How D&D Shaped the Modern Videogame 128
PC Gamer UK, via the CVG site, has a feature up on the influence Dungeons and Dragons had on the development of videogaming. The role D&D has had in inspiring gamers is fairly well known; Masters of Doom chronicles the inspiration the Johns' campaign had on the creation of Doom and Quake. The article discusses more recent confluences of the tabletop game and videogame development, such as Obsidian's use of pen-and-paper to develop the early areas of Neverwinter Nights 2. Ideas for the late, lamented, Fallout 3 were sparked by a number of tabletop roleplaying moments from developer campaigns.
HP (Score:5, Interesting)
Re:HP (Score:5, Interesting)
At times I wish game designers would FORGET about hit points.
Re:HP (Score:5, Funny)
Re:HP (Score:5, Interesting)
We have forgotten about hit points. Play games like Gears of War or Call of Duty, where death is based on the rate at which you're taking damage, as opposed to depleting an existing HP supply.
Call of Duty: Get shot, it's ok. Get shot too much in too little time, your screen starts turning red. Keep getting shot, die.
Re:HP (Score:5, Insightful)
It even had a bar that clearly represented a hidden numerical value (Hit points) and you died when it was empty (zero).
Not sure if this link will work, but here is a screenshot (off GameSpot) showing the hit points in action:
http://image.com.com/gamespot/images/2003/pc/call
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My mistake, I meant to say Call of Duty 2. COD1 had a very very traditional health system, except it had a bar and didn't show you the actual number.
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Call of Duty: Get shot, it's ok. Get shot too much in too little time, your screen starts turning red. Keep getting shot, die.
I agree completely. I run in blindly and kill as many people as possible and when I go red, I hide until I "heal." This makes the game way too easy when combined with the number of checkpoints in every level. Why both playing seriously? Honestly, I wished for something more after beating the game.
It feels like the game is more suited for a casual gamer than serious players that want more realism. I forsee this trend to continue since although design for both is not impossible, adding features and progr
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And sure, a number system is easy to follow in any game. We use it every day to drive to work, check the time, see how much we spent, etc. But if you're in a fight? After taking a punch to the gut, do you find yourself saying, "Wow...that was a 10 pointer!" No...you say "Ow." and you might go woozy or you might get emotional or some part of your body might not work right. And you m
Re:HP (Score:4, Informative)
Call of Cthulhu the PC game handles this very well. While you do have a form of hitpoints on your character sheet (an EKG), your real indicators of your state are the blurred vision that gets worse with additional damage, blood spatter in your view, vision slowly going white from blood-loss, controls that stop working quite correctly, labored breathing, and the slow shuffle of walking on a broken leg with that horrible little crunching noise with each step. Insanity-inducing events or locations pull in some of these elements as well, such as the vision problems, breathing, and loss of movement control. All in all, the game is downright heart-pounding at various points throughout.
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I remember trying to convince my friends of the complete lack of need for using stats in a game, and how it would be better if they were a lot more obscure. But people just didn't seem to understand. For some reason, I couldn't get across to them that just because something is represented numerically internally, it doesn't have to be explicitely known.
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Most people familiar with Table-top RPGs consider a lack of numbers to be equivalant to arbitrary - in the same way that some consequences of a Choose-your-own-adventure book are just as arbitrary.
People are comfortable with numbers because it gives them a comfort that their Infinitly-powerful character won't b
Re:HP (Score:5, Interesting)
It's an interesting idea, and likely something I will be implementing for various reasons, but does it really add enjoyment for the player? Probably not. Just get rid of the absurd situation where a character is nearly dead and can still fight at full capacity, and the traditional global HP isn't a bad abstraction.
Re:HP (Score:5, Informative)
Phantasie III on the C64 (I think there was a PC version as well, amongst others) had that kind of a system. In addition to hit points, your limbs, chest, and head could be "injured" "broken" or "gone", with obvious implications for losing your head or body. It led to interesting battles, where I'd have characters with two broken arms continuing to fight because they still had most of their hitpoints and I needed to conserve the appropriate level of potion (IIRC, Potion 3 would heal 60hp and either 2 broken limbs or one lost limb). As far as actual gameplay went, it didn't really add or detract anything significant, it just made it different.
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What are you going to do? Bleed on me? [youtube.com]
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Further thoughts on HP for the limbs. (Score:1)
Your description of this game was thought-provoking. It's interesting you report it didn't "add or detract anything significant" from the gameplay. I don't wish to look down on it, but my thoughts were: it's a like an "ad absurdum" for role playing games in general. If the initial idea was to immerse you
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It seems that I glossed over my explanation a bit much. Each limb didn't have its own hitpoints, instead they simply became damaged when struck by a critical hit or something. If they were injured, then they would become broken, if they were broken, they'd be lost. They were also somewhat separate from healing, meaning that if you lost a limb, you could drink enough low level potions to refill your HP to max, but your limb would still be missing, leading to
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Does it add enjoyment? I'd say yes. It's probably one of the reasons that it is so popular. (It's a lot more interesting when different armor actually has an effect, and aiming at body parts matters as well.)
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Re:extensive real-world experience with sword/knif (Score:2)
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In any case, the hit point system did not reflect actual damage, but exhaustion, bruising, blood loss from superficial wounds, disorientation, etc. The fi
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As for computers, there are plenty of games with location damage, weapon loss, equipment malfunction, critical hits, headshots, limb loss, spreading damage, armor and structure points, reduced movement, mental and physical exhaustion...need I go on?
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At times I wish game designers would FORGET about hit points.
Way back in the day there was a minigame asteroids like game called "lunatic fringe." Instead of hit points, your ship had various features, like thrust, maneuvering jets, lasers, and a few more. You could repair them over time if you had enough spare parts. When you took damage, one or more of these features was degraded. Take a hit from an alien craft and suddenly your ability to turn would behave sporadically, or you would accelerate more sl
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Imagine that.. (Score:5, Insightful)
I've been a long time player of D&D type games, and I personally think they should be done in school. They helped me in school early on learning Math, giving me a solid foundation to build on. Story writing being the DM of such a game gets developed quite well if you're sucessfull anyway.
But the most important part is it spurs your imagination into high gear. Something that alot of people, old and young, are lacking more and more. Its nerdy as hell, but its fun to pretend to be that strong warrior loping the head of an orc off.
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Solid foundation? I swear you need a freaking PhD in Mathematics to figure out what the hell THAC0 means!
Nerd: My armor class just went negative, w00t!
Bystander: Huh?
AC -10 award (Score:3, Informative)
Bystander: Huh?
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For those of you who dont know, Thac0 is the number your character must roll in a 20 sided dice to hit an Armor Class (AC) of 0.
If your AC is 5, and my Thaco is 15, I need to roll a 10 or better (15-5). If your AC is -5, I need to roll a 20 (15-(-5)). 20 always hits, 1 always misses.
Personally, yeah, i'd consider that a good foundation.
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I haven't played PNP D&D since the Basic days; all my contact since then has been via video games. But I actually really miss the numerical oddities of AD&D (2nd edition, I presume; I'm not sure if editions 1 or 2.5 have been used in video games). I also miss the less linear saving throw tables and the esoteric issues over multi-classing. I just kinda feel that because video games already simplify things enormously, the added simplification of using version 3/3.5 rules takes some of the fun away ...
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Take your character's thac0, subtract target's AC, that is the number you need to roll to hit (Note, 20 always hits)
So for example, someone has a thac0 of 20 and attacks something with an AC of 6. 20-6=14
or someone with a thac0 of 9 attacks something with an AC of -3, 9 - -3 = 12
It'd be freaking 2nd grade math if it wasn't fior the negatives (which isn't exactly a difficult concept)
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First, since the grass is wet ans slippery, making dodgeing hard, you suhbtract -1 from thac0, then you have to calculate if the sun is in their eyes, the formula for this is pi * the speed of an african swallow divided by the half life of bannaium, a radioactive metal often found on the planet blargh. After that you add George Bush's IQ to the total number of cheeto stains on your DM's shirt and div
What if TSR had patented "hit points?" (Score:5, Funny)
Re:What if TSR had patented "hit points?" (Score:5, Funny)
They would have licensed it, managed it badly, and the patent would have been hocked to a bank to keep them afloat a bit longer into the 90s. At worst, WotC might not have bought them.
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(Although I'll have to look into the mechanics of that treasure generator.... I've never actually been invited to any D&D sessions...
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Fortunately, such things are not patentable. They would have if they could, and in fact, they pissed a lot of people off by trying to enforce a trademark on hit points. (They asked people to use "hits to kill" instead, which never caught on). They also sent takedown notices to various fan sites for fan-created but D&D-related content, and claimed copyright over some things that they'd obviously copied from mytholo
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Ah, and what if Jack Vance [wikipedia.org] had patented the idea that wizards can memorize a certain number of spells, and then forget each spell immediately after it is cast?
That's easy... (Score:3, Funny)
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The 1st edition D&D had the magic missles follow your character until you decide to release them (duration was 1 turn). I don't know why they did it that way, as most people preferred it to fire all those projectiles at once.
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1 turn was 60 rounds, and a round was 10 seconds. Normal character movement rate is 120' per turn, 12' per minute, or 2.4" per second - Sneakers must have stolen that idea from DND. At least the encounter movement was more reasonable even if on the high side - 40' per round, or 4' per second. I might as well force-attack invisible targets to speed across the dungeon.
At least they fixed that sillyness.
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Emergent Gameplay (Score:5, Insightful)
What's funny is a lot of devs get it backwards trying to emulate the simplicity of D&D: D&D uses simple mechanics because players have to do all the work themselves. Computers are happy to calculate THAC0 a hundred times a minute if it makes for better gameplay.
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Though I agree that the emergent factor was good with the old style of game play, I believe the fact that they did use math and mechanics, (i.e. will for mental attacks, agility for movement, constitution for hit point, etc) played a large role in video game development. Old style games didn't really calculate what was going on in the world by measurable forces, but rather were "just what's happing" and scoring issues. The fact the D&D had a algorithms and mathematical problems attached to almost every
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The problem with these scenarios is that it takes the fun out of the interaction, while collapsing a house on a boss villain to set her on file *is cool*. In a video game it's not anything we haven't seen
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The problem with these scenarios is that it takes the fun out of the interaction, while collapsing a house on a boss villain to set her on file *is cool*. In a video game it's not anything we haven't seen before. It's ho'hum and old hat.
I don't think I have played a single computer game that would let me interact with the environment in a completely unconstrained manner. I believe you're talking about scripted sequences -- actions provided by the game developers to give the player an illusion of freedom.
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Most game developers started with D&D (Score:2, Insightful)
Many of us were computer scientists, so making the jump into video games was pretty easy back then.
Helped shape the gamer too! (Score:5, Funny)
How D&D shaped the modern videogamer: like a pear.
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Seems rather obvious... (Score:2, Interesting)
This should have a follow up (Score:4, Funny)
Full Sail (Score:4, Informative)
The instructor? Dave Arneson, co-creator, Dungeons and Dragons.
WOW (Score:3, Informative)
Not only is WOW a carbon copy of the "generic D&D-based RPG", but it owes its success, apparently, to the fact that most of its users are unfamiliar with the source material. What WOW adds to D&D, is the group dynamics of a 30-member campaign party, and if you want to see how that works, the South Park WOW episode is pretty accurate. (In short, the illusion of teamwork gradually gives way to a system that is pretty mechanical.)
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Oddly enough, WoW has made me a much better D&D tactitian. It also emulates much of the D&D ethos better than many of the D&D branded games - it's all about accumulation, while it's occasionally fun to zerg through mobs a much lower level than you it's boring to do it all the time, parties run smoother when everyone understands how to play their class, protect the healer.
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Imagine all the orcs... (Score:1, Insightful)
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Kill the goblins first.
"The dark elf waves his sword at you as he taunts you...how do you respond?"
Kill the Dark elf.
"1d8+1 S, 2d8+3 M-L, you do max damage, how much is that?"
Basic adition isn't what I would call math skills for a teenagers.
It's just DnD, and it didn't teach you anything you wouldn't have learned not playing DnD.(inless the world is over run by goblins and dark ekves, in which you and me would be KING baby!)
It's a game, don
Why do we still use classes? (Score:4, Interesting)
There's a reason why I'm hesitant to buy any medieval-looking RPG nowadays. It's because I know, absolutely know that when I start up the game the first thing I'm going to have to do is choose to play a fighter guy, a magic guy, a stealth guy and or a ranged attack guy. Why in God's name, during the age of computers, do we still have to pick classes?. There is no need for this abstraction. Anything you can do with classes you can do with simple attributes or skills. Furthermore, many things that are done with classes make no sense ("I'm sorry, you can't wear that shirt, you're a mage, mages only wear the purest right-spun Italian cotton"). Role playing games work well with out them. Fallout1/2 and Deus Ex. Both great RPGs. A huge variety in play, enabled by simple attributes and skills. No fucking classes. Game designers: Please stop using classes, at least for a bit.
Also, why do most games have ludicrously low numbers of hit points? Most games out there (including Fallout and Deus Ex, I might add) I only allow the player one, maybe two hundred hit points. There is an almost infinite difference between a bullet to the brain and pricking your finger. Again, with computers a character could have 100,000 hit points instead of 100 and it wouldn't cause any disruption in game play. All it would do is allow the game to represent a greater variety in levels of damage. The same attack by an enemy could do a wide variety of damage depending on where it hit. Eg. arrow to the cranium vs. arrow stopped by chain mail (yes, that would hurt). Low hit points work well when they need to be tracked by hand and the calculations that go into them are fairly simple, but when a computer can do them automatically faster than you can blink, low hit points do not make sense.
D&D is fun. That's why it's popular, it's just also possible for things other than D&D to be fun too, and I'd like to see more of that.
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In a single-player game you can get away with a lot less balancing because you can add dynamic scripting to encounters to adjust the difficulty on the fly, though p
Class&Level vs Skills in P&P RPG (Score:2)
If there ever was a P&P RPG in need of computerized assistance, it was RoleMaster. *sigh*
There have been a few d20 variants
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I hear that! The game is practically unplayable unless you have a gm who is so passionate about the system that he has most of it memorized and what he doesn't have memorized he has indexed and cross-referenced. We used to tell our GM not to give us experience because we didn't want to go through the hassle of levelling up.
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You keep saying that the content/mechanics trade-off doesn't exist, but it quite clearly does. Think of it in terms of preparing for a pnp game. If i have the same set of characters week after week, then i can tailor adventures to their skills and abilities. For example, if i know one of the characters can fly, then i can feel free to put a key to the adventure up on a floating
What about a more fundamental influence? (Score:2, Interesting)
Before it was a simple game... (Score:2)
destructing rule books (Score:3, Funny)
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If by "75" you mean "between one and three", sure. The Player's Handbook is the only "required" book. The DM's Guide and Monster Manual make things easier but are not strictly necessary - you can run a perfectly good game without them. Everything else is purely optional. This, by the way, is exactly how it was in the older editions, so nothing has changed in that respect.
Also, the rules in 3rd Ed
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Unearthed Arcana, on the other hand, actually made it harder to run a perfectly good game...
(It was still neat to read, though.)
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If you've got an even remotely creative DM, (s)he can fill in the few gaps the rules leave (ie: character stat generation, XP and $ rewards) pretty easily.
This said by a man who owns a "tub of books" that's half my body weight...
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Actually, they are perfectly 'sane'. If you understand the context in which the rules emerged. They only seem odd because very few players understand the origins of their creation.
There are a lot of DnD games where you would be limited if you didn't have access to at least a few of the compendium books.
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While it is easy for anyone who is somewhat math inclined, I have seen many people struggle over that small aspect. One of the great things about 3rd Ed. was that the designers finally figured out how stupid it was to have people subtracting negative numbers, turned the whole system around so that it was all addition. Really, if you spend a bit of time with the math behind it, you'll find that the dice rolls to hit are the same, the math is jus
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Seriously though I think my brother has that many or more for second ed.
I've been playing on and off since '81 and the current group I'm in has been playing since just before 3.0 came out and I've accumulated enough books that I'm planning on
getting a FOURTH book bag to cart them all around in.
To be honest many were bought just for a few clever ideas or more background material.
Mycroft
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I mean for christ sake get with the future!
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First is the practical reason. It's a pain in the @$$
to pass around a laptop in the middle of the game every
time someone needs to refer to something, at which point
it's a pain to find things.
It's a good way to drop, break, spill things on an
expensive device.
There are just too many ways a real book differs from
a computer and a typical gaming sessions would make this
painfully obvious.
Mycroft
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I've been playing (A)D&D for 20 years or so, and we only use 3 books, PHB, DMG, MM. I use the MM more than anyone other than the GM because I play a druid. The DMG is used to calculate the value of wonderous items when dividing up the loot. Everything else comes from the PHB and our imagination.