Black, White, and Grey

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Part 1 of 1, by Alan Miranda

Decisions, decisions, decisions. That’s supposedly the core of a great story-driven RPG: to give the player the necessary choices so that they can play their role and savor the outcomes. These decisions and their outcomes can be a clear-cut black and white or a murky grey. So this had me thinking recently, what is it that gamers prefer?

Perhaps preference comes down to what people expect from the game they’re playing. With D&D games, decisions are typically of the black and white variety, and at Ossian Studios we think that is what players are expecting, so that’s how we’ve designed both of our D&D games (Mysteries of Westgate and Darkness over Daggerford). It definitely fits very well with the D&D alignment system of good/neutral/evil.

In contrast, with a game world like The Witcher, everything comes in shades of grey. Fans of the books and game would expect those kinds of difficult situations, so an RPG developer would have to take great care to give players those kinds of tough choices.

Looking at older forms of non-interactive storytelling, like books and plays, there has always been the full spectrum of black, white, and grey outcomes. From the Grimm fairy tales where justice prevailed and evildoers were rolled down a hill in a barrel of nails (ouch), to the Epic of Gilgamesh, which shows us the futility of avoiding our own mortality, all of these works have become classics, showing that people throughout history can be entertained by all three outcomes.

Perhaps the black and white will always be more accessible to a wider audience because it’s a more palatable fantasy than real life. Yet, perhaps the grey also has value in its uncomfortability because it causes us to think harder and look deeper into ourselves. As games have matured to become an established form of storytelling, gamers have matured as well, and it would seem that they are now looking for a shot of reality with their fantasy.

Ossian Studios latest RPG triumph, Neverwinter Nights 2: Mysteries of Westgate is available now!

Alan Miranda started his career as an RTS game designer at Relic Entertainment but later moved to BioWare as a producer on RPGs, where he learned the production ropes in a “trial by fire” (as Ray and Greg put it) on BG2: Throne of Bhaal. His vision of future gaming is seeing the RPG genre spread across many other genres to create hybrid games, because giving players the chance to role-play, make meaningful choices, and be at the center of epic stories is key to a great gaming experience. Such were the dreams that prompted him to start the game company that is Ossian Studios.

Top Ten Reasons Gaming Makes You a Sexy Beast

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Part 1 of 1, by Jay Watamaniuk

1. Chicks dig scars…even if they come from banging your head on the dining room table while moving to retrieve your Warhammer miniature that fell on the carpet

2. Enormous amounts of time spent thinking about plans for the zombie apocalypse will see you survive with food, shelter, weapons and, of course, a babephoto4

3. Everyone will turn to you when the aliens finally do invade and speak only in pop-culture metaphors based on learning to communicate via T.V. transmissions

4. You live your life assuming you can do anything provided you get a re-roll

5. When asked, your plans for the weekend could include ‘risking your life to rescue the last remaining heir to the throne from the merciless army of undead’ vs. ‘me and Lonny are going buy a 6-pack and get drunk behind the 7-11. Clutch!’

6. Your casual vocabulary consists of words like obfuscate, celerity, protean, and obtenebration

7. If roleplaying is highly recommended by relationship councilors to add spice to your life then you my friend are a tiny god

8. You win the Halloween costume contest every year at your office. You need not tell anyone you have a closet dedicated to costumes at home

9. You picked your own dump stat and rightly assume you are awesome in everything else

10. You can appreciate the streamlined and compact form of a flirty new rule system with the glossy and enticing exterior cover art but know in your heart that real gaming love comes from the work of sorting through complexity, the compromise of house rules and the appreciation of those priceless and endearing imperfections

Jay Watamaniuk has lived in such faraway and make-believe places like Thailand, Greece and Japan but has always returned back to Edmonton, Canada to put down some roots and to avoid the fricken’ huge insects that lived in those places. He has been BioWare’s Community Manager for over 7 years and has never once- not once- dressed up like a pirate at work. Shameful.

BioWare on Twitter

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Part 1 of 1, by Jay Watamaniuk

We are using the title Biofeed to send our thoughts across the airways. Check out the high drama and spleen-shattering excitement of game development second by second!

I was asked if I could help get BioWare into the Twitter ring as it has proven to a force of nature in the slippery cabal of online communication. I have rounded up a good group of BioWare developers who are interested in this method of info-exchange and some have even been Twittering for a good long time now.

I admit to being new at Twitter myself and starting out in this fashion will bring with it a share of major shame and falling down banging my head of what would be common sense etiquette but I’ll give it go. I’ve got some great support from the big brains here at BioWare like Christina Norman who is working on Mass Effect 2 as a Senior Technical Designer who focuses on combat (sweeeet!). She is a veteran of several social media channels and so it is to her I will turn to help me sort through the crazy.

Check it out if the wee bird moves you…

Running a Horror Game, p3

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Part 3 of 3, by Jay Watamaniuk
The horror continues…

Chapter 5: Recovery

Figure out what went wrong/right with end of night one event and assess the situation. It looks very, very bad. This is a great time to add some of the more complicated puzzles/situations as players are fresh and alert but it depends on where you left players the previous night. I tend to stay away from a ‘To Be Continued…’ super-tense cliff-hanger night one endings because the players will have sat around for an entire day and certainly lost the frantic tension by the time game time starts again.

Chapter 6: Discovery of Solution

The players need to piece together everything to come up with what exactly they need to do to have a shot at surviving. Sometimes the big final event of night one results in an item that is essential to the plot of the second night. Most of night two should be more focused on a clear objective after this chapter starts. Do not shy away from being very obvious if players are just not getting it. You are not there to ‘beat’ the players you are there to make sure you deliver a story that the players can explore. Players also begin to die in this chapter if you are running a game where the element of survival horror is part of the plot. Your group of actors will be creating tension and scary moments throughout both nights. Do not underestimate simply doing nothing when they are expecting something and letting the players freak themselves out. One game a walk in the woods to recover a special item because filled with fear and all I did was tag along making the players think that something was about to happen.

p3Chapter 7: Last Stand

Players need to act on the clues and gather the tools needed for a final showdown in whatever form that takes such as kill a beasty, last man standing, close moon gate, open galactic gate and so on. Expect even more players to die out. In fact, you should be ending up with a small group left at the very end of the game.

Chapter 8: Dénouement

Depending on how your plot runs you may finish the game with the symbolic camera panning away from the small group of survivers. You may also have an end scene where the survivors tie-up any loose ends and walk into the sunset.

Second night tips:

• As you can see the first night is about building tension the next night is more about movement and faster pacing. I have found players like this kind of slow build-up the first night but a possibly shorter second night
• You will need a space closed off to players where your actors can gather and rest, eat and switch costumes if needed.
• Think very carefully about what to do with players who are killed off/ taking out. Do they become actors or do they gather in a particular place while the game continues? If they become actors make sure to be ready with costume bits, direction and general support (nobody likes to ‘lose’ so give them something cool to do for the rest of the game to keep everyone working towards an excellent game).

cor1In closing, there are a hundred things I learned running a few horror games of this nature (i.e. post-it notes are your friend for prop organization). My advice on running a good game comes down to five points:

1. Those organizer ‘gates’ (see Chapter 2 notes) are very important for ensuring you the organizer are in control.
2. Scary moments can be planned but half come from on the fly creativity- look for opportunities to scare your players. Look for opportunities to let the players have some downtime as well to make the scary moments better.
3. Planning and knowing your plot top to bottom is very important. Nothing is worse then an organizer who clearly has no idea what to do next or is making it up as he goes along (see #1).
4. Know your players. Know where the line is and never cross it. Fear is a fine balance between excitement and unpleasant. You are doing this for them to enjoy.
5. It’s a game. One more time: it’s a GAME. Games should be FUN.

Jay Watamaniuk has lived in such faraway and make-believe places like Thailand, Greece and Japan but has always returned back to Edmonton, Canada to put down some roots and to avoid the fricken’ huge insects that lived in those places. He has been BioWare’s Community Manager for over 7 years and has never once- not once- dressed up like a pirate at work. Shameful.

Running a Horror Game, p2

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Part 2 of 3, by Jay Watamaniuk

Breakdown of the first night:

Chapter 1: Arrival of Playersmain-floor3

It is either a normal meet and greet (maybe they were invited to a dinner party at a posh house in the woods) and something is wrong that needs to be explored and searched (house in disarray, person they were going to meet is missing).

The initial set-up of your location contains documents or props that need to be pieced together or solved by the players to unlock some of the overall plot. A small example is a picture that has been torn up and scattered around your environment that needs to be put together to reveal a location of a key. You can create as many of these clues as you wish but as long as they all reveal part of the overall plot and the players gain something from putting the clue together (a key to a safe, a weapon, a new document etc.). This gives players something to do immediately and brings them into your story.

Chapter 2: The First Event

Create an event that is not dependant on anything the players do that will usher the game into the next chapter. For example, the arrival of a man who is crazed from his experiences in the house before the players arrive. This allows the organizer to let players explore when they arrive and when they have reached nearly the end of all they can do in terms of piecing together the clues you have left you can start the next chapter- a step that cannot be taken without the arrival of the man (maybe he has a passcode, or book or spell that is critical to moving the plot forward). These organizer ‘gates’ allow some control in running a game where players will always do unexpected things.

page21Chapter 3: Putting the Pieces Together

The players work through the documents and new elements are doled out to the to allow them to progress through plot stages of confusion to having an idea of what is going on and what they need to do. It is during this time several opportunities to scare the players can happen (i.e. ‘the thing/document/key is in the shed down that dark road’).

Chapter 4: A Measure of Control

Players learn what they must do in the short term to help themselves. Usually it involves accomplishing some tasks like collecting items to build something or perform a magic ritual/act of science/unlock a vault. This final event should be the closing thing for the evening and should be beneficial in the short term (i.e. zap zombies with science thing to stop from being overwhelmed) but leave them in a bad/uncertain place to start the next night’s events (i.e. science thing works but wakes/activates super zombie).

First night tips:

• Players should not be killed/taken out on the first night. Actors pretending to be players should be used instead.
• Having 1 or 2 players that are actually secret actors makes things much easier as they can be given instructions on the fly and help move plot along.
• This chapter summary does not mention anything about how to build tension, keep the player off balance and when to let them ‘rest’ to figure out clues. That is a whole article unto itself.

Friday- Part 3 looks at the second night and wraps up with critical advice.

Jay Watamaniuk has lived in such faraway and make-believe places like Thailand, Greece and Japan but has always returned back to Edmonton, Canada to put down some roots and to avoid the fricken’ huge insects that lived in those places. He has been BioWare’s Community Manager for over 7 years and has never once- not once- dressed up like a pirate at work. Shameful.