Why do most RPGs rely on the power fantasy?
Most video game RPGs are built around the concept of a power fantasy, providing players with the illusion of absolute competence. In these narratives, the protagonist is often a destined hero whose cleverness and skill allow them to overcome any obstacle, regardless of the mathematical odds. This structure ensures that the player feels impactful and successful, which serves as a primary driver for engagement and escapism.
However, this constant stream of victories can lead to a lack of friction in the gameplay experience. When a character like Geralt from The Witcher or Shepard from Mass Effect faces adversity, the narrative typically treats the struggle as a mere stepping stone to a more heroic moment. The player is rarely allowed to truly fail in a way that feels permanent or humiliating. This creates a predictable loop: the player encounters a challenge, overcomes it through scripted competence, and moves toward the next victory. While satisfying, this cycle can eventually become repetitive because the stakes feel artificial if failure is never a realistic possibility.
The problem with guaranteed success
When a game is designed to ensure the player succeeds, it removes the tension necessary for true storytelling. Even when games introduce obstacles, they often do so in a way that makes failure nearly impossible unless the player is actively trying to lose. This design philosophy can make the achievements of a hero feel unearned, as the mechanical systems are working behind the scenes to protect the player from the consequences of poor decision-making.
How do TTRPGs handle player failure differently?
Tabletop Role-Playing Games (TTRPGs) tend to embrace misfortune as a core component of the storytelling process. Unlike many digital RPGs, TTRPGs often thrive on the chaos that arises from bad dice rolls or poor tactical decisions. Games such as Mothership and Call of Cthulhu are specifically designed to lean into these moments of failure, turning them into the driving force of the campaign rather than an interruption of it.
In a tabletop setting, being 'the Chosen One' is often less interesting than being a regular person who keeps making mistakes. A player might make a terrible call or suffer a cursed roll, but instead of the game ending, the story pivots to deal with the fallout. This creates a collaborative environment where the narrative is shaped by the unpredictability of the characters' actions. This approach treats failure as a generator of anecdotes; it is far more memorable to describe how a character accidentally ruined a diplomatic meeting than it is to describe how they successfully completed a routine quest without incident.
What impact does failure have on modern CRPGs?
Modern Computer RPGs (CRPGs) are increasingly adopting these tabletop-inspired mechanics to create more dynamic and unpredictable experiences. While many still maintain a level of power fantasy, they are integrating systems where failure is a constant, looming threat. Baldur's Gate 3 is a prime example, using dice rolls to drive much of the player's interaction with the world, meaning that even a well-intentioned plan can go sideways due to a single unlucky roll.
Some games take this even further by making failure or erratic behavior a core part of the character's identity. In Disco Elysium, players can choose to inhabit a character who is fundamentally flawed or even nonsensical, making decisions based on humor or absurdity rather than optimal strategy. This allows for a type of roleplaying where the goal isn't necessarily to win, but to see how far the character's eccentricities can carry the story. Other titles like Zero Parades and Esoteric Ebb also offer players the chance to make a fool of themselves, providing a breadth of options that makes every interaction feel potentially transformative.
The role of the 'Dark Urge' and character agency
In games like Baldur's Gate 3, specific character paths—such as the Dark Urge—can lead to accidental or forced acts of violence. This forces the player to deal with the consequences of their character's nature, moving the game away from a simple 'right vs. wrong' binary and into a space where the character's inherent flaws dictate the direction of the plot.
How should games design meaningful consequences?
The most effective way for a game to handle failure is to provide interesting consequences rather than simple punishments. If a player fails a task and is immediately met with a 'Game Over' screen or a heavy penalty, the game is essentially telling the player there is only one correct way to play. True depth comes from systems that allow for 'messy' successes or failures that change the state of the world without ending the experience.
Consider the example of a quest in Kingdom Come: Deliverance 2 involving a tournament and larceny. If a player is caught during a theft, the game doesn't necessarily have to end; instead, it can lead to a high-stakes chase and a reputation as a criminal. Even if the player manages to complete the objective, the fact that the community now views them as a thief changes the social landscape of the game. This makes the eventual victory feel more earned because the player had to overcome the handicap of their own reputation.
The 'Yes, and' approach to game design
Good roleplaying functions similarly to improvisational theater. A game's systems should act like a permissive Game Master (GM), utilizing the 'Yes, and' principle. When a player proposes a ridiculous or unconventional solution, the game should not just block the action, but rather allow it to proceed and generate unique, textured outcomes. This turns the gameplay into a collaborative storytelling effort where the player's agency is respected, even when that agency leads to disaster.
FAQ: RPG failure and gameplay
Why is failure important in role-playing games?
Failure is essential because it creates narrative tension and memorable stories. When players can fail, their successes feel more significant and earned. Instead of a predictable path of victory, failure introduces friction and unexpected turns that make the world feel reactive and alive, turning mistakes into unique character moments.
How do TTRPGs differ from video game RPGs regarding mistakes?
TTRPGs generally embrace mistakes as a primary driver of the story, often using them to create chaos and humor. While many video game RPGs are designed to protect the player from failure to maintain a power fantasy, tabletop games like Call of Cthulhu thrive on the complications caused by bad rolls.
Can a game be fun if the player is constantly failing?
Yes, many players find enjoyment in games that allow for 'failing upward' or experiencing the comedic and dramatic consequences of bad decisions. Games like Disco Elysium prove that playing a flawed, incompetent, or even ridiculous character can be more rewarding than playing a perfect hero.
What is the difference between a punishment and a consequence?
A punishment is a mechanical penalty, such as losing health or seeing a 'Game Over' screen, which often discourages experimentation. A consequence is a narrative shift, such as a change in NPC attitudes or a new complication, which keeps the story moving despite the player's error.
How does Baldur's Gate 3 incorporate failure?
Baldur's Gate 3 uses dice-roll mechanics to introduce uncertainty into almost every player interaction. This means that even the most carefully planned actions can result in unexpected outcomes, forcing players to adapt to the results of their luck and their character's specific traits.
Key takeaways
- Traditional RPGs often rely on power fantasies that minimize the impact of player failure.
- TTRPGs like Mothership use failure and chaos to drive more engaging, unpredictable narratives.
- Modern CRPGs are increasingly using dice-based systems to introduce meaningful friction.
- Effective game design treats failure as a way to create new story branches rather than just a penalty.
Conclusion
The evolution of RPGs suggests a move away from the untouchable hero toward a more nuanced appreciation of human error. By moving beyond the rigid structures of the power fantasy, developers can create worlds that feel truly reactive and collaborative. Whether through the dice-driven chaos of Baldur's Gate 3 or the character-driven absurdity of Disco Elysium, the inclusion of failure allows for a richer, more textured storytelling experience. Ultimately, games that allow players to be 'idiots' provide more than just entertainment; they provide the opportunity to craft truly unique and unforgettable legends.
