Deep Dive: How to design for impact and narrative variance with Roadwarden
This RPG's class, dialogue, and reputation systems were essential to creating meaningful events.
Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all.
Earlier installments cover topics such as designing combat to match the beat of music in Metal: Hellsinger, gamifying the process of learning to code with One Dreamer, and curating meaningful choices in multiplayer narrative games in Doomsday Paradise.
In this edition, Aureus Morale of Moral Anxiety Studio discusses Roadwarden, explaining how the game's systems created variance and meaningful impact.
I'm Aureus and I designed, wrote, programmed, and illustrated Roadwarden, the first successful game developed by my Moral Anxiety Studio. While I was working, I had a rare luxury in disguise. I was adding new pieces of content to the game without the need to justify myself, or to split the tasks between the crew members, nor maintain the flow of communication and documentation. And since the majority of the project is text-based, making even grand-scale changes and fixes took me no longer than a few days, and usually just a few hours.
For teams of developers with advanced visuals, such a scenario is not replicable. I’ll put aside personal examples and anecdotes, and stick to the toolbox I used as I tried to fulfill my objective: making an RPG that notices and reflects the player’s role-playing.
To be more specific, I was pursuing a game that feels responsive, adjustable, avoiding epic linear tales that abruptly shift into a single “save everyone / become powerful” decision in the epilogue. I believe that making meaningful choices at different stages of the player’s journey is one of the most significant experiences that RPGs have to offer, and my game was meant to keep those in the foreground, compromising more complex systems to give players access to all of the quests, events, and conversations, no matter their character’s skill set.
The structure and the alembic
While the major decisions in Roadwarden require selecting specific lines of text during dialogues or other interactions, the game involves many more choices that are not as dramatic, but have great impact on one’s experience. Not unlike in combat-oriented RPGs, the player makes choices about the ways they spend coins, which items they use, and which stats they prioritize.
Of great importance is the order in which the player reaches new areas and speaks with NPCs. One player’s starting village will be another’s last visited settlement. I wanted to offer the freedom to travel as one pleases, and therefore I needed to make each settlement somewhat fresh, but also open to the newcomers, giving it a comprehensible structure—the introduction, the initial distrust, lower-difficulty quests that encourage the protagonist to explore the world further, and finally more advanced quests and more beneficial interactions.
Having so many possible directions, I needed to simplify as much as I could. I had divided the interactions into ones that were hand-crafted in their entirety, and ones that would do with the alembic. By this, I mean that the player wouldn’t be forced to stick to the predetermined order of tasks, and instead would be required to reach an amount of points tied to a pre-established threshold of success. Because of this, the player could reach the next part of a quest while maintaining some amount of freedom.
The most basic strict quest would require the player to go to a specific place, do a specific interaction, and return to the quest giver. The quests using the alembic are a bit more difficult to explain. A good example would be the one that requires the player to feed the dark altar with magic. They can use blood, spells, or magical items, and even fail other quests in the process, but no matter what they put into the alembic, it distills all of the offerings into +1s, +2s, and so on, until the desired threshold of completion is reached.
The alembic helped me organize and maintain the game’s grand structure. If a PC needs to complete three out of five different interactions to progress a quest, and these interactions are spread across the entire map, it allows me to pace the quest depending on how easy it is to reach and complete these interactions. The early game encourages the player to follow the main roads and to visit all the major settlements. The midgame closes most quests, including the ones that involve greater knowledge of the game’s systems. The late game involves the most difficult, dramatic quests and interactions, often concluding a story that had started hours earlier.
Over the course of the game, the protagonist gathers friendship points that are compared against arbitrary trust thresholds. As the player puts more effort into interacting with NPCs, they unlock new interactions, quests, and hints, advancing the stories, but it’s also a camouflaged character progression. Many of the rewards open new opportunities—shelters, better prices, free services. Both the friendship points and the trust thresholds are hidden from the player, though the changes in a relationship are often expressed with the way characters greet or address the protagonist, adding to the more significant shifts of the grayed-out dialogue options into interactable ones.
In the worst-case scenario, it leads to awkward results when the protagonist befriends a complete stranger in five to ten minutes, or meets angry scowls as they ask for help even though they just participated in a friendly exchange.
There are ways to limit these jarring moments. Having a low friendship level can boost point gains, and I introduced exceptions and more nuanced interactions that either lower trust thresholds or force NPCs to return the favor (or admit that they’ve been lying). At the same time, having a high reputation in a village adds to the friendship with an NPC, and vice versa.
Using the alembic feels unavoidable to me on a large-scale project, and the best I could do is try to avoid gamifying such interactions too much. Some games, for example, introduce “gift” systems that turn one’s enemies into lovers after showering them with loot. In Roadwarden, such situations are minimized.
The fluff, the spice, the floodgates, the burnt bridges
It would be insane to make each decision memorable and of comparable significance. Not that it’s something anyone wants—pacing is key, and keeping each element stressfully crucial and epic would lead to exhaustion, making the stories taste the same.
I allowed myself to put different levels of importance onto various sections of the game, starting with the fluff