Showing posts with label d and d. Show all posts
Showing posts with label d and d. Show all posts

Wednesday, September 24, 2008

The game that plays itself

Delicate decision-making: what videogames to bring on my honeymoon? The best, most sensitive decision, the decision least likely to be greeted with howls of outrage were it discussed on a daytime talk show, would be to leave all the bleep-blorp at home, but... the hand-to-mouth nature of freelance livin' demands constant production; I had to keep working, if only half-assedly.

Then came the Facebook message: A friend has invited you to play Dungeons & Dragons Tiny Adventures. Hey... a light RPG experience, delivered via a platform I'm going to be accessing at least once a day anyway, with that nerd-irresistible flavor of D&D branding? This could be the answer...

I have a long and loving history with Dungeons & Dragons off the tabletop, dating back through the Baldur's Gate games and Planescape: Torment, through the SSI “gold box” titles and on to the two Intellivision cartridges. These were both great carts, but while The Treasure of Tarmin dazzled with its first-person perspective and exciting lightning-bolt-throwing action, it was the earlier game – titled, simply, Advanced Dungeons & Dragons – that provided what is still my all-time favorite onscreen D&D moment.

The thing about the Intellivision AD&D game was, it had no onscreen stats display, no radar or health bar or ammo counter. Everything was organic and immersive; in the highly abstracted mountain mazes you moved through, your health was represented by the color of your little adventurer dude, the proximity of enemies expressed through the sound of their moving and breathing in the darkness, your stock of precious arrows counted out by a series of clicks. There have been few situations in my life of videogaming that have given me goosebumps – I'm getting goosebumps now, just thinking of it – like the moment, standing at the threshold of a pitch-black chamber from which emanate the growls of a riled-up dragon, when I'd press the “count arrows” button and hear a single, dismal click. A wonderful expression of the mystery and terror of dungeon-delving, that was.

Dungeons & Dragons Tiny Adventures on Facebook, not so much. You fire it up, choose your intrepid adventurer from a handful of pregenerated characters based directly on the illustrations from the pen-and-paper Players' Handbook, give him or her a name, and that's it for character creation. In fact, that's pretty much it for all meaningful player input. I'd stumbled upon the perfect game to review on a honeymoon: D&D Tiny Adventures, it turns out, is the game that helpfully plays itself.

Click on the “FIND ADVENTURE” button and select a mission, and your character moves through encounters at ten-minute intervals, with all ability checks and combat rolls taking place automatically whether the “player” (more of a “reader”, actually) is looking at the page or not. Click the button, walk away, and an hour later come back and read all about what your guy got up to in the spooky forest or dank sewers or abandoned mansion or wherever while you were taking care of important real-life business. After a little light loot management, you can just click the game's single control – FIND ADVENTURE – and start the process over again, a totally automated fantasy trip.

Under ordinary circumstances, this would be unacceptably lame. This past week, though, it's been a nice little diversion. I'll wake up and send halfling rogue Boson Darkmatter (character name ripped from Google News sci/tech headlines!) on some fantastic errand, go get some breakfast with the lady, do some shopping, maybe visit a gallery or museum, and when next I open my laptop, taking advantage of the WiFi at some bar or cafe, there'll be a whole little swords-n-sorcery (well, at this point, rusty-daggers-n-potions) narrative waiting for me. More often than not, it's a narrative of humiliation and defeat – the automated die-rolling algorithm has phenomenally cold hands – but, hey... it's not my fault!

Zero effort, zero frustration. Zero input, zero attachment. Dungeons & Dragons Tiny Adventures might just be the future, the equivalent of no-calories, no-caffeine sodas, a completely virtual game experience for busy, busy people who can't be bothered with the hassle of actually playing something themselves. It's an almost mystical experience, transcendentally empty.







Thursday, November 22, 2007

No! I wanna play dolly!


One of my favorite Simpsons moments comes during the hearing in which the family is suing the Sea Captain’s “all-you-can-eat” seafood restaurant for false advertising. Pressed to tell the court what they did when they couldn’t find another all-you-can-eat fish place to satisfy Homer’s cravings, Marge breaks down and sobs: “We went fishing!

I’m right there, sobbing along with her. That’s what can happen when you get a taste of something and it simply isn’t enough; you take whatever you can find that might sate that hunger, desperately cast your line. But even the finest line-caught trout, shining silvery in your bucket, isn’t the same as a restaurant-poached salmon, or even a manky plastic basket of deep-fried shrimp, unless you can go all Gollum-style and dig in right there on the pier. Still, you’re so hungry for fish you’ll take whatever the water puts on your hook…

Extended metaphors aside (I’m not really hungry for fish; apparently, I have to cut down if I want future generations to know the joys of sushi), it has been a hard few weeks of craving, ever since those schoolyard pushers over at BioWare gave me my “first one’s free” taste of Mass Effect. But it’s not so much the sci-fi RPG gameplay itself I’m jonesing for – though, you know, duh -- it’s the primary, adventure-starting act of character generation itself. Those few sweet minutes of tweaking an avatar’s face, facts and stats have had me itching.

Any – or maybe just many – old-time Dungeons and Dragons players will tell you the same thing: the purest joy in role-playing gaming is the making of your character, the process of turning rules, points, dice rolls and wish-fulfillment power fantasies into a brand-new, never-before-seen spellcaster, karate man, mutant laser-eye dude or hired killer. A new character, all pristine on a fresh sheet unmarked by grimy eraser-scars and pop-stains, represents a pure product of imagination and fantasy, a clean idea not yet grimed up by the frustration, compromise, disappointment and tedium of actually playing the game along with four or five other nerds and their own (clearly inferior) little dream-puppets.

Role-playing video games – especially single-player games – don’t have the same limited-only-by-the-imagination quality of the tabletop, though, even when they offer as much freedom of characterization, or a convincing simulation thereof, as Mass Effect. The options for your character’s profession and background are relatively few, and choosing from a handful of dialogue choices isn’t the same as extemporizing your character’s words, but let’s be honest; in practice, imagination can be quite limiting. Ninety per cent of characters’ backgrounds are plucked straight off the stockshelf, and a similar portion of players’ improvised dialogue comprises hackneyed threats and other tough-guy inanities. More important than character itself is external detail: “Yeah, I guess my dad was killed and I swore revenge, whatever; anyway, I’ve got these glowing red eyes, right, and these two wicked swords that…”

The magic of character creation in a game like Mass Effect is exactly in these externals, starting with the hours spent tweaking your character’s appearance in the face-building tool. This can be obsession at its best, fiddling with the scores of little sliders that adjust your Space Marine’s skin tone, the length of the bridge of the nose, eye shape and size, chin strength, lip poutiness, brow thickness, cheekbone height, haistyle, makeup…

Makeup? Yeah, makeup; given the choice – in videogames, not on the tabletop -- my characters will always be girls. Maybe there’s some sort of theory-level psychological reason why this is so, something about being able to use a play environment to safely experiment with gender roles or something, but it really boils down to simple aesthetics: in a dialogue-heavy game like ME, the camera’s either right up in your character’s yammering face or following obediently behind, and if I’m going to spend 100-plus hours in this virtual world I’d rather have my field of vision filled with the face and backside of a simulated pretty girl.

But it’s not all Weird Science wank fantasy, a digital Pygmalion trip. Building a character at the facial-detail level creates a deep investment in the game world, a bond of significant power. My cravings right now are not so much for the opportunity to whip up some kind of fantasy asskicker – I’ve been desperately downloading freeware and shareware RPGs, the role-playing addict’s cheap fix, and they haven’t cut the jones – but for making that investment, feeling that bond… and then playing hundreds of hours of action-packed, sci-fi dress-up-dolly. I’d felt that connection forming at BioWare’s press day, and having my bonding time with “Irene Shepherd” cut abruptly short gives these pangs their special bite.

So, it’s back to Oblivion, I guess; I’ve got to do something before I go crazy and start searching craigslist for a local LARP chapter. Gronking again through that played-out world, trying to find bits of unplayed game, doesn’t really appeal to me, but that’s a secondary problem which can be smoothed over with gallons of Gallo; the character customization is there, the face-creation is there and the dress-up dolly is there, even if the novelty’s gone. It’ll be another couple of weeks before I’ll be served fresh fish, so for now I’m going fishing.

Tuesday, August 16, 2005

Drunkards & Drag-ins


(The following appeared as an Infinite Lives column in Vue Weekly)





The grizzled old rogue, obviously uncomfortable here in the sumptuous heart of the gypsy-elf chieftain's impossible crystal tent/palace, tries not to finger the hilt of his trusty cutlass as he speaks the timeworn lines of his profession's fundamental ritual: "So, how much am I getting paid?"

Hakan, the chieftain, looks up from his nest of pillows and slavegirls and squints through the haze of hookah-smoke he's just finished generating. He seems confused, as if he never considered that this elementary detail of business would be considered. He snaps his fingers for more wine, fire-brigaded to him by the mass of nubile beauties that fill his tent-within-a-tent, and takes a long draught of the potent nectar to buy time.

"Payment, yeah..." he drawls. "Well, I got a deal for you, see. See her?" He directs the veteran fighting man's gaze toward one of the other two supplicants kneeling in the hazy chamber, a haughty young elf-maiden in the darkly ornamented robes of hill-clan royalty, her eyes like a hunting cat's. "She's honourable, right? She's loyal.

"And this, uh... this guy?" The chieftain waves an indifferent hand in the general direction of a lean young half-elven man dressed in heavy travelling leathers, his chest crossed by two bandoliers weighed down with a dozen gleaming throwing knives, his hands and his attention occupied in tuning a two-string banjo that lays across his lap. "He's been reporting to me for, like, five years. So... so... um. What... what was my point, here?"

"The money? Some kind of deal?" the rogue prompts; his apprehension is quickly fading into boredom.

"Oh, yeah! The deal! OK." The increasingly wasted bigwig attempts to bring a gravity befitting his station into his voice. "Ahem. Human, I offer you the sum of like, 650 golds..." -- "That's a lot; I haven't really figured out the currency," he stage-whispers --"... in the currency of your people. Or, you can help yourself to whatever shit you find in the ruins of the Abbey. My point was, these guys will be watching you to make sure you don't, you know, do both." He punctuates his oration with a little shrug and self-consciously gulps another cupful of the Gallo Clan's potent vintage.

"That's... that's kind of a weird deal."

"Well, yeah, I mean... I just um thought it would be kind of funny, you know?"

"OK. Can I have fifty gold for expenses?"

A sigh from the elf-maiden interrupts this virtuoso display of the art of the deal. "I'm going for a smoke," she announces with regal finality. Her eyes take on a glazed and faraway look, as if she can neither see nor hear what's going on around her. Almost immediately she returns to consciousness, for just long enough to address the bartering rogue -- "You coming?" -- before her mind drifts once more into another plane.

"Yeah, just a sec," the man mutters before returning to the business at hand. "So," he says, pulling out a note pad, getting ready to take down the particulars of yet another dangerous mission, "where is this... Abbey? Abbey. Where is it?"

Hakan gets a panicked look in his eyes. His gaze flicks around to his coterie of slavegirls, all of whom make lovely little 'I dunno' faces. With the instincts of a life spent steeped in both the criminal underworld and the intrigues of clan politics, he deftly passes the buck: "Where is it? Shit, I don't know; ask Hamit, here." He points an elegant finger -- a finger charged with the power of life and death in this, his hard-won sanctum -- at the leather-clad halfbreed with the banjo. "He's the guy I pay to know this stuff. He sent me the memo about the Icon of Mercy. Hamit, tell him where it is."

The half-elven musician looks up from his instrument. When he was summoned to this audience, not an hour earlier, he'd been "working in his garden" and the redness rimming his half-open eyes displays the fact for the world to see. He makes a nervous clicking sound with his tongue before grinning, "It's in the Abbey of the Sun, right?"

"Yeah, we know that. It's in the Abbey. But where's the Abbey? Go ahead, man... just tell me. Roll with me here! We need to collaborate on this. Make something up!"

The knife-wielding bard's grin widens, and he gives a coy little stoner nod. Turning to the exasperated swordsman, he takes on a patronizing tone. "I know where it is, man. Dooooon't worry. I know where it is. I know where it is."

The grey-bearded fighter spreads his hands wide and makes frustrated circular motions of encouragement. "OK. Where is it? North? South? What?"

Another bleary know-it-all nod: "I know where it is. Don't worry."

The road-hardened rogue scrubs at his face with his hands. "Fine. I'll let you guys figure this out. I'm gonna go have a smoke." With that, his eyes take on the same unseeing not-there look that earlier overcame the gypsy-elf girl. The banjo player and the chieftain are left alone with the slave girls, the hookah, and the cask of Gallo. They look at each other in silence, each one in his own way empathizing with the other's drunkenness, stonededness and overall fatigue. The dark-haired musician breaks the silence:

"So... I've got sixteen throwing knives, right? Sixteen?"

"Fuck, dude, you've got as many knives as you want. Sixteen's fine. Something tells me you're not going to get the chance to use them tonight."

"OK, 'cause you said 'a dozen' a little while ago."

The chieftain makes an interesting attempt at drinking wine while still holding his head in his hands and massaging his temples; he looks like one of those Drinking Birds that once took pride of place on the bar of every man of status. "I was just (slurp) talking about the (slleppp) bandoliers. I thought maybe you've got four... I dunno; taped to the back of your banjo, or something."

"OK, cool." The bard's half-lidded eyes turn inward for a second, taking stock of his condition. "Fuck, I'm wasted. We should start earlier next time."

Karhan... no, wait; Hakan sighs heavily and reaches for a fresh goblet. "What you mean is, I should have been better prepared. I'm basically just making this shit up as we go along. Four hours and you're not even on the road, yet. Damn, I suck."

"No, no! It's good, man, it's good. It's just been a while; you just gotta remember everything you learned back in the day. Everyone's having fun." The banjo-picking thief, one of the indispensable undercover agents who act as the eyes, ears and hands of his people in the cities of humanity, leans back and considers the universe. Suddenly he starts forward, an urgent thought coming to his lightning-quick mind.

"I've got a nice yard, right? I've got a nice yard? I'm the type of guy who'd have a nice yard."

"Dude," replies the fatigued chieftain, his head lolling back into the lap of a voluptuous dwarven co-ed, a cavern-next-door undermountain girl working as a concubine to pay her way through blacksmith school, "you can have anything you want. This is collaborative storytelling."

At that moment, both men notice a flicker of sentience returning to the face of the tough old mercenary who'd "gone for a smoke". Before the man can come fully to consciousness, the hookah-smoking chieftain barks out a sharp command with the voice of one used to being obeyed:

"Wait! Don't sit down! Go flip the record; I want to hear 'Don't Let It Bring You Down'. Fuckin' Neil Young, man... that guy's singing into eternity."