Don’t Ask Questions Until the Player Can Answer

Jeff Vogel has penned an interesting blog post on how his design philosophy on character development has evolved, using the original Avernum and its upcoming remake, Avernum: Escape From the Pit, as examples. He argues – and this will no doubt be controversial – that every time a player is asked to make a decision about their character at the beginning of the game, he or she is “answering a question that hasn’t even been asked yet”. Here’s a sampling:

You start out with a ton of skill points, so that you can majorly customize your character from the beginning. You can use skill points to increase base attributes or regular skills, but the base attributes are expensive. However, it could break the system if a player put a huge amount of skill points in certain skills. To limit this, I made increasing a skill cost more skill points the higher you trained it. At high levels, you might have to save up for two or three levels to get enough skill points to raise a major skill one point.

Think about this. It’s a system where the more you play and learn about the challenges facing you, the less you can do to customize your characters. You have to make most of the big changes at low level, when skills are cheap. Worse, it was necessary to increase the base attributes to survive (especially Endurance, which increases health), but they were so expensive that doing so required careful planning. As a result of this mess, many players had problems with getting halfway through the game and finding that they were not strong enough to proceed. These players got angry at me, and justifiably so.

There was also a traits system. Traits are special character qualities, some positive, some negative, that affected your characters. They could make you better at spells, more vulnerable to disease, and so on. Good traits came with a penalty to experience earned. Bad traits gave you a bonus. You could have at most two traits.

And here’s the awesome part. You could only pick these traits at the beginning of the game, and you couldn’t change them. Major decisions that affect how you play the entire game, and you make them before you’ve even fought one monster. It’s very hardcore and old school. By which I mean that it’s mean-spirited and unnecessarily punitive.

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