Sucess IS Boring
Staring this thread in answer to
The reason I say success is boring based on the very principle of RP and Story Telling. Without conflict, challenges and risk of failure, there is nothing worth playing, watching or reading. Would you read a book about somebody who just without problems gets through the day, never having to face difficulties or disappointments? Would Superman be as popular if there wasn't any Kryponite? Would you actually play PnP in the expectation that you can just waltz through without even having to try?
If we want excitement, adventure or just the thrill of a challenge, then we need the real threat of failure. If we know that we will be successful, no mater what, why would we even bother playing?
Sure, dieing and having to do everything again from the last savepoint is frustrating, sometimes even frustrating enough to throw the controller against the wall. But would we really play for more than ten minutes if we had the invulnerability, unlimited ammo and unlimited cash cheat codes active right from the start? I doubt it.
And to keep the risk of failing alive, we need to fail occasionally, but failing should not always mean dieing and restart from last safe.
Failing and Quest Lines
Failing means, you don't manage to do the mission, have to pay back the advance and will struggle for some time to get any new high profile contracts.
Failing means loosing the quest important item and having to go and get it back form whoever got it, and who is now expecting you, within a time limit before the contractor sets a bounty on your head.
Failing means that politician you had to bodyguard is dead and can no longer prevent the new law that would allow for senate members to be affiliated with corporations instead of parties, a law that would allow corps even more political power than they already have....
Failing means having to give up your safe house because every ganger in town, along with the security FBC of several corps found out where you live.
Success solves a quest, failing creates many new ones.
Failure and XP:
It is a well known fact in craft and any profession that actually involves more than just sitting behind a desk: You learn more from mistakes than from success. When you do something right, great, moving on. But if you do it wrong, you sit and ponder what went wrong and how to do it right.
It would be a good idea to have a system that gives you XP, dedicated to be used for the specific skill in question, when you fumble and suffer a critical fail, more XP than what you would get for a legendary success. Now, don't think that would invite people to just deliberately fail to get the XP...failing has consequences aside from being a lesson learned....
Failure and Fun:
As mentioned earlier, nobody would like Superman if there was no Kryptonite, the story of Achilles would be less heroic if he didn't have that heel.
To quoth the Green Goblin "What the people love more than a hero is, to watch their hero stumble, fail, die."
While it might be true that we are the heroes in the RPG, we are also, and much more so, the spectators watching the show. Even Lord of the Rings is pretty boring until Frodo is told what that ring is all about. Threat of bad events is what gives us adrenalin...without adrenal, life is boring.
Failure in an openworld RPG:
How to apply the dramaturgical effects of Failing in open world without grinding?
In open world RPG, especially MMO, people grind to get the experience levels, equipment and skills to move on to higher level threats, so that they don't fail, don't risk failing, in the next part of the map.
I am ashamed to admit, I have a WoW account, and I even enjoyed it, until the friend who got me into playing it and who was level wise far ahead of me, took me grinding and power-leveling. The game immediately became boring. Staying in one area until i t gives no points anymore and moving on to the next that still gives points but no danger...and all that without story...no thank you. Grinding is done to prevent failing
In CyberPunk however, the entire setting is not made for killing monsters behind every tree. There is no space for grinding, which is one of the reasons why it would not work as MMO anyways.
In a setting such as CyberPunk, you would have to take the consequence of failing a quest or restart form last safe point.
The consequence of failing is not always death.
Even if you are defeated in battle, the consequence might be increased fees for your trauma team contract, loosing the confidence of potential contract givers, waking up in the gutter with everything worth a dime gone, including your clothes and hardware, ending up in an interrogation cell, having the people who defeated you implant a cortical bomb to force you to betray your employer, .....
Grinding depends re-spawning of enemies or items....If you take that away, then you would sooner or later run out of grinding material and instead have C-SWAT on your arse. Even in Skyrim, grinding combat skills is difficult because enemies and monsters repawn very slowly...like, takes a month for an instance to repopulate. In CyberPunk every action needs to have a reaction.
Try as a hacker to grind your hacking skills in the same data fortress....you broke it once, you can do it again and keep doing it until it is no challenge anymore, right? Unlikely. It is more that after you broke it once, the security changes, after the second hack, that data fortress has security increased beyond your skills and you have a hit team kicking down your door.
That is at least how I see it...
Any other ideas and comments?
Staring this thread in answer to
in the "Please add multiplayer co-op thread http://www.cyberpunk.net/forum/en/threads/93-Please-add-multiplayer-co-op?p=12884&viewfull=1#post12884You know, that's a very good point. You should start a thread. Success -is- boring, dramatically. It's the striving that has value. How to do that in an open-world RPG without grinding, though?
The trick with multiplayer is to get the player who has just died, ( LIKE A FAILURE) back in the game and engaged as soon as possible. Punishment-without-punishment, as it were. You want death to have consequences, thus making it something to avoid. Likewise, you want the player to have as much steady fun as possible.
Day Z did a pretty good job of this for awhile, until hack central and PvP took over. Some lessons there.
The reason I say success is boring based on the very principle of RP and Story Telling. Without conflict, challenges and risk of failure, there is nothing worth playing, watching or reading. Would you read a book about somebody who just without problems gets through the day, never having to face difficulties or disappointments? Would Superman be as popular if there wasn't any Kryponite? Would you actually play PnP in the expectation that you can just waltz through without even having to try?
If we want excitement, adventure or just the thrill of a challenge, then we need the real threat of failure. If we know that we will be successful, no mater what, why would we even bother playing?
Sure, dieing and having to do everything again from the last savepoint is frustrating, sometimes even frustrating enough to throw the controller against the wall. But would we really play for more than ten minutes if we had the invulnerability, unlimited ammo and unlimited cash cheat codes active right from the start? I doubt it.
And to keep the risk of failing alive, we need to fail occasionally, but failing should not always mean dieing and restart from last safe.
Failing and Quest Lines
Failing means, you don't manage to do the mission, have to pay back the advance and will struggle for some time to get any new high profile contracts.
Failing means loosing the quest important item and having to go and get it back form whoever got it, and who is now expecting you, within a time limit before the contractor sets a bounty on your head.
Failing means that politician you had to bodyguard is dead and can no longer prevent the new law that would allow for senate members to be affiliated with corporations instead of parties, a law that would allow corps even more political power than they already have....
Failing means having to give up your safe house because every ganger in town, along with the security FBC of several corps found out where you live.
Success solves a quest, failing creates many new ones.
Failure and XP:
It is a well known fact in craft and any profession that actually involves more than just sitting behind a desk: You learn more from mistakes than from success. When you do something right, great, moving on. But if you do it wrong, you sit and ponder what went wrong and how to do it right.
It would be a good idea to have a system that gives you XP, dedicated to be used for the specific skill in question, when you fumble and suffer a critical fail, more XP than what you would get for a legendary success. Now, don't think that would invite people to just deliberately fail to get the XP...failing has consequences aside from being a lesson learned....
Failure and Fun:
As mentioned earlier, nobody would like Superman if there was no Kryptonite, the story of Achilles would be less heroic if he didn't have that heel.
To quoth the Green Goblin "What the people love more than a hero is, to watch their hero stumble, fail, die."
While it might be true that we are the heroes in the RPG, we are also, and much more so, the spectators watching the show. Even Lord of the Rings is pretty boring until Frodo is told what that ring is all about. Threat of bad events is what gives us adrenalin...without adrenal, life is boring.
Failure in an openworld RPG:
How to apply the dramaturgical effects of Failing in open world without grinding?
In open world RPG, especially MMO, people grind to get the experience levels, equipment and skills to move on to higher level threats, so that they don't fail, don't risk failing, in the next part of the map.
I am ashamed to admit, I have a WoW account, and I even enjoyed it, until the friend who got me into playing it and who was level wise far ahead of me, took me grinding and power-leveling. The game immediately became boring. Staying in one area until i t gives no points anymore and moving on to the next that still gives points but no danger...and all that without story...no thank you. Grinding is done to prevent failing
In CyberPunk however, the entire setting is not made for killing monsters behind every tree. There is no space for grinding, which is one of the reasons why it would not work as MMO anyways.
In a setting such as CyberPunk, you would have to take the consequence of failing a quest or restart form last safe point.
The consequence of failing is not always death.
Even if you are defeated in battle, the consequence might be increased fees for your trauma team contract, loosing the confidence of potential contract givers, waking up in the gutter with everything worth a dime gone, including your clothes and hardware, ending up in an interrogation cell, having the people who defeated you implant a cortical bomb to force you to betray your employer, .....
Grinding depends re-spawning of enemies or items....If you take that away, then you would sooner or later run out of grinding material and instead have C-SWAT on your arse. Even in Skyrim, grinding combat skills is difficult because enemies and monsters repawn very slowly...like, takes a month for an instance to repopulate. In CyberPunk every action needs to have a reaction.
Try as a hacker to grind your hacking skills in the same data fortress....you broke it once, you can do it again and keep doing it until it is no challenge anymore, right? Unlikely. It is more that after you broke it once, the security changes, after the second hack, that data fortress has security increased beyond your skills and you have a hit team kicking down your door.
That is at least how I see it...
Any other ideas and comments?


