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R P G A M E R . C O M   -   E D I T O R I A L S

Beware the Superego!
!
!

Mike "JuMeSyn" Moehnke
FAN EDITORIALIST



Prone as I am to reckless wondering, the idea recently passed through my brain that some developers ought make a different kind of RPG. Truth be told, the genre takes quite a few things for granted - money being dropped by defeated enemies, the license to carry weapons at all times, the ability to engage complete strangers in conversation with no repercussions, and so on. What would an RPG that refused to allow any unlawfulness or social faux pas to take place look like? Let's find out...

Let us begin in a somewhat stereotypical city that will serve as the origin point for the hypothetical quest, called...Vladivostok in a nod to any Russian readers. Our hero(ine) will start equipped with whatever s/he finds around the house, meaning a kitchen knife and whatever really thick clothes can be unearthed in the house. Or our hero(ine) has some cash on hand, meaning s/he can go buy something good from the shops. Absent cash though, fighting a monster certainly won't yield any. That means performing a service around the city in exchange for money, just as everyone has to do in real life (although taking rather less time). Cab driver, clothes salesperson, factory manager, the potential employment sources are many.

Is staying in an inn every night the most economical way of recovering one's stamina? This ought to be measured against the benefits of having an apartment in the city to call home. Especially as money will be hard to come by. Will s/he have to buy food along with the rent payments? Hunting and gathering could yield sufficient foodstuffs, fortunately, but some skill at both of these is recommended if the quest is not to be ended by a digestive disorder! Which would actually make for a fine status ailment in another game...

The joining of fellows on a quest actually would not be too different from the semi-standard method it tends to occur via. Coincidence plays a large role in the meeting of people anyway - but with the addition of classified advertising. This popular method of getting the word out to people who might be interested in similar things can be incorporated into an RPG rather easily. Truly mercenary characters outside of a Tactical-RPG are rarities, also, but frequently encountered in real life - which would make having ample cash on hand and consistently thereafter be vital in party considerations.

Now we come to the actual superego portion of the program, in which town interactions must be governed by Freud's definition of the 'civilized' aspect to human thought. Simply entering a random person's home is not that easy - it can only happen if the player finds someone who was stupid enough to leave the house unlocked! And it counts as breaking and entering, with burglary on top of those charges if the player takes anything. Many people also keep dogs, which would have to be fought in order to make it into an abode. Rich people frequently employ security systems and guards, meaning egress into their households is akin to a rather large subquest. Are the rewards worth the effort and risk?

And of course, conversing with random passersby on the streets will not result in the divulging of fascinating information and/or detailed accounts of the interviewee's personal life. These people will more than likely ignore the player's efforts, or give uselessly sardonic comments. Overly sensitive individuals will scream bloody murder and claim harassment, bringing into the picture law enforcement. For infractions against the laws of the land will be punished by the legal system (although it may be in disarray for certain later locations). If the player wants to fight the police, that can certainly be done - but the police don't take kindly to suspects resisting arrest! The killing of human opponents would need to be sanctioned by the state, or else the police will hunt the player down until another nation is reached. Obtaining state sanction can be an incredibly involved component of the game, also.

The final touch (that I have rambling about my brain - there must be many others!) is constraining government regulation. Killing the Red-Breasted Dallyface will net a stiff fine upon returning to a city thanks to its protected status! Wandering into a certain area is forever forbidden, because it is government property (and that means nothing EVER happens, right?) Gaining the most powerful weapons depends upon the player's ability to navigate the insidious maze of red tape! Magic users are forbidden from chanting during the night thanks to noise restrictions! The aggrieved parties perceived to be wronged by the player's actions can sue, immensely increasing the playing time unless the player skips court! The panoply of potential bureaucratic headaches is overwhelming!

At least to think about. If put into practice it would make for a very different sort of game than any other on the market.




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