Tyranny Developer Panel Looks at Designing Story and Player Choice in RPGs

Sep. 6, 2016



Tyranny Developer Panel Looks at Designing Story and Player Choice in RPGs

Tyranny Developer Panel Looks at Designing Story and Player Choice in RPGs

At the PAX West convention this past weekend,Tyrannydeveloper Obsidian Entertainment and publisher Paradox Interactive held a highly informative panel on player choice in gaming, specifically as it relates to the sometimes nebulous RPG genre.

The panel consisted of members of the current team who also worked on past games like Fallout: New Vegas, Alpha Protocol, South Park and Tyranny’s progenitor, Pillars of Eternity. Things began with a discussion of what defines an RPG, a discussion that has increased in complexity as the genre has grown into a multitude of subgenres and mechanics. Some of these mechanics are considered more superfluous than others but the general consensus was one where a player takes on the role of a character and affects outcomes on the game’s story.

The remainder of the panel is an illuminating window into the world of RPG design. The panel looked at managing player options and choices while moving the story forward. They also took some time to discuss how they work with player expectations. One particular struggle is balancing tracking all of the variables and possibilities within a branching RPG. Limiting factors like time constraints lead them to remove uninteresting choices, like sweeping an inn. A a result they look to provide choices that lead to good experiences, and then reconcile the choices with building anticipation for the story. A given example was whether to allow a character to attack and kill a major villain from the get go, and the inherent problems or possibilities with that scenario.

They also discussed when to restrict choices to avoid frustration and when to allow players the choice to make game altering choices. In Obsidian’s case, the focus is to create the scenario and tension, but give the player the options to resolve it themselves without railroading them into a forced choice or outcome. It’s a collaborative approach to the game, similar to tabletop experiences.

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Emergence

Editor at Fextralife. I look for the substantial in gaming and I try to connect video games to the emotions and stories they elicit. I love all things culture and history and have an odd fondness for the planet Jupiter. I think my dogs are pretty awesome too.