Allan Schumacher wrote...
Personally, I don't think there's a harsh cut-off between player skill and character skill. As long as one doesn't contradict the other outright, there's no issue with having both be part of the equation.
THIS is something that does bother me. IIRC Morrowind was a game where I could straight up hit someone with a bow, but whether or not I did damage was based on my character's skill which was just confusing and frustrating IMO.
Just wanted to respond on this point and pick up on some of the things that have been said over the last couple of pages...
I would agree that Morrowind's first-person "You aimed correctly, but missed / did no damage because your skill is too low" would seem counterintuitive,
if you're used to games where correctly aiming with the mouse is the key determinant of hitting the target.
But substitute it into DA:O's third person. If I click to autotarget someone and I start missing a lot because my attack skill is low and they're hefting a shield, that must logically seem confusing and frustrating. I did the correct thing, I aimed at the enemy and targeted them, why is my character not hitting them?
One of the reasons I like Morrowind's approach is that it forcibly divorces the ability for a player to compensate for mediocre character stats by relying on their own skill as a player. If you want to be a good archer, that should be primarily about building your character's skills in archery, not practicing your own mouse movements so that you can instead put the points into a category where your own skill cannot influence the outcome (e.g. successes with potion crafting).
I don't see that the epitome of this is a game that plays itself with no player input. The goal of this type of approach would not be to remove player input, but to remove the effect of player skill providing a positive or negative impact on their character's success.
As examples, the introduction of pause mechanics removes the benefit of twitch skills leading to success in combat - instead, the benefit of building twitch skills / having twitch skills is the option to potentially use them to move through combat at a faster pace. DA and ME both benefitted from this.
If the player's intelligence is to be modelled, then puzzles in-game need to become more reliant on the character's ability to solve it rather than the player's. So faced with a logic puzzle, the fact that the player knows the way to solve it is irrelevant. If the character is simply too dumb to figure it out, and lacks companions or others to do so, that way is barred. If its a case of "pick the correct multi-choice answer" then the options woul all be incorrect, potentially humorously so (see Fallout).
The player could still be rewarded for finding alternative ways to progress, or have alternative ways to get benefits by the use of other skills (e.g. the sword you can only pull from the stone with 20+ strength - eat that smarty pants). The aim in this instance is to reward specialisation and/or diversity (puzzles could require more than one skill, with lower thresholds for both). The angle is about rewarding player choices and trying to ensure that different builds genuinely play differently outside of combat as well as inside of combat. Doesn't hurt for feelings of player agency (I chose the skills, look at the impact) or replay value either.
If you wanted to model 'wisdom' in terms of tactical understanding, there are various insidious ways you could do this. In the DA setting, you could remove the ability for your own character (or other characters) to trigger cross-class combos. You could limit the number of abilities they would have the option of using at any given time by locking the length of the action bar. You could limit the number of tactical options that could be set up for use by companions.
This is a different tack to the way that Bioware (and, to be fair, most of the RPG industry) is evolving, as the concept is to reward player choices and intentionally remove player skill from the equation, whilst accepting that removing player intelligence from the equation is neither entirely possible, nor necessarily desirable.
The current general direction of travel is more of a fusion of applying RPG mechanics to augment player skill or to enable a sense of character development over time. Very rarely do the mechanics intentionally restrict and/or frustrate the player trying to do something their character is no good at. Generally if the character isn't good at something, that's either made non-critical or locked out entirely and placed into a different class type - such as rogues not being able to tote shields or heavy armour, warriors not being able to use ranged weapons, mages being incapable of learning melee combat, no-one having a coercion skill, etc.
This approach can work well for people who value the blend of action and RPG elements, because it ensures that player skill remains directly rewarded, and if you got it right then so did your character.
Interestingly, there are two current RPG franchises that don't use this approach, and opt for something much closer to the angle of removing player agency via direct skill (though certainly not entirely). They have relatively unrestricted class development that starts in one place, but can be morphed into another one if you're willing to spend the time doing so and overcoming the constraints of being downright rubbish at something for a while because your character is rubbish at it.
For the record those franchises are Fallout and The Elder Scrolls, and between them they've fielded 4 out of the top 6 titles for RPG sales in recent years (Fable takes the remaining 2).
Modifié par Wozearly, 17 août 2012 - 07:45 .