WARNING: Fallen London spoilers for the early game
A while ago while playing Sorcery! a thought occured: A significant part of roleplay might be the acknowledgement that you are, in fact, roleplaying. In TTRPGs this role is performed by the GM and fellow players, who will either acknowledge your decisions directly, but also account for them in future interactions with your character.
I.e. if you are a bad person initially, but make the effort to become better, everyone might acknowledge your attempt at a redemption arc. Or, if you make a snide comment towards an NPC, the GM might choose to refer to this at some point.
TTRPGs, in this sense, have a very broad space of potential action, wherein each action taken is both a mechanical action and a narrative one.
For most digital RPGs, however, this mechanical and narrative space is almost entirely split with some overlap in places, and where they do overlap they are usually limited.
Take Skyrim. You can do a lot in Skyrim. A lot. But almost none of the choices you make during play feel like narrative considerations. Usually you simply wander and act without much thought. Even if you did choose to roleplay (and I know some people do) the game does not help you in this.
You are the only curator of your character, the only arbiter of their consistency. If your attention lapses, the character deflates and leaves your carefully crafted mould of headcanon, and instead becomes the generic fantasy hero the game wants you to be. Because why wouldnât your alchemist also rise the ranks of the Mageâs College, become the top thief, a feared assassin and also chief amongst the warriors? The game does not help you craft a character.
Now, Fallen London also suffers from this in part (as was pointed out to me in another thread). But, there is one storylet which is continuing to stick with me: The search for the Comtessa.
Initially you are hired by the Comtessaâs father to learn where her daughter went. The investigation concludes with you finding the Comtessa being converted into a clay man/statue and the clay man beside her claiming she wanted this. The game does not give you enough information to make a good choice, but you have to make one: leave the Comtessa to her (perhaps desired) fate, or smash her.
You make your decision, finish the quest line, done. You roleplayed, hurrah. However, this is where the genius part comes in: throughout the game, you keep getting the occasional callback to the choice you made. Thereâs no significant mechanical effect to the decisions you make here, but you are reminded. Over and over again, the game reminds you of the fact you made a decision, and you did so based on a hunch and what your character would have done.
This, I feel, is very effective narrative feedback. The game acknowledges your decisions without judgement, but I, as a player, feel seen. I feel like Iâm not the only one crafting the story of my character.
I wonder then, what are other effective ways of doing this? Iâm currently building an RPG of sorts, and wish to remind the player their roleplaying decisions are seen. But not just their option-menu decisions. No, I think a designer can turn simple mechanical decisions into roleplaying decisions as well. How? By means of narration.
I.e. if you choose to steal from a shop, the people might not know, but the narrator remembers and occasionally refers to this. You wander in the wilds for days? NPCs should start calling you mad, or express some other sentiment. You choose to join all the guilds? I think the guilds should have an opinion about that, one they really should be reminding you of.
Is that the right way to go about it? What are your thoughts?