some good content) to establish these scripts and commands?
I mean really, for now all we're going to get is a fairly modular design, but the rules are not the problem, shit games with tons of bugs are the problem. Who wrote this article, why are they qualified to make these statements, why is it on
I mean ya, a pen and paper game can actually be played without the pen or paper if you want. My friends and I did, for the most part. All we used was charater sheets. This was mainly a process for organizing your thoughts. The player had to put thought into what kind of character they wished to play, and the GM (we weren't playing D&D) got an idea of what that character was and could formulate a story around them. Then we basically told an interactive story. The sheets were also useful if you wanted to pick up later (it's hard to remember what the fuck you were doing a month ago).
Not the case with computers. They are as of yet not nearly advanced enough to engage in that sort of thing. So you need a set of rules for them to adhere to. For combat they can't deal with telling a story about it, they need to crunch numbers to determine a winner.
D&D is good for that. It provides a robust, and very tested system. It's not the easiest thing in the world to come up with a good system for a game. This provides a ready made (and good) one to use. Now some games expose perhaps too much of it to the gamers, but some of us find that fun. I really like BG2, despite it being really complecated.
D&D also has a very large and developed universe to draw on. Again, good stories aren't the easiest thing to come up with, espically from scratch. The D&D universe gives you a rich background with many story frameworks from which to start, and write your specific adventure.
Not saying that all games should be D&D or even D20, but I don't think it's bad that many are. I mean BG2 stands as my all time favourite computer role playing game. I'm not sure it would have been as good had they not used a rich preexisting universe like D&D.
A computer game can never account for a truly open game play of a human. The freedom to do anything, bith but dumb and stupid, but more importantly ingenious without running along the usual rails of a computer game set out by the game developer a year ago is the compeling aspect of game play for a human DM.
Advanced D&D added melee rounds and even segments. None of this was in D&D. That and all the goofy multi-class characters were the big differences I could see.
Earlier D&D used the distance-weapon type rules for melee, which I guess didn't work as well.
The problem with D&D rules is they're set up for long term (years and years) campaigns, not 30-40 hr games. So you're characters get just a few skill points and new abilities per level; so few in fact that it's a waste to spend them on anything other than what the game intended for that character. This makes leveling up a linear and dull event, better handled by just clicking 'automatic level up'.
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Mod me troll for saying this... but i'd actually like to see game designers move AWAY from D&D or other paper based rulesets. Don't get me wrong, P+P can be great fun... but when's someone going to make a ruleset that takes advantage of a computer? I've always felt that paper systems were simplified because rolling 20 dice just to see if your right-handed 32 degree slash hit, wasn't deflected, broke a link in their chainmail, and caused a wound... well its just not fun. So in paper, thats all done in what... 2 rolls? But hell, with a computer you could make 20 dice rolls in an instant and the user would never know the difference. Basically I just think the rules for computers need to be streamlined for FUN, not some non-existant physical limitations. And by the same token, much of the power and flexibility in having a real DM is lost with a computer... so compensation in that area is definitly needed. Its all about limitations and tradeoffs IMO, and paper's are definitly NOT the same as a computers.
The other thing is, and do excuse the tangent, i've always HATED D&Ds magic and ability system. Maybe i'm just a Diablo-noobie, but if I can do some kick ass backflip-powerstrike, or ultimate-spell-of-destruction... why the fuck can I only do it twice a day?! What, is there some internal clock on my character? Does he go "DING!" when 24 hours pass? Thats stupid. I've always preferred the mana/stamina "pool" method because its so much more flexible. Mana is raw ability... do anything with it, but your supply is limited. D&D you've got all that memorization and per/day limit stuff... its just stupid. Say your mage character unleashs some raging inferno and completely annihilates a whole clan of orcs in an instant. Once. Now imagine the conversation:
"That was badass! Do it again!"
"Sorry man, I can't".
"Why not?"
"Oh because I have to wait 19 hours to do that again."
"Oh, so like you're tired?"
"No, not tired... I just can't do that again."
"So you could cast another spell?"
"Yeah sure."
"So cast that spell again!"
"Can't dude, like I said. All i've got left is... light. Want me to make the room glow? Its really cool, watch!"
*Grumbles* "Stupid wizard."
And yeah, I know there are some ways to fudge that stuff... but the flexibility just isn't built into the game, and thats what I hate about it. Don't get me wrong, the D&D universe is a blast... I just wish there was some plausible explanation why, in NWN, my badass, "more pissy than a castrated dragon", lvl 22 human female Fighter/Thief/Weapon Master with dual flaming longswords can only perform 6 "Ki Powerstrikes" a day. Bah.
The problems with using D&D rules in video games are as follows: 1 - the D20 system sucks. 2 - One person sitting at their computer playing a game is NOT role-playing. MMORPGs come closer than what the video game industry thinks of as RPGs, but it's still a far cry from the kind of experience I think of when I think of role-playing games.
Video game RPGs need to be *less* standardized if you ask me.
The rules aren't really that important in a video game, as opposed to a pen and paper RPG. It's mostly done behind the scenes.
What we need is games with more imagination than "kill rat 500 times, then kill spider 1000 times".
Because you know these rpg developers are too focused on "standards". How about a mafia rpg where you start with collecting money for loan sharks, then move up the ladder? Yeah, you never thought about that, assholes. Thanks for all the spiders and small poisoned rats. I want to kill you by drilling a hole in your eye.
Please. Change.
Will code a sig generator for food
Absolutely. What ends up happening in a pen and paper game is never quite what the GM plans, or what the players want. Plus, there's always that one critical fumble out there that will totally mess up the storyline, leaving the GM in stitches and the main hero in pieces...
What kind of retarded street justice is that? Do you see every CS player ganging up on the guy who shoots for the head? This is just plain dumb.
-Christopher Wu
http://www.christopherwu.net/
There are a few howlers in the D&D game mechanics. Note: I haven't seen Third Edition yet.
0) You are a 12th level Fighter being marched down a corridor, no armor, your arms bound behind your back, and four men with crossbows are guarding you. So you run for it. Why not? After all, you have almost 100 hit points, and a crossbow does something like 1d6+1 and is slow to reload besides. Sure, we don't want our game to be like the real world, but should there be no chance that they can kill you?
D&D should have critical hits, or "impale" rules like Runequest, or something.
1) A typical town person has 1 hit point. 1 hit point is the smallest amount of damage you can do. Any blow with a sword will kill a town person. Okay. But also, say, a house cat: three attacks, claw/claw/bite, any one can kill a town person.
2) A 1st level mage is incredibly easy to kill, and only has one spell per day, and that one spell might even be something lame like Burning Hands. A 20th level mage, on the other hand, has so much firepower as to render the rest of the party irrelevant. This is overall considered to be balanced?
It would be better if 1st level mage characters were a bit stronger, and 20th level mage characters were a lot weaker.
I could name other things, but that's plenty.
steveha
lf(1): it's like ls(1) but sorts filenames by extension, tersely
An RPG in which the heroes are people like Jane Eyre?
Naw, that's just way too freaky...
But I have indeed read that the Brontes would sit or stand at a table and sort of talk out various stories and scenarios. This was from an introductory essay in a copy of Jane Eyre that I was borrowing from a friend. I'm skeptical about the claim of their use of dice. It sounds like one of those things that would be neat if it were true, but isn't.
"Levels? Experience gained through psychotic, unprecedented levels of slaughter that only the likes of Hitler and Stalin could ever hope to match?"
I never played D&D for XP or levels: we had a good GM and the game was just as much fun at level 1 as at level fifteen bazillion: often more so, since the risks were more real (fighting ordinary creatures, not dragons and gods).
One problem with many PC games is that levelling through XP grinding has taken precedence over story, because you need the levels in order to finish the game: it would be better if the game adapted to character levels, like a pencil and paper GM.
"Inane restrictions that make absolutely no sense (e.g., mages can't wear armor, priests can't use swords)?"
Dunno about the former (other than that a mage in plate mail is hugely overpowered without some serious disadvantages, and would rapidly become the class of choice for powergamers), but the latter at least has a basis in historical reality: at various times in the past, priests were not allowed to spill blood with a sword, but beating the heck out of people with a big club was perfectly acceptable behaviour.
Most of the author's gripes were about storyline or AI. He was griping about PnP games on the computer when his points were really about a specific implementation.
I will retort by bringing up NWN. I DM a weekly group and many of these same people I have played PnP with over the decades.
AI- AI is a general computer game problem. What does the ogre do when you cast a certain spell? Generally this is always scripted and the AI is only as good as its code. The Meld into Stone exploit mentioned by the author is an AI exploit. An AI exploit is an AI exploit; it does not matter if it is on CivIII, a FPS or CRPG. The standard AI in nwn is not the smartest, but it IS replaceable. The individual scripts that fire on various events (when a NPC perceives another creature, when attacked, etc) can be tweaked or replaced. There are several user created AI systems available and some are quite good. If it bothers you that the ogre is still focused on the cleric, check at the end of a combat round to see if he is under the effect of Meld into Stone. If so, go after the fireballing mage instead. Oh and if a DM is possessing the ogre, he will probably flatten the mage first in any case.
Stroyline? Come on! Creating a quest is like writing dialog for a play, except that the story can branch because of whatever. If the creators of TOEE did not do this well, it is because they did not do this well. The BG series did this well. NWN's expansions did this well. There are numerous modules available for NWN that do this well. Then again, in any story without a GM, it is impossible to vary from the story in any meaningful way. I recall playing a neutral good ranger in BG2. On returning from the underdark with the Githyanki sword in my possession, I was confronted by the Githyanki seeking its return. The verbal exchange turned into a fight and fretty soon the area-of-effect spells were flying. Mind you this happened in the promenade district and several bystanders were killed by Githyanki AOE spells. This bothered my because my "good" character had chosen to fight to keep the nice sword despite the fact that innocents would die in the process. I was not penalized as the designers did not think of this situation beforehand. A good GM would have shifted me toward evil for putting personal gain before the lives of innocents. Any non-linear story will have such bugs because the designers will not be able to think of and script for every possible situation.
That is what a good GM is for.
The article is really just bashing the implementation of the D20 3.5 SRD in TOEE. It then tries to generalize to all CRPGs based on a review of one game. Sorry, but that doesn't cut it with me.
I really think that the best implementation of D20 on a computer is Bioware's Neverwinter Nights. It does a good enough job of implementing the rules and is still playable.
What makes NWN so great is the toolset that allows you to create your modules, set up servers, and play with other people. The also have a DM client that allows you to play online with a human DM. This is the closest you are going to get right now to a tabletop RPG on a computer.
NWN has become my RPG fix. Since I moved to MA from KY in 2002, I've not found anyone in my area that plays RPGs, so I started playing NWN online with other people. It's great fun.
I do think that for a single player computer gaming experience, the D20 SRD is a bad choice. Bioware's implementation is as good as it gets, but single player is just so boring. I much prefer playing with others online.
Just be sure to wear the gold uniform when you beam down -- you know what happens when you wear the red one.
The difference between a true PnP game of AD&D and the computerized experience of a D&D themed game can be slight or immense depending on the skill of you RL GM compared to the auto-scripted content of a computerized world.
A bad/unimaginative GM is little better, or possibly WORSE than online or computerized gaming environments. In contrast a talented GM will bend the adventure to fit the individual characters involved.
A good GM is many things, including an Actor, Story teller, statistician, and above all else a quick-thinker. Players like to try and out-smart the GM and a good one will do their best to limit how successful their players will be, preferably in humorous ways.
The real trick is the Story-telling apect. A good DM makes you believe you're actually in another world. That suspension of disbelief is only maintainable if the number crunching is done quickly and with as little distraction to the players as possible.
Computational talk should be limited to "Roll for Perception", or "Roll to hit" and even then it helps to not get too into the numbers. A good GM hears your roll and paints a picture of the action it caused.
I realized that the 1st Edition AD&D rules were getting out of hand when I saw the "Wilderness Survival Guide". It had dice throwing rules for EVERYTHING - whether the weather would get cold that night, a fire would go out, the wind would pick up (that could affect some spell casting I guess), etc...
There's NO way that a book like that should've ever been created. That book would sap the fun right out of RPGs...
One of the major issues that I have with CRPGs is that ultimately, regardless of how good the AI in a game is, you are still fundamentally limited in the possibilities for game play. It's like a big "Choose Your Own Adventure Book". Maybe every so often you flip a coin to choose the next page, or maybe there are so many paths that you can't enumerate them all before you just get bored, but your still limited.
I contrast this to pen and paper games like D&D or Palladium (my fav fantasy). You are limited by the creativity of the GM, and the limits of your belief in human free will (and how long the pizza lasts). It's always been the unexpected turns of other players that makes these games fun to play.
Players like levels because they're addicted to the idea of video game-style RPGs. Players who love levels are not the sort who play for the sake of creating a story... which is sad.
Go ahead and kill the d20 player base if you ask me: there are far better systems out there if you want to tell stories, and if you like levels that much, just go play Diablo!
It's taking on a role enacting things you don't normally do
That definition applies to, like, 90% of all games. It would apply to all FP games (from DOOM, to Halo, to Spliter Cell); it would apply to all sports games (if you don't play those games in RL); basically it applies to pretty much everything, except puzzle games and such. And, yes, technically all these games (e.g. Halo, etc..) are "role-playing", but they aren't RPGs. And the parent poster's defition: 'Roleplaying is taking all the good and the bad of a character and making due with it' is extremely narrow. That's a part of role-playing, but it's not the defintion.
A distinction needs to be made between 'role-playing' and the RPG genre. People can have differing opinions about what constitutes 'role'playing', but the defintion of the RPG genre is a lot more well established. In the RPG genre there are two extremes. On one side are the adventure games (e.g. Sierra King's Quest), and on the other side are the hack-and-slash games (e.g. Diablo). What do these games have in common? Uh.. nothing. Currently the RPG label is applied to everything that falls somewhere between those two. Personally, I think there should be three separate genres here, one for each of the extremes and one for the middle (when a game contains both elements). Those divisions sortof exist today ('Adventure RPG', 'Hack-and-Slash RPG), but everybody always uses the term RPG to refer to one or all of them.
People shouldn't get all riled up if a game labeled an 'RPG' doesn't have enough role-playing elements for thier taste. The RPG genre and the defintion of 'role-playing' diverged a long time ago.
Aw crap, ninjas!
Both parent and grandparent posters are dead-on that the article is nonsense, something that's sadly clear from the very first paragraph:
...with other people, most notably Dave Arneson.
...by reading what wargamers had been doing for decades...
...for making everything as close to Jack Vance's books as possible.
> "rules publisher Wizards of the Coast (WotC), a bastardized version of what TSR used to be"
Translation: "I frothingly hate WotC, and will take it as given that anything they have created is tainted and evil. I will proceed to rant now as if my OPINION were somehow fact."
> "The Father of RPG, Gary Gygax, first created Dungeons & Dragons"
> "the rules of all future video games were spawned"
Like BFGs, Sonic's prediliction for picking up shiny rings, and Mario's mushroom habit?
> "Hit points, stats, skills and all were first developed by Gary"
> "using Tolkien's work as a solid base"
FIVE major flaws in the article, and that's just the _first paragraph_! The original article is nothing more than an opinionated, unresearched diatribe. If there's anything of substance in there, it's pretty well hidden by the layers of ignorance, error, unreasoning hostility, and naked opinion.
Who thought this was worth anyone's time again?