Not every RPG has dice rolling for stat allocation. Most, in my experience, don't. Regardless, dice rolling is a poor means of determining stats (and HP) because it causes serious imbalances between characters, making encounter balance difficult to impossible, and makes players who rolled poorly unhappy when their characters can't compete with those who rolled very well.Maria Caliban wrote...
You know what? I've been on the Dragon Age II board for a while now and there's one complaint I've never seen.Lockkaliber wrote...
I guess it didn't strike any of you hardcore bioware-fans that some people actually like RPG mechanics in their RPG's, not because of tradition, but you know, because we enjoy the genre.
No one has *ever* asked that point allocation at character creation be replaced by dice rolling.
All these people who love Baldur's Gate II and love RPG mechanics seem to never advocate for one of the oldest of those mechanics. Which is strange, because when BioWare made Neverwinter Night, I recall many people wanting to know if the 3d6 method or the 4d6 and drop the lowest would be used.
Also, no one wants to roll for hours any more to get a character with decent stats. It's the worst part of trying to replay the IE games, as far as I'm concerned.
Wound penalties are a bad mechanic. They create a death spiral, where whoever hits first ends up with an often insurmountable advantage that prevents the wounded person from having a reasonable chance of recovering and winning the fight. Yes, they're more realistic, but they aren't particularly fun.And what about wound penalties? In many games, the lower your HP, the worse you are at fighting. I know when I play World of Darkness, PC can't fight or cast spells as well when half her health is gone.
Outside of needing to eat and drink, I'd like to see all of those in RPGs. Eating and drinking has it's place, but is a bit tedious. A lot of my memories of Betrayal at Krondor, a game I really like, have to do with the system of eating/drinking and food spoilage/poisoned food. It added a layer to the game that I found enjoyable.Or what about item weight? Encumbrance slowing how fast your character runs and walks? Needing to eat and drink? An attack penalty when fighting in darkness? Heck, even Dungeons and Dragons 4th edition has that.
Well...some of us neglect them because we've pretty much given up. At least that's why I don't bring them up. I know that the likelihood of any major developer adding all the things I'd like to a game are pretty minimal,All these wonderful RPG mechanics are neglected by those who claim to love RPG mechanics just because they're part of the genre.
so I don't see any point in fighting for things I'll never get.
Bring back encumbrance, and you've got a deal. My favorite inventory system ever (Wizardry 8) had neither a limit on bag space (for the party...individual characters had a limit to how many items they had readily available, but could spend a turn to access items from the party inventory) or vendor trash (everything that dropped was either a weapon, armor, consumable or crafting part) but had an encumbrance system.Ziggeh wrote...
things like bag space and vendor trash need to die in a fire
The only argument I can see in favor of vendor trash is one of verisimilitude, and while I understand the desire for it, I think gameplay is more important.
Add turn-based combat and remove the bit about jumping (I'm not anti-jumping, I just don't care about it) and that's pretty much the game I want, too.GvazElite wrote...
Maria Caliban wrote...
No other
genre expects me to pick up 120 bits of crap, half of which is junk I'm
supposed to sell while the other half are slight upgrades to the boots,
armor, helmet, weapons, shield, rings, and amulet of my PC and the other
8 characters I'm controlling.
Here is an idea: Everything that
the developer knows is crap? Label it 'crap.' Stick it in a special
'crap' section of the inventory that takes up 0 room. When I go to
merchants, have a button that says [Sell all Crap]. When you hit the
button, a pop up comes up tell you how much money you just got.
Whoa!
We just saved the player time and now they can get back to the fun
parts of playing a game. We must be dumbing down the RPG.
The rpg you want to play, and the RPG I want to play are two totally different games.
Here is what I expect in an rpg:
- Interesting setting, full of lore. Lore is not nessessary for progression.
- loot. Lots of loot. Not randomly generated loot, but loot. If you're playing a High Fantasy game, I want to be able to find Dargoth, The High Sword of Dwarven Bane and have interesting stats other
than just +5 attack. I want it to have cool particle effects and have a
subtext on the item saying something funny or interesting or related to
the lore. I want to customize my player, and all my friends. I want to
choose who is wearing what ring(s), and so on. I want to choose who
wears the Daddy Pants of Virtue, and who gets the gear I don't want
anymore because the PC wears the God Pants of Epicness. I want some of
this loot to be thrown at me in vendors (no named weapons in vendors,
obviously) but certain weapons are only in the bowels of a cave hidden
by Balrogs and Satan and Dragons and Bears (oh my!) that are actually
HARD in the context of the game. Some weapons you can only get by wooing
the vendor or doing a favor to the vendor which will "unlock the
special stock for you commander, enjoy"
- PC conversations that matter, or at least a story that isn't just "do my sidequest and I'll sleep with you"
- a story that isn't dumb as nails
-
an enviroment that, if it's linear, at least pretend that the game is
open by giving you lots of different places and vistas to visit. Give
the player the illusion of choice, rather than pretending there was a
choice and hiding it by a piece of paper.
- combat that is
interesting. if you're going to put debuffs in the game, give me a
reason to use them on a boss instead of just going "nope, the boss
resisted your poisons, no effect" because there was no reason to use
poison against anything else in the game. (final fantasy does this, shin
megami tensei does not)
- graphics and animations that work well for
the setting without being a huge deviation from previous versions, or
look good while still being unique.
- some sort of graphical score that isn't BLEEP BOOP BEEP nes sounds.
- skill points to allocate, with skills that aren't just DERP +10 damage but do interesting things.
Not needed but are added bonuses:
- crafting system for food, items, armor/weapons, or all three
-
lots of secret little areas and zones that reward you for being an
explorer of the game, trying to find all the nooks and crannies.
- not a simple cooridor game, but maybe a little bit open. Large enviroments, places to run around in.
-
being able to jump (this ends up being a level design thing, because
adding jump can make someone break the level in unintended ways)
-
being able to act with the world or having the world react to your
actions, either statically over the course of the game, or at any
opportunity. Just get back from Epic Sidequest #4 where you had to kill a
priest? Let people **** or praise you. Have someone come up and go "sup
jerkass, I'm happy/not happy with what you did and I'm gonna
reward/kill you for it! Have at ye!"
As I was writing this,
I realized that KOTOR was the last Bioware RPG this happened, and the
last note in the extras happened in the Orzammar quest in Dragon Age
1.
Modifié par Vaeliorin, 03 mars 2011 - 05:39 .





Retour en haut





