Pasquale1234 wrote...
Tantum Dic Verbo wrote...
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.
That depends entirely on the specific game's mechanics.
If a skill is completely static, i.e., has only one possible functional level, then attributes don't matter. Otherwise, they can make a great deal of difference. Example: increasing dexterity might improve a character's lock-picking, defense, and attack speed. Increasing strength might increase a warrior's damage output per attack and enable them to use heavier weapons and armor, where an increase in constitution increases their total health points and an increase in cunning might improve their resistance to certain types of enemy attacks. All of these things make an appreciable difference to people who like to manage their party builds, and greatly enhance the player's ability to plan and utilize different kinds of strategies and tactics.
Exactly.
A person can understand something, but lack the physical qualities necessary to perform it. A person could understand classical dance style, but be so clumsy as to be unable to perform it. That doesn't mean they couldn't teach it.
Stats serve a great deal of purpose in a properly designed system, which we haven't seen since Fallout TBH. So of course they appear "Irrelevant", when you neglect to implement the majority of their function, they stop functioning.
So to be honest, it's not the case that Stats are irrelevant, it's that Developers stopped implementing the varied uses that games such as Fallout included, because of a large group of people who hate RPGs but insist they're RPG players.
-Take for instance the kid on the Fallout forums who understood nothing about RPGs, but insisted Armor class and To Hit rolls were "Stupid". He absolutely refused to read anything outlining their purpose, refused to learn anything about RPGs. All he wanted was a Shooter with dialogue.
-Or a recent poster to the ME2 boards, who insisted he "Shouldn't have to read a book to play a game". Again, completely disinterested in learning anything about RPGs, just wants a Shooter with dialogue.
-Countless times have Devs commented on people complaining "Why is my guy missing? He's right there in front of him! I should hit everytime!".
Devs don't even bother educating people, instead they remove all of the features in order to cater to a group who actually hates the genre. Hence the stats not having functions any longer. It's gone because someone who hates RPGs complained, and Devs didn't bother educating, instead catered.
I suspect strongly that it's the Suits who don't want to lose a single sale that are ultimately responsible for it.
Well, the original Bard's Tale series in the late 80s, a series of 3 games (Tales of the Unknown, Destiny Knight, Thief Of Fate), by Interplay, published by EA. Not sure if EA was involved in the creation process though. I played them all on the Amiga Platform, they were great RPG experiences at that time (nice audio and video, animated pictures, technically far superior to the PC versions).
And there exists a Bard's Tale Construction Set, same gameplay as parts 1-3, but you could design your own adventures in that. Could say, ancient modding...
Beside that series, I don't know any RPGs from EA. Anyone else?
Wasteland, the precursor to Fallout. Ultima.
Oldschool indeed but... UO is the only decent one I can think of. They might have come into the picture after Origin had already released it though
Thank you sir, I now feel old!
Ultima existed long before Ultima Online. EA owned Origins for most of their lifespan, and folded them when UO started pulling in big monthly revenues, as EA publicly announced "MMOs are the only game to make!", and shut down just about everyone to make them.