LitRPGs with Good Game Design
I know I'm going to get blasted with "a good story comes before game design" but I've just got to say most of the 'games' described in most LitRPGs just irritate the hell out of me with how poorly the game design is implemented.
Do you seriously think people will put up with 'realistic' travel times or 1990s era single instance raid fights?
It really breaks my Suspension of Disbelief when these systems are brought up in most LitRPGs, and that's important. We're all gamers here, or we wouldn't be into GameLit at all.
So with all that said what the best books with *good* and *realistic* game design, and I mean realistic is in how it would be developed in the real world, not as in a representation of reality.
Posted Jul 31, 2018, 3:25 AM UTC
I've seen books with fast travel, or other streamlined game-design, like stripping away everything other than fights. But the stories themselves weren't the greatest.
The part of game design that intrigues me the most is game balance, both across classes and between the player and environment. This is hard to do, even with real games, which is why you constantly get nerfs and patches. As a gamer, I have this platonic ideal in my head that skill, not broken classes or grinding/luck, should determine success in the end.
Player versus environment balance is difficult, too, if you take into account level scaling. Too easy is boring. Too difficult is frustrating. What about replayability? There are two examples of perfect or near perfect level scaling in game design. Fighting a doppelganger will always be a perfectly balanced challenge. As irritating as they are, platform or other puzzle challenges can have level-free scaling, although faster speed or double jump skills at higher levels, etc. can negate that.
It's my belief that writing a good litrpg is more difficult than writing a good fantasy novel, all else being equal. Both books require developing a magic system. Litrpgs require you to design an entire game as well. That takes into account things like balance or other elements of game design, as you mention. You have to tweak the leveling curve, and then decide how the strength of a fireball spell increases with experience. What about the monster strength? How do you balance HP gains and attack gains as you level, especially if there are PvP elements? Does it make sense? It's a deep, deep rabbit hole.
My experience is that most authors skimp on or skip the game design aspect. It's quite difficult, so I don't really fault them.
What I would love to see is authors polishing a single aspect of game design. Then, we would have a variety of books. That is the book with sweet PvP. That is the book with a slick UI. That's the book with gloriously dark dungeons and end bosses. That is the book with a unique skill leveling system.
Basically, like real games, they would have unique selling points. Some of this already exists to an extent, but the books aren't really discussed in this way like we do for video games.
This is basically exactly how I feel about it. It's even more absurd because these games are supposed to be almost indistinguishable from reality, but don't remotely read like that.
It's one of the reasons I like The Stork Tower series. Skill and intelligence are constantly emphasised as far more important than class, equipment, etc. Early in the first book the protagonist encounters some PKers who try to kill her and are defeated very easily, since she doesn't use system-assisted attacks as a crutch.
The protagonist is definitely more than a bit of a Mary Sue, which some people will hate, but honestly I far prefer a competent protagonist succeeding to an incompetent one who only does so because of broken game-mechanics and DEM hand-holding.
I'd quite like a balance between the two. A competent protagonist who's competence is expressed in using the tools provided by the game intelligently.
For example, scouting out a dungeon in advance, running a few shallow probing attacks, and choosing a strategy and appropriate equipment for the task. Rather than non-gamer skills like martial arts in the Stork Tower.
This makes me wish Neal Stephenson would have gone more into detail about T'Rain in the book Reamde. There is a brief section where he speaks of a really cool leveling system, but then it never really comes into play in the story. The same can be said with many of the explanations of the games design. Things are so thoroughly explained, then never used. Those details would have better fit into a story that focused more on playing the game rather than using it to move the plot forward from time to time.
I am embarrassed to admit I never finished Reamde. I used to be a diehard Stephenson fan, but as I grew older, I gravitated towards lighter fare. I think Reamde was one of the first books, ever, that I didn't finish. The stress of real life makes it hard for me to settle down and enjoy an immersive tome these days. I couldn't get into N.K. Jemisin recently for the same reason. I have reading A.D.D.
I certainly found the book easier to finish in an audiobook format.
I could never get into audiobooks because I get distracted too easily. My brain prioritizes visuals wayyy above audio, so I lose track of the mp3 and have to rewind constantly.