Tantum Dic Verbo wrote...
daemon1129 wrote...
AlanC9 wrote...
daemon1129 wrote...
There are tons have fun to have in managing stats, builds and looting epic items. These might not seem to have anything to do with role-playing, RPGs were the only genres that have these gameplay.
But since I like role-playing and don't like that gameplay, does that mean I don't like RPGs?
What I was trying to say was that these mechanics were traditinally the core gameplay of RPGs. Now they are getting streamlined and removed. I would like to see them back with modern technology.
I don't believe stats have anything to do with Roleplaying, but until a genre comes out that focuses on said gameplay, I don't think EVERY AAA RPG should remove them completely. DA was like our last bastion of hope and they're removing them one title after another. There is still a market out there for more in depth stats and grinding/looting gameplay other than MMOs.
I think the reason I don't object to the streamlining of some of these mechanics is that they most of the "choice" in stat allocation and character builds is illusory to begin with. Computer games are designed to support a certain number of builds, i.e. approaches to conflict resolution. These builds assume a certain stat allocation. In a typical RPG, (including tabletop versions) the build or class implies a certain stat allocation, making attributes almost redundant.
Even ME1 reflects this, for all the credit for RPG-ness its goofy, granular skill system gets. There are no basic attributes. Instead, the character just gets to put points into skills. The game doesn't bother to check strength or dexterity scores--it assumes that those scores are there, ready to support whatever skills the player chooses.
I haven't been a fan of redundancy and needless complexity for a long time. Granted, a computer handling the math makes it manageable, but sometimes the only point seems to be making it look enough like D&D that players can congratulate themselves for being hardcore RPG players.
There are better ways to use stats, like attributes, skills, etc. What ME and DA did was poorly desgin in my honest opinion. But that is because the game doesn't continue after end game. There are no grinding or exploration that doesn't involve doing quests or main plot. So attributes are pointless. Bioware could have completely remove attributes alltogether and the system would have been fine.
Attributes can do alot in a game, but recent RPGs just seem to abadon the idea.
"Even ME1 reflects this, for all the credit for RPG-ness its goofy,
granular skill system gets. There are no basic attributes. Instead,
the character just gets to put points into skills. The game doesn't
bother to check strength or dexterity scores--it assumes that those
scores are there, ready to support whatever skills the player chooses."
What you said there showed why attributes are pointless in ME, it is because they didn't bothered to actually use it.
How about I put points in dex to improve my aim with pistols? Weapons damage should only base the on weapons itself, not your own attributes. That way it is much more realistic, yet attributes still matters.
Stats don't have to be right in the opening and player just magically put points into himself whenever he levelup. It can work in the background without overwhelming the player with 30 different attributes and skills.
I just think people now seems to abandon attributes completely, instead of thinking how to modernize the system. It is afterall just numbers, you can do whatever with it in a game.