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> Warren Spector on the rules of Role Playing, Spector of Deus Ex fame
Wounded Ronin
post Mar 1 2007, 02:06 AM
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Warren Spector was one of the really important people involved in the best game ever, Deus Ex. I was just looking on the web and found some rules of role playing that he wrote. Since we're all into RPGs here I thought I'd post them with a link for your interest.

http://nuwen.net/dx.html

QUOTE

Always show the goal. Players should see their next goal (or encounter an intriguing mystery) before they can achieve (or explain) it.

Problems not puzzles. It's an obstacle course, not a jigsaw puzzle. Game situations should make logical sense and solutions should never depend on reading the designer's mind. And there should always be more than one way to get past a game obstacle. Always.

No forced failure. Failure isn't fun. Getting knocked unconscious and waking up in a strange place or finding yourself standing over dead bodies while holding a smoking gun can be cool story elements, but situations the player has no chance to react to are bad. Used sparingly, to drive a story forward, O.K. Don't overuse!

[editor's note: I can say with pride that I've killed everyone but Gunther in that no win situation Deus Ex puts you in towards the beginning.  You can tell that they never planned for you to do that since the civilian NPCs are all saying disjointed things unrelated to the situation.]

It's the people, stupid. Role-playing is about interacting with other people in a variety of ways (not just combat... not just conversation...).

Players do; NPCs watch. It's no fun to watch an NPC do something cool. If it's a cool thing, let the player do it. If it's a boring or mundane thing, don't even let the player think about it - let an NPC do it.

Have you patted your player on the back today? Constant rewards will drive players onward. Make sure you reward players regularly. And make sure the rewards get more impressive as the game goes on.

Players get smarter so games get harder. Make sure game difficulty escalates as players become more accustomed to your interface and more familiar with your world. Make sure you reward the player by making him or her more powerful as the game goes on.

Think 3D. A 3D map cannot be laid out on graph paper. It has to take into account things over the player's head and under the player's feet. If there's no need to look up and down - constantly - make a 2D game!

Are You Connected? Maps in a 3D game world must feature massive interconnectivity. Tunnels that go direct from Point A to Point B are bad; loops (horizontal and vertical) and areas with multiple entrance and exit points are good.
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