Dev Discussion #53 - Roleplaying

Post by RazThemun on 2023-06-27 21:55:03

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Post by SunScript on 2023-06-28 00:37:55

Intrepid, it upsets me when you ask questions this way, because I have a dayjob and your question would literally take an entire book to properly answer. So the question either comes from a place of not assuming people have very involved and lengthy answers, or not realizing yourself that this is possible and I don't know which I dislike more. I would welcome more targeted questions moving forward. Thanks.

Roleplaying is very strongly tied with immersion, with how one feels the world around them and their place in it. A compelling weather system gives you many avenues for roleplaying as it relates to the environment itself. I've talked about the effects of Weather on immersion multiple times in your own previous Dev Discussions, I'll just link them here:

https://forums.ashesofcreation.com/discussion/comment/300813/#Comment_300813
https://forums.ashesofcreation.com/discussion/comment/381433/#Comment_381433


One other thing I can add is an explanation of my own place in the world of FFXI, which comes from a seamless merging of lore, economics and what you'd call 'RP'.
I like catgirls, you see. Which means that in a world such as FFXI's Vana'diel where immersion is a given, I am likely to think of my place in the world as catgirl adjacent (Mithra adjacent in this case). There is a village of Mithras called Kazham in that game, whose NPCs make sure to establish that the kind of man MANY of them appreciate and look for is one who is a capable hunter of some kind. They also establish themselves as having a good sense of smell.

In addition to that, FFXI as a whole kind of forces you to find the way you specifically make gil and it's not the same one for everyone because not everyone is capable of earning the same amount doing the same thing, due to the nature of their class and their personal skills and interests. I discovered that the best farming method for me specifically to make gil was to hunt Cockatrices in the Labyrinth of Onzozo for their meat (and sell it on the Auction House) and do it very effectively. It required getting good at the game. And I mean actually good. You can beat one Cockatrice, but to make it worth your while, you need to develop methods to efficiently hunt a certain number per hour, without resting to recover HP.

This meant a lot of things for me. It meant I had found my place in the world economically speaking. But it also clicked for me, that tying back to Kazham's lore, I was the kind of accomplished hunter the Mithra would find appealing and that unlike many other games, this wasn't just empty flattery to make me feel good about myself, because it required actually getting good at the game. And given that village has an Auction House, one could literally walk in the village carrying large stacks of Cockatrice Meat to sell them from there.

As a result, the image of me walking into Kazham to impress the Mithras with my hunting skills as I strongly smell of bird meat never left me for the rest of my time playing the game.


Now, what does this mean for you, Intrepid? Recreate that type of experience for me, please. Onzozo (my hunting place) and Kazham (the village) are nowhere near each other, but it still worked for me because I can travel between. It was a combination of compelling, established lore, the "strain" of having to make ends meet in a world where you have to Git Gud, a healthy economy, as well as FFXI's tendency to have a lot of possible things people could be good at. Not everyone can be good at hunting birds. People who roleplay will thank you if you make them think about their place in your world.

Post by SunScript on 2023-06-28 00:44:40

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Yeah, please ask him this: "Can players just randomly kill noncombat NPCs in the world like in World of Warcraft?"

Post by Khaos_Prime on 2023-06-28 01:39:29

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Post by Azherae on 2023-06-28 02:49:57

Alright! Thank you for this design challenge, it gave me a cool thing to do for an afternoon, so here's the results of my hard work!

B) The Current Quest Box B)

Another team member will be along to explain all of the reasons why this is important or needed in specific ways so I'm going to stay focused on the bases and the purpose.

Players need an easily checkable way to see the current aim or disposition of another player by examining them without needing to talk to them. In FFXI there are actually two of these. The first is what is officially(?) referred to as the 'Bazaar Comment'. It is a 3-line block of text that appears when you /check someone to see their gear. It is used for multiple things. A short intro, a general idea of what that person is available for, etc. It is changeable whenever, but only people in physical proximity can generally check it.

The second is the Search Comment or '/seacom'. This is used when you want people who use the game's search functions (which allow you to find people's locations online or such) to see something, so for example you put your 'LFG' flag up, and in the /seacom you explain what you can do, what you're willing to do, how long you have to play, and what types of party you're interested in.

Or, since /seacom doesn't actually require you to put the flag up, you can specifically put the opposite, the equivalent of 'I know I'm the only tank in this level range online but I'm busy raising my chocobo don't blind invite or talk to me'. Anything you want, really.

Contrast with the Bio box
There's a great benefit to having a character background bio to give detail on what type of character your avatar is. There is an equally important benefit to giving detail on what you are into/trying to do right now or in the near future.

Integration With Quest Journal
The idea I have is that instead of having to write up their own (this should still be an option, I'll get back to this), players who have a quest to do XYZ should be able to just select that Quest and set it in this box, and then the game provide a short less-spoilery Quest Description (somewhat customized for this box, probably very similar to whatever the initial concept for the quest/quest stage was).

This way, players can check and see what you are up to immediately and therefore know if they want to engage with you, long before you even set out. Why this and not just talking/sociability? Because having to talk to people to even find out what mental state/goal flow they are in, isn't actually innately immersive RP. It's just shots in the dark, which can lead to unnecessary friction.

The Poor Man's Custom Quest System
The second function of this would be that if Intrepid uses the right 'kind' of Quest Descriptions for the ones that appear in this box, and still give players the option to write them up themselves, everyone who wants a 'custom quest system' can just use it for that. Make up your own quests, write them in your Current Quest Box, and now you've given people Roleplay Context for interacting with you. The more your own Custom Quest matches the general style of Ashes Quest descriptions, the more you will probably be known for writing 'good quests', even though those 'quests' have no real ingame direct support.

The Poor Man's RP Tag Too
Giving people this box also immediately acts somewhat like an RP tag. You can see the RP style, level of interest, or similar things, without ever explicitly talking to them. Most of the time, you should talk to them anyway, but 'mismatched' RP partners can drag out into a miserable experience for all. A person who has in their CQ Box - "Training In Carphin For Exp Gains" is a different type of RolePlayer (might absolutely still be one) than someone who has "On the behest of the Lady Tyrania of Windermere, I aim to delve the Depths of the Tower of Carphin in search of the Amulet of her beloved, who fell in the darkness while seeking the truth of the choice made by the $LoreCharacters of the past..." and definitely different from "Carphin Run. No RPers, no noobs."

As noted, another group member will explain why this helps people who are not innately strong RP-ers. Since I tend to be one of the 'RP Leaders' of my small group, I don't have as many personal 'contrasting/bad' experiences to draw from. Mine tend to work out as long as the game isn't actively crushing my immersion like BDO (she'll explain that too).

So that's my suggestion/feature idea. Games already have some of this, but in case you weren't already considering it.

Post by Liniker on 2023-06-28 03:03:02

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