Making Video Games as Dynamic as D&D

Friday, July 12, 2019 at 05:16 AM

A vertical 3-panel comic strip, each showing the same heroic medieval bard character as each panel gets closer to his face. top panel text: That's a nice villain you've got there. Middle panel text: Twould be a shame if someone. Bottom panel text: Seduced them. And below the three comic panels is text that reads : Bards: Born to Screw with the D.M.

Image Credit: fb.com/dndmemes

I saw a meme about a bard seducing the villain of a D&D campaign and realize I've NEVER seen that option in a video game. It's hard for a video game to account for all the dynamic opportunities a DM can account for, but as a game dev, I want to move video games in the direction of being more dynamic like that.

Think about the coolest kinds of activities you can do in Ultima games or D&D games that have never or rarely been translated well to video games of the "same" type. What components are video games almost always missing to bring it up to tabletop levels of immersion and dynamics? (And this assumes I'm talking about single-player video games, because just adding in humans role-playing as NPCs in a multiplayer instantly solves most problems.)

Ultima has been the BEST I've seen at environmental immersion - with every chair being sittable, every candle being lightable, etc. But there's more needed.

For example, in the case of the bard seducing the villain, in video games a cluster of characters are usually designated "Baddies" and the ONLY way to interact with them is combat. I want to change that, and I'm trying to figure out a comprehensive framework to allow this change.

Here's the original fb UDIC post.

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