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Using Details to Craft a Coherent Game World @ Sinister Design

by Dhruin, 2011-07-28 00:38:25

It's the little things that make all the difference, says Sinister Design, in a new editorial that asks for coherence in the game world:

Consider the time-honored tendency of RPG developers to throw demons and dragons into the same end-game dungeons together. That makes some sense from a design perspective: you’re at the end of the game. End-game encounters should be the most challenging, and demons and dragons are perennially the most powerful monsters in RPG worlds.

But from a narrative perspective, this is actually quite problematic. In cultural and literary tradition, dragons tend to spend their time hoarding material wealth, and demons are notorious for tricking others into signing unfavorable contracts. It would probably occur to a developer who had done his homework that, sooner or later, a demon would trick a dragon into signing away his hoard, leading to an explosion of racial animosity within the antagonist’s ranks.

I want to see RPGs where where hatred between different monsters under the antagonist’s command leads to internecine fighting, or even a segregated dungeon. (A few RPGs–Fallout, Din’s Curse and Planescape Torment, for instance–have attempted something like this.) I want to see RPGs where the differences between different monsters and groups extend beyond elementary combat considerations. In short: I want to see RPGs where enemies feel like they are unique living creatures inhabiting the game world, and not just cannon fodder to pad out the total play time.

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