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    • CommentAuthorMJGraham
    • CommentTimeDec 5th 2007
     # 1
    What story game would you run to recreate the experience of playing Ico?

    From Ico's European Website:

    Imagine inheriting something that sets you apart from your friends and family; a physical feature you cannot hide but which will see you cast out from your homeland. A tragic inevitability haunts your birth - you know you will never reach adulthood. Alone and entombed, exiled from your family as a harbinger of bad luck, isolation is your only friend...

    Now imagine finding a kindred spirit in the darkness that surrounds you. Looking up and seeing a light so bright that it illuminates your path and asks for your help.
    Suddenly, escape seems possible. There are two of you now, and together you know much can be achieved. You know that a friendship like this can overcome whatever lies in your way...


    I think Polaris could work. But I was wondering if anyone had any better ideas.
    •  
      CommentAuthorEldir
    • CommentTimeDec 5th 2007
     # 2
    Trollbabe, perhaps? The horned boy reminded me of the trollbabes, and that girl totally looks like a relationship. Of course, Ico probably wouldn't rise much in scale--unless the players wanted...
    • CommentAuthorMJGraham
    • CommentTimeDec 5th 2007
     # 3
    Trollbabe's an interesting suggestion. Would it be possible to play a game where one people play in pairs? Each partner would have a character with the same Trollbabe Number as his partners character. One person is responsible for magic and the other for fighting in much the same way that Yorda (the girl) does magic and Ico (the boy) fights. Developing the relationship between the partners charactes would be the key to earning rerolls.

    This is all based on what I've read about Trollbabe. I don't actually own a copy and I haven't played it.
  1.  # 4
    Ico is really tough for me to conceptualize as a story game.

    But the sort-of sequel (actually, prequel, I think) The Shadow of the Colossus seems perfectly matched up with Beast Hunters.
    •  
      CommentAuthorAndy
    • CommentTimeDec 6th 2007
     # 5


    A classic cartoon, and kinda true.

    Thing is, ICO is like 98% visual puzzles. Like Infocom games, but for your eyes. I'm not sure there's much of an RPG in there, much less a story-ish game.

    You'd have to break it down so much it doesn't look like the game anymore.

    -Andy
    • CommentAuthorjaywalt
    • CommentTimeDec 6th 2007
     # 6
    I'm convinced that puzzle-based RPGs are possible. I'm just not sure how yet. Give me another couple years. Right now I'm still at board games.
    •  
      CommentAuthorHoho
    • CommentTimeDec 6th 2007
     # 7

    The problem with puzzle games is that you have to be really smart to make good puzzles.

  2.  # 8
    Would the story-game Ico be about the puzzles? I'd think it would focus on what makes tabletop rpgs good and not what makes a console video game good. Visual puzzles fall in the video game category, but not the tabletop one. So the Story-Game Ico would have mechanics for the relationship between the Magical Girl character and the Kid With Horns character, but gloss over the platforming. Making it complementary to the video game, rather than recreating or emulating it.

    Or not. I don't know. As I said, it's hard for me to get an idea how it could work.
    • CommentAuthorLarry
    • CommentTimeDec 6th 2007
     # 9
    Well, could you take ye olde puzzle dungeon off the shelf, and refresh it with some beautiful and touching color?
  3.  # 10
    Stuff I think might be important in an Ico RPG:-


      Characters that are reliant on each other (in the game the princess points you in the right direction when you get stuck and can open doors, while Ico is the platformer and the fighter)

      They don't speak the same language, and have to find other ways to communicate.

      Trust as a powerful and variable resource (the game measures how much the princess can rely on Ico, and the more it is, the faster she responds to his calls and the less reluctant she is to attempt crazy jumps)

      The setting of the game is a character itself. Maybe the GM's character?

      A neat story that ties the two protagonists, their histories, and the location together.

      Puzzles as the primary obstacle.




    Having said that, I think Andy's right. Ico's probably more of a jumping-off point from which to make a game about the stuff you like in Ico, rather than a story-game in itself. I think the reason it's such a magnificent video game is its absolute mastery of that specific medium.
  4.  # 11
    Ico wasn't about the puzzles. As a puzzle game it wasn't very good.

    It was about the jaw dropping visuals; and the simple heart warming story of a weird boy trying to rescue a cretin he had a crush on.
  5.  # 12
    Matt (nemomeme) loaned Ico to me, but I haven't gotten around to playing it yet. Turns out that I have today off as the last day before my new job, so I'm going to give it a try this morning and come back with my thoughts.

    (He also loaned me Shadow of the Colossus, and I concur with Nick on that account :)
    • CommentAuthorjaywalt
    • CommentTimeDec 7th 2007 edited
     # 13
    I think one important thing about Ico too is that the characters have very different, but complimentary abilities. This is kinda like what I was trying to model in Waiting for the Queen / Tea at Midnight or Kazekami Kyoko Kills Kublai Khan. Perhaps something similar could work here. Especially if the "puzzles" were abstracted to be mental puzzles instead of mechanical puzzles.

    For example, perhaps the girl's player describes the environment. Like: "We're standing on a lone tower. Ahead, a rope bridge leads to the next parapet, but there are several planks missing in the middle and the drop is lethal. Nearby there is a burning lamp on a stone stand, a stick, and an inscription."

    And then the horned boy's player has different descriptive powers for interacting with the environment. "I pick up the stick and light one end of it on the lamp."

    And once the boy begins describing things, the girl can describe other kinds of things. "I move slowly to the edge of the bridge and drop to my knees, gazing down into the chasm below. There are shadowy things with wings that are approaching from the lower reaches of the fortress."

    And then there are some descriptive powers that can only be triggered by the interaction of the two characters, like making it across boundaries. "I run onto the rope bridge and call to you." Girl: "I come forward and reach out my hand." Boy: "I grab your hand and set fire to the ropes on our side of the bridge, before kneeling and grabbing tight onto one of the planks." Girl: "The ropes stap and we swing towards the side of the next parapet, with the shadow beings flapping after us..."

    With some more explicit mechanics and descriptive guidelines, I think something like that could work.

    P.S. I think we should be very careful about assuming that certain things can't be modeled as roleplaying games. It usually just requires approaching roleplaying from a different perspective, which is often a terrific learning opportunity.
    •  
      CommentAuthorSam!
    • CommentTimeDec 7th 2007 edited
     # 14
    Posted By: AndyThing is, ICO is like 98% visual puzzles. Like Infocom games, but for your eyes. I'm not sure there's much of an RPG in there, much less a story-ish game.

    You'd have to break it down so much it doesn't look like the game anymore.

    This is true, but it looks like he's going more for the ambience than the actual gameplay, anyway. Ico does posit a strange and quiet and mournful world, and it would be interesting to see how that would develop in a game setting.
    • CommentAuthorLarry
    • CommentTimeDec 7th 2007
     # 15
    I present:

    ICO
    THE ROLE-PLAYING GAME

    Get a PlayStation 2 and a copy of Ico. This is the "Game Master." Give one person the controller. He is known as the "Caller". Everyone else declares what they want the boy with the horns to do, and the caller decides which of these things to try.

    (Honestly, this sort of thing can be fun.)
    •  
      CommentAuthorSam!
    • CommentTimeDec 8th 2007
     # 16
    Way back in Ye Olden Tymes -- okay, it was 1993 -- when X-Wing: Space Combat Simulator came out for the PC, we found the sheer number of keyboard-related controls overwhelming, so we often had someone be the R2 unit, doing all the techie stuff with the keyboard while the pilot used the joystick and fired the weapons. It was fun.

    Back to your regularly scheduled thread. Ico is cool, though sometimes frustratingly hard.
  6.  # 17
    So, after a little time with it, it seems to me that Ico is more about the experience than the puzzles. It's all mood and atmosphere and artistry. You run up this huge tower to get to the pale girl, and it's kind of prolonged--in a game focused all on puzzles and keeping the player engaged with them, you'd not include long stretches of running around. That would be boring and offputting. But here, it impacts the mood. You get a sense of the enormity of the place that the boy is in. There's a feeling of loneliness that directly precedes finding someone to drag along with you.

    Does that seem right?
    • CommentAuthorjaywalt
    • CommentTimeDec 8th 2007
     # 18
    Christian, I'm more inclined to see the mood and atmosphere as the "Fruitful Void" that makes everything else meaningful, the same as the relationship between the characters. Gameplay consists entirely of puzzle after puzzle in this moody but basically empty, featureless castle. And the feelings that are evoked through play have to do with isolation and loneliness, particularly because the game play is so simplistic and there are no characters that you can communicate with. And, though play, players invent a kind of fictive relationship between the boy and the girl, not so much based on actual interactions between them during the game, but by inventing subtext and emotional desires in their minds / hearts, yeah? You imagine them is this cute, kinda romantic, but tragic struggle to escape this prison together, despite the fact that they can't really communicate. I suspect making mechanics about relationships or mood or atmosphere would kill this aspect dead, where in the Fruitful Void it's free to emerge and dominate the experience of play.
  7.  # 19
    That's a really good analysis. I see I'm going to have to play the game a lot more :)
  8.  # 20
    Wasn't there some game based around developing a primitive language or communicating in grunts, or the like?

    So, what if you have one guy who narrates the environment and thinks up the puzzles. However, these are not real puzzles but just puzzle-like scenes that the players are supposed to work with however they see fit. Then, you have the girl's player and the boy's player and each has different means of communication available. These are set before the game, possibly - both could have a list of things to do listed, each with a different code narration/behaviour/gesture/whatever attached. And the players need to use these codes to come to an agreement on how to interact with the puzzle. The narrator would probably know the codes, and he or she would tie everything together, deciding on the effects of this interaction somehow. Then, things would get worse, or things would get better, depending on the achieved understanding and coordination.

    Also, the list of actions and codes could grow during the course of play, just for the sake of keeping things interesting. So you might have codes like "Such and such wave of hand means I'm opening a magic door.", "When I stare into the ceiling and go 'la-la-la' it means I'm following the boy." and so on, but after a couple of puzzles you could add, say, "When I yawn, I'm keeping the shadow things away from the boy." or whatever.

    Maybe there's some economy that affects the number of moves per scene, or a number of possible attempts to communicate and coordinate actions. Maybe there's some scripting involved, and the narrator executes the scripts step by step, and there are some communication attempts allowed before and during the execution, making it possible to coordinate actions and modify the plans. Or something like that.

    Then, you move on to another abstract puzzle-situation and repeat the process. The game would probably end once the players get into perfect synch (e.g. the overall situation turns better and better for a number of consecutive puzzles) or break their relationship completely (e.g. the overall situation turns worse and worse for a number of scenes).
    • CommentAuthorjaywalt
    • CommentTimeDec 8th 2007
     # 21
    I've been seduced into yet another design project, thanks to this thread: writing an Ico game based on Hans Christian Anderson's "The Snow Queen."

    Sorry, Marcus, if we haven't been much help at helping you pick an existing system to run Ico with. I kinda think a two or three player game would be about right. Like Beast Hunters might work if you modified it a bit. Or imagine Breaking the Ice where you replaced "dates" between the horned boy and the girl with "puzzles." Or Shooting the Moon with the girl as the beloved that the horned boy and shadow queen fight over.
    • CommentAuthorMJGraham
    • CommentTimeDec 8th 2007
     # 22
    It was reading this essay about Ico by Peter Eliot that made me wonder if Ico could be story gamed. Its a rather long read, but I think it brings up some important points that shows Ico to be more than a puzzle game. In fact from my own observations of playing the game, the puzzles are not so much about something you have to overcome for yourself, but something that you have to overcome for your companion. The puzzles are much easier to solve when you stop asking "how do I get there" and start asking "how do I help her get there".

    Bringing the puzzles back to Peter Eliots essay and story gaming, I think that the castle needs to be treated as an adversary and the puzzles need to be viewed as conflicts/attacks made by the castle against Ico, but rather than damage him they impede the only person who can help him escape.

    Of particular interest to me in the essay is this:

    The real enjoyment of the game lies in accompanying the children on their journey and watching them forge a bond which I will not try to describe. And we need not take apart any mystery to find it. We have dug through an awful heap of information, true, but none of this was strictly necessary for us to see what the story is about. In fact I cannot grasp the two heroes through reasoning. I know too little about them. I do not know their histories, their habits and inclinations, their thoughts and reasons. But here is a strange thought: I know practically nothing about these two, yet I feel that at some level I "know" them far more intimately than characters from any other games. And some of those characters have their biographical data contrived down to birth date and favorite food. I wonder why this is?

    The apparent contradiction is resolved once we realize that we are talking about two different modes of knowing. Ico and Yorda become known to us not by exposition but by impression. When you learn a thing by impression, the foremost part of your attention is not on factual details--what counts is how vividly the thing becomes engraved in your thoughts and fancies. It is a very simple matter. You see a man dive in front of an oncoming truck to save a child, and you receive an impression that he is brave and selfless. You watch a couple seated on a bench holding hands, and you receive an impression that they are fond of each other. You may not hear a word of their conversation, but your impression leads you to conclude the talk must be genial. In the same manner, you watch two children fight the rest of the world to escape a fate they have not deserved, struggling together to make the next hundred steps on their thorny path, and you receive an impression that--well, you fill in the blank. But that is how these characters, though largely strangers to us, become alive in our minds and we grow attached to them. And we need no analysis for that.
    • CommentAuthorjaywalt
    • CommentTimeDec 8th 2007
     # 23
    Thanks for the link, Marcus, that's a fantastic essay. The bit you quoted is what I was trying to say about the Fruitful Void, except much, much prettier.
    • CommentAuthorMJGraham
    • CommentTimeDec 8th 2007
     # 24
    On the subject of the Fruitful Void, I'm quite fond of the idea that players shouldn't be able to write down any information about their characters personality or relationships and they can't discuss them during play. These things have to be expressed through their characters actions and gestures. Ico can't tell Yorda he's her friend. He has to show her by catching her when she falls or defending her from the denizens of the castle.
    • CommentAuthorjaywalt
    • CommentTimeDec 9th 2007
     # 25
    I kinda don't think the characters even have traits. They just have "Things They Can Do." Like Ico's list would look like: "pick up items / swing a stick / hang from stuff" etc.
    • CommentAuthorMJGraham
    • CommentTimeDec 9th 2007
     # 26
    I like that idea. Perhaps there could be a list of "Things They Can Do" and each player takes turns picking one thing from the list until every character has 8-10 "Things They Can Do". The only additional rule would be that one a "Thing They Can Do" has been chosen, it can't be picked by another player.
    •  
      CommentAuthorEldir
    • CommentTimeDec 9th 2007
     # 27
    Chargen on the fly might work for that evocative starkness, too. Start with a mysterious, grabby situation and a blank character sheet, both of which get filled out as the game progresses. A rule like the one in A Thousand and One Nights, where engaging in and closing out on story elements is rewarded mechanically, ("Why was the horned kid thrown in that crypt?") Also, it might be useful to have rewards for clever or poignant descriptions (the brooding castle and so on) that may result in a future payoff for the giver.

    Posted By: MJGrahamOn the subject of the Fruitful Void, I'm quite fond of the idea that players shouldn't be able to write down any information about their characters personality or relationships and they can't discuss them during play. These things have to be expressed through their characters actions and gestures. Ico can't tell Yorda he's her friend. He has to show her by catching her when she falls or defending her from the denizens of the castle.

    I like that idea, too. I remember reading on one old Polaris thread how in-character dialogue without consequences should be discouraged. That would be a good rule of thumb for any intense, atmospheric game.
    • CommentAuthorMJGraham
    • CommentTimeDec 10th 2007
     # 28
    When can I play this game?
    • CommentAuthorjaywalt
    • CommentTimeDec 10th 2007
     # 29
    I'm talking to Tony Dowler about making me a smaller (20 "rooms") map for playtesting purposes. Unfortunately grad school apps are due the end of this week. Um, two weeks, to have something up that might be playtestable? Maybe? That's just for my take on this, of course. This thread has enough meat to spawn 4-5 different games.
    • CommentAuthorJarrod
    • CommentTimeDec 10th 2007
     # 30
    The "Things They Can Do" List is phenomenal. All I'd really need to do would be grab five grimtooth traps, figure out two ways of solving them apiece, then condensing that list down into "Things They Can Do." I'm seriously contemplating trying that out tomorrow, as the entirety of the system.
    • CommentAuthorjaywalt
    • CommentTimeDec 10th 2007
     # 31
    You could also just pick up an adventure puzzle game like Zelda or Ico and just make a list of all the various things that pressing a button (or button combination) can do. I mean, that's basically what this list of verbs would be, yeah?