Otherwise, how is that different to an Action Adventure game?
I've said it before and I'll say it again, Fallout's SPECIAL system is how to do it right.
Modifié par mrcrusty, 30 mai 2011 - 03:36 .
Modifié par mrcrusty, 30 mai 2011 - 03:36 .
mrcrusty wrote...
Their reviews are pretty good. It's the forums that have the baggage and hilarity.
mrcrusty wrote...
A character system need not be complex
or abstract, but it needs to take a primary role in how your character
is defined, not just be shunted to the background and arbitrarily used
as a way of making your damage bigger.
Otherwise, how is that
different to an Action Adventure game?
I've said it before and
I'll say it again, Fallout's SPECIAL system is how to do it right.
Modifié par In Exile, 30 mai 2011 - 03:41 .
Daveros wrote...
Just about my favourite quote ever; and I agree wholeheartedly.Sidney wrote...
I don't want more complex "roll playing" I want a better "role playing" experience but so many people here are more about the former than latter.
MonkeyLungs wrote...
You guys are both incorrect. The two go hand in hand. It's what sets RPG's apart from action adventures. Action adventures have levelling up, dialogues and C&C too. RPG's are defined by mechanics which dictate gameplay and are gameplay. In RPG the ruleset is gameplay, it is the game.
They're evidentally not mutually exclusive, but some things can be emphasised to too great an extent; that's what I think the quote is brilliant at pointing out.MonkeyLungs wrote...
You guys are both incorrect. The two go hand in hand. It's what sets RPG's apart from action adventures. Action adventures have levelling up, dialogues and C&C too. RPG's are defined by mechanics which dictate gameplay and are gameplay. In RPG the ruleset is gameplay, it is the game.
In Exile wrote...
mrcrusty wrote...
Their reviews are pretty good. It's the forums that have the baggage and hilarity.
The forums were the ones that made me think they were all nutjobs. Maybe I'll take their reviews more seriously, or at least give them a glance.
In Exile wrote...
Though I would design a system like this: the attributes are fixed, with only small changes after CC, and influence what skills you can have. The skills can be improved externally (learning from books, trainers, and maybe a small
experiential compontent that is itself a skill). Then, the actual abilities come from talent trees that are locked, not by level, but by the skill. Few abilities with some upgrades.
Modifié par mrcrusty, 30 mai 2011 - 03:49 .
In Exile wrote...
MonkeyLungs wrote...
You guys are both incorrect. The two go hand in hand. It's what sets RPG's apart from action adventures. Action adventures have levelling up, dialogues and C&C too. RPG's are defined by mechanics which dictate gameplay and are gameplay. In RPG the ruleset is gameplay, it is the game.
You mean games like Max Payne, Zelda, Devil May Cry, Metal Gear or God of War?
None of these games have dialogue & CC. Some have very mild leveling, but none of them are staistics based and none of them involved party-based controls.
Games like the Witcher 2 aren't action-adventure, but by your definition they would be.
mrcrusty wrote...
Quite a few of the reviews are slanted and bias (especially against Bioware or Bethesda), but as a rule, they are incredibly detailed and provide examples for their arguments. So they are good for getting to the meat of the issues of the game, but they can also be a bit spoiler heavy.
Sounds like SPECIAL -> Skills -> Perks, to be quite honest.
So, I guess we agree on that.
MonkeyLungs wrote...
I never said any specific game or that said game would have all those elements at once..
Daveros wrote...
They're evidentally not mutually exclusive, but some things can be emphasised to too great an extent; that's what I think the quote is brilliant at pointing out.MonkeyLungs wrote...
You guys are both incorrect. The two go hand in hand. It's what sets RPG's apart from action adventures. Action adventures have levelling up, dialogues and C&C too. RPG's are defined by mechanics which dictate gameplay and are gameplay. In RPG the ruleset is gameplay, it is the game.
In Exile wrote...
MonkeyLungs wrote...
I never said any specific game or that said game would have all those elements at once..
The thing is, if you like those features, you might want them all in one game. And my question to you is what do you get when you have some simple statics and party based combat like in DA2 (assuming, for a second, it was well-executed).
So long as it is some kind of RPG, Bioware would be fine with that. And Bioware seems to think both DA:O and DA2 are action-RPGs, so make of that what you will.
Daveros wrote...
They're evidentally not mutually exclusive, but some things can be emphasised to too great an extent; that's what I think the quote is brilliant at pointing out.MonkeyLungs wrote...
You guys are both incorrect. The two go hand in hand. It's what sets RPG's apart from action adventures. Action adventures have levelling up, dialogues and C&C too. RPG's are defined by mechanics which dictate gameplay and are gameplay. In RPG the ruleset is gameplay, it is the game.
In Exile wrote...
Spoilers are a definite no for me. It plays havoc with my experience of a game.Sounds like SPECIAL -> Skills -> Perks, to be quite honest.
So, I guess we agree on that.
[smilie]../../../images/forum/emoticons/lol.png[/smilie]
Not quite. I wouldn't actually have skills have any gameplay effect other than talk skills for the PC. I wouldn't, for example, have a skill like mechanic to fix weapons or anything of the sort. Perks are also basic skill modifiers (like + % to health or +dodge) whereas mine would be the DA2 or DA:O skill trees.
So not the same, but similar.
Modifié par mrcrusty, 30 mai 2011 - 04:03 .
mrcrusty wrote...
That's the point though, treating them as different entities which should be given different amounts of focus. They should be integrated with each other as much as possible. The character system and the ability for roleplaying are linked. Like I said, you don't need a complex system, just one that is able to integrate the character system into as many aspects of the character as possible.
You are playing a character that is defined by the game's character system, not playing a character who just happens to have x stats or y attributes.
Well, the Perks were modifiers mainly due to how the universe was set out (post-apoc, not fantasy), but there are ability-based Perks such as extra melee or unarmed moves in the newer games. I personally would like the character system to influence everything you do, but that's just my opinion.
Not in the sense that if you don't have a repair skill you can't repair items, but rather, it modifies your character's abilities in carrying out such an action.
In Exile wrote...
The problem comes into the "How much simulation is it going to be?'' aspect of it all. The problem is that, as with combat, there comes a certain level where who the player is just bleeds into the character.
Look at it this way: suppose we say that I want to RP a brilliant detective. But I'm an idiot. My inability might prevent me from fully using this character. In the same way that if I want to RP a brilliant general, the mere existence of combat that doesn't resolve itself inhibits my ability to RP.
To a certain extent I think a succesful RPG either becomes a self-running game (because you add things like ''perception'' that point out things in the universe for the player, which essentially amounts to the game playing itself) or you acknowledge that there is a degree of connectedness between the PC and the player and just don't build a barrier between that.
That's not to say I advocate for a self-insert. But I think that to an extent an RPG has to acknowldge the limitations inherent in the medium.
In Exile wrote...
But those should be the laws of nature. The character system exists in the first place because the first RPGs were played with nice. Now, these mechanics can be handled by the computer. Old RPGs simulated physics - now computers can actively do this.
In Exile wrote...
I never played the original Fallout.
In Exile wrote...
Well, I would actually say that without a repair skill you shouldn't be able to. I just don't think certain things should be handled by statistics (or, really, be features in the game at all).
Modifié par mrcrusty, 30 mai 2011 - 06:10 .
the_one_54321 wrote...
Debating what is and is not role playing will get you no where.
I want attribute stats in these games because they set them apart from other games. And I want them to figure into everything the character does, replacing my ability with numerically dictated ability of the character.
I don't care if someone else thinks this is consistent with RPG or not.
mrcrusty wrote..
Well yes, I agree. It then becomes a matter
of how the RPG is designed around such limitations.
To go back to
your detective example, let's say he has a list of suspects to accuse
for murder, as the player, you are searching for more evidence. But if
you had say, high perception, you would be able to collect more evidence
than one with zero or low skill.
It doesn't prevent a lowly skilled character with a smart player
from solving the case, it just makes it much harder for them to
definitively prove that the suspect they are accusing is guilty within
the confines of the game. The challenge for the player lies in how to
prove their case, rather than solving it. And let's say, this character,
regardless of how intelligent the player is, cannot reach the "best"
conclusion: life imprisonment for the killer and a raise from your boss.
mrcrusty wrote..
I'm not saying that characters should break
the laws of nature or the limitations of the game's universe or the
natural world, but I don't like the idea of stats and character systems
being developed as a separate entity to the roleplaying elements of a
game. It's central to them.
You're missing out.
I have personally advocated that a player should be able to
do anything within the realm of reason within a game's universe, but
their success at doing it should be modified or determined by the
character depending on the situation. A player initiates an action and
the character carries it out. Just my opinion.
There is nothing
to stop someone with zero repair skill or experience from attempting to
repair an item. It's just that they likely won't be successful.
[smilie]../../../images/forum/emoticons/grin.png[/smilie]
Edit:
I make an exception for abilities, special skills or talents and the
like, but general skills should be available to you, even if all you can
do is fail. I liked how New Vegas for example, showed you skill checks
even when you couldn't pass them and actually had different dialog for
failure and success. If you use a mod that removes the [Skill 0/0] tag,
that's perfect for me.
To use an example, you can't just use Cone
of Cold willy nilly, but you can attempt to persuade and coerce NPCs
with hilarious or drastic results if you don't have the skill.
mrcrusty wrote...
Getting back on topic, in terms of "deepening RPG mechanics", I've got another suggestion:
Better integrating the character system into the game. That's the grandaddy of all RPG mechanics.
Also, if Bioware are scared at throwing character sheets at people, how about making character creation more intuitive instead of just removing them or making them mean less?
The question/answer character creation of the old Ultima games, the Elder Scrolls games and the newer Fallout games are perfect examples.
I love this idea.In Exile wrote...
If we go with a SPECIAL type system, it works very well, because you can just ask these questions outright (e.g.if you had to rank these traits, how important are they to you, then go Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck).
This would be how I favour it, because I think it also encourages new players to connect to their character, and that's the bread and butter of an RPG.
In Exile wrote...
I can see what you want, but let me show you why I think these mechanics have a limitation by illustrating a debate over the appropriate way to implement persuasion in an RPG.
Position 1: If I choose to be a charismatic character, I ought to be persuasive. This means that when I choose to persuade, I ought to succeed or not based on how arbitrarily good I am at persuasion based on my character concept.
Position 2: Dialogue is like combat - it is a fundamental aspect of gameplay and 'navigating it' is fun. Proper development of your character (in terms of the statistics and abilities side) should increase your ability to succeed, but at the end of the day it is fun and ought to come down to the player skill to succeed.
So this would give rise to two mechanics:
Position 1: The way [Persuade] has worked in RPGs since aeons ago.
Position 2: Improving persuade skills opens up new dialogue options. These options may or may not succeed; it is up to the player to choose the right options for the particular encounter. So for every conversation you might have seductive or expertiese options, but you'd need to choose the right thing to say based on what the NPC thinks, wants, believes, etc.
We'd all agree that combat is part of an RPG, and player skill plays a role in it. Undeniably so. It's not twich, but character development, tactics, builds, proper use of abilities, etc. all plays a role.
To go back to your example, what you're saying is close to position 2. I agree with that.
But someone could always come back and say that allowing player skill to such an extent to influence the mechanic actually is poor execution. As the player, they are not supposed to solve the mystery; the character is. And the character should not be held back by the deficit of the player.
It comes down to saying what mechanic actually tears down walls between the player and the fantasy game world.
In Exile wrote...
It's not that I'm saying they're separate. Rather, I'm saying that I think the ideal implementation of an RPG will exclude some things from the ruleset and rather make them behave as if we were simulating physics.
So I would say real-time with pause, for example, allowing for the computer to simulate physics to a greater extent, would provide a deeper RPG experience.
Though for the record, I actually really dislike real-time and prefer turn-based, like Heroes of Might and Magic or Dragon Age Journeys (I'd pay for a full version of a game with those mechanics).
Are there mods that remove the timer? I know Fallout 1 has a timer and I'd never play it for that reason.
The Exile...
The problem would be implementation. I think to be done right, failing has to be more than just not succeed at the skill check and getting the consequence thrust on you.
In Exile wrote...
That's my goal with the tiers. To mimic learning and intuitive theories about abilities as closely as possible.
In Exile wrote...
If we go with a SPECIAL type system, it works very well, because you can just ask these questions outright (e.g.if you had to rank these traits, how important are they to you, then go Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck).
This would be how I favour it, because I think it also encourages new players to connect to their character, and that's the bread and butter of an RPG.
Modifié par mrcrusty, 30 mai 2011 - 07:12 .
Modifié par Dundalis, 30 mai 2011 - 10:42 .
Modifié par mrcrusty, 30 mai 2011 - 12:18 .