First Details on Richard Garriott's New RPG
Richard Garriott – aka Ultima creator Lord British -- comes across as a
bit of a braggart at first. When he arrived at IGN to show his next
game, Lord British’s Shroud of the Avatar, he started with a history
lesson about himself. The expected eye-rolls instead became enthralled
interest as Garriott detailed how he got involved in development and
what he’s accomplished.
The first boxed version of a video game? Garriott. The idea of
collector’s edition-style swag like cloth maps? Garriott. The reason we
use the word “avatar” to talk about video game characters, as opposed to
its original meaning (which was related to Hinduism)? Yeah, that was
him too. Suffice it to say he’s contributed a lot to the language and
culture that all of us enjoy, and, well, he’s earned the right to brag a
little.
But the boasting Garriott does isn’t merely self-serving, it’s an
attempt to make a whole new generation of gamers – many of whom likely
aren’t familiar with his popular Ultima franchise – listen when he says
he’s making Shroud of the Avatar and wants our help to fund it via Kickstarter.
He wants to realize an RPG world that’s grounded in old-school design
principles like not spelling out quests and permanent choices but uses
online play to create powerful interactions. He wants you to make
decisions not based on a visible morality system, but because you’re so
engrossed in the world that you’re acting as you would in real life.
Out With the New...
The first modern RPG trope Garriott wants to toss out is the initial
class creation. Shroud won’t ask you to read a small description and
then pick a class without trying it, but instead allows you to slowly
tailor your character to your playstyle. For instance, if you’re hours
into the game and want to try alchemy, simply collect ingredients and
start making potions to become an alchemist. Want to be something like a
traditional ranger? Pick up a bow and fling arrows until it’s mastered.
Garriott was quick to state that you won’t be able to become proficient
at everything, and that there will be some sort of limited ability to
redo your skill investments, but the point is that you try things and
see if you love them before committing. This is a bit closer to
something like Skyrim, where you make some initial choices about your
character but then tailor your abilities overtime by using skills you
like.
Likewise, Garriott wants Shroud of the Avatar to challenge you with its
quests, not just lay out the solution. A quest giver might tell you to
search the mountains to the east to find a clue, but they won’t put a
giant blinking spot on your map, and they certainly won’t have a yellow
exclamation point over their head. You also won’t have a modern quest
log, but instead will have to read a journal that catalogs key events in
your character’s story, allowing you to catch up and then decide how to
proceed without merely dumping a boring list of objectives on you. For
Garriott, quests and logs like this promote thoughtfulness and
exploration, something he says is woefully lacking in most RPGs of
today.
...In With the Old
The way you explore the world in Shroud of the Avatar won’t surprise
Ultima fans. When you’re setting out, you’ll start as a larger scale
version of your avatar trekking across the larger world map, like an
overworld map in a NES-era JRPG. When you encounter something
interesting like a village or cave, you can then enter the area and play
through it from an over-the-shoulder third-person perspective, a la
Fable or Dragon Age. Garriott hopes to make virtually everything you
find in this mode interactive, from pianos you can play to books you can
read and more. Granted, that isn’t exactly revolutionary (we’ve all
giggled while flushing toilets in Duke Nukem), but Garriott plans to
make incorporate interactivity into the way players think about quest
design. He compared it to being trapped in a room in real life and first
trying the door, only to learn that it’s locked. Next he said he would
try to take off the hinges, and if that didn’t work he’d look for a wall
he could break. This is the same sort of logic and immersion in the
world he wants to achieve with Shroud of the Avatar.
Dealing Death
Sometimes a sword is more useful than your wits, and Shroud will have
plenty of opportunities to fight. While you can arm your avatar with
familiar weapons like swords and bows, this is also a world that has
electricity, and Garriott wants to include an arsenal of bizarre
weaponry, such as an air cannon that could shoot bursts of toxic gas, or
a pistol that fires bolts of lightning like a tesla coil.
Just like the rest of Shroud of the Avatar, he wants an underlying
logic to define the mechanics of combat. This is why, unlike every other
RPG in existence nowadays, you don’t have a set of skills you can
actively select. Instead, your character memorizes specific moves they
want to potentially use, building a sort of virtual deck of cards.
During combat, each move is shuffled and comes up randomly, attempting
to simulate the way a person might consider trying a killing blow or
overhead slash in the heat of the moment. The more abilities you
memorize, the less likely they are to come up in a fight, so there’s
also reason to focus.
Choosing Wisely
Whether you decide to fight or think your way out of a solution,
Garriott wants choices to matter. That’s a phrase practically every game
throws around nowadays, but to Garriott this doesn’t mean tossing in a
clear-cut morality meter, but ambiguity. Just like in real life, the
bigger-picture way you know whether you’ve done the “right” thing is how
people treat you after the fact, and the goal is to make a world where
every action you take changes the perceptions of the characters around
you. A woman offers you her wedding ring in exchange for food, for
instance, and if you refuse it your kindness might be subtly
acknowledged by her fellow travelers. Take it? Well, you’d just have to
see for yourself. Shroud of the Avatar doesn’t want to tell you that you
did the wrong thing, just give you an experience that carries on no
matter your choice.
The decisions you make won’t always be alone, either. Garriott was
quick to emphasize that the entire game can be played offline, but if
you connect to the game’s severs he wants it to be meaningful. For
starters, this means you can adventure with friends. It also means some
sort of player versus player combat, though he insinuated that it will
always be part of Shroud of the Avatar’s quest design, rather than
something that occurs at random while exploring. And while Shroud is not
an MMO (cities will allow larger groups of strangers to see one
another, but the larger world is instanced), he wants player
interactions and purchasable real estate to shape the world over time.
The version of Garriott’s game being shown is a prototype built in
about six months, but it, along with Garriott’s resume, is enough to
make me cautiously optimistic. With such incredibly lofty goals it’s
hard to imagine that Garriott will accomplish everything he’s setting
out to do, but I’ll definitely be checking out the beta later this year
and the final version in 2014. We could all use a game that shakes up
standard design tropes, and Garriott, with his history of firsts, could
be the one to do it.
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