Game Design

In-game books in RPGs. Do you feel the same?

Some days ago I was talking with my teammates about a proposal to make in-game books that the player finds scattered throughout the levels a bit more compelling.  I recall when I played the first rpgs and found a book. Wow! I would read them eagerly to find out more about the game world and the connections with the main story arch. After having read twenty or thirty books, my motivation from trying to find out something interesting within them would wither away.

Some books displayed disconnected stories about races or places you would never get to see, others seemed to had been created in a rush to ‘ocupy’ space just to be thrown where game designers would feel was an argumental void. I think other issue is having so many writers to create the lore of the game. Even following guidelines about what to write or not, it’s difficult to get any cohesiveness from such a mud puddle when the lore extends to the order of thousands of words. There are many correlations that will be lost along the way.

Maybe it’s also the board game mentality of trying to stuff the player with as much knowledge of the world as possible so he can roleplay parallel to the main story arch. Whatever it may, books in rpgs have been reviled and delegated to an accessory place, to say the least.

What we will attempt in the Dark Triad is to redress that. It won’t be revolution, but evolution. A logic one. I hope this small change helps avid RPG players to regain that old school thrill for discovering what a book can reveal.

Leave a Reply

Your email address will not be published. Required fields are marked *