7 May 2017

Non-violence in encounters: The hug is mightier than the sword

My, my, it sure has been a while since I last wrote one of these. I've been quite busy with my internship and been playing games a lot too. But there's one game in particular I've been playing a lot, Renowned Exporers: International Society, and its combat system got me thinking about how different games implement non-violent options into their encounter systems rather than allowing diplomacy or charms to avoid encounter mechanics altogether.

Killing with kindness
To specify that a bit, when I talk about encounters, I don't mean they have to be physical confrontations, rather they play out like traditional violent RPG combat with similar mechanics but a different, non-violent flavour. Violence is so entrenched in RPGs mechanically that basic terminology like combat, attacks and damage tends to have a violent bent even though the mechanics of an RPG don't have to be violent, hence the use of less loaded terms such as encounters, actions and rapport or spirit.

With that said, there's three games in particular that have these elements that I've played in recent times and they all take a different approach to the idea. These games are:
1. Taming Dreams
2. Renowned Explorers: International Society
3. Undertale

Taming Dreams

If you're reading this blog then you probably know what Taming Dreams is. Taming Dreams is an episodic non-violent character-driven RPG for mobiles made by one very particular person. There's only three episodes released so far, and chances for more episodes are looking grim, but the game does an excellent job of integrating its mechanics and its story.

You ever tried whacking your bad thoughts with a stick? Not a good idea let me tell you.
Since the game's encounters pit the party against their own or other people's thoughts manifested in a physical form, referred to as Miasma, they cannot rely on sheer physical force to fend them off. Rather rather have to rely on a combination of skills gained from mementos, equipment with important sentimental value, or from Miasmon that have previously been tamed. 

Yes Mardek, good demonstration.
The encounters have their fair share of complexity, every character and Miasmon have sentiments (basically elements except more emotion-based), an emotional state, possible moods and personality runes to keep track of. It all combines into a surprisingly robust encounter system that is fun to play around with and explore synergies within.

Afbeeldingsresultaat voor taming dreams
Yeah just cheer up your nightmares. What could go wrong?
These are all interesting intricacies that further distinguishes the game from feeling like other games but also does a good job of integrating the narrative and character into the encounters themselves. Dealing with random Miasma is a lot less jarring than having JRPG heroes mercilessly beat down anything and anyone that stand in their way but then taking pity on the boss who's sending all those mooks their way in the first place because the narrative demands it.

Afbeeldingsresultaat voor taming dreams
WOULD YOU SLASH A MODESTOAT WITH A SWORD?
Another thing of note is that there is an asymmetry between the enemy and player actions, Miasma attempt to destroy the will of your characters to go on by overloading them with emotion while the player attempts to build rapport with the enemies to tame them. Rather then lowering the enemy's will bar, you raise their rapport bar. It's no difference mechanically but it totally suits the game's themes, it's a distinction made for the sake of the narrative.

Don't worry Deugan, the Anxark won't bite you, it'll only break your mind. :)
And that's what the encounter system in general boils down to, you could take all these same mechanics and dress them up differently and wind up back with a regular violent combat system. I don't think this is inherently a good or bad thing, but I do think it's interesting when compared to...

Oh, wait, it's past midnight. Well, then that comparison can wait till tomorrow for now. I think I'll go to bed and cheer up my nightmares a bit.

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