Sunday, March 29, 2015

Super Nerd Sundays Presents: The Importance of Character Generation!



Pillars of Eternity was recently released, and Tides of Numeria lurches on the horizon.  These old school RPGs bring me back to a process I've found compelling since I was a young man: character generation.  In old school style RPGs, character generation was a highly detailed set of decision trees that determined the entire game and, in so doing, eradicated a multitude of other possibilities.  In Fallout, there were traits you could select that would open up whole new avenues of play, making the world more or less surreal, your options more or less cerebral.  Race and class choices in the Baldur's Gate series could eliminate romantic options, but also collapse potential routes of diplomacy, or open them up, as it happened.  Neverwinter Nights, for all its failings, actually kept that tradition alive to some extent.  But many contemporary games make a conscious effort to streamline or compartmentalize character generation in a way that loses some aspect of the gravity or nuance behind the process.  Even games with involved character generation frameworks, like the contemporary Fallouts, the Elder Scrolls games, or Dragon Age: Inquisition, all feel somewhat anemic by comparison: while you can customize your character quite a bit in each of those games, you'll find yourself spending just as much or more time tweaking minor characteristics of their appearance as you'll spend allocating stat points and skill focuses.  And when you're done, your character will usually unfold along a series of rails.  It's a bit disappointing, especially when you look back and realize that, as recently as 2009, when Dragon Age: Origins let you effectively write a backstory for your character as part of your generation sequence.  Compare this to Dragon Age: Inquisition, which lets you choose a race/class combo and a focus and, in so doing, represented an expansion of the last iteration's available choices.  So what happened?

It would be easy to say that games have become less involved, or more systematized.  In Dragon Age: Origins, you might run down a number of trees, letting your skill points unfold in one of hundreds of potential patterns and, when all was said and done, you'd be left with a character whose journey and skillset were both so distinct that no one else in your friend group, even someone who played the game character type, might actually have had the same experiences.  In Dragon Age: Inquisition, my Carta Dwarf rogue and my Human Noble rogue might have different journeys in some subtle ways (or not so subtle ways, like the Wicked Hearts ball) but the core gameplay remains the same, assuming they're using the same focus.  The focus shifts from occupying a space, or the role of a character in a space, to navigating a set of systems from which a series of play models are developed or unfurled.

In DA:I, one's class is, first and foremost, the way one fights enemies.  Mass Effect's entries into RPG canon had a similar scope to them: your class determined how you'd kill things, and some of your background elements might manifest in other ways, like the way a particular piece of dialogue unfolded.  Nothing in your character generation process would have real and lasting effects.  Nothing about how you made your character could open or close doors, the way it could in games like Baldur's Gate, or Arcanum.  The art of making a character from the ground up, inventing a story to go with them and engaging with their history and skillset as a means of establishing them in a world you're participating in the generation of, instead of simply moving through, dates back to tabletop traditions, and it's no mistake that when I was flat broke and bored out of my gourd a few years ago my favorite game actually became the trial version of the D&D character generator that came out around the release of Dungeons and Dragons 4th Edition.  I'd spend hours creating and tweaking characters, inventing narratives to accompany creations I knew I'd never have time to play.  My hard drive is still littered with those templates, a gallery of heroes awaiting suitable adventures through which to explore their tortured personal histories.

Enter Pillars of Eternity.

A primarily Kickstart-funded game based on the best of these old school RPGs, Pillars of Eternity features a robust character generation framework is compelling robust.  I spent almost two hours reviewing possibilities, and I barely scratched the surface of what was available.  Even the dishwater dull races like humans, elves, and dwarves present subtypes and subclasses that have a direct impact on the way the game unfolds, the backstory elements available to characters, and the way that each character solves problems in the world.  The most basic choice, like what your character used to do before he started adventuring, has a mechanical effect on the game, giving you a few skill-points, and opens up a whole new can of backstory worms: certain dialogue options will be available to you based on your selection, and new solutions to problems will become available because of decisions you make in the opening bars of the game.  I personally re-rolled my character halfway through the prologue because I was unhappy with how my backstory was impacting my gameplay options.  I didn't want to be a drifter - I wanted to be an ex-raider!

From specific dialogue to specific puzzle solutions, there's a remarkable scope to the impact of Pillars of Eternity's character generation systems.  Within the first hour of play I encountered a puzzle that only a particular sub-group of one race could solve.  If you were a Fire Godlike, you could sort out this puzzle easily.  If you weren't, tough.  This puzzle wasn't for you.  Move along.  That pattern has played out multiple times again for me, and I'm not very far into the game: the choices you make while you're creating your character are meaningful, and there's no sort of road-map there.  It's one of the game-iest systems in the game so far, and yet it's simultaneously unappologetically mechanical in its impact, and crucial to how the narrative unfolds as well.

And Obsidian seems to know how much fun the process of rolling up a character is for most players, since you can fill a party on the fly with new characters that you generate from scratch on your own.  Each one of these characters occupies a subordinate position in your party, but their generation is just as rich and rewarding as assigning traits to your main character can be.  I want to meet the NPCs this world wants to share with me, so I took it easy on generating new characters, but I did roll up a dwarven warrior from the frozen north who made her living hunting before coming to the south lands to seek her fortune.  She's a fan of dual wielding spears, and isn't a particularly social person most of the time, which is fine.  She doesn't need to be social.  She's a hearthguard from the frozen north.  She just needs to be stabby.

I'm looking forward to cranking out other characters in the near future, like a merman paladin, or a godlike sorcerer with a face touched forever by moonlight.  These archetypes are just fun to list off, and there are so many.  There's so much original material to play with in the world of Pillars of Eternity, and Obsidian unveils so much of it through their character generation system that it's impossible to interpret their action as anything but encouragement to avail yourself of these systems.  You can learn about the peoples of the world, the mechanics of the game, and the history of the landscape you're exploring, all without leaving the character generation process.  And what's more, as you revisit it time and time again, you'll learn new facts, new bits of context that inform things you've already learned, or preconceptions that you see reflected in the world around you.  Obsidian has made an infinitely character driven experience in Pillars of Eternity, and your own contribution to that conversation is just as important, rich, and fully developed as anything their writers create.  That's an achievement, even by the lofty standards of old-school character generation systems.

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