Ahglock wrote...
They needed a scapel for trimming but they went in with a machette.
Perfect analysis, couldn't sum it up better.
Ahglock wrote...
They needed a scapel for trimming but they went in with a machette.
haberman13 wrote...
Terror_K wrote...
Gatt9 wrote...
Actually, that's the wrong way to design an RPG. That's the Bethseda way, and increasingly the Bioware way, and definitively the wrong way.
An RPG will feature a series of progressively more difficult opponents that you cannot kill at level 1, until you progress in power. Your goal is meant to seem insurmountable, because if it was something you could handle at level 1, it wouldn't be very threatening. If the average farmer can handle the problem, there's no need for a Hero.
The method an RPG does this through is Character based skill, so that you are removed from the equation and it is possible for your character to fail. This way, the character can progress such that a once insurmountable foe, such as a Dragon, ultimately becomes challengable.
What you describe is textbook lazy design. Rather than put the effort into creating challenges that might initially be insurmountable, and ultimate doable, they just level scale everything because then they don't have to spend the 3 days it takes to develop a system.
Which then results in the gameplay of some other game, TPS or Action-Adventure, since you've now made the entire basis of RPG mechanics useless.
Which begs the question, if you never intended to make an RPG, then why start making one?
There's reasons these systems exist, and why they've survived and thrived for approaching 40 years, and it's not because they were wrong.
Actually, as much as I usually agree with you here, I have to counter these points somewhat. While they aren't technically wrong, the more progressive system you speak of only really works when you're creating a linear path for the player to travel, at least to a certain degree. With open-world cRPGs and ones like BioWare has implemented in KotOR, Mass Effect and Dragon Age where once you reach a certain point (or points) in the game you get to branch off and choose your path, you have far more freedom where to go overall, so you can't place a more linear type of progressive difficulty and enemies because otherwise the player risks going to "the wrong" area when they are told they have complete freedom and get slaughtered for it.
If you're going to give the player choice of where to go, whether it be an open world area or several branches you can do in any order, you kind of have to scale the enemies, loot and difficulty up with the player. In PnP RPGs this isn't an issue, because despite the whole scenario and world being somewhat dynamic, the DM does still largely put you on a linear path and you follow the story. Sure, it can branch due to your choices, and far more than any cRPG can, but a DM can work with that on the fly to a certain degree, and then adjust between sessions. A full cRPG doesn't allow that freedom and adjustment as much.
So in the end, either you have to do progressive scaling properly and keep the players on a set path to a certain degree (e.g. games like Baldur's Gate, NWN, Fallout 1&2, The Witcher, etc.) or you have to scale things to the player if you want to actually allow them some freedom of choice in where to go (KotOR, Oblivion, Mass Effect, Dragon Age, Fallout 3&NV, etc.). And to be honest, as much as I kind of agree that progressive scaling is better and as much as I prefer the former list of stronger RPGs, I'd prefer to still have the freedom the latter list give me, even if it falls into the trap.
Modifié par Redcoat, 05 juillet 2011 - 04:17 .
Modifié par AlanC9, 05 juillet 2011 - 04:18 .
Lunatic LK47 wrote...
haberman13 wrote...
Go screw yourself, Niddy'. The alternate screenname isn't fooling me, jack-ass.
AlanC9 wrote...
Lunatic LK47 wrote...
haberman13 wrote...
Go screw yourself, Niddy'. The alternate screenname isn't fooling me, jack-ass.
You might want to look at the join dates; it doesn't look to me like Niddy's a haberman13 sock puppet.
Redcoat wrote...
<snipped for space>
Terror_K wrote...
Here's a tip from playing PnP RPG's: it's a lot more gratifying to level up and gain something when it takes work and time to get there than it is when it's just plattered to you instantly at almost every turn. RPGs are supposed to represent you gradually getting better via experience. That's what XP means. That's completely ruined when ME2 instead does the equivalent of putting you in a lab and injecting you with a hypo every hour or so that gives to a massive upgrade in abilitiy instead like you're a genetically engineered super soldier. In a good RPG you're slowly progressing and getting better, so that the transition is gradual like it would be if you were practicing something. ME2 lacks that entirely: it's just jerky leaps too quickly. You're not progressing naturally, you're just stagnating for a while then making a sudden jump.
SalsaDMA wrote...
I will certainly argue against such a claim. I never once while playing the WC games felt like I was playing a rpg, despite the branching storylines, choices and dialogue.
Gatt9 wrote...
The problem is that you have people like
Laidlaw, Norman, Bethseda's Todd who aren't content with just
releasing their game, but they also feel it necessary to declare that
what constitutes an RPG is dead, anyone who thinks otherwise is
invalid, and that henceforth, ME2(Fallout 3, Oblivion) is what a true
RPG is. When their game falls short, they blame us for being "Stuck
in worthless traditions".
As far as Bioware goes, this is the audience they wanted, they spearheaded
the increase in non-combat interactivity and NPC's with personalities.
The
problem is, it's not the audience EA wants. Because EA doesn't make
games that won't appeal to the very largest demographic humanly
possible.
My point stands.
There's no
progression. Once you've beaten the first end-boss in the game, you
have everything you need to win the game without touching any of the
subsystems, which means the subsystems are completely pointless and
could be excised without disrupting the flow of the game.
Which is exactly the hallmark of bad design and bad implementation.
When a system is so irrelevant that it can be excised without disrupting
the rest of the game, then the system was unneccessary and served no
real purpose.
In contrast, excise ME's inventory/loot system, or it's non-combat
skills. The game breaks, you can't complete the game without
them.
sbvera13 wrote...
Redcoat wrote...
<snipped for space>
And I refuse to play Oblivion without OOO. It forces you to develop and explore, and think about what you're doing rather then storm into every dungeon you find. "Oooo, I wonder what'll drop in here...."
When Bethesdae did FO3, I think they found a nice balance. Different areas scale within a limited range. Springvale school will always be 1-5 or so, so you have a longer window to take it down for rewards. Old Olney will always be 15-20, so going there earlier can get you rewards above your progression- if you don't get eaten alive, of course. The system preserves the balanced encounters of scaling without giving up the progression of RPG's either.
Terror_K wrote...
Here's a tip from playing PnP RPG's: it's a lot more gratifying to level up and gain something when it takes work and time to get there than it is when it's just plattered to you instantly at almost every turn.
RPGs are supposed to represent you gradually getting better via experience. That's what XP means. That's completely ruined when ME2 instead does the equivalent of putting you in a lab and injecting you with a hypo every hour or so that gives to a massive upgrade in abilitiy instead like you're a genetically engineered super soldier. In a good RPG you're slowly progressing and getting better, so that the transition is gradual like it would be if you were practicing something. ME2 lacks that entirely: it's just jerky leaps too quickly. You're not progressing naturally, you're just stagnating for a while then making a sudden jump.
Modifié par sbvera13, 05 juillet 2011 - 05:03 .
sbvera13 wrote...
Come to think of it, OB and ME2 are quite comparable. They both included numerous RPG/character/personalization mechanics (whatever you'd like to call them) but they were all made useless by the way the game handles progression. The difference being that OB had a great development kit and ME2 is sacred and holy in BW's eyes. As a result, Bethesda was actually able to see changes in action, see the response to them, and integrate the successful ones into later titles (like FO). All BW has to go on when judging it's design is the complaints on internet forums.
On the other hand, that level of progression actually gives a purpose to
many things included in the original that were useless. Stealing
household junk, for example, becomes a worthwhile profession while you
are too young to plunder dungeons.
Modifié par In Exile, 05 juillet 2011 - 05:05 .
Epic777 wrote...
cRPG style stats + Third Person or First Person perspective(inherently gives the player manual controls to dodge, aim, attack etc). How to avoid those same stats essentially overriding what the player manually does....
sbvera13 wrote...
Just have a stat set that doesn't affect controlled actions. Run speed, weapon damage, persuation bonus, etc. Many games do this and work great.
AlanC9 wrote...
How did Bethesda end up with the awful Oblivion scaling, come to think of it? I don't remember a Morrowind mod that leveled everything in the game to match the PC.
In Exile wrote...
Which games? I haven't seen a game where this isn't handled badly (e.g. in TW2 these abilities are essentially useless even on hard; all they change is how often you die, and then only potentially depending on your skill).
AlanC9 wrote...
How did Bethesda end up with the awful Oblivion scaling, come to think of it? I don't remember a Morrowind mod that leveled everything in the game to match the PC.
sbvera13 wrote...
The original Fallouts, the new Fallouts, KOTOR , WoW (I hate to bring it up, but it still qualifies).
Most of those use some dice rolls, it's true, but they're all geared toward and RPG fan base so they never tried to eliminate them completely. Look at how they handle task specific bonuses though, and still leave action in the hands of the player. I could easily imagine using that concept to make a dice-roll free RPG that still uses stats and progression. It would just be a different style of stats.
AlanC9 wrote...
How did Bethesda end up with the awful Oblivion scaling, come to think of it? I don't remember a Morrowind mod that leveled everything in the game to match the PC.
In Exile wrote...
On the other hand, that level of progression actually gives a purpose to
many things included in the original that were useless. Stealing
household junk, for example, becomes a worthwhile profession while you
are too young to plunder dungeons.
I honestly think there is a fundamental break here when stealing candles and napkins is something someone sees as the fun part of the game...
Nashiktal wrote...
In Exile wrote
...I honestly think there is a fundamental break here when stealing candles and napkins is something someone sees as the fun part of the game...
Seriously? I think you are missing the point of Oblivion and role playing my friend. Might as well cut out the thieves guild with that line of thought.
In Exile wrote...
sbvera13 wrote...
The original Fallouts, the new Fallouts, KOTOR , WoW (I hate to bring it up, but it still qualifies).
I haven't played WoW or the original Fallouts, so I can't comment on those.
But the new Fallouts have mechanisms under player control that are certainly stat driven - the most apparent of which is aiming. That's partly stat-based, meaning you can miss independent of your cross-hairs. KoTOR has no player control of any ability beside movement - it's essentially DA:O with a low OTS camera and a worse feat system but a better skill system.