The RPG Creativity Curse

I love me some good RPG.  That feeling you get when the dice roll your way, the story is working, and your character is built the way you want to play… like ice cream on a hot day.

Only few console games allow you the freedom to truly build a character.  You may customize a character, in how they look and a few of their skills.  Actually building one is something usually reserved for PC games in the D&D vein.

Open world games like Elder Scrolls/Fallout do have some building, but aside from what you look like and a few initial perks, you aren’t painted into a corner down the road.  You can eventually unlock the majority of the character skills.  You can, with time, become a master of all.

This post is focusing on the more traditional RPGs, where your initial decisions reduce the options of your character – in terms of power, skills, and story.  A solid game provides a lot of options, where poor decisions can be negative but not painfully so.  I would argue that Divinity: Original Sin has “correct” builds, and if you do not select one of those you are unduly punished for it.  Other games simply have builds that aren’t optimal – but are still playable and fun.

A long time ago, I wrote a guide for Dragon Age: Origins (still on gamefaqs if I recall) about character builds.  I spend a stupid amount of time crunching numbers and seeing what I could make out of the various characters.  I replayed that game half dozen times from start to finish, to unlock every secret and every advantage.  My blood mage tank was a wrecking ball, with near full immunity.  But if it wasn’t built just-so, it would break under the first sneeze.  And this was a game with only 3 classes.

Compare that to something like Baldur’s Gate… and you may have spent more time at the stat rolling screen than the combat.  And I know way too many RPGs where I reached 10-12 hours and realized I made a mistake at the start… usually because I didn’t even know what the choice actually meant.

Enter Pillars of Eternity 2.

classnames

All the classes and subclasses

Without a lie, I spent 2 hours going over this list and the various previewed skills to get an idea of the character I wanted.  I played the original a few times through and preferred both the Monk and Cipher roles.  They had interesting mechanics, and good damage potential if played smartly.  If played poorly, then you face tanked the ground.

With multi-classing, it was then about picking 2 classes that complemented each other.  I started looking at the Cipher and then it’s lovely 3 lovely sub classes.  One was a spell battery, where it took time to charge but then entered god mode.  Another was increased damage on targets vulnerable to stealth (paired well with Rogue).  The last was a glass cannon that blew all its spell points on a massive attack.  My focus was on that last one, and shoring up the weakness of not being useful before that shot was available.

There are therefore two modes to be used here… one is to generate Focus (points to use the cannon shot) and then a strong weapon for that shot to be based upon (two-handed weapon).  Focus is generated based on hits that connect with targets, so Perception (accuracy) is key.  That means that I need a sub-class that excels in two-handed weapons (fighter/barb/paladin) and that have a decent chance to hit.  Interestingly, the Paladin has a subclass that has a single strike attack with +10 chance to hit – a perfect fit.  That meant an Inquisitor.

All that time was spent looking at the skill preview trees and trying to see if the pieces fit together.  Call me crazy, but I found this process a lot of fun.  PoE does a solid job of presenting a lot of data early on, so that while you may spend lots of time thinking, it doesn’t feel like you’re picking in the dark.

Which is a tad ironic given that in the traditional pen & paper RPGs, you had a dozen books to refer to nearly 50 years ago.  It’s taken this long for the PCs versions to catch up (ignoring wikis that are not part of the game).  Progress.  Fun progress.

The Art of Unlearning

Inspired by two articles – Zubon’s on Scaffolding  and grumpy ol’ Matt’s on Tanking/threat changes in WoW.

The core argument in 2nd post is how BfA will revert a rather longstanding tradition that threat is a meaningless item in group content, and bring back active management.  This reminds me a bit of Blizzard’s attempts to bring back crowd-control into group content – and that died a horrible death.

For better or worse, any game that is meant to played over long period of time has an issue with static difficulty and growing power curves.  This means that as the game progresses, players get stronger (numerically) and smarter (tactically), while the actual game remains the same.  Things just become easier.  The longer the duration of the game without a difficulty reset (an expansion, a large patch, a gear reset, scaling content) then the more players become accustomed to that “easy mode”.

WoW really found this out the hard way with Lich King.  The start of the expansion had some difficulty – in particular with the optional trials on boss fights.  The tail end of that expansion had a lot of length, and the power curve provided a “permanent farm mode” on nearly all the content.  People were simply too strong and the culture of “go-go-go” took hold.

Cataclysm tried to revert that easy-mode to the earlier LK launch.  The start of the expansion had groups dying on the first few pulls.  People had to re-learn to play the game.  Fine, this was a restart after all.  But the devs went a step further and curtailed the power curve by applying mechanics that could not be absorbed through numbers alone.  Even if you were decked in super gear, you still needed to avoid Shatter.  This was not met with smiles.

MoP went a very odd route and said at the start that small group content would only be relevant for the initial launch.  Gear progress was better off in raids and daily quests.  I won’t even both talking about WoD – that was atrocious.

Legion though, there’s an interesting bit.  Dungeons started off quite easy.  Stayed that way too.  What was added was Mythic+ mode, with increasing difficulty.  To succeed at high levels, you needed both good players, the right classes, and adequate stats.  CC/Stuns are required.  There was easy-mode (ala Raid Finder) and then hard mode.

So it’s an interesting model to re-jig the base game towards the lessons learned from Mythic+ mode.  I get the feeling that Blizzard saw that people were able to ignore specifically designed mechanics to progress further than they had planned.  Game the system if you will.  And the majority of the “controversial” changes from BfA are meant to address that exact issue – more abilities tied to the GCD, this threat change, class revamps, breaking down the homogenization of classes.

People that have spent years on “easy mode” without Mythic+ will have to relearn the game. And if WoW has shown us anything, it’s that wide scale base-game changes are rarely appreciated when they add difficulty.  I’m quite curious as to how this all plays out a few months after launch.