Melca36 wrote...
RinpocheSchnozberry wrote...
Sylvius the Mad wrote...
Because the player should be allowed to know that Fireball damage equals 60+(spellpower*0.6).
The game should be designed such numbers like that don't matter. It should be pure rock, paper, scissors designed to add action, suspense, and pacing to a story. That's what I'm after.
Sorry but some of us like depth to our games. If you don't appreciate that, you should NOT be playing rpgs.
Its that simple. Duke Nukem Forevr is coming out soon, its probably more your speed. 
It's not that simple, because depth can be arrived many ways. Numbers front of the player eyes isn't the only way.
So, I disagree with all of you.
Point here is if you show numbers to players, the game it self becomes number based gameplay. Lets call is statical gameplay. Now many statical gameplay support player's say it's because it offer's variation and customation. That's not it. It can offer that, but it also offers powerplaying what is close to min max playing.
Same customation and variation can be arrived without showing numbers for players. Depth of the game isn't showing the numbers, but having choises with meaning. Example you can have "swim" skill. Then player go in stat sheet and adjust that skill manually. Make players character better in swimming. That's not only way to do it.
You can also mimic real life. To learn swim go in water and start swimming. Meaning the numbers aren't front of player, they are hidden behind the game system. This kind of system offers same variation and customation, but it doesn't cause statical gameplay. So, if you ask statical gameplay, then ask it because you love powerplaying with numbers, because that's only reason it really exists.
Why then so many classic RPG's has so many numbers? Because it's heritage from board RPG's. In real life board RPG you need numbers, because there isn't computer taking care of them. Human has to do it manually. In first computer RPG's, they where just simulation of board games. So people got use to that numbers are part of it. In modern computer games, you don't anymore need to leave numbers for players to manually adjust. Computers can do it alot better than humans. Humans need to make choises and do actions what they want to do.
UI's job is provide minimal information for player what player needs to play the game. Then have hidden addional information, when more information is needed as option. Example pressing key "M" brings map. You don't need map all the time in screen. There are people who can't seem to play without numbers. I how ever, think less numbers in UI, better impression game can provide. it's choise between number based gameplay and impression based roleplaying.
How badly you need to see the numbers?
Why you need them?
Have numbers become point of you gameplay?
Point here been, not having visual numbers in eye of player doesn't mean there is less depth in game. Those numbers can still be there, just hidden from players eyes. Because those numbers can provide variety and customation, even if you don't see them.
Other point has been, showing or not showing numbers can be done by game options. That's not the big deal. Big deal is, don't force every player manually adjust some statical numbers. There is at least two way to do this. Automatic leveling up system, what works only some what, because it make decission behave player, what's not allways good thing. Other option is design game so that players actions and choises in game is directly adjusting those numbers. So player doesn't have to go to stat sheet to adjust, but action it self did it.
If we go back to UI design. Then best option is allow players to customize it as much as possible. Meaning from minimal information trough option more information. There are people who don't want anything in game screen and then there is those who wants a lot of information. Only way to provide both is have it as optional, as customation.
Modifié par Lumikki, 05 juin 2011 - 12:02 .