Why Gothic is More Believable Than Modern RPGs
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Rock, Paper, Shotgun has published a very interesting retrospective on Piranha Bytes' often underrated Gothic, an open world RPG that I consider a masterclass in economy of design and world-building. It's the latter that the article concerns itself with, its central thesis being that Gothic's prison colony is a more believable and well-realized setting than the worlds of most modern RPGs. An excerpt:
All this is introduced with the opening chapter, wherein you’re a largely helpless newcomer earning his way into your choice of camps. Here you see the social and power structures, and while there are tiered ranks (which function as minor sub-factions), these are a formality, as the three interdependent camps operate on a vaguely socialised favour economy. Your reputation isn’t a number or a slider set between “hero” and “villain”. You don’t farm points, but win over individuals who’ll speak in your favour, not for ideology but out of respect, appreciation, or payment. There’s enough work going to give you room to turn down the tasks or people you dislike, and each is grounded. Bob wants an item from Colin in another camp, and he sends you to get it because Colin doesn’t like him, but might deal with a newcomer. Bob then decides you’re okay, and puts in a good word for you. It’s more natural than climbing up abstract ranks by ticking boxes.
It emphasises how the community works, too; power here is about who and what you know, which are only achieved by referrals or learning from someone else. Even finding your way around means asking for directions – maps are inventory items, not magic overlays – and early on you’re dependent on others to show you round and even explore, as the land outside the camps is dangerous. This too is justified: in most RPGs deadly roads and forests raise the question of how anyone gets anything done, but here, two camps are largely self-sufficient and the third has a secure import route from the outside world, so there’s little need for regular access. Farmers work within the camps, merchants don’t travel, migration is rare, and wiping out the wildlife would rob the colony of food and pelts. Even the animals themselves are reasonable – most will give an obvious threat display and time to heed it and walk away before they flick the DESTROY THE WORLD WITH BITING switch.