{"id":1056,"date":"2012-08-17T14:03:55","date_gmt":"2012-08-17T12:03:55","guid":{"rendered":"http:\/\/www.winterwolves.net\/blog\/?p=1056"},"modified":"2012-08-17T14:03:55","modified_gmt":"2012-08-17T12:03:55","slug":"soon-the-gates-of-nmar-castle-will-open-to-the-public","status":"publish","type":"post","link":"https:\/\/www.winterwolves.net\/blog\/2012\/08\/soon-the-gates-of-nmar-castle-will-open-to-the-public\/","title":{"rendered":"Soon the gates of N&#8217;Mar Castle will open to the public"},"content":{"rendered":"<div class='posterous_autopost'>\n<p>Today&#8217;s blog post will be shorter, since as you might know I&#8217;m busy doing the final touches to Loren&#8217;s expansion &#8220;The Castle Of N&#8217;Mar&#8221;. I hoped to have it ready for the 15th August, but I didn&#8217;t make in time. In reality it&#8217;s not missing much, but we want to polish it and test well to make sure that there aren&#8217;t stopping bugs early in the expansion.<\/p>\n<p>I believe it&#8217;s the last time will do such a non-linear RPG. For visual novels is much easier, but for a RPG is really a painful experience! Or do like Walking Dead game from Telltale (my favorite game this year) that is achieve non linearity through linearity. How is that possible?<\/p>\n<p><strong>Make a linear game that looks non-linear<\/strong><\/p>\n<p>In practice, doing a true non-linear plot in a RPG, with multiple solution quests is insane. The best example of this is Fallout. Typical scenario is: character A gives quest to kill character B. You stumble intoto character C and he says that he wants B dead too. Then (and here comes the fun) when you meet characte B, he makes a counter-offer: kill characters A,B and he&#8217;ll give you a &lt;insert precious rewards here&gt;.<\/p>\n<p>And the example above is just one of the simplest scenarios possible, when you don&#8217;t have quests with multiple steps! Now, Fallout is one of the best RPGs series ever made, but honestly I don&#8217;t think will do such a thing again in future.<\/p>\n<p>For two simple reasons:<\/p>\n<ol>\n<li>I&#8217;m not a multi-millionaire company with a team of 50 people \ud83d\ude00 and only testing all those multiple solution quests takes LOOOOOONG time!<\/li>\n<li>I am not sure, in my specific case, that it can be better for players, since if I have the mutliple solution quests, the plot length will be necessarily shorter. And I think there&#8217;s a solution to make a linear plot look less linear.<\/li>\n<\/ol>\n<p>Point 1 is obvious, but what about point 2? I want to reconnect to Walking Dead game mechanics: you can have a story that while in practice in its structure IS linear, it appears not (or at least, appears that player&#8217;s choices have a big impact on the game world).<\/p>\n<p>For example in Walking Dead, during several key points you have to take &#8220;tough decisions&#8221;. In one you have to decide if to attempt to save a person attacked by a zombie, or a kid nearby. No matter what you choose, the person dies &#8211; so you might think &#8220;bah not only the plot is linear, but the choice is even pointless&#8221;. I know it might seem so, but in reality not! Because even if the outcome is the same, the characters related to that person and the kid will <strong>remember <\/strong>who you tried to save, and all the future dialogues will change to reflect that, resulting in a more immersive experience, so that the story won&#8217;t feel linear at all.<\/p>\n<p>I think that&#8217;s the road I&#8217;ll try to follow to make longer RPGs but still with several possible outcomes. And now, I&#8217;m going back working on Loren \ud83d\ude42<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Today&#8217;s blog post will be shorter, since as you might know I&#8217;m busy doing the final touches to Loren&#8217;s expansion &#8220;The Castle Of N&#8217;Mar&#8221;. I hoped to have it ready for the 15th August, but I didn&#8217;t make in time. In reality it&#8217;s not missing much, but we want to polish it and test well [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[152],"tags":[],"class_list":["post-1056","post","type-post","status-publish","format-standard","hentry","category-loren-the-amazon-princess"],"_links":{"self":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/1056","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/comments?post=1056"}],"version-history":[{"count":1,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/1056\/revisions"}],"predecessor-version":[{"id":1057,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/1056\/revisions\/1057"}],"wp:attachment":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/media?parent=1056"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/categories?post=1056"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/tags?post=1056"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}