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Gameplay and Story Segregation


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#1
Fast Jimmy

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Since I (and I believe others) were really having a fun, interesting dialogue in the thread that was titled and targeted at someone inappropriately, I have taken it upon myself to start a new thread with the same overall topic.

A Skip Button, or its Story Mode equivalent that makes Casual difficulty look like Ninja Gaiden Black, is a controversial issue. Some say its just an option, that it will have no effect on those who don't use it. While others, such as myself, say it is an oversimplification that causes the inability to have gameplay and story be separate.

Many people do not see a problem with the feature, and say it will be good, as it will allow a larger audience, who may not have the time commitment or desire for slagging through combat, to enjoy the game and story. Some people enjoy the story and want to see that progress without having to button mash, or sneak past hyper-alert guards, or deal with boss fights or puzzles. I understand and can sympathize with that.

My complaint (and the complaint of others) is that the downfall of this feature is two-fold.

Firstly, if you have a Skip Button (or combat difficulty level that guarantees even the toughest fight lasts only ten seconds), then you draw the line between combat (or gameplay in general) and story. Never shall the two meet. If you can skip combat, then you will never see a day when killing one opponent first will result in one story outcome versus attacking another first (think of attacking a civilian possessed by blood magic first versus the blood mage itself, for example). And while the Dragon Age games focus primarily on combat, if there is a Skip Button for combat, then there would also likely be a Skip Button for puzzles, for sneak sections, for problem solving areas, for mystery or clue collecting... essentially, the Skip Button would, in order to appeal to those who don't have time for the Game portion of the video game, need to be applied everywhere that "Story" isnt' officially declared. Which, in the Dragon Age series, seems to be cutscenes, dialogue screens and codex entries. Never will we see a decision we make through any part of the game have any plot or decision impact, other than those three areas. That's the ultimate destination of a Skip Button in my NIghtmare scenario.

Secondly, even if the Skip Button doesn't forever divide gameplay and story, it STILL runs the risk of making the gameplay watered-down, boring or non-innovative. Why spend a lot of time and effort making the combat more fun or unique? The people will just Skip it anyway. Why work to develop ways around combat, or skills that can be used other than fighting? People will just run into combat and hit the Skip button and not think twice about other options. Why make a puzzle hard or require thinking? If it makes people think more than two minutes, they'll just hit the Skip button. In fact, why have levels, or potions, or skills, or equipment (other than cosmetic coolness, that is)? All of it just makes combat easier, which the Skip Button does anyway. This, too, is the Nightmare scenario for the Skip Button.

Ultimately, it has the danger of having the Design team draw themselves in a corner where nothing can overlap with the skippable gameplay and the crucial story, or it has the danger of diminishing the quality of all the current gameplay the game has.

As I stated in the locked thread, I am not a proponent of endless, spamming combat. But I am fan of making things better, giving players options and blurring the lines between gameplay and story. And a Skip Button is a roadblock to giving this to us, not a stepping stone.

EDITTED: for grammar and clarity.

Modifié par Fast Jimmy, 27 février 2012 - 02:19 .


#2
Maria Caliban

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I like the idea of being able to skip combat. I did a complete playthrough of Dragon Age: Origins once. Do I really need to go through the Deep Roads again? That's about five hours of combat and I found little of it fun. I have an achievement for killing 1,000 darkspawn. When I replay, I'm interested in the various different conversations and quest choice outcomes, not in killing those 1,000 darkspawn again and again and again.

One of the most downloaded mods for Dragon Age: Origins was the 'skip Fade' one. Why? Because people got tired of playing the same thing repeatedly. It became boring and tedious to them, so they skipped it.

I enjoyed the Fade puzzle, but I have sympathy for those who want to skip to the 'good parts.' Whatever value of good that might be.

Fast Jimmy wrote...

Firstly, if you have a Skip Button (or combat difficulty level that guarantees even the toughest fight lasts only ten seconds), then you draw the line between combat (or gameplay in general) and story. Never shall the two meet. If you can skip combat, then you will never see a day when killing one opponent first will result in one story outcome versus attacking another first (think of attacking a civilian possessed by blood magic first versus the blood mage itself, for example).


They'd just have a default resolution. If the player does combat, they can choose, if the player skips combat then the devs will decide which opponent you kill first.

The same way the dialogues in Action mode have a default value.

Modifié par Maria Caliban, 27 février 2012 - 02:38 .


#3
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Fast Jimmy wrote...

Firstly, if you have a Skip Button (or combat difficulty level that guarantees even the toughest fight lasts only ten seconds), then you draw the line between combat (or gameplay in general) and story. Never shall the two meet. If you can skip combat, then you will never see a day when killing one opponent first will result in one story outcome versus attacking another first (think of attacking a civilian possessed by blood magic first versus the blood mage itself, for example). And while the Dragon Age games focus primarily on combat, if there is a Skip Button for combat, then there would also likely be a Skip Button for puzzles, for sneak sections, for problem solving areas, for mystery or clue collecting... essentially, the Skip Button would, in order to appeal to those who don't have time for the Game portion of the video game, need to be applied everywhere that "Story" isnt' officially declared. Which, in the Dragon Age series, seems to be cutscenes, dialogue screens and codex entries. Never will we see a decision we make through any part of the game have any plot or decision impact, other than those three areas. That's the ultimate destination of a Skip Button in my NIghtmare scenario.

I find that slippery slope scenario to be unlikely. It could just as well remain specific to combat, essentially godmode and nothing more. It wouldn't have to logically extend to puzzles and everything else.

Secondly, even if the Skip Button doesn't forever divide gameplay and story, it STILL runs the risk of making the gameplay watered-down, boring or non-innovative. Why spend a lot of time and effort making the combat more fun or unique? The people will just Skip it anyway. Why work to develop ways around combat, or skills that can be used other than fighting? People will just run into combat and hit the Skip button and not think twice about other options. Why make a puzzle hard or require thinking? If it makes people think more than two minutes, they'll just hit the Skip button. In fact, why have levels, or potions, or skills, or equipment (other than cosmetic coolness, that is)? All of it just makes combat easier, which the Skip Button does anyway. This, too, is the Nightmare scenario for the Skip Button.

I find that to be unlikely as well. From what I hear, ME3 is more difficult than ME2 was, despite its implementation of a 'Story Mode.' Just because they offer one mode for people who don't want to worry about combat doesn't necessarily mean they're going to devote less resources to combat, particularly if the mode is something as simple as literally preventing the PC from dropping below 1 hp.

As far as puzzles and all that, again I disagree about that slippery slope.

But as to the main point, as far as I can tell, gameplay and story are already segregated in BioWare games. A "skip combat" mode wouldn't further segregate them, it would just, as you say, be a roadblock to "desegregation," melodramatic though that may sound. But while you laud this desegregation as being the favorable way to go, I can't say I see such great value in it. Ok, so I can kill one person before another, or destroy power conduits in a certain order or stuff like that. But depending on the implementation, a story mode could allow me to do that all the same. But even if not, those sorts of situations don't seem to be such a big deal to concern myself over too greatly.

#4
Dave Exclamation Mark Yognaut

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Fast Jimmy wrote...
Firstly, if you have a Skip Button (or combat difficulty level that guarantees even the toughest fight lasts only ten seconds), then you draw the line between combat (or gameplay in general) and story. Never shall the two meet. If you can skip combat, then you will never see a day when killing one opponent first will result in one story outcome versus attacking another first (think of attacking a civilian possessed by blood magic first versus the blood mage itself, for example).


I'd argue this has already happened - at least in combat - with many, if not most, AAA RPGs. I played Devil Survivor a while back, and it surprised me because combat and story weren't separated. For instance, take this scene:

Tokyo's overrun by demons, and it's up to a rag-tag band of hipster kids to save the day! An important NPC tries to commit suicide-by-demon, and a boss attacks her. Your job is to keep her alive while fighting the boss, so have to split your party's attention between skirmishing with the boss and killing the minor demons that attack the NPC. If she dies, she is dead (vs. a non-standard game over), and one of the six endings gets shut off.

Why don't games do stuff like this more often? The WRPG genre is based on c&c, and nothing says "consequences" like NPC death in combat being meaningful.

Fast Jimmy wrote... 
As I stated in the locked thread, I am not a proponent of endless, spamming combat. But I am fan of making things better, giving players options and blurring the lines between gameplay and story. And a Skip Button is a roadblock to giving this to us, not a stepping stone.


Yeah, in terms of gameplay and story, stuff like that makes you invested in combat. Sure, if she dies you can always reload, but the fact that you can continue to play the game with her death having an impact on the story makes that particular fight unusually meaningful.

I always thought there was a missed opportunity for this in DA:O where those two Tevinter blood mages threw mind-controlled human bombs at the party. It would have been cool for there to have been an option to save the civilians, because it adds a dimension of choice to the combat.

#5
Dave Exclamation Mark Yognaut

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Maria Caliban wrote...

I like the idea of being able to skip combat. I did a complete playthrough of Dragon Age: Origins once. Do I really need to go through the Deep Roads again? That's about five hours of combat and I found little of it fun. I have an achievement for killing 1,000 darkspawn. When I replay, I'm interested in the various different conversations and quest choice outcomes, not in killing those 1,000 darkspawn again and again and again.

One of the most downloaded mods for Dragon Age: Origins was the 'skip Fade' one. Why? Because people got tired of playing the same thing repeatedly. It became boring and tedious to them, so they skipped it.


I think that speaks more to some combat being poorly designed than it does to the need for a "skip combat" button. I always thought the best combat in Dragon Age: Origins was right at the beginning where it was quick and lethal. The fight with that first emissary, for instance, could quickly lead to a TPK if you mismanaged it and that was awesome.

#6
GithCheater

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A story mode would have been nice for DA2 for later playthroughs to avoid the repetitve combat, and finish mundane secondary quests and possibly even main quests (Leandra for instance). The characters were of primary interest to me, but it is not worth it to replay the combat slog to get a few tasty, but widely dispersed morsels. The skip feature would be optional, and horror stories about the divorcing of game play and story seem overwrought to me.

#7
Meris

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Maria Caliban wrote...

They'd just have a default resolution. If the player does combat, they can choose, if the player skips combat then the devs will decide which opponent you kill first.

The same way the dialogues in Action mode have a default value.


Default outcomes would be Fast Jimmy's nightmare but worse: whereas he fears the devs will have less incentive of making combat interesting (as well as merging gameplay and story), here the devs would have less incentive of telling an open and truly personal story.

If a huge chunk of the playerbase (and no one ever implements such a big feature if they don't think that will attract/please a lot of people) doesn't care about who or why Shepard is, then there's added incentive for the developers to tell a story no matter what dialogue choices you pick. I don't think anyone wants that.

I'll just leave this here, since I left on the old thread. Dragon Age II reeked of BioWare making a game for gamers outside their own niche. I remember this old video about how you can 'play Dragon Age II as either an action RPG, with no concern for your character and focusing on your Hawke, or a strategy RPG' and the result was something that didn't really make anyone happy. Console gamers cried for the return of auto-attack and PC gamers cried for the return of the isometric view, not to mention a lot of other stuff.

It would just feel like BioWare, after making RPGs for non-RPG'ers would start making games for non-gamers and the wrong way even - because by simply removing combat you cut out most of the gameplay and a game without gameplay but full of dialogue is a interactive novel. And that's not how you introduce someone to gaming, you do that by, if they feel like it, actually giving a game to play.

Gameplay should account for the style of someone who doesn't want to fight. You should be able to build a character that's able to talk or bribe his way out of trouble, that can solve quests without banging someone in the head and actually undermine the efforts of 'inescapable encounters', such as Boss Fights.

I remember this quest from Baldur's Gate 2 where you're investigating murders on the Bridge of Athkatla. To progress the quest, you have to question 2 characters who provide you evidence against a local tanner. If you confront him with only one evidence, he'll just deny everything, upon which you have the choice between continuing the investigation or, instead, simply killing your first suspect and then investigating his house further down to his cellars, where there's clear proof of the deeds.

If you continue the investigation and confront the suspect with both evidences, he'll confess and flee. And you follow him through a couple of battles against his thugs, I believe.

However, before I found out about that, I tried to take a third option by prompting my thief to climb down the stairs. The game wouldn't let me, stating it would prove unwise to go down while the tanner is next to you.. or something. That, by the way, while my thief was in stealth.

I wonder if the game had let me thief go down. Perhaps I could have gotten the option of reporting the tanner to the guard and then having to convince them to make a clean up of the guy's house with limited evidence, or perhaps giving the guard both evidences and letting them do the dirty job.

That, I believe, should be the RPG way of bypassing fights, not a very artificial skip boss red button of doom.

TL;DR If you don't want to fight (I sometimes don't), you should play your way out of it. Not just skip it.

GithCheater wrote...

oops

 
Wow, a triple post. That's epic.

Modifié par Meris, 27 février 2012 - 03:33 .


#8
A Crusty Knight Of Colour

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Thanks for posting this Jimmy and I'm glad that the old thread was "un-deleted" or moved back here. I already wrote a post explaining my position which I wasn't willing to rewrite or paraphrase, though I did add to it (it's a tl;dr):

This (referring to gameplay/story integration) is especially important in RPGs, where a consistent player created character concept is at the core of the experience (because it's that character concept which determines your character's build, playstyle and "choices"). If one is to integrate narrative with gameplay, then skipping parts of it artificially removes options for the player to play as the character they've created. Sometimes the gameplay is the story, especially from the player's perspective.

In an ideal world, in an RPG with much less linear and more creative level/quest/character design, there ought to be different ways in which situations can be approached, not many of them forcing combat on you. If the problem is that there's too much (unavoidable) combat, then create a game with plenty of combat, but also ways to proceed without engaging in it (Planescape: Torment, Fallout 1/2, Bloodlines, Arcanum, etc).

These ways would require you to utilize different aspects of your character's skillsets (diplomacy, intimidation, knowledge, subterfuge, stealth, guile, social exploitation, maybe puzzles, etc) in order to get through certain challenges and leave a lot of the game's encounters as optional rather than compulsory (especially if they serve no narrative purpose). An example in say Dragon Age 2 would be randomly spawning bandits as you run from location to location. Give players the option to bypass that with the skillsets of their characters rather than forcing them into it.

Some examples: interactions with Bandit Leaders that vary depending on your choices in the story - helping the Fereldens allows you to reach agreements with some Bandit groups or something. Ability to sneak past them through more open levels or by going in and out of houses (which you can then rob, enraging hostile home owners) that lead to different sections of the city. Allowing you to set traps and simply running past them altogether. Using magic or potions to trick them into fighting each other while your party waits in the shadows. And more. None of these are impossible to implement and greatly aid the roleplaying aspect of the game (as your character build and playstyle reinforce the character concept you make).

OTOH, arguing for a "skip x button" mechanic emphasizes a design that seeks to separate "gameplay" or "combat" and "story" into separate sections for the sake of a more structured (and easier to make/manage) experience. From a time/effort standpoint, why bother creating 6 ways to solve a problem with differing consequences depending on your actions and skillset when it's easier to create a corridor with areas and sections that can be skipped by the player, if both have the same desired effect?

If anyone has played the game Fallout: New Vegas, how would a quest such as Arizona Killer work out with a "skip combat" button? Depending on how the quest progresses and how you play, you may not even need to engage in combat. OTOH, you may do the opposite and make the entire area full of hostiles. You may even fail the quest, and depending on what happens, this could change future story events.

The way you play, the character you make, it's build, your playstyle, etc, directly affects what happens in the "story". Allowing people to "skip" it removes that interactivity. The ability for the player to take part in what goes on. This is even more apparent where specific and unique game mechanics (not just scenarios and quests) are built with such interactions in mind. For example, various morality mechanics. It only works without detriment when the combat or gameplay in question is fundamentally inconsequential to the narrative or themes of the game or gameworld, which means such combat is filler and doesn't need to be present or mandatory at all.

I don't begrudge people for wanting a skip button, that doesn't bother me and has no reason to bother me. But what does bother me is the design philosophy it encourages, that the game ought to be segregated into sections that are "story oriented" and "gameplay oriented" because it's simply easier to make. It's just anathema to what narrative games ought to strive for - to integrate both in such a manner that takes full advantage of the medium rather than being a poor emulation of film or novels.

J E Sawyer made some comments almost a year ago and although they were in regards to tactical combat specifically, I felt were pertinent to the subject:

This will probably sound really bad, but I don't think most RPG designers actually think about gameplay -- especially not core gameplay. I think this is due to a few problems: first, some gamers (and even some game devs) view gameplay as a chore. They are quite vocal about wanting to pursue the story and characters more as a choose-your-own adventure novel than as an integral part of a role-playing game. Because of this, designers often focus on the creative aspects of RPGs to a fault -- essentially letting the core gameplay elements fall by the wayside. The result is, unsurprisingly, worse gameplay that even more players are loathe to engage.


If gameplay - in particular combat gameplay - is an issue for people, the first thought that comes to my mind is "shouldn't we improve it in a way that encourages good old fashioned roleplaying?" not "how can we skip it and get to the good stuff?"

Allowing players to skip it is only covers up the problem without solving it - too much necessary combat and/or unsatisfying gameplay.

Of course YMMV.

Then again, if the issue is wanting to see certain cinematics, wouldn't an option in the Main Menu allowing you to watch/interact in certain cinematics using a save file would work out just as well? It's been done before (though I'm not sure about interactive cinematics being done in such a manner). If skipping combat/gameplay is a fast foward button, it would be more like a Chapter function. So rather than go through an entire playthrough to see certain cinematics and interactions, you could literally "skip" to the specific ones you want.

edit: I also would not begrudge a people wanting a "Super Casual" setting which drops enemy HP, removes most of it's AI and generally makes things really easy. A difficulty setting is much better than a discrete mechanic which encourages a certain design philosophy.

-------------

To add to that, I've seen some support for an auto-resolve button, as opposed to outright skipping. I can see the advantages of this, provided it doesn't deter from the roleplaying paradigm. That is to say, integrating both character and player skill into the equation.

Meaning, NPC Tactics/AI, aspects like Disposition and perhaps stats and talents focusing on Leadership, Tactical competency and the like (Cunning), as well as the consequences you'd expect from an actual battle (loss of consumable items, injuries, etc).

Things like status at the time of auto-resolve (hp, positioning) might also be pretty cool to integrate.

OTOH though, that sounds awfully complicated to add in without it being half-arsed. Seems much harder to implement well than simply having good RPG quest and character design.

Modifié par CrustyBot, 27 février 2012 - 06:40 .


#9
batlin

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Separating story and combat into two different selections is a HORRIBLE HORRIBLE HORRIBLE idea. All it accomplishes is to make combat busywork in order to progress through the story, when what SHOULD happen is to have the story progress WITH the combat, a feature that is unique to video games, which would be IMPOSSIBLE if a game were designed around people wanting to skip combat.

You don't like the gameplay? Read a f***ing book or watch a f***ing movie. Take your casual gamer bulls*** somewhere else.

You want to do multiple playthroughs? So, what, you want to skip the VAST MAJORITY of the game? Why are you playing the game again?

I absolutely despise this mentality that the gameplay should be skipped in order to see the rest of a story. If you don't want to play the GAME part of a role-playing GAME then go role-play on Second Life.

Modifié par batlin, 27 février 2012 - 06:53 .


#10
Morroian

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batlin wrote...

You don't like the gameplay? Read a f***ing book or watch a f***ing movie. Take your casual gamer bulls*** somewhere else.

I absolutely despise this mentality that the gameplay should be skipped in order to see the rest of a story. If you don't want to play the GAME part of a role-playing GAME

So combat is the only part of an rpg that is gameplay?

#11
batlin

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Morroian wrote...

So combat is the only part of an rpg that is gameplay?


Combat does comprise most of the game, yes. If all you want to see is specific scenes and specific dialogue choices, youtube is full of them. no need to screw over an entire game series by tying developers' hands behind their back.

Modifié par batlin, 27 février 2012 - 06:50 .


#12
Shadow of Light Dragon

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...story and combat are already segregated in DA. Anything interesting that happens during a combat is pushed into a dialogue window (eg. Loghain surrendering) or cinematic (eg. Alistair cutting Loghain's head off). Edit: I do not think this is necessarily a bad thing. I'm a fan of Bioware's dialogue cinematics--they add a lot of impact to what's happening IMO and on the whole they're done well, even if I believe the trend towads higher quality cinematics is coming at the expense of certain RP elements, which I don't like.

I agree with Maria's post. Filament's too. I've also spoken on this topic far too much in the other thread to be bothered starting afresh. Bring on the killallhostiles button.

Oh, and as to the skip puzzles option...really? It's not even necessary. People will check the internet or ask for a solution on BSN if it's taking them too long to solve on their own, because they don't want to spend ten minutes puzzling which order to flip levers in any more than someone else wants to spend ten minutes on a certain boss fight in DA2.

Modifié par Shadow of Light Dragon, 27 février 2012 - 07:10 .


#13
batlin

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Shadow of Light Dragon wrote...

...story and combat are already segregated in DA. Anything interesting that happens during a combat is pushed into a dialogue window (eg. Loghain surrendering) or cinematic (eg. Alistair cutting Loghain's head off). Edit: I do not think this is necessarily a bad thing. I'm a fan of Bioware's dialogue cinematics--they add a lot of impact to what's happening IMO and on the whole they're done well, even if I believe the trend towads higher quality cinematics is coming at the expense of certain RP elements, which I don't like.


The problem is that segregating combat from the story makes it so you can never integrate them into one. And for what point? To save some people a couple hours?

Oh, and as to the skip puzzles option...really? It's not even necessary. People will check the internet or ask for a solution on BSN if it's taking them too long to solve on their own, because they don't want to spend ten minutes puzzling which order to flip levers in any more than someone else wants to spend ten minutes on a certain boss fight in DA2.


Then they can look up the solutions. their problem is already solved. No need to limit developers' abilities with what they can do with their gameplay.

And ridiculous difficulty spikes are another problem with the game entirely; Arishok fights like that show an imbalance in classes and skill trees. It's not a good example of why combat should be skipped altogether.

#14
batlin

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accidental repost

Modifié par batlin, 27 février 2012 - 07:41 .


#15
Shadow of Light Dragon

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batlin wrote...

The problem is that segregating combat from the story makes it so you can never integrate them into one. And for what point? To save some people a couple hours?


So...they should stop doing cinematics then, and have all dialogue zoomed out a la Skyrim?

Please, Maker, no.

Then they can look up the solutions. their problem is already solved. No need to limit developers' abilities with what they can do with their gameplay.


I'm sure you intend for there to be some logical correlation between those points somewhere.

And ridiculous difficulty spikes are another problem with the game entirely; [spoiler] fights like that show an imbalance in classes and skill trees. It's not a good example of why combat should be skipped altogether.


Yeah, but you don't think any example is good enough to warrant the option to skip combat. Let's be honest. ;)

#16
batlin

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Shadow of Light Dragon wrote...

So...they should stop doing cinematics then, and have all dialogue zoomed out a la Skyrim?

Please, Maker, no.


What, they can only do one or the other? Why take away their ability to do both?

I'm sure you intend for there to be some logical correlation between those points somewhere.


If people don't want to deal with the puzzles, then they can look up the solution for it. They already CAN skip the puzzle if they want to.

Yeah, but you don't think any example is good enough to warrant the option to skip combat. Let's be honest. ;)


You're right, I don't, because by and large the combat doesn't have a ridiculous difficulty spike, and if you do indeed suck that bad in the Arishok fight you can always turnt he difficulty down to easy.

#17
Shadow of Light Dragon

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batlin wrote...

Shadow of Light Dragon wrote...

So...they should stop doing cinematics then, and have all dialogue zoomed out a la Skyrim?

Please, Maker, no.


What, they can only do one or the other? Why take away their ability to do both?


...do both cinematics and combat? Together? Completely integrated?

Does that mean you're proposing cinematic (read: scripted, QTE, no AI) combat, because I can't think of what else is realistically available if you want to keep cinematics and combat but not segretate the two.

[snips rest]

No point.

#18
Fast Jimmy

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Shadow of Light Dragon wrote...

...do both cinematics and combat? Together? Completely integrated?

Does that mean you're proposing cinematic (read: scripted, QTE, no AI) combat, because I can't think of what else is realistically available if you want to keep cinematics and combat but not segretate the two.


The technology and technique does not currently exist to accurately track characters during combat and then integrate a cinematic in the manner we've seen in DA, that is true. But neither does the technology exist in the Lycium engine to have non-combat skills to avoid combat, but that is something people are asking for in this thread.

While I would not belittle the amount of work involved in creating either or both of these types of gameplay, and I acknowledge the easy design cost of a Skip Button, these are things I would assume Bioware would want to implement, if not for DA3, then somewhere down the line. John Epler has discussed previously how they are always looking at ways to improve cinematics while also making them as fluid and natural in-game as possible, within technical limitations.

After all this talk this weekend about open gameplay, I picked up my old copy of Fallout 2 and installed it on my computer, just for nostalgia's sake. I was blown away by how good the game still plays, outpacing BG 1 and 2 in my mind. The variety in combat, weapons, skills, and solutions to every problem (both peaceful and non-peaceful) was mind boggling. I haven't gotten to beating it again yet, but I look forward to the ending with its million and one epliogue slides, showing all the impact my choices made. The game is turnbased, its tactical, its funny, its smart and, most of all, 99% of the dialogue is text, which means I have about a dozen different responses to any given NPC I walk up to on the street. 

If I set up a bomb on a reactor and then was discovered by guards, I would be fighting my way out in turn based combat while the timer ticked away in a realistic pace. If I snuck past a  small army but was found out after turning a corner, it wasn't a Game Over/Reload screen, or a cinematic that puts me into a jail cell that I quickly escape... it meant I fought off the same small army, if the person I encountered was able to alert them before I disposed of them. And if I wanted to cut down a small army of civilians with a minigun, I could and be labeled as Scourge of the Wastes.

The game, by its day's standards, was technically high end. However, 14 years later, with technological leaps that are truly mind boggling in the amount processing and software capabilities possible, we are unable to accomplish what this game did so well. Fallout: New Vegas, appropriately enough, is probably the closest we've gotten to this level of gameplay-story integration. But I still think Bethesda's engine is not very good at telling a story, and Fallout, to this day, can still make me laugh out loud with its writing and pacing in a way most comedy movies can't.

The above rant's point is this - the Dragon Age series is moving further and further away from the RPG roots it came from and a Skip Button would be another step in that direction ,a direction that is alienating its hardcore RPG fanbase in favor of the casual gamer. Look no further than Skyrim to see that a huge market of players, both young and old, embrace a game that is built on old-school mechanics, principles and gameplay.

Modifié par Fast Jimmy, 27 février 2012 - 12:27 .


#19
HiroVoid

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It's funny how new technology in some ways limits and restricts it just as it can help expand it.

#20
Mr Fixit

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Fast Jimmy wrote...

After all this talk this weekend about open gameplay, I picked up my old copy of Fallout 2 and installed it on my computer, just for nostalgia's sake. I was blown away by how good the game still plays, outpacing BG 1 and 2 in my mind. The variety in combat, weapons, skills, and solutions to every problem (both peaceful and non-peaceful) was mind boggling. I haven't gotten to beating it again yet, but I look forward to the ending with its million and one epliogue slides, showing all the impact my choices made. The game is turnbased, its tactical, its funny, its smart and, most of all, 99% of the dialogue is text, which means I have about a dozen different responses to any given NPC I walk up to on the street.


Fallouts 1 and 2 truly are the pinnacle of classic RPGs, right there with Baldur's Gate, paramount examples of what it means to be a full-blooded genre game, albeit in very different ways. BG series (and we can also put DA:O in that general category) are old-school combat-heavy epic role-playing games focused on story and a narrative structure, while Fallout is an exploration-heavy quasi-sandbox game with unprecedented role-playing opportunities. In Fallout you could create a character with intelligence of 1, who was only able to converse in grunts! What modern game even approaches that level of character freedom?

The above rant's point is this - the Dragon Age series is moving further and further away from the RPG roots it came from and a Skip Button would be another step in that direction ,a direction that is alienating its hardcore RPG fanbase in favor of the casual gamer. Look no further than Skyrim to see that a huge market of players, both young and old, embrace a game that is built on old-school mechanics, principles and gameplay.


I think this is the point where the concept of demographics comes into play, and the reason I am pretty hopeful when it comes to the future of niche, "hardcore", or whatever you want to call it, gaming experiences.

In the beginning, while the computer-gaming scene was in its infancy, games were played by a pretty narrow and "isolated" subset of people, geek population essentially. That's why those early games are often seen as hardcore, they were aimed at them.

In recent years, gaming has become mainstream, with a large part of that "new generation" being younger casual gamers. They aren't interested in complex systems that have to be mastered, they want simple and smooth entry points into games. The games themselves are increasingly seen as a diversion, a time sink, and not a "way of life".

But... here comes the good old human condition into equation, namely aging. The times ahead will bring an ever increasing number of middle-aged and older gamers, part of today's young mainstream gaming scene that, with years, will want a somewhat different experience out of their games, something with more staying power, as it were.

In short, I think the future will bring a gradual return towards more niche and hardcore games for the simple reason that the market for those games will start expanding.

#21
Wulfram

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I generally prefer having the course of the story decided in explicit decisions than emerging through gameplay. And having to nursemaid NPCs is always frustrating

ME3s "narrative" difficulty seems like a better idea than an actual "skip combat" button. The story RPGs tell needs some combat in it.

I'd also like it if some of the more pointless and repetitive filler combat was just plain taken out. If it's not necessary to the plot or presents a genuinely different challenge, I don't see why it needs to be there. Other than padding out the games playtime, which I guess the devs have to care about since people complain if it's short.

#22
Shadow of Light Dragon

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@Fast Jimmy - Any change to any game has the opportunity to alienate some of the existing fans. It's foolish to be afraid of including features, especially optional features that provide accessibility but don't diminish existing gameplay to those who desire it, on the basis that a few won't like it. If devs took that approach their games would never mature at all.

Modern games funded by publishing houses are forced to move ahead in order to look as good as their competition. I doubt anyone but Indie developers and Kickstarter projects backed by genre legends will get away with returning to old-school roots and still make money out of it, because the big publishing houses aren't interested.

Accessibility became kind of a dirty word after DA2, but IMO that wasn't because they included features to make it easier for casual gamers...it was because they removed features the 'hardcore' enjoyed. There was a lack of compromise, and perhaps Anders was prophetic in saying that compromise can't be attained but I'm watching ME3's attempt with both interest and, melodramatic as it may sound, hope.

If we actually look at how to combine story and combat within the limitations of DA's current engine, it was pointed out to me by a friend not involved in this thread that DA:O did make some attempts to have combat mechanics affect story. The Battle of Redcliffe is one example, where the deaths of certain NPCs were recognised at the funeral, and at least one death could lead to additional dialogue and even epilogue slides with Bella. The end of Broken Circle where how you juggled fighting Uldred and using the Litany would decide whether Irving lived or died, which also had ripple effects.

I'd like to see more of stuff like this because it made combat important to how the story unfolded. It wouldn't block you from proceeding with the game if the NPCs died, but it provided story-based incentive, as opposed to loot or XPs, to fight well and invest in winning the combat.

This would not, in my mind, bar the usefulness/convenience of an autoresolve button to casuals or replayers, but having them fail the 'secondary objectives' of eg. keeping NPCs alive would be a fair trade-off IMO. It would preserve the idea of rewarding gamers who put the effort in while giving a measure of accessibility to gamers who don't want/like combat. But please, please, please don't even bother replying to this paragraph if you believe a kill button in any form is anathema to games. I'm interested in debating what's possible with what we have, not what's bad because it might poison the next generation of RPGs.

Edit: spelling

Modifié par Shadow of Light Dragon, 28 février 2012 - 01:58 .


#23
mousestalker

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Completely OOC: Being of a certain age and background, when I saw the title of this topic: "Gameplay and Story Segregation" my first thought was we need to start bussing the gameplay into the story to achieve integration. Forced bussing at need.

Which misses the point entirely.

The serious reply is that rather than focus on the mechanics, rather adopt the mechanics necessary to create the game desired. In other words, the two are not distinct from each other, but should be seen as interdependent.

Modifié par mousestalker, 28 février 2012 - 02:01 .


#24
Fast Jimmy

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LightDragon,

I think my concern (I don't want to use the word fear here, I don't think that's an accurate brush you are painting the situation with) is valid, for some of the very reasons you mention in your post.

Games are moving away from the detail and variation we saw in games over a decade ago, and even further from the PnP games that inspired them. I honestly cannot think of a series of sequel that became ''more mainstream' or sought to appeal to a wider market and actually did that. A Skip Button, in my opinion, hurts the options of returning to the core gameplay seen int hear older games and which we saw and enjoyed in DAO. Your very examples given from DAO and how it affected story with gameplay show how a backwards step was already taken.

That being said, your suggestion of defaulting to a 'worst case outcome' for those who skip the gameplay could further alienate those who only want to play for the story. The argument would be 'why should I have to deal with the worst possibility if I just want to skip the boring combat?' to which the next question would be 'why does Bioware even have segments of the game that depend on my skill in gameplay? Just give me skippable gameplay and story, the options of how good I play should have no impact on how my story plays!'

It's a slippery slope. How far do you go to appease the casual crowd? People are so concerned that pleasing the hardcore RPG crowd will turn off fans when developers should instead be concerned that hardcore RPG fans are what stick with a series through thick and thin. If implementing a feature, regardless of if that feature is harmful to the series or not, it would be wise to listen to this negative feedback.

#25
Shadow of Light Dragon

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Fast Jimmy wrote...
It's a slippery slope. How far do you go to appease the casual crowd? People are so concerned that pleasing the hardcore RPG crowd will turn off fans when developers should instead be concerned that hardcore RPG fans are what stick with a series through thick and thin. If implementing a feature, regardless of if that feature is harmful to the series or not, it would be wise to listen to this negative feedback.


Of course they should listen, and of course they should pay attention to their hardcore fans.

But even the core fans who have been with the series/developer from the start are divided. You and I alone are proof of that, and no matter who they try to accommodate, my side of the hardcore, your side of the hardcore, casuals or people who want to break in to the RPG scene and see what the fuss is about, there is no pleasing everyone.

Which is why I'm glad I'm not in charge. :P

I'd rather they try to please as many people as possible while maintaining game integrity, but I realise this philosophy isn't universally shared and that definitions of 'game integrity' differ. This is to be expected; gamers are a diverse bunch.

*bows out*