The Future of Role-playing
There are two sort of fools: the fool who says 'This is old, and
therefore good'; and the the fool who says 'This is new, and therefore better'.
Anon
What is the future of role-playing? Each year a number of new games are
launched: some become great commercial successes; some acquire a small, cult
following; many fail to capture anyone’s imagination and are consigned to
oblivion. Publishers, of course, claim that their games are full of exciting
new ideas, settings, rules and concepts; even that they are ‘the future of
role-playing’. In private, they often hope that they have created The Next Big
Thing. But is there really much scope for innovation in games design? Even if
there is, is novelty alone a goal worth pursuing?
One of the Big Things that these new games sometimes offer is a new
setting—a new world or a new genre in which to set one’s adventures.
Increasingly, the phrase ‘new role-playing game’ means ‘new setting’.
Innovation in this area is rare: indeed the field can look appallingly
conservative and derivative. Too often what passes for a ‘new idea’ is actually
a cast-off cinema cliché. One could wish that companies would spend less time
imitating last years’ Big New Idea or trying to anticipate next years Big New
Idea and more time pursuing excellence irrespective of novelty. A setting that
combined police procedural with monster movies would not necessarily be worth
playing just because no-one had done it before.
New games also offer rules innovations, and here, one does occasionally see
the appearance of a genuinely new idea. It’s now nearly ten years since the
Star Wars role-playing game rejected conventional character design systems in
favour of a list of broad, stereotyped character ‘templates’—an idea that has
been imitated by virtually every new system since then. Rules-modifications of
this type are really suggestions about approaches to story telling. In the case
of Star Wars the templates were a means of encouraging a particular sort of
characterization. Such ideas do not radically change the nature of
role-playing, of course: one is still taking parties of adventurers through
scenarios and one is still sitting around a gaming table asking the referee
questions. They might better be seen as enabling devices, making it easier for
gaming groups to produce stories of a particular style. In recent years, games
designers have shown more and more ingenuity in devising enabling devices of
this kind.
Occasionally, new games attempt to go further and propose new ways of
role-playing. Ars Magica and Wraith would be two examples of this: a game in
which you play several members of a community is different from one in which
you play a homeless adventurer: a game in which you play the evil side of
another player’s character is different from one in which each player plays a
single individual. At one level, these sorts of structural changes are simply
another type of enabling device. The shadow-player in Wraith is a mechanism to
create gothic horror. But in so far as these ideas experiment with the
relationship between players and their characters, between players and the
referee and between players and the story-line, I think that they also have a
legitimate claim to be genuine innovations. On the other hand, the changes that
even these more experimental games make tend to be relatively small and fairly
conservative.
Superficially, computers games are changing and developing at a much faster
pace than role-playing games. Indeed, the whole idea that a new game should
supersede an old one has probably been forced on us by the computer gaming
industry where the rate of technological change is such that even a two-year
old product can look extremely tired and dated.
Looked at as interactive narrative, on the other hand most computer ‘role
playing’ games are decades behind the best table-top games: they represent, not
the future of role-playing, but its past. This remains true even if, as Ray
Winninger argued last issue, the vast majority of table top role-players do not
make use of their game’s potential. For all its excellence as a game Doom is
actually an implementation on a computer of a rather blood thirsty D&D
dungeon crawl. Computer ‘role-playing’ games have jettisoned character
interaction—the one thing which table top games do really well—and replaced it
with real time action, the illusions of speed and movement, and, at best, an
all but imperceptible interface between the player and the virtual world. There
is a sense of immediacy here for which many people are willing to forego the
freedom of action or input into the plot which role-players take for granted.
Doom advertised itself as a ‘virtual reality adventure’. The three
dimensional, smoothly animated cartoon graphics of the game, are, indeed a
triumph of the programmers’ art, but the term Virtual Reality is being applied
to them only because it is a popular buzz-word: a shibboleth meaning the same
thing as ‘new’, ‘futuristic’ or ‘the next big thing’. Yet those of us who value
role-playing as an art-form may have reason to fear that if true Virtual
Reality technology ever becomes available as a gaming medium it is going to be
applied to scenarios that are even less sophisticated than Doom. Isn’t there a danger
that ‘the future of role-playing’ really come down to more impressive graphics
hiding more and more primitive games?
A book publisher would be foolish if, on being presented with an excellent
novel about growing up in Catholic Ireland; coping with AIDS; or living on the
Home Front in World War II, they replied: ‘There is already a book on that
subject: go and write me something new.’ They would be mad if they said ‘We
have already published a novel; go away and create a new narrative form.’ The
question for the writers of fiction is never ‘is it new?’ but always ‘is it
good?’ Gamers would do well to learn from this. If this years’ Big Thing
happened to be a game involving dinosaurs, then it would not follow that the
market was moving inexorably into a dinosaur phase, or that reptilian games
represented the future of role-playing. It could just be that people liked
Dinosaur: The Extinction because it was rather a good game.
Real innovation creeps up on us unaware. Probably the single biggest
innovative idea to come about since the original version of Dungeons &
Dragons was the invention of live action games. Yet the first LARP centres were
not trumpeted as ‘the future of gaming’. (Nor, come to think of it, was first
edition D&D, nor—to give Wizards of the Coast its due—was Magic the
Gathering.) Early LARP, as we all know, fell into precisely the same trap as
Doom: it attempted to produce live-action versions of extremely superficial
role-playing games: dungeon and wilderness quests of a sort which the publishers
of Dungeons & Dragons had long since abandoned. Yet out of LARP grew what
are called ‘freeform’ games: mutli-player open-ended games with relatively
little referee input. This was a much more fundamental innovation than the idea
of replacing a bag of dice with a foam rubber sword. In terms of the
relationship between players, characters, referee and story-line, freeform
games represented a new type of game—or at any rate, a different one.
Elsewhere this issue, Phil Goetz describes something similar is happening in
the field of on-line computer games. The earliest Multi-User Dungeons were
implementations of something very like a D&D dungeon bash: but some MUSHs
(‘Multi-User Shared Hallucinations’) are beginning to use similar technology to
run much more sophisticated role-playing games. These games seem to have all
the advantages of face-to-face gaming, but with a depth and intensity of
involvement and a sense of imaginary community that few conventional games have
aspired to. Such games are using technology as a tool: as the ultimate enabling
device. Surely this is where the future of the hobby lies.
It is tempting to dream about this future. Massive freeform MUSHs with
thousands of players, being run in fully-immersive virtual worlds. . . . But it
is not likely that this fantasy will be realised in our lifetimes. Even if it
were, I do not think that it would supersede or abolish the verbal role-playing
games we know today; any more than freeform games have superseded Dungeons
& Dragons, or, for that matter, role-playing games have made television and
the novel obsolete. Whatever new technology may become available, people will
continue to publish new role-playing games: some good, many bad. Many of these
games will have the words ‘This is the future of role-playing’ printed on the
box: but I think we can be fairly sure that then, as now, it won’t be true.