Completionist vs Role Playing views.
deltago
Member Posts: 7,811
@BelegCuthalion and @SpaceInvader had an interesting discussion going on in the Gaider needs a list thread that I think deserves its own thread.
What is a good balance between a Completionist view and a Role Players view when it comes to RPGs?
First some ground work:
A Completionist view occurs when a player wants to experience everything the game has to offer during one play through attempting to avoid that "I've missed something" feeling. When the game interacts with the choices a character makes in positive or negative ways, it can give the player a "what if i choose something different" thought, especially if that choice led to a reward. This not only breaks immersion, but can also lead to restartist.
An example of this is in our very own Baldur's Gate. When playing a thief, a majority of players will max out Open Locks first to get to that Star Sapphire gem. The lock will just taunt you other wise as you know you won't be coming back to Candlekeep anytime soon to reattempt the lock. To make matters worse, it was revealed that giving your thief an 18 Charisma and talking to the nobles in the inn, that Star Sapphire gem can turn into other valuable jewelry. I personally have not played a thief without 18 Charisma since discovering that, sacrificing a RP component (a lower CHR) for a better starting reward.
A Role Players view occurs when a player wants the game to adapt to the decisions that they have previously made. Playing as a Barbarian Half-Orc wielding a two-handed axe should be different than playing an Elven Wizard with a fondness of pyromania. NPCs should treat these two characters differently, especially in certain situations. When the game treats all characters the same, immersion can be broken. "As if the elven city guard just let my drow character walk through the gate without saying a word to me!" is a good example.
Once again, Baldur's Gate has an example (although minor) of this through it's reputation system and bounty hunters. If your rep is low enough, you get special encounters (such as Nestor in the Ankheg map) that higher rep parties do not get. The game is adapting to how you are playing and giving you a more realistic experience.
These two perspectives can clash, but both have their merits when it comes to designing compelling stories in RPGs.
So where, in your opinion is the proper balance between these two? Which play style do you prefer to follow?
How much should a player be rewarded for making different choices, especially in character creation?
Is there a way to balance the rewards without making your choices seem redundant?
Please, discuss.
What is a good balance between a Completionist view and a Role Players view when it comes to RPGs?
First some ground work:
A Completionist view occurs when a player wants to experience everything the game has to offer during one play through attempting to avoid that "I've missed something" feeling. When the game interacts with the choices a character makes in positive or negative ways, it can give the player a "what if i choose something different" thought, especially if that choice led to a reward. This not only breaks immersion, but can also lead to restartist.
An example of this is in our very own Baldur's Gate. When playing a thief, a majority of players will max out Open Locks first to get to that Star Sapphire gem. The lock will just taunt you other wise as you know you won't be coming back to Candlekeep anytime soon to reattempt the lock. To make matters worse, it was revealed that giving your thief an 18 Charisma and talking to the nobles in the inn, that Star Sapphire gem can turn into other valuable jewelry. I personally have not played a thief without 18 Charisma since discovering that, sacrificing a RP component (a lower CHR) for a better starting reward.
A Role Players view occurs when a player wants the game to adapt to the decisions that they have previously made. Playing as a Barbarian Half-Orc wielding a two-handed axe should be different than playing an Elven Wizard with a fondness of pyromania. NPCs should treat these two characters differently, especially in certain situations. When the game treats all characters the same, immersion can be broken. "As if the elven city guard just let my drow character walk through the gate without saying a word to me!" is a good example.
Once again, Baldur's Gate has an example (although minor) of this through it's reputation system and bounty hunters. If your rep is low enough, you get special encounters (such as Nestor in the Ankheg map) that higher rep parties do not get. The game is adapting to how you are playing and giving you a more realistic experience.
These two perspectives can clash, but both have their merits when it comes to designing compelling stories in RPGs.
So where, in your opinion is the proper balance between these two? Which play style do you prefer to follow?
How much should a player be rewarded for making different choices, especially in character creation?
Is there a way to balance the rewards without making your choices seem redundant?
Please, discuss.
9
Comments
I guess I always figured it came down to individual gameplay. Some people like to be more overpowered through the game and even more at the end, some people like to struggle a bit.
I also like a challenge when I play but the time I can devote to playing is sometimes limited, and I can't guarantee replays of games. So, on first play through I usually crank the game up to maximum difficulty to create that challenge but also to avoid having to play through extra times (so many games have achievements that say 'Complete the game on Difficulty X' and setting to maximum will usually trigger all of the difficulty achievements).
But I'm also not an achievement collector - I will try to earn them, as and when I can, but if I've missed a few - it doesn't worry me because it's not in game! It's an artificial bolt-on that tries to force the player to keep playing to achieve them all.
That's a pretty naughty way by developers to keep people interested in the game (IMO) and if the game is good enough then the desire will be there to replay regardless of the achievements/missed opportunities/etc. I can easily list the games that fit into the category for me.
In some games, I've often saved before a big decision point and played both/all decisions through for a couple of hours to see which I prefer, and in some situations I cannot bring myself to take certain decision paths even if I know it will mean I miss stuff.
I still wrestle with the Star Sapphire in Candlekeep dilemma... Here is a perfect instance where metagaming directly impacts your character creation decisions. It is very unlikely someone will create the specific requirements that meet the needs to get the extra loot but if I am playing a thief I do it every time
It is right that some decisions should yield rewards for some and not for others. However, I think those opportunities should (at least early on) be evened out... there are many ways to achieve the same outcome and I think that game makers should not penalise certain character creation decisions that early on (and that's how it feels). SOD did this very well at the few minor decision points.
So as my conclusion - play the way you want to play, enjoy the game and story and have fun. Don't worry about missing content because if the game is good enough you will go back to it...
Would you play a character class that wasn't offered a stronghold? Every class (besides the shaman) gets a stronghold. Some stronghold quests are better than others (hello thieves) and each offers its unique reward based on characters class. It balances between competionist and RP (I beat the game playing *that* class) for me, but there being a popular mod to get access to all the strongholds shows it isn't balanced for other players.
Now compare that to something like PoE or DA:I. Those games, everyone gets the same type of stronghold. They can be customizable, but they are hardly unique in different playthoughs unless you put the effort into making them so, and then you may choose the better reward options over the RP option. The sapphire gem is just a minor example of RP vs Completionist.
Have you ever played IWD2? It has been bugging me awhile of why I do not enjoy that game compared to other infinity games. And I think it is the reward system that it gives for playing certain type of characters early on. Without spoilers, different character builds get better rewards for quests than other characters. These rewards range from better XP, more insight into the story unfolding and even magical weapons.
I would attempt to create a party that maximizes these rewards instead of creating a party I would want to play. When I did, I didn't have that connection with my characters And was less invested in the game. When I made a RP party, it felt like the game was punishing me and holding me back for making a choice that shouldn't do that. I couldn't enjoy the game either way I played.
What really bothers me is if your forced to play a certain way, or have certain NPC’s in your party in order to experience large areas and quests. This was done with some of the EE edition NPCs and it is a real pain if that NPC does not fit in the same kind of party that your protagonist does. Or if you simply don’t like the NPC.
You need to be able to feel like you are doing well and achieving stuff, but likewise you don't want to feel punished because you didn't play it in a certain way. When playing your way causes you to miss lots of stuff or things to go wrong it can feel devastating - sometimes that only comes from meta-gaming, other times it can smack you the in the face....
I remember playing Fallout: New Vegas and doing something, and suddenly 'Quest Failed - xxxx' came up. This was a quest that I was completely unaware of, and my action had meant it was no longer possible to complete that quest so it failed. FAILED. I had done WRONG and I was punished for it. Whilst the logic is perfectly sound - my actions prevented the quest from being completed - the fact I'd failed was enough to make me reload a save and try to play it the RIGHT way. That's wrong IMO.
When I roleplay I make decisions that the character in my head would make, even when I myself know that they are 'wrong' in terms of optimal gameplay, and it's often fun when the game takes an unexpected direction because of this.
Equally, I will build a character in BG1 with the specific intention of that character (say) wielding Celestial Fury in ToB.
That to me is the enduring strength of these games, that you can replay them so many times and never actually "complete" them, because there will always be variables that don't allow one character to do everything in one play through - so you keep on trying, with different classes, and parties, and strategies and often you fail, but in BG even failing can be fun.
I remember playing Fallout: New Vegas and doing something, and suddenly 'Quest Failed - xxxx' came up. This was a quest that I was completely unaware of, and my action had meant it was no longer possible to complete that quest so it failed. FAILED. I had done WRONG and I was punished for it. Whilst the logic is perfectly sound - my actions prevented the quest from being completed - the fact I'd failed was enough to make me reload a save and try to play it the RIGHT way. That's wrong IMO.
I understand that feeling. Which is why I think there should be more then one acceptable approach to complete quests.
This brings up another pet peeve of mine. When no matter what approach you take, the outcome is the same. And the outcome is, you were wrong.
There is an element of this in Anomen’s quest:
If you tell Anomen to not seek revenge, it turns out Saerk was guilty.
No win situations are not fun.
Maybe the game simply shouldn't tell you when you have made a quest impossible to complete. Or rather than say "failed" a jounal entry along the lines of "I decided not to help Marge find her pet chicken, I doubt I will ever go back there".
But I should also have a good chance to complete those quests in interesting ways... My situation was something I was completely unaware of suddenly hitting me with failure for a reason I was completely unaware. And that's where games often need a bit more sophistication and win/lose/no-win scenarios need to be better managed...
To use your example of Marge and her chicken:
I've never met Marge before.... But I have met Homer. Homer likes chicken wings and is hungry. In a previous quest he's asked me to collect dead chickens and he will reward me for them. Soooooooo.... I am walking down the road and I see a chicken. I can do various things right now. If I kill the chicken suddenly hitting me with "Quest Failed - Marge's Prize Bird" seems wrong as I've never met Marge, I didn't know that her chicken was part of a quest, or that this chicken was part of that quest.
Now, let's say I killed the chicken for Homer, I carry on.... and over the next hill I see a lady upset because she can't find her chicken. She introduces herself as Marge, and I can:
a) Tell her the truth, I killed the chicken for Homer >>> Result: Quest Failed - Marge's Prize Bird, Marge turns hostile and attacks me. She has a magic sword +1 as loot.
b) Tell her I will try to find her chicken >>> Result: New Quest - Marge's Prize Bird, try to find her chicken, which will never be resolvable.
c) Realise that I killed her chicken, not tell her, but promise to find her chicken and lie about it >>> RESULT: New Quest - Find Marge a new Chicken. It turns out Marge is partially blind and can't tell the difference. I do such a good job of convincing her that she gives me 50 gold, a +1 rep and a key to a hidden dungeon. YAY....
d) Tell her about Homer eating chicken wings >>> RESULT: New Quest - Marge suspects Homer has eaten her chicken and she wants you to kill him. Starts a whole quest line where Marge and Homer fall in love.
e) ...
or if I didn't kill the chicken:
z) Realise the chicken I'd passed earlier was hers and go and get it for her >>> Result: New Quest - Marge's Prize Bird, and then Quest Complete - Marge's Prize Bird. She gives me 50-gold and a +1 rep.
Now, in all those situations I feel like the 'world' is reacting to my decisions, I'm having an impact... the results feel relevant to the quests. I can win/lose (depending on how you role play it) and I'm being rewarded or not depending on my actions.
And most importantly ... I don't feel like I'm missing stuff / missing out - I am playing in the game world, in interesting ways, and it is responding. The completionist in me is happy because the way I complete things with Marge and Homer was my way. Yes there may be a different way which rewards better but the way I chose wasn't WRONG, I didn't fail... My way, was just different.
An example in my homebrew D&D campaign I'm running with 6 new beast races I made is that certain factions and groups will act positive or negatively based on the races of the players. I'm running the game with an online group and an IRL group. The IRL group is mostly comprised of humans while the online group decided to use my new beast races.
People are SUPER racist towards the beast races in my setting, often mistaking them for slaves. This translated to a CRPG totally makes sense that your race/class can yield different reactions or results. I suppose I'm also an "RP-er" as it were so I want different reactions from people if I'm playing a Drow or playing a human.
I remember one of my favorite little parts of NWN2 was one of the farmers in the beginning saying you'd never be accepted into their village because you're a Drow.
One, probably, shouldn't see everything a game has to offer in one run if it's really trying to emulate PnP D&D and be immersive.
- It takes me a long time to "the" character. I don't care about min maxing attributes or creating powerful build, but for RP reasons I wish to create characters that look real and well written. All that hardwork makes me want to enjoy that character as much as possible.
- on the other hand, I try to limit my character's choices by class, alignment and companion's choices. My neutral good cleric would never work with dorn, or kill dynaheir to take edwin. He wouldn't free kanghaxx for the ring either. Being true to my character makes me feel good about the game.
- FInally, I will try to make an RP excuse whenever I want to complete something, such as explorinhlg the sword coast or doing all the stronghold quests before freeing Imoen.
I never do the thieves guild stronghold since it is more like a job to me and I never play a single class thief, only multi or dual so I would take whatever the other class option was.
But what i wanted to say was more like "if i seriously play that game 10 times through, then i want to be rather sure to have seen rather everything, because if not, it would drive me crazy knowing i may have not been able to see all of this great game".
BG2 strongholds are a very good example here:
No problem at all if i only can play one stronghold at a time – but i somewhat know as a player what i'm missing out and how i can see that content the next time. what i have to do to see all of them is rather clear: i just have to play the game with each class once.
BUT: priest strongholds differenciate between good, neutral and evil ... argh ... i'll have to play 3 priests to see it all, no matter how minor the differences are, because i have to see it all!
Now imagine it's fracutred further into different aspects ... differences in gender, alignments (not only for priests), reputation, not only for the strongholds but also for sidequests or subquests ... there can be so many combinations that i'll never be able to see all the content. That's a cool thought as the game feels deep then, but it's also frustrating someone is not letting me see all that's there.
Back around when BG1 was first released, I played in a completionist style - uncovering every fog of war, exploring every map area, attempting every quest, breaking open every locked chest, etc., etc. RPing my character just went out the window - even if I was playing a LG paladin (which I usually did, since I was under the impression that they were the best class), I would still occasionally kill innocent people in order to keep my evil party members content and/or pick up some unique loot.
Since the release of BG:EE, I've tried to RP my characters much more - I stick to the roads (as recommended by the first guy that you meet outside of Candlekeep), I only explore areas if I have an actual reason for doing so, and (if I'm playing a good character, which I usually do) I DON'T break into people's homes and/or steal their belongings. Consequently, I do miss out on a lot of items and quests (in my last playthrough, for example, I only ever came across a single stat tome), but I've found that this approach gives my playthroughs a much greater sense of realism and purpose. Besides, there's so much content in BG1, you can afford to miss out on a sizable portion of it and still find plenty to enjoy!
Now... this is pretty much "head cannon" and how I roleplay one NPC may be different from other people, but it pretty much allows anything to happen because they may argue to do stuff differently...
Some of my role-playing rules for NPCs that allow a completionist outlook.
- If there is a female that needs talking too in any situation... Coran is always willing to do it.
- Imoen is a kleptomaniac.
- Tiax rules all, thus owns everything.
- Minsc does not understand the concept of doors being from Rasheman.
The only real problem I got is the sewers... Why would you open a grate and climb down into the sewers, with metallic armour... Wait... Chainmail... That is going to get the middens and toilet paper into every chink... No. NO!
...
Sooo... I never do sewers... Full of crap anyway...
...
Lastly... A completionist playthrough is quite demandng... You will end up roleplaying it eventually... Tooo many choices not to.
I'm currently playing a NG Human Enchanter. Met Dorn.
He asked me to do some nasty things. And I notice that he wasn't happy with his patron.
Three things could happen:
1) I let Dorn go. He would perform his task anyway.
2) I take down Dorn and his patron would find other person to do the job.
3) I go with Dorn, do some damage control, and seize an opportunity to end the root of this evil: Dorn's patron. The lesser of evils.
My character go for option 3 and gets really happy when he is able to destroy not only Dorn's patrol but a Marilith.
He have a "low' Wisdom (10). Imoen is captured. The way he sees she is sit and safe in a cell, while some people that REALLY need help (like the people from Umar Hills) keep looking for him. He goes on the rescue of pretty much everyone and do everything in his power to get the favor of the Cowled Wizards.
And I also always create an excuse for letting a NPC go. Jan needed some time alone after his quest. Mazzy wants to stay with her family. Cernd prefers to be in the grove. Keldorn with his family. Anomen gets busy with the Orders missions. So it goes.
My original questions were more geared towards new games or games we haven't played yet.
For example, Dragon Age: Inquisition is actually a great game, if you can park your compleitionist OCD and not pick every elfroot or do every fetch quest that displays in your journal. But than can be an extremely hard habit to break.
So in a new game, like the one Beamdog is working on at the moment, where is your balance? How much do you expect to experience the first time you play the game? Does too much choice hurt? Do you expect to know a game inside out, or have it surprise you every time you play it?
Even with new RPGs that I play (such as DA: Origins, which I recently tried for the very first time) I insist on "getting a feel" for my character, so I will intentionally miss out on content if it means staying true to my character.
Besides, if I "know a game inside out," particularly after playing it only once, it seriously diminishes the replay value of it for me. Part of the allure in revisiting a game is to experience something new/different.
I mean, a big benefit of replaying with different RP concepts is that Evil playthroughs, for example, let you see a lot of the conversation trees throughout the game that you're probably not picking if you're doing a bunch of Good playthroughs...so it's not like a completionist can even find and see everything without additional playthroughs anyway! So, way I figure it...might as well RP each one to the hilt!
tl;dr I am both and find no contradiction, especially not in Black Isle/Bioware RPGs
Several restarts later, I see myself falling under the restartitis. Happened to me in DAI, happened to me in Skyrim. Happened to me in Pillars of Eternity. Maybe this is why I didn't finish those games.
I tried PoE, tried DA:O; I can't find any pleasure in those games for some reason. Sooner or later, I go back to BG. I did like Fallout 2 and Arcanum, but I can't imagine playing through them again however. When I started playing them, I did "complete runs", doing all little side-quests etc. If I had to play them today, I'd probably run through the game in 2 hours. RPG indeed...
Maybe I'm just getting old.
Most of them are tedious, time consuming and boring and tend to turn off the game after doing one or two of them.