If you're having trouble deciding on
how to make your character interesting and unique, there are options
in our “Character Creation” chapter that might stimulate some
ideas. Physiques and Personalities are traits you can choose for your
character, and both of these have small, in-game bonuses and
consequences. For instance, if you choose the “Good-Looking”
physique, you'll have a bonus for persuasion attempts, but a penalty
for stealth attempts to blend into a crowd (because you stand out so
much!) This alone could spawn ideas for an interesting
character—maybe your female Reln is so attractive that she draws
attention wherever she goes, but she actually has low self-esteem, is
an introvert, and doesn't like being noticed. Of course, the
personality traits that are presented in the rules also can provide
an excellent springboard for designing a fun character. For instance,
your character could be a prankster, have a phobia, or be totally
clumsy. How this plays out in the game could be very defining for
your character. Maybe as a prankster, you've gone too far and made
some enemies that are looking for revenge? Or perhaps your phobia has
prevented you from living a normal life? What if your clumsiness has
people avoiding you because you seem to have “bad luck?” Any
number of creative designs can emerge for your character, and the
physiques and personality traits in the game rules are a great
starting point.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Thursday, July 31, 2014
Wednesday, July 30, 2014
Designing Unique Characters in a Science Fiction Universe (part 3)
Cultural viewpoints in Solar Echoes
from the various alien races are not necessarily there to serve as a
template for a character, but they may serve as a starting point. For
example, in the Krissethi culture, life is a competition and status
is the measure of how you are progressing through the ranks of that
competition. This is not to say that characters of each race must
fall into a stereotype for that race, but it is to show what the
majority of people in that culture grow up around. Does your
Krissethi character swear off materialism and self-aggrandizement?
Instead of following the status-quo, has this Krissethi decided to
lend a helping hand whenever possible, donating all personal wealth
to a good cause? If so, then you'll know what he or she grew up
around, which gives you an opportunity to detail what motivated your
character to go against the grain and how others around him responded
to this behavior. Challenging established themes often makes
characters very intriguing and multi-layered, but it is important to
first understand where they are coming from and what the cultural
norms are for that race.
Tuesday, July 29, 2014
Designing Unique Characters in a Science Fiction Universe (part 2)
In many RPG's, it is easy for the players' characters (the heroes of the game) to have a tendency toward single-minded, flat personalities. Characters quickly fall into a pattern of sharing all information together and generally agreeing on everything. To avoid this in Solar Echoes, it is important to understand how each of the races view the universe differently. For example, the plant-like Erwani are extremely patient and are always playing the “long game,” willing to sacrifice and suffer losses if their ultimate goals will be met in the end (and for this reason, many who fail to discern that foresight simply conclude that the Erwani are just “lucky” when things somehow always seem to work out for them.)
Monday, July 28, 2014
Designing Unique Characters in a Science Fiction Universe (part 1)
The difference between role-playing
games and just about any other game out there is the chance to
develop a character and act out his or her personality. Creating an
interesting character in a science fiction universe is an exciting
opportunity, especially considering that there is a wider range of
options than in most other scenarios. Characters can be shaped not
only by the society they grew up in or the racial make-up of their
surroundings, but also by their home planet, its sun, and how far it
might be from other civilized worlds. Consider the Reln, for
instance—they grew up on a planet resonance-locked with its sun,
forcing them to endure harsh weather and dangerous levels of
radiation. Not only has this environment shaped their physiology, but
the Reln are not exactly outdoors-types as a result. Their level of
education rivals all of the other races and they are extremely
well-spoken, in addition to being one of the most technologically
advanced races in the Union. The variety of alien races in Solar
Echoes alone provides a unique starting point for designing an
interesting character, but that is just the beginning...
Friday, July 25, 2014
Impressions of Destiny (part 5)
There are a few aspects of Destiny,
however, that I wasn't fond of, though they're not deal-breakers in
my opinion. One is problem (it seems intentional, but perhaps it is
something Bungie intends to change) is the situation that occurs with
weapon-switching. You have a primary, secondary, and even a heavy
weapon that you can switch between at the press of a button, but the
problem is when you want to use weapons you're carrying other than
those three hot-keyed guns. If you go into your character screen and
switch up what you have hot-keyed, the ammo disappears for that
weapon, even if it was fully loaded before. This can be annoying for
some play-styles. Another thing I wasn't fond of was that I could not
join a team of players because I don't have “Playstation Plus,” a
membership with a $50 annual fee that allows discounts on games and
the ability to play multiplayer. My concern is that I might miss some
aspects of Destiny's story, because in the beta, there is already one
scenario I can't access. Something else I noticed was that when I was
in an area where a team was playing, the Fallen that spawned for them
seemed oblivious to me—I could shoot them and run around them, but
it was like they didn't see me at all. Finally, the tasks that I
gathered in the open-world environment started to get really
repetitive: “Kill more Fallen because” we need to study their
weapons, we need to study their armor, we need to study their
genetics, etc. There sure seemed to be a lot of quests that were just
trying to get me to kill more Fallen, when honestly, that's all you
do in the game anyway. Hopefully, the story and missions will be more
interesting in the full game, and consider that I've only experienced
4 or 5 main story quests in the beta. I'm not really on the fence
anymore—the game is fun—I just hope that the beta is a limited
snapshot of the scope of the game, rather than a warning of future
repetition and drudgery like so many other MMORPG's out there. I'm
hoping this one isn't all about the grind!
Thursday, July 24, 2014
Impressions of Destiny (part 4)
What about the gameplay itself? I can
easily draw comparisons to other games, such as Borderlands, where
you are always looking for a better gun and equipment. There are
always lots of Fallen and drones to shoot at, so if you enjoy FPS's
even a little, there is plenty to do in Destiny. Fallen respawn in
areas that have been cleared, so it appears that it is possible to
just camp out and “farm,” slowly raising your experience points
to level up. But honestly, I was much more interested in exploring
that incredibly detailed and realistic world. It's beautiful, and so
far, I haven't noticed any recycled areas. Everything looks like it
was designed individually rather than cut and pasted, and exploring
can be its own reward for a while. One nice feature early in the game
is, after you complete one of the first few tasks, you can summon a
hover-bike speeder and zip around the area more quickly. It is vast,
and I like that, unlike other MMORPG's, you're given a means of fast
overland travel really early in the game. The combat is very fluid,
and the AI of the Fallen is decent—they take cover if you are
aiming, they try to flank you (sometimes), and they react to your
positioning well (if you're camped out in an area they can't get to
without taking weapon fire, they'll toss a grenade over to you.)
Wednesday, July 23, 2014
Impressions of Destiny (part 3)
After I finished designing my
character, a narrative began explaining the story of the game. The
opening was definitely intriguing. Most of the earth is now unsafe,
with one last city watched over by a giant, hovering globe known as
“The Traveler.” After the opening, the story shifted to a barren
area filled with the frames of rusted cars while a floating,
mechanical eye-ball device scanned each one meticulously. In the
distance, strange armored humanoids with several eyes and odd helmets
seemed to take notice of the floating device, and gave a battle cry
as they grabbed their weapons to pursue it. At that moment, the story
shifts to your perspective and your character wakes up, discovered by
the eye which informs you that you've been dead for a long time and
says most of what you see won't make sense to you. He then urges you
to hurry, because “this is Fallen territory,” and you begin to
run to an indoor area where you grab your first weapon, a rifle.
At that point, the game begins in
earnest and you must get through the building to find a starship so
you can fly to the city. All you have to do is survive the Fallen
that hunt you long enough to reach the old starship. I could detail
the story further, but suffice it to say that as far as openings go,
I felt it was a solid start to a strong setting. As I played through
the game, there were missions where I'd have to go back out into “Old
Russia,” to find things that would advance the game further (a warp
drive for my starship so I could eventually go to other planets, for
instance.) On the way, I'd discover interesting bits of information
that unveiled more about the history of earth and what happened.
Though the story didn't get too far past the first 3 or 4 missions,
it definitely has me interested and hoping that this MMORPG, unlike
many of the others I've attempted, will have a story that keeps me
playing and coming back for more.
Tuesday, July 22, 2014
Impressions of Destiny (part 2)
So let me walk you through the
experience as I began Destiny. After a VERY long download and install
process (a couple hours total), I finally was able to begin and as
with most RPG's, the very beginning involves designing your
character. There are 3 humanoid races to choose from: Human, Awoken
(kind of mysterious, glowing-eyed, exotic looking), and Exo (powerful
robot/cyborg like humanoids.) There are also 3 classes to choose
from: Hunter, Titan, and Warlock. I've always been on the fence
between magic-using types and stealthy, ranged fighters, but I made
my first character a female Awoken Warlock. There are a few choices
for customizing character appearance, so I was able to choose the
face from a small selection, the skin color (light blue), eye color
(bright, glowing blue), hair color (dark blue), hair style and facial
tatoos. That's it, nothing else—no height or weight options, no
changing facial structure and tweaking the positioning of the eyes,
mouth, nose, ears, etc. It's a fairly quick process, even if you want
to spend a lot of time on detail. In a game where you are wearing a
helmet on the field and the only time you see what your character
looks like is in town, your looks don't matter that much—most of
what you look like will be visible by the equipment you wear and
carry. This gives even more incentive to gather “loot” in the
game, because it is ultimately what shapes the appearance of your
character overall.
Monday, July 21, 2014
Impressions of Destiny (part 1)
If you're unfamiliar with the upcoming
video game called Destiny, it's a very big deal. The game has been
purported to be one of the most expensive to produce video games in
history, and there has been endless hype surrounding the
science-fiction first-person shooter open-world massive-multiplayer
online role playing game (got all that?) I own a PS4, and was lucky
enough to be given a code (thanks Chang!) to join in the beta testing
process that is going on right now. The game is due for release in
early September, and Bungie is testing the game to see how it handles
lots of players at once. Unlike the alpha test that was done a while
ago, the beta is in a much more polished state and what I'm seeing is
probably very close to what the finished product is going to be. If
you've read some of my other articles before, you'll know that I'm
not a big fan of MMORPG's in general, but there are some reasons that
I think Destiny might actually work for MMORPG enthusiasts and for
people like me, too. This week, I'll be sharing my impressions of
what I think works well in Destiny, in addition to a few criticisms.
Friday, July 18, 2014
Weapons of the Future: Reality and Solar Echoes (part 5)
The Long Range Acoustic Device can be
used by our military to send a warning message to someone suspicious
that is approaching our troops. The device fires narrow beams of
sound waves and can be clearly heard almost a thousand feet away. If
so desired, the power can be augmented and a warning tone can be
projected so loudly that anyone in its path would have no choice but
cover their ears and run. In Solar Echoes, the Reln have
developed a similar weapon—the Reln Sonic Striker. The sonic
emitter on the weapon emits a loud burst of sound waves when fired,
and this burst causes everyone within 50 feet to suffer a -1 penalty
to all Skill checks for the following round. This technology was
inspired by the Reln's own ultrasonic screeching ability, where they
can naturally produce a high-pitched blast of sound harmful to the
ears of other creatures, causing temporary deafness and the “shaken”
condition (-1 to all Skills.)
Thursday, July 17, 2014
Weapons of the Future: Reality and Solar Echoes (part 4)
The military has developed a weapon
known as the Active Denial System, which is a gun that shoots painful
millimeter waves. If the gun is focused on a target, it takes only a
few seconds before the target will feel extreme heat. This weapon can
be used for crowd control at riots, but a carefully censored report
from the Air Force in 2007 reveals that an airman was burned by the
beam as well. He was playing the role of an enemy scout during an
exercise intended to evaluate the weapon, and was blasted at full
power for four seconds. In Solar Echoes, there is a similar weapon
called the Tormenter. Each round after the initial hit, the attacker
may continue to damage the target as long as he keeps the beam
focused on the target. The damage done will increase by 1 point per
round, and it ignores physical armor. In the Solar Echoes universe,
the Tormentor has become a media target because of its use against
mobs of protestors, many of which have received life-threatening
burns on their bodies due to intentional beam-focusing by riot
suppression forces.
Wednesday, July 16, 2014
Weapons of the Future: Reality and Solar Echoes (part 3)
A materials-research firm called
Adherent Technologies has been charged with the task to create an
adhesive polymer that can stop vehicles without harming the
occupants. Squirting enemies with sticky foam has been explored by
the Army. Goo guns also exist in Solar Echoes, from who else but the
amorphous Omul? Omul Glob Pistols fire glob orbs, which explode into
a sticky, organic substance when impacting a target. The victim will
be slowed for a short time unless he spends a moment to scrape off
the glob. Glob Pistols are made of an organic substance, so they do
not show up on metal detectors and are quite easy for Omuls to
conceal within their cytoplasm.
Weapons of the Future: Reality and Solar Echoes (part 2)
The Air Force has the Pentagon working
on designing micro-drones that can secretly squirt their targets with
a signal-emitting powder or goo. This would be used to either track
the target and keep tabs on his movements, or possibly even serve as
coordinates for a hellfire missile. In Solar Echoes, the Archaeloids
designed the Tracking Rifle to compensate for their slightly lower
Reflexes than other races (and as a result, they have a chance to
miss more often.) Another weapon designed by the Archaeloids has an
entirely different function, however, and is somewhat similar to the
target painting that is being researched by the Pentagon. The Ink
Blaster is a small pistol that functions as a paint-ball pistol. Upon
impact, the ink-ball explodes and covers the target with a bright
purple ink stain. Not only is this visually obvious, but the ink
contains nano-tracers that can be tracked at a range of up to 2
miles. Once again, the innovative and persistent Archaeloids have
used technology to compensate for a weakness—this time, their
slower running speed.
Monday, July 14, 2014
Weapons of the Future: Reality and Solar Echoes (part 1)
Just this weekend it was announced that
DARPA has had successful live tests of their self-guided bullets (see
link below). The concept of a tracking bullet is a frightening one,
for anyone on the receiving end of a firearms attack. Cover may be
circumvented by such technology, and a sniper's attack will be more
difficult to locate, not to mention increased range and accuracy with
these bullets. In Solar Echoes, we have a slightly similar weapon—the
Tracking Rifle—which enables the user to fire a tracking device at
his target. If it hits, all attacks from that gun against the target
gain a bonus to hit the opponent, though the tracker can be removed
if the victim spends the time to do so. Regarding the self-guided
bullets from DARPA, however, it is unclear whether such a tracking
device would even be necessary. Perhaps painting the target with a
laser, or even using some kind of IFF technology through a scope
would enable the bullet to lock on to the target. Warfare is always
changing, and it's at least good to know that DARPA is hard at work
innovating ways for our military to be more effective.
Friday, July 11, 2014
Experience Rewards in RPG's (part 5)
Solar Echoes still has a very large combat component and players are
likely to find themselves exchanging attacks with enemies in various
combat situations. However, players are in the role of Union Guard
agents—a special forces team that tries to uphold the law. There
are negative effects in the game for players who earn the reputation
of being overly brutal and bloodthirsty, as the Union Guard doesn't
condone senseless murder. There are even several combat options in
the game for players who want to subdue, not destroy, their enemies.
For instance, a number of weapons in Solar Echoes are non-lethal. The
net gun or bola entangles enemies and prevents them from fleeing or
advancing. Stun rounds can be used with firearms and will daze an
opponent long enough to capture him. Some martial arts talents enable
the user to place a foe in a hold or lock, and a few cyberweapons are
non-damaging, such as the scurrying trip-bot that likes to get
underfoot or the magnetic disarming orb. Even the bio-status track
(our way of measuring wounds and “hit points” in the game) has an
unconscious/dying condition as the final sustainable point of damage.
Enemies might be unconscious and injured to the point where they
could slip away to death if left untreated, but the focus is on them
being incapacitated for capture if reduced to the unconscious/dying
condition. In the end, XP in Solar Echoes is rewarded for overcoming
challenges in whatever way players can devise, instead of rewarding a
hack and slash mentality.
Thursday, July 10, 2014
Experience Rewards in RPG's (part 4)
So how do we handle experience point
(XP) awards in Solar Echoes? We wanted to make sure that combat was
still fun and rewarding, and yet we didn't want the focus to always
be on killing everything that moves. Our goal was for Solar Echoes to
be a mission-focused game, so that players would strive to work
together on a team to accomplish the goals of the mission as the top
priority, rather than worry about racking up XP to level up their
characters. We actually borrowed a little from the Bioware concept
mentioned earlier this week, where we decided NOT to award XP for
killing something, unless
killing a specific target was an actual mission goal (sometimes it
will be, in assassin missions.) In the end, the result was much more
successful than it would be in a video game environment—rather than
just weave around enemies to avoid battle if there was no XP award
for killing them, in a tabletop environment, players had to make
choices. Can they handle a combat situation with the enemy, or would
they rather try to outsmart the enemy with clever persuasion attempts
in a dialogue encounter? Perhaps sneaking past the guards would be
the best option, or if the guards are robots, maybe hacking them into
submission would be the best approach? In Solar Echoes, we reward XP
for innovation in the game and for achieving preset goals. At the end
of every mission, XP awards are listed for each mission goal. If the
goal was to defeat the gang of pirates and retrieve stolen firearms,
“defeat” doesn't only mean killing—it also includes bypassing
and outsmarting.
Wednesday, July 9, 2014
Experience Rewards in RPG's (part 3)
As I mentioned yesterday, I think
combat is an essential component in an RPG. Combat allows players to
dive into the action and put their characters to the test, utilizing
the various skill choices and design decisions they've made for their
characters. It almost seems that experience point rewards for
defeating enemies is inseparable. In most games where experience
points are given out for enemy deaths, players have no incentive to
use stealth to avoid a battle—stealth is only used to get the jump
on an enemy in order to deal more damage. Like stealth, dialogue is
also rarely used in a lot of games to circumvent conflict, unless it
is clear that the battle cannot be won (though players often jump
into any battle, regardless of how outmatched they might seem to be,
and then cry foul if they all die to a superior enemy.) Why do
players always insist on such bloodthirsty, brazen approaches to
every challenge? Experience points are quite often the incentive for
this hack and slash approach, serving as the carrot on the proverbial
carrot-and-stick. Although combat is an essential part of a
successful RPG, it often seems that combat has become the primary
focus for most players, and the other components of RPG's—namely
roleplaying and storytelling—fall to the wayside as peripheral
elements.
Tuesday, July 8, 2014
Experience Rewards in RPG's (part 2)
A computer game called “Neverwinter
Nights” was released by Bioware in 2002. This game took the
table-top role-playing environment to the computer, where players
could join games online and adventure together, act out their
characters, and have a game master run the show behind the scenes in
pre-programmed scenarios, some that the game master himself had
designed. It was an innovative approach—allowing game masters to
make their own adventures and conduct them in real-time for other
players. Bioware occasionally released official adventures for
download, and they did their best to respond to player feedback. One
interesting experiment was an adventure that was programmed to avoid
the customary experience point award system. Everyone was
excited—finally, a game that focused on experience awards for
something other than killing! However, at least in my opinion, this
experiment failed. As I played through the adventure, I found myself
weaving and dodging through all the monsters like I was driving
through an obstacle course. Part of the fun of an RPG is combat, but
without experience point rewards for it, there was no longer a reason
for it at all. Experience points in that adventure were awarded for
discoveries and achieving quest goals, but without combat rewards,
the essence of an RPG was somehow lost and the game felt like a
story-book, with lots of running between areas. Did Bioware
completely miss the mark (they never went back to that formula for
future releases, so I don't think I was the only one who disliked
it), or was there something salvageable there?
Monday, July 7, 2014
Experience Rewards in RPG's (part 1)
The traditional model for RPG-type games is to reward “experience points” for killing an enemy. In video games, it is common to see a system designed to present increasingly difficult enemies that are focused on killing the player's character. If the player defeats one of these enemies, a certain number of experience points are rewarded to the player's character for that kill. Once a pre-determined number of experience points are earned (usually this is represented onscreen by a progress bar or number,) the character in the game “levels up,” earning new rewards and abilities. This design works very well, and the carrot-on-a-stick approach of these rewards encourages the player to keep playing, slaying hordes of enemies to level up and make his character more powerful, usually so it is easier to slay hordes of enemies. Of course, as the character progresses through the game, the enemies become tougher to match the character's level, so it is a perpetual drive forward and challenge until the game is solved. However, is this formula the only way?
Friday, July 4, 2014
Human-controlled Robots (part 5)
In the Solar Echoes universe, it is
possible to control robots remotely and use them in a number of
different situations. Recon robots can be remotely operated and sent
ahead to scout an area, providing relayed visual and audio
information from a distance. Larger robots can be hacked and remotely
controlled, using robotics talents such as Robot Servant. More
advanced talents allow for multiple robots to be controlled at
once—Robot Minion allows for 3 to be controlled while Robot Horde
allows for 5 to be controlled Remotely. An extremely experienced
character can eventually acquire the Robot Avatar talent, which not
only allows for full control of a single robot, but enables the
character to use his skills and talents through the remotely
controlled robot. Just imagine a martial artist shadow boxing in the
air, while his robot avatar is actually in a brawl, mirroring all the
same moves as his operator!
Thursday, July 3, 2014
Human-controlled Robots (part 4)
Robotic suits
might someday exist, such as we saw in Aliens (the “loader” was a
robotic frame a human could ride in, using the arms to lift heavy
objects while walking around with robotic legs.) Working in harsh
environments, such as in extreme temperatures, radiated environments,
or biologically dangerous situations, would also warrant the use of a
protective suit. Having robotic features, especially to substitute
for the use of one's actual hands, would be ideal in such
environments. Robotic suits in warfare could enable people to jump
higher, run faster, and possibly ignore certain threats. Consider the
robotic suit used in the sci-fi movie, District 9, and the protection
it provided the user, plus the massive firepower and computer
assisted targeting. It isn't much of a stretch to imagine that we
will be seeing robotic suits, possibly for a variety of uses, in the
very near future.
Wednesday, July 2, 2014
Human-controlled Robots (part 3)
Human-operated
robots might exist for reasons other than the military. Already,
robots are being used in entertainment. In the future,
gladiators—such as in the movie “Real Steel”--might box
each-other in competitive matches for entertainment. We already see
this on a much smaller scale at MIT: just look up “MIT robot
competition” on youtube for a sample, or look up “Robot Wars”
for a more commercialized version. Some potential futuristic sports
might be too dangerous for humans to compete in, so robots might be
the perfect substitute. The way football is going these days, with
the increasing concerns over concussions and other injuries, it's
easy to wonder if we might see something like the Atari “Cyberball”
arcade game from the late 80's, where robotic avatars played football
against each other. Whether or not the football will explode, though,
is another question entirely...
Tuesday, July 1, 2014
Human-controlled Robots (part 2)
I still remember
cartoons like “Voltron” back in the 80's, and Power-Rangers were
soon to follow. The idea of giant robots controlled by humans most
likely originated in Japan, and has been so popular that it has
earned its own genre title: “mecha.” Vehicles that combined to
form the arms, legs, torso and head of a giant robot were quickly
part “Transformers” lore, and this also made for very popular
toys that stimulated the imaginations of youngsters. Those kids have
grown up now, and with the advances in robotic technology these days,
it is no wonder that giant robots are now a potential reality. Will
we someday see giant robots stomping around earth as military
weapons? In “Pacific Rift,” these giant robots were used to
defeat gargantuan, Godzilla-like creatures, but it is hard to imagine
they would ever be deemed as a necessary expense, even if we faced
giant monsters (missiles would probably do the trick instead of a
giant robot.) Furthermore, it makes little sense to have the robot
operators housed inside the robot itself in a military situation,
putting themselves at risk in a wartime environment.
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