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As always guys,:happy: if anyone finds my posts too long or boring, pls don't flame me and just move along.

I myslef find it interesting to compare my views with other posters so I would like to continue, even though I am aware that is very... specific topic...
Also I am not sure if it would not be better to take this conversation to PM section, since it is a little bit off topic and just post the final result of the debate here.

But I'll have to think about it... As for the topic itself... well...
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Phaedon wrote...
Why?
A +15% damage upgrade is always more important than a mere +5% upgrade, even if we remove the starting and extremelly high levels of ME1 and only keep levels that matter.
That logic is flawed.
System A has a few levels, but with every single one being important, whereas System B has some more levels, but not a single one of them is remotely important.
Therefore, the first system gives you as many choices as it promises, whereas the second one gives you the illusion of choice, when in fact, there is virtually no choice in each level, and you have to condense batches of levels together to see some difference, something that the first system does instantly.
Well firstly, the differences between what somebody considers an illusion of choice and what he (she) classifies as an actual choice may vary from player to player. While I agree that difference between levels, items, etc. in Mass Effect 1 were sometimes too insignificant, I still find the individual perception of what is “deep” enough not to be considered just an illusion of choice, to be too subjective indicator.
So, I would prefer measuring the differences between min. and max. values of particular variable as I am explaining later.
The fact that this logic is flawed is further demonestrated by the fact that, by using the exact same logic, you can have both games start with abilities at 1% and get them to 100%, while splitting each ability/attribute in 100 levels, with the only increase per level being a 1% upgrade.
And what this does? It gives you the illusion of choice, when in fact each of the hundrends of choices you will do will be utterly insignificant. It won't be significant until you start uprading each attribute in "units" which are made up by multiple of levels. In conclusion, there is a natural and automatical progression to fewer levels, with significant changes.
And 100 is just an example. You could further divide each attribute infinitely. Just because it has more "boxes" that you can click, it doesn't mean that it's deeper, because whether you click that box or not, there won't be any
difference. After all, the point of statistical progression is to evolve into various roles. Creating the illusion that you are not evolving, and making every choice insignificant is counter-productive.
I have to disagree. My goal was exactly to demonstrate that the “stats” system (
system B in my example) can be considered deeper despite the fact that, the differences between individual options (levels) are smaller,
as long as the difference between the lowest value (in case of system B: level 1 – damage 1)
and the highest value (B: level 20 – damage 20)
is larger (the difference between 1 and 20 is +19) than in similar system (
system A in my example) with more significant changes between levels but with smaller difference between the lowest value (level 1 – damage 1) and the highest value (level 3 – damage 10, which is only + 9).
And why do I think so?
Because I find the difference between the lowest value (level) and the highest value to be a more accurate measure of how “stats” can influence the gameplay. In the example I provided, if I had an opponent in the game with the health 100 and I had an option to attack him, the system B would allow me to attack him with the character (or weapon) which can level up to level 20 and
deal damage 20. The system A can do so only up to level 3 and damage 10. The difference between the attack of character (or weapon) which is on max. level in system B (level 20 and damage 20) and character (weapon) on the lowest level (level 1 damage 1) in this system is larger (+ 19) than the difference between the character (weapon) on max. level in system A (level 3 – damage 10) and character on min. level (level 1 – damage 1) in system A (+ 9).
In case of system B, I could kill such opponent with 5, 6, 7, 8, 9, 10,12, 13, 15, 17, 20, 25, 34, 50 or 100 attacks depending on the level of my character (weapon) while in system A, I could kill him only with 10, 20 or 100 attacks.
I myself would consider system B to be "deeper" because if I used the “stats” (leveling up) properly, their influence on the gameplay could be more significant than in case of system A (in case of system B, if I leveled up properly and reached max. level, I would require only 5 attacks while in system A, I would still need at least 10).
Please note, I am not using the percentage (just like Mass Effects don’t in some cases, well at least not in the menus), I am not using the same maximum values for both systems (because I want to demonstrate that they matter more than the values of individual levels) and I am not saying that the things work this way in any of the Mass Effects.
I just specifically created an example which should point out that measuring of “stats” by comparing the significance of differences between individual levels can result in omission of an important aspect. And that is the overall level to which they can influence the gameplay.You on the other hand, … providing that I understand your post… have made an example in which both systems have the same min. and max. values (1% and 100%) and one has less levels with more significant differences while the other is the exact opposite.
Now, if I used the method I propose, I would qualify both systems as equally deep, because the size of the differences between min. and max. level is the same (again 1% and 100%). If I used your method, one of the systems (the one with less levels and more significant changes) would be classified as deeper.
Maybe your method might be little bit more useful in in your example (depending on what we want to find out), but my IMO would still work fine, because at the very least, it would say that both “stats” systems can influence the gameplay to the same degree (from 1% to 100% of whatever the base value actually is), which IMO is still a relevant information.
Where your method does not work IMO, is my example, because it would classify system A as deeper despite the fact that system B:
- covers all the options that system A has (damage 1, 5 and 10)
- and more importantly,
has options which exceed the maximum set in system A, (damage from 11 to 20) and influence the gameplay even further to the level the system A can’t. In conclusion, to me it seems like you are focusing more on how many "meaningful / significant" choices the game actually has while I would like to see a comparison which focuses more on the level to which the “stats system” can influence the gameplay if they are used to their full potential (the differences between character [weapon] on lowest level, with no upgrades, etc. and the “maxed out” character [weapon]).
Like I said, I don't know which of the Mass Effecs would be deeper if somebody tried to use the approach I am proposing. It's just that I find your method to be incomplete and negligent to some aspects, so IMO it shouldn't be used as final indicator.
Giving the illusion of choice? How so?
Because that's exactly what you are saying. A quick look at the base powers for each class quickly dismisses this idea. If we leave the weapon skill and charming skills out of this, because they are a different subject and another flaw of ME1 for me (the morality is attached to some other attributes too anyway), the actual effects are almost all there, with the obvious differences here and there.
I would say that if we really wanted to at least try to “objectively” measure the “depth” of “stats” systems in both games, we should not disregard any “stats” that are at least in one of the Mass Effects.
Flawed or not, bad or good, or even if they are so insignificant that some players may neglect them or consider them to be just an “illusion of choice”, as long as they exist at least in one of the games, they are (to some degree) relevant to the comparison of "stats" of these games (in this case it would indicate how many areas in Mass Effects have at least some "stats" / options. Even if they are quite shallow.).
In other words, even the most shallow “stats” are deeper than no stats at all (providing that one game has "stats" / options in the area the other one does not have). Besides,...
deeper does not necessarily mean better or more useful. But that is another topic for another discussion.:happy:
Modifié par Varen Spectre, 05 septembre 2011 - 08:09 .