RPG designer roundtable organized by PC Gamer

Antimatter

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Josh Sawyer, Mike Laidlaw, Strix Beltran, Pawel Sasko, and Lis Moberly discussed writing and other design aspects of RPGs in an interview with PC Gamer.


Before that interview happened, PC Gamer published the following article:


It caused quite "a commotion" between the lead designers at developer CD Projekt Red (per Pawel Sasko). "Everyone actually, after reading this article, said: we mostly agree, actually, with the thesis. At least when it comes to triple-A, we are just running at a fucking wall, I think, and we're gonna crash on that wall really soon."

Sasko's comments above kicked off a discussion on the technology behind today's big-budget games and the expectations players have for them. The "wall" Sasko referred to is the ballooning complexity and expense of making games like Cyberpunk 2077. Before it released, I think it's safe to say many RPG players assumed that if CD Projekt had done such a fantastic job with The Witcher 3, it should be able to do the same with Cyberpunk.

"Witcher 3 has so many fucking tricks," Sasko said, explaining one in particular—the way it would often cut to black to stage scenes or transition between bits of a quest, letting the developers spawn or despawn objects, and change the weather or time of day. "Sometimes there's a scene of a guy behind a bar, and he's like, submerged waist-up to the terrain because we didn't have animation. So he's just sitting there. But he looks perfectly fine in that scene, and it looks like he actually matches and everything works.

"Then you look at Cyberpunk. No cuts, no black screens, you're 'in' V all the time. Staging is in-person. It got so incredibly more expensive to generate branches. Adding branches to Witcher 3 was so easy in comparison to Cyberpunk. This article really sparked that discussion."

CD Projekt's designers felt strongly that the "no-cuts" first-person perspective was important for the game, but Pawel said they need to find a solution for "scalability of narrative: you want your story to be long, but also be broad, so we try to provide all the branches and choices and consequences." Doing that with their current tools requires an enormous budget. Disco Elysium, he pointed to as a contrast, was able to add narrative branches incredibly cheaply, thanks to the text-heavy, top-down presentation.

Former Dragon Age creative director Mike Laidlaw said the primary challenge, to him, is controlling player expectations. "As soon as you're delivering something that starts to be cinematic, you then are essentially inviting comparison to the most cinematic things. So you are kind of keeping pace with Naughty Dog or Cyberpunk," he said. Laidlaw witnessed the rise of cinematic RPGs firsthand at BioWare, and said that while working on games like Jade Empire and Star Wars: Knights of the Old Republic, they had simple tools for quickly creating most conversations.

"We would drag a stage into a level and that essentially had lights and cameras and a set of animations and stuff. That became a tool that we could use to put a symbol to a conversation. We would call those 'bronze' conversations, but a 'gold' conversation would be, we'd put some art on it. You get someone to do slow zooms, rotates, and Dutch angles and everything. And you had to budget those, so we would very consciously be looking at our scenes and going 'well how many golds can we afford?'"

"I do think what you guys tackled with Cyberpunk was so phenomenally aggressive and I'm terrified at what that must have done to all of you," Laidlaw said, bringing it back to Sasko's comments. "It was like the unbroken perspective of Half-Life 2 but with all the branching and stuff from all your titles. It was a phenomenal achievement, I think, but I imagine expensive in a deeply personal level on top of the money."

 

Antimatter

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There is a new piece published from the same session.

Josh Sawyer took the opportunity to ask Mike Laidlaw, "At BioWare, was there a standard method for the development of the cast of companions and individual companions?"

"We were firmly in the [camp of] 'You own this character, you are the voice holder for this character,'" Laidlaw said. "I imagine that's fairly common—then you have someone do a pass at the end of the game to go through the character and make sure it fits. But we would typically sit in writing rooms, and the writers would shout out, you'd have Mary [Kirby] owning Varric and Lukas Kristjanson would be like, 'Hey, what would Varric say to this thing that Sera says?' She'd be like, 'He'd probably be annoyed.' And she'd throw in a line or something like that."

Each companion had areas of the setting they needed to represent and have something to say about. In the case of Varric, the well-liked dwarven raconteur and rogue from Dragon Age 2 and Inquisition, that meant "he's mercantile, and he represents dwarves," Laidlaw explains. But that companion's dedicated writer would still be free to control certain aspects of who they are, which is why Varric's not a romance option. "Mary, she's like, 'Not romanceable! Because I don't do that.' Fair enough. Mary just hates writing romances. I'm like, 'Good, they don't all need to be romanceable.'"

Ensuring there were companions who reacted to each game's themes and central conflict was an aim of Dragon Age from the start. "I fell in love with BioWare from Baldur's Gate 2 more than anything else," Laidlaw said. "Seeing Jaheira, Aerie, and Viconia represent not the complete, but definitely a very disparate elf experience, I was like, it'd be nice to do more of that. We would talk about 'What kind of questions are we asking the player in the game?' Whether it's mages versus templars, or freedom and security, or overreach of power, or whatever kind of stuff was being dealt with, we almost chart like, 'OK, we need characters that represent different viewpoints on these.'"


What can I say? I also fell in love with BioWare from BG2 more than anything else, and the companions played the main part (for me).
 

Urdnot_Wrex

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"Witcher 3 has so many fucking tricks," Sasko said, explaining one in particular—the way it would often cut to black to stage scenes or transition between bits of a quest, letting the developers spawn or despawn objects, and change the weather or time of day. "Sometimes there's a scene of a guy behind a bar, and he's like, submerged waist-up to the terrain because we didn't have animation. So he's just sitting there. But he looks perfectly fine in that scene, and it looks like he actually matches and everything works.

"Then you look at Cyberpunk. No cuts, no black screens, you're 'in' V all the time. Staging is in-person. It got so incredibly more expensive to generate branches. Adding branches to Witcher 3 was so easy in comparison to Cyberpunk. This article really sparked that discussion."

CD Projekt's designers felt strongly that the "no-cuts" first-person perspective was important for the game, but Pawel said they need to find a solution for "scalability of narrative: you want your story to be long, but also be broad, so we try to provide all the branches and choices and consequences." Doing that with their current tools requires an enormous budget. Disco Elysium, he pointed to as a contrast, was able to add narrative branches incredibly cheaply, thanks to the text-heavy, top-down presentation

It's very insightful to realize how much is involved in creating which scenes, or what are the tricks that make some things easier to implement in certain games. Engine limitations are something we as players rarely think about, or how much more work and expensive tech is needed to create, for example, that feeling that impressed (and is still impressing, I haven't finished the game yet) me so much in CP2077, where cutscenes blend in seamlessly with the rest of the game and you sometimes don't even notice you're in one unless you try to use photo mode and notice you can't switch the camera perspective.

I quite disagree with the writer of that PC Gamer article btw, the one that practically bashes cinematic Bioware RPGs as Hollywood Blockbuster style consume of a game where you can't roleplay with full player agency.
That might be the case because while I loved Baldur's Gate 2 (much more than the first game, precisely because of those memorable companions and the interaction), I also loved Dragon Age: Origins and the Mass Effect trilogy, for the same reason, but also for the fact that it became much more immersive that way.
Yes, you can have more narrative branches and more tactical choices in a game with simplified top-down graphics, but that only means this aspect is stronger there, so only if players exclusively prefer that kind if experience, it's going to be more enjoyable.

In my impression, realistic expectations don't mean only isometric games with thousands of choices from now on, but not expecting one game to fulfill all our needs and wishes. There can be more top-down view games with simpler graphics that focus on more choices, branched narratives, more tactical fights, possibly turn-based, there can be fully immersive games with excellent graphics, but they can either have completely free open world exploration, or be more narrative driven at the cost of not being able to explore every nook and cranny while ignoring the main story and setting up a thieves guild in another country.

If certain things are too expensive to implement everywhere, then by all means focus on what matters most in a certain type of game and keep the rest of it limited to the absolutely necessary, and we have to stop expecting every game to have every possibility.

I'm especially concerned about the fact that while graphics and animations and flawless staging are the most expensive things, people are talking about procedurally generated writing.

Wouldn't it be much better if it were possible to develop more powerful, less resource-consuming video tools, game engines, and to automatize and simplify that process? I love it when a game looks real, I love tactical fights, but I love it even more when people feel like real people, when the little things that happen to little people feel like they matter, and when a story grips my heart and makes me laugh and cry. No offense to AI but I don't think a human touch can be replaced in creating that, unlike perfectioning graphics.
 

WarChiefZeke

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Having messed around with character.ai and chatGPT I don't think it will be all that long (10 years?) before LLM stuff is being integrated fully into RPGs in order to model + generate reactive branching naratives: the holy grail of RPGs.

I have been thinking about this since being blown away by the dialogue quality of GPT4 and the sound quality of these new voice synthesizers. If you ask it to play a character and describe it in detail it already does so very well. If you can set various personalities for it and let you talk in real time and get real time answers in various tones and accents, it would be something truly next level and it is entirely possible with current technology.

Then do it in VR and you have the most immersive life sim ever made.
 
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