Players of most massively multiplayer online role-playing games today usually
aren’t faced with any great variety of missions that really impact your
character or how you play. The most you’re faced with is what kind of reward
you’ll get or, at most, which of the two factions you’ll support against the
other. It doesn’t really have any effect on you in the grand scheme of things
and you’ll probably forget about the whole thing in a month or so. Instead of
that static, boring type of storytelling, we wanted to create a more immersive
story with Tabula Rasa, one that the players could interact with, where their
actions could have long reaching consequences. We call this form of
story-telling interaction the ethical parable and it is one of the hallmarks of
a Richard Garriott game.
Ethical and moral dilemmas are something we definitely wanted to incorporate
into the design of Tabula Rasa from the very start. The entire goal is to give
you pause and allow you to think about the choices that they make in order to
accomplish a mission. This way, at times, you will not be limited to one single
path but may have multiple paths. We want you to think about the larger story
and how your actions can affect this story down the road. Now you have the
ability to play the game the way you want to play it. This in essence is the
parable—a type of story that allows you to explore moral lessons or decisions.
We won’t be throwing these ethical parables at the players in every mission,
but we definitely want players to get a taste for them early on in the game.
We’ve placed a few on, the first major landmass that players will encounter in
Tabula Rasa. One of these early missions involves the delivery of
pharmaceuticals to soldiers on the front lines. While the supply commander, a
rather straight-laced and stand-up kind of individual, would rather these
pharmaceuticals be distributed to the soldiers in a formal, organized system,
there’s a man who stole a whole bunch and has been selling them to the soldiers
for a nice profit. Your decision to either turn in the thief, or help him
distribute the stolen goods, not only affects the mission outcome but determines
how the NPC soldiers will interact with you from then on.
Another mission of note is for players with levels in the mid-teens. As you
progress though the game and are redeployed to Foreas Base, you’re told that the
AFS has a Bane prisoner who is currently undergoing interrogation. This will
start a chain of missions as the Bane prisoner reveals more and more
information, allowing you to attack the local Bane base, kill a key Bane
soldier, deal with some traitors, and possibly even defend the prison from
attack.
At the end of this mission chain, you’re now left with the choice of what to
do with the prisoner. On one hand, he’s one of the evil Bane, who wiped out most
of humanity and forced people like yourself to fight for survival on a few
scattered alien worlds. It doesn’t deserve to live… or does it? As a mere
soldier, the Bane was just doing what it was supposed to do, no more and no
less, and cannot really be held responsible for what the leadership of the Bane
did to Earth. What would be the harm in letting him live, and more importantly,
what more could you learn from him? If you were a prisoner, wouldn’t you want to
be treated humanely, instead of being executed for telling you what you wanted
to know?
These are a couple of examples of the parables we will present in Tabula
Rasa. Some of them will have little or no long-term impact, and others may
influence the way you experience the game. We want to give you the choice to
play the game the way you want to, without hemming you into one specific path.
This way, we’ve created a better, richer, more immersive game experience for you
to enjoy.