Sawyer and Cain

Briosafreak

Lived Through the Heat Death
Tim Cain from the original Fallout and founder of Troika Games has given his views on Turn Based combat and D&D, explaining why Temple of Elemental Evil will be Turn-Based only and close to the 3.5 D&D rules at Etoychest.org:
<blockquote>I am a little confused. D&D is a turn-based system, so I didn’t take ToEE anywhere. I am more surprised that you don’t wonder why the developers of those other games felt compelled to license a game system and then rewrite many of its rules to cover a mode of play that it was never intended to support. I wanted to make a computer game based on D&D, not some hybrid system that I invented myself.
Again, I am confused. Are you suggesting that it would be better for me to invent a new system of rules, so that anyone familiar with D&D would have to learn my own new hybrid system in order to play ToEE? Now that sounds like it would bog down the player.
The whole point in using the D&D core rules and having the computer act as DM is to free the player to enjoy the game. Just because our monsters have all of their abilities and because spells cast just like the rules say they should doesn’t mean the player is bogged down. On the contrary, players are liberated from the bookkeeping so long associated with role-playing games. They are free to play the game while the computer keeps track of hit points, weapon ranges, encumbrance and all the other minutia of the game. Any knowledge of D&D will help them play ToEE, certainly. But most of the rules don’t need to be understood by the player to enjoy the game.
</blockquote>
J.E. Sawyer decided to reply to those views on the BIS Feedback Forum:
<blockquote>I have met Mr. Cain only a few times. He is a very smart and cool man.
However, I will address this statement, and I'll be pretty blunt about it. The answer to his rhetorical question is: because you're putting a pen and paper game onto a computer. Isn't this obvious? This doesn't apply simply to "turn-based vs. real-time". It applies to every aspect of the game that you review for implementation.
The environment and atmosphere when you play a pen and paper game is not the same as when you are playing a CRPG, period -- especially a single player RPG. You have no DM, you have no other players. There is no soft adjudication for any given application of a combat rule or skill. There are no players chatting to each other softly and telling quiet jokes while all of the other participants in the battle play through their turns. Turn-based combat in a five or six person pen-and-paper game is not the same experience as it is in an CRPG. Even the most pedestrian turn-based battle in a pen-and-paper game can be made fun for all participants -- even if that combat takes two hours of real-world time. Your experience goes beyond the statistics of the characters involved and the mechanical choices you make to resolve that conflict.
But in a single-player CRPG, that is what you are left with. You can put every rule in the 3.5 PHB into a game to the letter, dot all is and cross all ts, but you are not going to get the same experience that you would in pen and paper. This is a different medium. You're playing all the members of your party without any soft adjudication from a DM. The manner in which you draw pleasure out of a combat is not going to be the same as it is with a group of live people sitting around you -- whether it is turn-based or real-time. D&D is a pen and paper role-playing game. By putting it on a computer, you are already trying to make it do something that it was not explicitly built for.
I'm certainly not going to slam Troika for making ToEE in the manner they are. I really want to play it. But all developers have to make implementation choices when dealing with a licensed ruleset. AFAIK, Troika isn't implementing the Jump or Climb skills in ToEE. I don't blame them for leaving that out -- those are hard to implement in a CRPG. But that does affect classes like the fighter and monk, who have those as some of their (very few) class skills.
In a pen and paper game, the player can ask the DM at any moment, "Hey, man, can I climb that tower/tree/rock/fallen giant's corpse?" and the DM can wing it. If the player wants to climb up a corpse and jump off behind some guy while making an attack, he can just ask the DM if he can do it. There's no mounted combat or mounted combat feats in ToEE, which affects the paladin. TOTALLY UNDERSTANDABLE, BECAUSE MOUNTED COMBAT SUCKS TO IMPLEMENT. Again, this is because you can't just say, "Oh, here's a pony, follow the rules." Lockpicking, picking pockets, sneaking. All those things you can't reload from in a pen and paper game -- they're different. It's a computer game, not a PnP game. How you make it, how you use it, the experience you take away from it can be completely different.
</blockquote>
I`m sorry for the length of this quotes, but i find them very revealing on the differences of development philosophies between the original Fallout team leader and the future Fallout lead designer.
Who is closer to your ideas, guys and girls? And why? This is a great topic for discussion in my opinion, what do you all think?
Thanks go for DAC for pointing Tim Cains interview.
Edit:J.E. Sawyer saw this news bit and made an aditional comment:
<blockquote> It really wasn't intended to be antagonistic or confrontational towards Tim. But it's an unanswered question I had seen him pose in other interviews.
The bottom line for me is that rules are there to support and promote fun. The rules are not fun in and of themselves. It is the job of the designer to be devoted to making a fun player experience, not to be devoted to the rules.
A good example might be how ranger favored enemies are categorized in 3E. Technically speaking, a ranger can pick almost any race (though that may have changed in 3.5) as a favored enemy. You might choose to restrict that list only to races actually found in your CRPG. That makes sense, promotes fun, but isn't explicitly according to the rules.
However, rangers who pick certain favored enemies may find themselves with an exceedingly useless or exceedingly useful trait depending on how many creatures of race X are in the game. A little variation is to be expected, but if there are huge differences (150 goblins, 2 ogres), this becomes unfair. A PnP DM can tailor his or her campaign to the choices of the player. A CRPG has already made those choices before character creation takes place. Now, the designers of the CRPG could collapse ogres into a larger "goblinoid" type. That's reasonably fair, but again, not according to the rules.
On IWD2, our licensor believed that the invented feat "Fiendslayer" was too powerful, so we toned it down. The problem was that there were only a small handful of creatures in the game against which the feat was actually useful. The PnP designer balances for use in ANY game, but the CRPG designer usually has to balance for use in his or her SPECIFIC game.
Again, we all have to make choices. Trokia has made specific choices for ToEE as they have seen fit. BioWare made specific choices for NWN as they saw fit. This will continue as long as computer games are licensed from pen and paper games.
</blockquote>
This comment was made after he read the NMA front page, so there`s no more need for people to ask me if he reads what the fans say :wink:
 
I'll take "Why change it if you don't have to" over "You're already changing it, why not change more," thank you.
 
Sorry for the length everyone, specially Odin, but this is really interesting stuff, and when Sawyer said
"Sawyer vs. Cain" on NMA? How does what I posted even apply to Fallout? Fallout isn't licensed. Tim's question was pointed directly at people who had made real-time D&D games in the past.
to be fair i had to make the edit. One thing is beeing closer to the reply of Cain, like i am, another thing would be misleading everyone as if this was a confrontacional debate with Fallout as a background, wich it wasn`t.

And Dan and Kharn, please don`t take this news bit as an example, economy in what we say is a good thing, starting comments and debates doesn`t need news bits this big.

Again sorry guys and girls, and keep the comments flowing.
 
I had a whole thing worked out about their philosophies, but it basically boiled down to what Gwydion summed them up as. So it's basically "why change more than you have to?" and "you have to change it, so change it", though I don't know if that's what JE intended to get across.

JE makes a good case for his views, but I have to go with Tim as being closer to my ideas, especially since they're talking about a "licensed game".

Everyone knows that you aren't getting the same experience sitting in front of a computer as you are with other people - it's the developers job to figure out what different types of enjoyment you can get out of each. In what way does that necessitate a revamping of the rules though? It's a question of content, not rules, especially since the thing a computer excels at above everything else is following rules. Yes, in a computer game you have no DM to help you along, to adapt to your personality, to answer your questions, and of course it needs to be taken into account. It shouldn't mean that the rules of the system need to be modified - it should mean that the way you are creative within that system needs to be modified.

In the case of D&D combat - does real time combat in a computer game simulate in any way the creativity and options you have as a PnP player? No. Does turn based? Even in its worst implementation, yes, because it allows you to think, to imagine the possible consequences of what you do with your turn and plan out your strategy. D&D is a turn-based PnP game. The D&D license is aquired for a computer RPG for a mix of 2 reasons: (1) Somebody thinks its really enjoyable and wants to make a computer game out of it, and/or (2) It's popular and will probably sell well. Assuming the developer has reason #1 in mind when creating the game, why would it ever occur to them to change the turn-based combat rules? Wouldn't you think that they would be focusing on how to best implement those rules into the game, how to give the player a feeling similar to the one they get when they play the PnP game? For someone who really enjoys D&D, and whose goal is to bring the experience to the computer, where would the idea for real time combat even come from? As a player, especially if I were a D&D fan, I would hope that they would be willing to put the effort forth to give a faithful translation, and focus their creativity on how to make up for the lack of other players and a DM, the human factor, and not think about what they could change to make their jobs easier.

I'm not saying JE doesn't do this or think this way. Like he said, he wasn't arguing against Tim, he was just trying to explain why these things do get changed. Still though, it just seems like Tim has a more bull-headed "that's not the way it is, so that's not the way I'm going to do it" approach, which I respect a lot. (Sorry for the long post, been reading RPGCodex too much.)
 
Je has obviously never roleplayed then has he. you are supposed to make the games for ROLEPLAYERS! you dont give your ranger 'goblins' as a favoured enemy because it will get you further in the game. you give him orcs or ogres because thats what your character hates. changing ogres and goblins to the same 'goblinoid' field does not make sence and promote play, its just one more change in the rules that wasnt nececarry. i cant count the number of times i have tryed to replicate one of my real PnP D&D characaters because i like the background the character has etc, but could because of how much you have decided to 'make sence and promote fun'.
 
The basics of it is this: CRPG is not PnP, and I wholeheartedly agree. When you port ANY system to a CRPG, you HAVE to change things, and it's up to the developers how far the changes will go. I agree with Tim Cain that certain things aren't balanced for something, and that it would remain balanced if kept that way. But if you're a GOOD game designer, you can MAKE that system work with another mode it wasn't originally meant for. However, I wouldn't leave the original system OUT of it, it needs to remain in, but other options should be welcomed, instead of shunned, because it should usually just increase the possibilities....
 
I'm sorry, this is just too ironic.

BIS makes a bunch of DnD games with real-time combat. Everyone pisses about an eventual Fallout 3 with real-time combat. Troika tries to get the Fallout license - can't. BIS loses their DnD license and is forced to make F3, which will have real-time combat. Troika picks up the DnD license and (apparently) starts using it the way the system intended - turn-based. I now have more hope for ToEE than Fallout 3.

Anyway this is not about simulating PnP on the computer. This is about taking a turn-based, tabletop combat system and converting it to a turn-based, computer combat system, rather than altering the entire base of the system (having some problems with sequence, JE?) to make it real-time.

It's also funny how Feargus and now JE say that real-time is what's expected and what's marketable. DnD games of the last five years have been real-time and for the most part well-reviewed and sold well. Tim asks those ever so artistic and quality-minided folks at Infogrames and gets a "yes" right away to turn-based DnD.
 
pnutz said:
I'm sorry, this is just too ironic.

BIS makes a bunch of DnD games with real-time combat. Everyone pisses about an eventual Fallout 3 with real-time combat. Troika tries to get the Fallout license - can't. BIS loses their DnD license and is forced to make F3, which will have real-time combat. Troika picks up the DnD license and (apparently) starts using it the way the system intended - turn-based. I now have more hope for ToEE than Fallout 3.

lol I never thought about that. Good observation. I'm interested to see how ToEE turns out.
 
pnutz said:
BIS makes a bunch of DnD games with real-time combat. Everyone pisses about an eventual Fallout 3 with real-time combat. Troika tries to get the Fallout license - can't. BIS loses their DnD license and is forced to make F3, which will have real-time combat. Troika picks up the DnD license and (apparently) starts using it the way the system intended - turn-based. I now have more hope for ToEE than Fallout 3.
I thought that I'd add a little information to the paragraph above...

BIS makes a bunch of DnD games with real-time combat. Troika makes an original game with both turn-based and real-time combat. Everyone pisses about an eventual Fallout 3 with real-time combat. Troika tries to get the Fallout license - can't. BIS loses their DnD license and is forced to make F3, which will have real-time combat and turn-based combat. Troika picks up the DnD license and (apparently) starts using it the way the system intended - turn-based. Troika also accepts a contract to take White Wolf's Vampire: The Masquerade pen and paper game to the computer using the new real-time, first-person Half Life engine.

Personally, I'm planning to pick up both of Troika's upcoming games, and I'm certainly planning to pick up Fallout 3. I'll probably enjoy all of them. And I'll probably play Fallout 3 in turn-based mode. :wink:

Edit - Fixed typos.
 
^ I hope that comes across as it's intended. Troika and Black Isle are two of my favorite game developers, and I have a great deal of respect for both Mr. Cain and Mr. Sawyer. It just frustrates me when I see what appears to be a view that Troika can do no wrong, while Black Isle can do no right. I like the basic approach that both are taking to their upcoming games, particularly given the financial realities of the industry and corresponding constraints imposed by publishers and/or producers.
 
Capelworth said:
It just frustrates me when I see what appears to be a view that Troika can do no wrong
Actually, Arcanum's real-time and turn-based combat system is often used as the primary example of how two combat systems DOESN'T work. Turn-based combat in Arcanum is hideous and the real-time is nothing fantastic. I'm not sure, but I *think* Tim Cain even acknowledged that the combat systems in Arcanum are horribly flawed. Arcanum itself is just an "okay" game, it certainly isn't a great game like Fallout.

The view that Troika can do no wrong stems back to the design attitude of Tim Cain versus JE Sawyer. As has been said, JE likes to change things, whilst Tim doesn't. The general feeling amongts the Fallout community was that if Mr. Cain was working on Fallout, he'd make it turn-based, he'd keep the same systems in place and he wouldn't be wanting to change as much as JE is, just for the sake of it.
 
DarkUnderlord said:
Actually, Arcanum's real-time and turn-based combat system is often used as the primary example of how two combat systems DOESN'T work. Turn-based combat in Arcanum is hideous and the real-time is nothing fantastic. I'm not sure, but I *think* Tim Cain even acknowledged that the combat systems in Arcanum are horribly flawed. Arcanum itself is just an "okay" game, it certainly isn't a great game like Fallout.
I realize that, and I mentioned over on the Interplay forums that I have concerns myself due to the Arcanum experience. However, I don't think that Mr. Sawyer has any choice in the matter, and I also don't think that because one game did it poorly, that it can't be done reasonably well. For those reasons, it seems more prudent for us to focus our efforts on trying to pin down what it was about Arcanum's dual combat system that didn't work well than for us to try to talk the developers out of something that they're not able to change.

I played Arcanum in turn-based mode, and the thing that bothered me most was lousy AI. Most enemies would just charge at me, and I'd mow them down from a distance. I think that the AI in real-time combat and the AI in turn-based combat were the same. I'm hoping that Fallout 3 has different AI depending on whether it is played in real-time or in turn-based mode. In real-time mode, charging enemies or enemies that stand out in the open, firing, can be challenging. In turn-based mode, it would be nice if NPCs and enemies (smarter ones, like people, anyway), took cover at the end of their turn and used their action points judiciously.

In fact, I'll post that at the Interplay forum right now...
http://forums.interplay.com/viewtopic.php?p=513990#513990

Maybe one of the Black Islanders will tell us whether those suggestions can be implemented. I hope that you'll post your concerns and/or ideas too, so that the people at Black Isle can give some consideration as to how they will be addressed in the new game, if they haven't already. Judging by some of the combat-related posts that you made in the Interplay forum, I'm certain that you've devoted far more thought to Fallout combat than I have. Given that Fallout 3 is going to have both turn-based and real-time combat, I'd certainly prefer that it benefit from the constructive feedback of you and the other posters here who have concerns and ideas.

I'm going to play the game, so I'd rather it be as good as possible. :wink:

DarkUnderlord said:
The view that Troika can do no wrong stems back to the design attitude of Tim Cain versus JE Sawyer. As has been said, JE likes to change things, whilst Tim doesn't. The general feeling amongts the Fallout community was that if Mr. Cain was working on Fallout, he'd make it turn-based, he'd keep the same systems in place and he wouldn't be wanting to change as much as JE is, just for the sake of it.
I'll bet that Mr. Cain would rather have made Arcanum turn-based only, but that the publisher didn't give him that option. I suspect that Atari is allowing him to make a strictly turn-based D&D game only because Dungeons & Dragons has a large enough fan base that a niche game will sell well enough to make it worth their investment. I'd also be willing to bet that if he were in Mr. Sawyer's shoes, the decision wouldn't be his to make.

Mr. Sawyer does seem to be making quite a few changes, though I'm sure that he's suggesting them because he, at least, feels that they will make the game better. I must admit that I gagged a bit when I saw that he was introducing "combos" to unarmed combat. Now that he's explained his intention more clearly, though, the idea actually seems decent. I really like the addition of the Science Boy path through the game. One of the things that I like best about Mr. Cain's approach to game development is that he is commited to offering multiple paths and solutions for the player. Mr. Sawyer seems to be bringing that same core approach to Fallout 3.

The bottom line is that I would be happy to see Mr. Cain leading the design team on Fallout 3. He's one of the principal designers behind the original game. But Mr. Cain isn't working on Fallout 3, and he won't be working on Fallout 3. Mr. Sawyer is working on Fallout 3.

Frankly, Mr. Sawyer solicits input from and interects with fans more than any other game developer I've seen. Fallout has a very vocal, active, and intelligent fan community. I really hope that the people here and at Duck and Cover give him constructive feedback rather than a vote of "no confidence" because it seems like a great match to me. Besides... the former will probably give us all a better game, while the latter doesn't help anybody.
 
Hey, somebody made a really great post over on the Interplay boards nailing down some of the specific problems and frustrations from a couple of other dual combat systems. Hopefully Black Isle's designers take some of those things into account!

(Thanks, DarkUnderlord! Excellent post. :wink: )
 
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