I went to Game Developers Expo this weekend and one thing you have to say about these conferences; they have some tasty food and fun Swag. You have to love chocolate croissants and mini-Frisbees.
The presentations were very good and were all very intriguing and thoughtful, but when Armando Troisi talked about his work on Mass Effect 2 he brought up a particular topic I had been thinking about quite a bit lately, Story Perspective.
Story Perspective as Armando called it, or Narrative Mode includes the point of view of the audience or players. Armando talked about the PoV of the player in Mass Effect 2 and compared it to other games such as Dragon Age. He talked about the difference as Subjective vs. Objective gameplay.
In Subjective Gameplay the player is their avatar they decide everything it does at a micro level; it is a first person narrative mode. (Not necessarily 1st Person Camera though) In this mode the player decides every word the avatar says (usually without voice acting) He had several example of these games, including Dragon Age and Knights of the old Republic.
In Objective Gameplay the player is not their avatar, but they control many of the avatars choices. They make choices on a more macro level; it is a second person narrative mode. Mass Effect 2 is his example of the mode; the player decides what sort of dialogue choice Commander Sheppard makes, his intent rather than his exact words.
Narrative Mode in RPGs
These ideas are very applicable to Traditional RPGs, both for the Gamemaster and the Player. Some Gamers consider these different modes as play styles and many games will move between these different modes depending on the situation. For RPGs, I will break Narrative Mode is two categories: PoV and Scope.
Most players have a conscious preference about their roleplaying Point of View. Those who like to speak in their character’s voice use First Person Point of View; they refer to their character as “I”, and state exactly what their character says. Other players prefer to play in Second Person Point of View, they tend to explain what their character says, and refer to their characters as “he” or “she”.
Few Gamers realise the scope used during their play and often consider it merely a function of pacing. Roleplaying Scope ranges between the Micro and Macro. The most common Micro choices are made in actions like tactical combat, which describes every exact action chosen by the round. Common Macro actions are used in contemporary games, where players choose the intent of their actions without choosing the individual actions to arrive at that intent. To increase the narrative, the Player or Gamemaster will sometimes describe the scene and the actions cinematically that lead to the chosen result.
All ranges of Narrative Mode can be of good use in RPGs. Even the most 2nd Person Players may like to perform a 1st Person scene, if provided with enough support. 1st Person Players may also enjoy 2nd Player scenes, perhaps to speed up scenes. Gamemasters should feel free to vary Scope, choosing a different scope for every scene or task. Some tasks will work better at a micro scope like conversation, but others are more macro scope tasks, such as trade or long distant travel. Gamemasters may even find interesting effects or efficient mechanics by changing scope, a chase scene or negotiation may be even be more exciting at a more macro level , while adding a micro scene to trade may make the normally mundane activity seem more real.


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