Thursday, April 29, 2010

Happy birthday Erik!

I want to wish a fantastic birthday to flyingstalins*, not only a remarkable and amazing human being, but the wonderful friend who hooked me up with Muppety goodness! Hope you have a wonderful day! :-)

I just finished writing one of the two replacement characters I have been assigned for Labor Wars, and I'm feeling pretty good about it. Replacement characters are a tricky proposition, in my opinion, but I'm quite proud of the way we're handling them here. There's a lot to recommend using them, of course. The Labor Wars is a weekend-long game with at least some possibility of character death, and nobody wants to be cut out of the game way way early because they got killed. So replacement characters are a way of getting those players back in the game so they don't miss out. But they can have problems. They are often much thinner than full characters, so I've encountered people getting back in the game and finding that they don't have much to do with their new role. Depending on when the second-run character gets into the game, the plots they're supposed to follow may have already resolved, or gone on in such a way as to make it impossible for them to get into those plots. And you can never predict when someone's going to die, so you can't predict when the new character's going to get into the game. Another issue is with information/knowledge management. You might get a second run character who doesn't know things that you already knew in your first character, so you're put under enormous difficulty to not metagame.

In Labor Wars, however, we've done a lot of planning to circumvent these issues as best we can. We are writing the replacements to be each tailored to a particular first-run character. So, if you're cast as X and you get killed, your replacement character will always be Y, whereas if you were cast as A, your replacement will always be B. The replacement is designated as your first character's lieutenant, to whom you've been reporting the goings-on of the game, who is ready to step in for you in the event that something happens to you. This helps make the transition smooth from one, by making character goals stem from the same stuff (if not necessarily consistent!) and by giving a reason for in-game knowledge to be consistent. Your replacement knows everything your original character knew because they are understood to have been informed of everything you learned. And usually you can pick up some aspect of your old plots, if not exactly in the same way to allow you to still have plot when you re-enter the game. It's an incredibly clever design on the parts of emp42ress*, natbudin*, and simplewordsmith*. In the past I have tended to not like replacement characters because of the issues stated above, but their implementation of the concept in this game makes me feel really good about them.

One more to go. Here's off to do it justice.

0 comments:

Post a Comment

Related Posts Plugin for WordPress, Blogger...