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Posts Tagged ‘star control 2’

Factions: Dividing to Awesome

[ roleplaying games | video games ]
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[ March 25th, 2009 ]
[ by: Alvan ]
Alvan

So, remember back in the day when everything was simple. Evil was Evil and Good was Good. Or at least it was easier to tell who was backstabbing you because they weren’t a part of whatever side you were on. And this gave you more than enough excuse to stab them in the eye first. Because, you know. They were the enemy.

The older I get, the more I seem to appreciate the simple things like that. When you can simplify a large group of something in a game to just a large group of something and be happy about it. While games full of individuals are fun, it’s nice to be able to identify groups as well. And in a large scale games, even better so.

cow_urquanWhen people ask what my favorite video game of all times was, I answer Star Control 2 without hesitation (unless I’m feeling exceptionally nostalgic about some other game that very moment). A big great part of the affection has to do with the amazing job the designers did with the various races in it. The basic setup of the game is that there are these big evil Ur-Quan things that have pretty much subjugated the whole galaxy under their rule (read: They’re The Evil). Including the human race, who are now living under a slave shield, stranded on Earth. The only beacon of hope is the player’s Captain and his super-ship, who goes around the star-systems, meeting old alien allies who have turned hostile or gone into hiding, trying to convert them back to the good fight. And maybe make some new allies in the process.

The races (read: factions) in the game are wonderfully unique when compared to each others. They are made quite simplistic, so that they don’t have a huge number of defining characteristics. A big part is of course the speech-patterns and the way they look, but they also have quite a personality. Each race is like an extension of a very solid, vivid, coherent personality. There is the sycophant, the coward, the honor-obsessed, the angsty, etc. race. The race as a collective share the traits, but there might be individuals who are individuals, while still being part of the race. Each of the races have a couple of these character traits that they embody, and each have a very strongly defined society. They have their superiors and they have their political systems. They have their passions and they have their quirks. But, all in all, they can be discussed with caricatures. “Those hippie birds”, “The honor-obsessed kamikaze/samurai rodents”, “The communication impaired great old one fish” and so on.

And they have a wonderfully complex relationship with each other. No man is an island, so to speak. Even if in this case the men are alien beings that aren’t even remotely human. To quote something from the game:

This may come as a shock, but the Shofixti are reborn. We have a Shofixti Captain here with us. Now do you believe?

If this is being a true thing, there will be many changes.

But we are a species long wise in the ways of deceit.

Ye must be proving these words ye say, Captain.

Send the Shofixti to us as a way of proof.

Those were the words of the Yehat, a funny-looking bird-like race who lived and died by their code of honor. When they failed to protect their marsupial allies, the Shofixti, the whole race fell into despair, and only through the leadership of their queen, they managed to stay even semi-coherrent, and joined the Evil Side to forget the tragedy.

I’ll switch to tabletop roleplaying for a moment – You might have heard of a game called Vampire: the Masquerade, where they came up with a great mechanic that has been later dubbed the clubhouse system amongst friends. Every character belongs to a club. Membership is mandatory. A character can belong to a single club. And can’t change their colors. The vampires’ clubs in Vampire: The Masquerade were their clans. You get bitten by a vampire who belongs to a clan and you belong to that clan as well. There was an artist clan, there was a businessman clan, there was a rebel clan, there was a clan of ugly vampires. And that worked damn well. It was easy to connect with, easy to vary, twist, mirror and all that. You could make a vampire character that was a part of the businessman clan, who was a brute. You could make him as much of a brute as you wanted. But he was still initiated into the vampires through the a part of a proud and long tradition of businessmen. He was chosen by the businessmen to become a vampire, and thus he is defined by the clan even if he wanted to be defined by it or not. If he had been a part of the artist clan, the fact that the artists had chosen to turn the brute into a vampire would have mattered as much, or even more, than the fact that he’s a brute.

And it was easy to build political structures for the vampires. Every relationship was in the end defined by the clans – even if some vampire boss managed to rule his city so that all the different vampires from different clans were one big shiny happy family, if one of the clans’ big names arrived to the city, the clan members were more than likely to flock under his wing. And usually even this wasn’t needed for the players to talk about things like “Wonder what the Tremere (the magician clan of the vampires) are up to, we haven’t heard anything of them lately” or “If we want to go to the woods, we may need some help from the Gangrel (the half-animal vampire clan)”. Even if the whole local Gangrel population was a group of former zookeepers and biology professors, the instinct would be to run to them when planning a woodland trip, because “The Gangrel, they know the woods.”

Besides the clans, there was the division between “us and them”, the Camarilla and the Sabbat. In the early works, Sabbat was pretty much an undefined terror that was only very loosely described in the source books. Camarilla was the group where the clans belonged to and that had all the player characters in it. Later, Sabbat got some clans as well, making it equal to Camarilla and as playable. But before that, while there might have been political squabbles and backstabbing between the Camarilla clans, when it came to Sabbat, there was a nice solid threat that everyone hated equally.

White Wolf released several games in their game line after Vampire: The Masquerade, that tried to follow the same mold, but only Mage: The Ascension came close to managing a good, pure mandatory clubhouse system. With games like Werewolf: The Apocalypse, where the clubhouse you belonged to was determined by birth (thus there being no “why is this character part of our club” thing) or Wraith: The Oblivion, where the clubhouses were kind of odd and hard to point out, it didn’t just work. In Mage, the character gravitated towards one of the clubs because of the similarities in their worldviews, which made the club something that could be more easily thought through.

Now, exit the old White Wolf games and enter the next generation. The clubhouse system evolved there. Each strain of bogeymen (vampires, werewolves, whatnot) have not one, but two clubs they belong to. The club they are born into (this might be the vampire’s clan, or the fairie’s type) and the club they join (the vampire’s ideology, much like Camarilla or Sabbat in the old days, or the court of faeries the critter belongs to, or something like that). This creates a far more complex network of relationships between various factions, as each character is usually loyal to at least two external bodies. And as they say on the internet, “OMFG TEH DRAMA” when these two come to clashes.

But it’s taken something away from it all. Without the clear-cut clubhouses, the factions have become blurred, and it’s no-longer a question of wondering what the Tremere are up to, it’s a question of the individuals in that particular city. It takes away from the grandeur of it all to know that you’re most likely just involved in local politics than to be, through the clans, actually affecting something greater. To return to the earlier example of Star Control 2 – the fact that you were dealing with a real faction allowed something like the following to happen:

“All right, I’ll send over the Shofixti.”

We are scanning the separation of a vessel from yer fleet, Captain and indeed, its configuration matches that of a Shofixti Scout vessel.

This had better not be a trick, Captain!

We are knowing the power of a Glory Device, and if you detonate the weapon near us the price for you shall be dear, very dear.

The Scout has docked, and we await the pilot’s appearance at the airlock.

The atmosphere cycle is complete… the door slides open… and

AWK!! BRAAK!! YEEP!! IT IS TRUE!!! THE SHOFIXTI ARE ALIVE!!!

Look at that furred muzzle, those shining black eyes, the sweet claws!

Our children have returned from oblivion!!

But now we are faced with the cruellest truth!…

…We who have sacrificed our honor! We who have lain with our enemy!

WE ARE NOT WORTHY! WE ARE NOTHING!…We are less than nothing.

But wait! We are not Spathi. We are Yehat… OF THE STARSHIP CLANS!

We will NOT live this lie any longer!

Listen as I speak these words! If our Queen makes the dishonorable command

then it is THE QUEEN WHO HAS NO HONOR!

And a dishonorable Queen is NO QUEEN AT ALL!

We, the Zeep-Zeep, are the only Clan who remember the TRUE MEANING of honor we shall TEAR THE QUEEN FROM HER THRONE!

The two-thousand year reign of the Veep-Neep Queens IS OVER!

THE REVOLUTION HAS BEGUN!

cow_yehat

Sorry. A bit carried away there. But if you’ve played the game, you know how much pathos that bit of text contains. I mean tha because it’s clear that the Yehat are a honorable race, and that they mourn over the loss of the Shofixti, it’s possible, that when the race (as an entity) is presented with a Shofixti captain, they will actually rebel against their queen. Not just go “oh well, me and Bob agree with this and think the system’s a bit bad now”, but have a revolution.

In old Vampire The Masquerade this sort of wholesome clan-movement happened a lot. One of the Camarilla’s clans actually got fed up with Camarilla and left. The Gangrel got fed up at some point with the system and decided they could leave it behind. Of couse a few individuals here and there stayed behind, but the Clan, the Club, as a faction, decided to call it quits. And when I spoke of how the clan defined a lot about the character, it came quite obvious at that point. If you were playing a Gangrel, you would be defined as “a Gangrel who stayed as a part of Camarilla” if you were one of those who didn’t want to leave.

While any game benefits from strong characters and individualism, I love to think that there is a huge benefit in being able to lump these individuals into generic boxes. Be it as simple as race “He’s a bugbear”, or profession “he’s an adventurer”, or something a bit more complex “He’s one of the people from the Northern Mountains”, it still makes cataloging the person when big wheels turn on the world. If you know the people from Northern Mountains have declared war, you have to make judgements about the people frrom NM whom you know.

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