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Un-designing
Oblivion
(Back to TOC)
30 September 2006
by Mike Rozak
Discuss on www.mXac.net/forums
It's time once again to talk about The Elder Scrolls IV:
Oblivion. You might wish to read my previous article about Oblivion here.
This article discusses the "process" used to
design Oblivion, or at least the process as near as I can guess. It
relies heavily on Oblivion's "Official Game Guide", which I'd strongly
recommend to anyone interested in designing avatar games. The book
is intended as a walkthrough, but since it describes just about everything in Oblivion,
it also doubles as a design document.
Sub-games
Oblivion contains a number of major sub-games:
- Choice of skills, attributes, and spells - This
is a long-duration resource allocation game with no "undo" ability, so it
involves many strong choices.
- Combat - With sub-activities of melee, archery,
and magic (a form of resource allocation).
- Thieving and stealing - Watching NPCs watch
you, and waiting for them to leave the room, contains a fair amount of pattern recognition
and problem solving.
- Walking - This includes a minor jumping
sub-game.
As well as quite a few minor sub-games:
- Backstory - While not technically a game,
learning backstory is a significant component of Oblivion.
- Gathering reagents and creating potions
- Home ownership - Not terribly well done though.
- Influence NPCs - Oblivion didn't a
good job at this sub-game either.
- Inventory management - Another resource
allocation game.
- Lead NPCs - And the corollary: Keep the NPCs
alive while leading them.
- Puzzles - Easy ones, but puzzles nonetheless.
- Trade
Oblivion's designers could have used different
sub-games, or could have emphasised some sub-games above others. For example, Oblivion
does NOT include the following sub-games:
- Castle sieges - While Oblivion does include a
siege, it's no different than normal combat, unlike a castle siege in a RTS.
- Dancing - Players could buy a dance pad and use
dancing to work their way up Oblivion's social ladder.
- Marriage
- Pet raising
- Puzzles, difficult - Such as adventures games.
Setting
Oblivion's setting has the following elements:
- Culture - Oblivion's world includes a
few different cultures (often associated with races) that are in conflict. Culture clashes
are used as the impetus for quests. Importantly, culture affects what the player
can do; stealing and murder, for example, are taboo. Players can physically steal
or murder, but they incur negative cultural consequences (aka: prison).
Unfortunately, Oblivion doesn't use "culture" game-wise as
well as it could have. For example: Players might have found businesses closed on
holidays. Some forms of dress might have been inappropriate in certain towns, or
inappropriate at certain times.
- Current events - "Stuff" is
happening. The Oblivion gates have opened and some of the guilds are under threat. Most of
the current events are merely catalysts for quests. Some current events are part of the
"Backstory" sub-game. Importantly, current events affect gameplay;
while the city guards are hanging out in a corner of the capital trying to catch some
specific thieves, thieving in the rest of the city is made easier.
- History - A detailed past exists. The important
parts are exposed immediately, but less-important details are included in the
"Backstory" sub-game. History is not merely some text on a web page, but
is an impetus for quests.
- Organizations - Several organizations exist in
the world. For the most part, the organizations are used as quest/plot devices.
Importantly, players can join some of the organizations, affecting gameplay.
A member of the fighter's guild isn't allowed to have a criminal record, and can't act
against other members of the guild. A member of the thieves' guild cannot kill to
accomplish their quest.
- Races - Oblivion has a plethora of
races that exist in the world. Players also select their characters from one of the races.
Races come with special attributes and skills, which is nothing new. Less common though: One's
race affects how other NPCs treat your character.
Oblivion doesn't incorporate races as well as it could have: Most of the
races are basically humans, and are visually similar. They all speak the same language and
have basically the same culture. Race should have affected gameplay more.
- Religion - Religion plays its part as a
quest/plot device. It doesn't affect the player directly though; As in the real world, different
religions could have placed different restrictions on players, such as no pork,
no meat on Friday, obligations to worship, tithes, etc. Benefits could also exist, such as
charities or special abilities.
- Set of skills (or classes) - The skills and
corresponding in-game actions that Oblivion offers are part of its setting. The
game doesn't offer a "detective" or "trigonometry" skills, for
example. Most of the skills are combat oriented, so most of the gameplay is
combat-oriented, so the history, current events, and other setting elements must somehow
lead to combat.
www.MudConnect.com
lists nearly two thousand text MUDs and their web pages. If you browse through them you'll
see that almost every MUD has a page devoted to each of the setting items that I listed.
However, what most of those MUDs don't do is have the setting items
significantly (or creatively) affect gameplay. Being an Elf is no different than being a
Dwarf, except for the cliche attribute differences. The few games that eschew Elves,
Dwarves, and Orcs still have Elf look-a-likes, and don't seem to realise that an
Elf by any other name is still an Elf.
The procedural world
I discussed Oblivion's use of procedural content in my
previous article.
To create Oblivion, the designers created the
following "procedural" elements:
- Landscape
- A heightfield with associated textures is
created. Add a few lakes and waterfalls.
Unfortunately, the heightfield doesn't affect gameplay beyond the obvious
difficulties of climbing up steep hills. What about snow being slippery? Avalanches? Mud
gumming up one's armour? "Aggro distances" are too short, so stealthily
following creeks to avoid hilltop lookouts doesn't provide any advantage. Etc.
- Trees and shrubbery are procedurally scattered.
Trees and shrubbery are merely obstacles to movement and occasional combat barriers.
They could be more. For example: Trees could be climbed and used as a lookout.
- Plants for harvesting are added.
Once the plants are harvested they disappear and come back a few game-months later.
Why can't players plant seeds? Are any animals attracted to the plants?
- Monsters and bandits are added.
Why do the monsters/bandits live where they do? Do they breed and have young? Do they
have dens?
- Dungeons
- A maze of twisty passages is created.
In Oblivion, the maze is basically linear. It twists around a lot to confuse
players, but most dungeons have few or no branching corridors. Those that do branch are
often blocked by locked doors to prevent branching; the doors are only unlocked when the
player makes it to the end of the section. Also problematical: Why was that corridor built
in that shape/direction?
- Buttons are placed to open doors, creating very
simple puzzles... and players are encouraged to press every button they find...
- Traps are added.
- Monsters and enemies are placed.
Why is that monster there? What does it eat? How does it use its surroundings to its
advantage, such as for ambushes?
- Chests are placed near monsters and enemies.
How did the monster get their loot? Why is the loot placed in a chest? Why isn't the
chest hidden better? Do the original owners of the loot want it back?
- Towns and cities
- Building are scattered around.
Why is a building in any particular location? When were they built? What
architectural style? Were they remodelled? Are the dilapidated? What about city
engineering like aqueducts?
- Buildings are filled with objects, mostly for
purposes of looting and eye candy.
- NPCs are created.
- NPCs are given a job. Some jobs impact players,
such as merchants and guards.
- NPCs are given a home where the NPCs can be
found at night. Homes can be looted.
- NPCs are given a daily routine, which is
primarily used by the thieving game, but also affects other sub-games.
- Backstory is scattered around, placed in books
and NPC conversations.
The reason this part of the world is "procedural"
is because:
- While a person enters the information by hand, they
usually aren't too particular about it. It doesn't really matter if a character
is named "Fred" or "George", or where a specific monster is, or if a
particular home contains a book of cooking recipes or a book of history.
- Once the data has been entered, the author just presses
"go" and the world activates. From then on, it requires no intervention from the
author or the scripts he writes. (Sounds like a certain religious debate from a
few hundred years ago? Does God still play an active role in the world, or did he create
it and leave it to its own devices?)
"The procedural world" is a standard
component of FPSs, CRPGs, MUDs, and MMORPGs. Most players (and apparently most
B-grade game designers) think that all a world needs is procedural content and then it's
done. This is far from the case.
Adventure games do NOT have much of a procedural world.
In most adventure-game worlds, every detail is carefully placed by the designer. Any
details that do not need to be manually placed probably aren't critical
to the game and simply aren't added.
"Grind" tasks
One important design element of procedural worlds is
the ability to "grind" in them.
Whenever a player is allowed to make choices, they will make
mistakes. Some of these mistakes will cause the player to lose/squander resources, like
money, equipment, and experience points. Unfortunately, if a player makes too many
mistakes, they find themselves without any money, equipment, and/or spare experience
points. This lack of resources prevents them from completing the game.
To get around this problem, most worlds have a
"backup" so that players can earn back resources that they have squandered.
Oblivion, for example, provides an infinite supply of monsters to kill and herbs
to collect. However, to ensure that players don't spend all their time playing the
"backup" game instead of the real game, the "backup" game is designed
so that it doesn't pay (in resources) very well, and is fairly dull. (Plus, there's no
reason to make a "backup" fun, or it would be the primary game instead.)
A dull backup game is also known as "the
grind".
MMORPGs, for reasons of their own, rely almost
exclusively on "the grind". They need the grind because (a) they want
to keep players around for as long as possible and can't afford a continual supply of
quality (fun) content, and (b) they need a way to "rank" players since many
players attracted to MMORPGs like being ranked (above other players, that is). Without
liberal amounts of grind, a MMORPG's content would quickly be exhausted by players who
routinely spend 20-40 hours per week playing, all the characters would quickly reach the
maximum level, and ranking would be impossible.
Adventure games don't include a grind. They
avoid the need for a "backup" by making it impossible for players to make
decisions that prevent them from advancing in the game. However, adventure games do reduce
cost by making many of their puzzles so obtuse that players spend hours wandering around
looking for a solution.
Quests
Built on top of the procedural world are hundreds of quests. These are detailed and hand crafted. Each
quest has:
- Plot and purpose - Quests add a
"plot" to the procedural world, as well as a goal for the player.
- Setting exposure - Elements of setting, such as
history, current events, race, and religion, are exposed through various quests. For
example: A quest where, NPC A wants the character to do X to NPC B because NPC B is a
member of a different religion, will expose a tension between religions.
I'd go as far as saying that any quest that doesn't expose an element of
setting and/or character personality should be rewritten/redesigned so that it
does. Hollywood script design has similar "rules" about what should happen in a
scene to make the scene worthwhile.
- Character - Quests are used to highlight NPC
personalities, giving their personalities some dimension. However, NPCs that only appear
in one quest are still left pretty flat. This is understandable since (a) it costs a lot
to make a "three dimensional" character, and (b) it takes time on the player's
part to realise that the character is three dimensional.
- Cut scenes - Many quests have "cut
scenes" associated with them. While Oblivion doesn't show full-motion video
cut-scenes, it does include carefully scripted events that wouldn't normally occur
in the procedural world. These cut scenes make the world feel more real, and can
be seen as a form of "eye candy", as well as an important device to portray
character.
- Specially designed regions, NPCs, and objects -
Almost every region, NPC, and object in Oblivion is somehow associated with one
of the quests. Most of these content elements are accessible, even to players not on the
quest, but many regions, NPCs, and objects can only be accessed by undertaking a
quest.
- Starting a quest changes the game world - When
a quest is activated, NPCs involved in the quest change their behaviour, calling upon
quest-specific AI. In some cases, the AI of entire villages are affected by the quest's
inception. Regions and objects are sometimes affected by starting a quest, with doors and
loot suddenly appearing where none existed.
- Choices in approach
- Players are often given several ways to accomplish the quest's objectives. In one quest,
they need to (a) kill off some vampires living near a city and threaten its inhabitants,
and (b) get some vampire hunters out of the city so they don't find out that the city's
leader is really a vampire. If the player kills off all the vampires themselves, they can
take the vampires' remains to one of the vampire hunters and the hunters will depart, or
they can kill the vampire hunters too. Or, the player can tell the vampire hunters where
the vampires are, and let them kill one another, mopping up whomever is left.
- Choices in outcome - The way a player completes
a quest affects its outcome. Some quests have several different outcomes depending upon
the choices/mistakes the player makes.
- Finishing a quest changes the game world - When
a quest it finished, the world is changed. Again, NPC behaviour changes, regions are
modified, and objects appear and disappear.
Many CRPGs and MMORPGs include quests, although they tend not
to be as deep as Oblivion's quests. MMORPGs are especially guilty of
having shallow quests, relying on quests that provide a flimsy purpose (aka:
FedEx deliveries), no plot, no characterisation, no setting exposure, no cut scenes, no
special quest-only regions, no changes to the game world (during or after the quest), no
choices in approach, and no choices in outcome.
Conversely, adventure games are almost one hundred
percent quests (or technically, quest-arcs). Adventure games don't usually allow
for choices in approach or outcome though.
Quest arcs
Oblivion combines a series of quests to create a quest
arc. Quest arcs allow the designers to do the following:
- Create emotional attachment through familiarity
- Characters, organizations, and regions that appear in several quests become familiar to
the player, who can become emotionally attached to
them. Familiarity might be used to make the player (not just the character) like a
specific town, or dislike a specific organization that is a thorn in their side.
- Create emotional attachment through characterisation
- NPCs who occur in several quests have more "face time" with the player and can
be fleshed out. Major NPCs can even go through their own character arcs, as Oblivion's
reluctant emperor changes from someone avoiding the larger world to a character who
sacrifices his own life to save it.
- Use the emotions - Once players have an
emotional attachment, designers can use their emotions to effect. Some major NPCs
sacrifice their lives for the greater good, or turn out to be traitors.
- Changing world - A quest arc can be used to
make the world feel as though it is gradually changing. Every time an individual quest in
the arc is completed, parts of the world alter slightly. Over time, these changes add up
to something major. Such gradual changes have a different affect on the player than if
they occurred all at once with the completion of just one quest.
- Epic - Quest arcs take a long time to complete
and make the player feel like they have completed an epic task.
- Choices - Conceivably, a quest-arc could
include choices that lead to branching in the quest arc.
Unfortunately, Oblivion's quests don't have any significant branching
written into them. (Branching costs money.) However, because the hand-written quests
interact procedurally with the rest of the world, a form of pseudo-branching exists. For
example: In a quest-arc's second quest, a player might have the option of befriending or
antagonising a NPC. This choice affects the quest-arc's fifth quest when the NPC
reappears, and either is friendly or hostile to the player depending upon the player's
actions in the first quest.
- Obscuring underlying structures - In World
of Warcraft, players quickly realise that the quests they complete have absolutely no
impact on the world and are merely devices that provide additional experience points. If Oblivion
merely had single quests, and no quest-arcs, then players would quickly realise that the
world consists of hundreds of independent quests, none of which really interact
realistically, spoiling some of the immersion. However, because Oblivion throws a handful
of quest arcs into the mix, some of the quests that players do (those from the quest arcs)
have effects on other quests (which happen to be from the same quest arc). This makes the
world feel much more realistic.
Personal NPCs
Oblivion does not have personal NPCs.
Adding them would have improved Oblivion. For more information, read this. Basically, you can think of a personal NPC as an
extra-long quest-arc that travels with the PC, or at least frequently visits the PC.
Elements of "delight"
A few months back, Raph
Koster mentioned adding elements to "delight" players, but not necessarily
perform any actual game purpose. (By the way, the same idea was also brought up a few
thousand years ago by Aristotle. He called it "spectacle".)
Oblivion contains a few elements of delight:
- Backstory - Some players enjoy reading or
hearing backstory. The backstory in Oblivion is both about the world and
individual characters that players can meet.
- Deer - Deer run around the forest, serving no
real game purpose. I don't think that Oblivion has any butterflies, but I have
seen them used in other games to similar effect.
- Eye candy - All of the pretty graphics are, of
course, elements of delight.
- NPC conversations - NPCs meet in the street and
just talk to one another about the weather and whatnot. Sometimes these conversations are
part of the game, but most of the time they're just about delight.
- Rain - While rain doesn't (seem to) affect the
game, it does provide a nice touch.
Interestingly, adventure games tend to emphasise
delight more than CRPGs or MMORPGs. The Myst series is a perfect example
of this. I'm not sure if it's an accident of history, or if it's because adventure games
are targeted at a different player personality, one who appreciates delight more than FPS
and CRPG players.
Using the formula to create unique worlds
One major problem that I have with most CRPGs, MUDs, and
MMORPGs is that they're basically the same game. They
all rely on hit-point based combat. They all have Elves, Dwarves, and Orcs, or races that
are just like Elves, Dwarves, and Orcs. They are all based in quasi-medieval worlds with
an evil overlord trying to defeat the forces of good. They are all populated by
uninteresting quests that involve killing 10 orcs, collecting 10 orc heads, or delivering
10 orc sabres. And the few that have epic quests don't use them properly.
This problem is being further exacerbated by the plethora of MMORPG development toolkits coming onto the market. I'm
not opposed to MMORPG (or CRPG) development toolkits; I'm writing my own. I am opposed to
toolkits that only allow players to create more of the same. In order for an author to not
create more of the same using a toolkit, the toolkit needs to encourage authors to
rewrite large segments of the toolkit's code. (See below.) Coding is time
consuming and requires skill. Since toolkits proudly boast the ability to create a world
in under an hour without any programming skill, they can't require coding, which means
they usually don't provide authors the tools and incentives to actually create something
unique. What results are thousands of user-created worlds that are essentially all
the same.
What is required to create a unique world?
- Eye candy is only one of the ways to differentiate a
world. Contemporary game developers like emphasising eye candy as a
differentiator (to older generations of the genre) because it's a low-risk solution.
Throwing out the combat sub-game and replacing it with ballroom dancing is just not done;
it is a much riskier proposal that could result in the loss of one's job.
- Look at all the bullet points in this article and figure
out a unique solution to each bullet item. Not all solutions need to be
completely original, but at least a handful of elements should be.
Creating a world full of Elf look-alikes that are just renamed/retextured versions of
the classics isn't good enough. Likewise, avoid cliche medieval villages and the same old
evil-overlord story.
The lack of creative solutions to sub-games, settings, quests, quest arcs, and
personal NPCs is exacerbated by B-grade FPSs, CRPGs, and MMORPGs that fail to include
decent quests, quest-arcs, and personal NPCs. (See below.) This only leaves the designers
half the amount of "stuff" to play with, and thus, less opportunity for
differentiation.
- Creating unique sub-games or unique variations on
existing sub-games is especially important because the world's setting, quests,
quest arcs, and personal NPCs are constrained by the game's sub-games. Unique sub-games
require heaps of programming, especially in an eye-candy rich 3D-world.
The least amount of work required is to creatively modify an existing sub-game, such
as combat. Making a fighting sub-game that renames "swords" to
"katanas" is not going to cut it though. Combat actually needs to be different.
How about hit locations instead of hit points? Or intricate strategies like those that are
used by real fencers? Or melee combat in zero-G?
A better solution is to demote fighting to a minor sub-game since it's so overused.
Instead, place players in a quasi-medieval city (if you like) where the major
sub-game is renting apartments to NPCs, or painting NPC portraits... Whatever!
Just avoid the cliche of killing hoards of 20 hit-point orcs.
For every major sub-game you add (such as renting apartments), you'll need to
either demote or entirely remove another sub-game. Every sub-game you include
must be learned by the player. If there are too many sub-games, players will find the
learning processes to be too much work, especially casual players who only expect to play
the game for ten to twenty hours. Games targeted at hard-core players can include more
sub-games. A more casual 15-hour game, such as Beyond Good and Evil, has slightly
fewer sub-games than Oblivion, and all of the sub-games are much easier to learn.
- You may need new technology. Part of the reason
why the same classic sub-games are continually reused is because that's all that currently
technology allows. A game controller only has so many buttons and knobs, limiting what
kind of inputs are possible. The same problem exists for outputs. The only reason Guitar
Hero and Dance! Dance! Revolution have unique sub-games is because they each
include new I/O devices shipped in the box!
Text-to-speech and speech recognition are two technologies that enable new sub-games.
I discussed these in The NPC-conversation wall.
- Properly designed quest, quest arcs, and personal NPCs
are required to create unique worlds. Most novels and television shows are set in
the real world, but they still manage to differentiate themselves from one another. They
do this by focusing on different combinations of plots and characters (aka:
personalities); in avatar games, plots and characters are part of the quests and quest
arcs, not the procedural world.
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