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Archive for June 15th, 2017

Encounter-based game design

by on Jun.15, 2017, under Case study, Gamedev

Perhaps the most infamous feature of roleplaying games, computer and tabletop alike, is the random encounter. Dreaded by players, panned by reviewers, it’s nevertheless been a constant presence in the genre, ever since its original appearance in Dungeons & Dragons. It made sense in the latter, which was always at least partly a resource management game, but few modern RPGs preserve that aspect (except for roguelikes). And in a game that tries to tell a story, random encounters are just an annoyance, regularly getting in the way for no good reason.

Which is a shame, because encounters have been the basic unit of storytelling since ancient times. What else is a fairy tale than a string of encounters the protagonist runs into along a linear road?

(And the protagonist’s journey in a fairy tale is linear. Plotted on a map, it may well meander all over, but it must still be followed strictly from end to end. Straying from the path always leads into trouble, and turning back is the worst sort of failure.)

Having recognized this basic truth, about a year ago (as of June 2017) I started thinking how to take advantage of it in game design, because unless open-ended exploration is part of a game’s appeal, the map can turn into a dead weight. Players can easily tell when they’re being presented with false choice. Making good maps is hard; can you afford to waste time and effort only to have the results rejected for being pointless?

(continue reading…)

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