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Randomized consequences?


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#51
Rpgfantasyplayer

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Sylvius the Mad wrote...

Rpgfantasyplayer wrote...

Sylvius the Mad wrote...

If the PC is warned that something bad will happen, and then that bad thing (improbably) doesn't happen, I would expect people to complain about that. Randomising outcomes like this could result in the game being less appealing to casual players, but without actually improving the product. I'm all for excluding casual players if doing so makes the game better, but I don't think that happens here.


So just because someone doesn't want or have the time to play a game that you have to micromanage your play, those people should be excluded?  Just because someone doesn't want to play the way  you do doesn't mean that they should be excluded.  That is what higher difficult settings are for.  There is a large base of casual players out there and cutting them out of buying your product is just not smart.

Read what I wrote again.


I understand what you are saying.  All I was trying to say is that cutting out a core group of people is not a good idea. To a degree random outcomes have already existed in the Dragon Age universe. And as you can see people have run with the excluding casual player portion of your statement.

Modifié par Rpgfantasyplayer, 29 octobre 2012 - 07:17 .


#52
Guest_EntropicAngel_*

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Maclimes wrote...

"You would have gotten a good ending, but even though you made all the choices that lead to the good ending, you get the bad one, because the dice came up bad. Bummer. Accept it, or start all over."


On an unrelated note, this is a problem I have with DnD mechanics in games like KotOR ][ where I'm slashing at an unarmed individual with a vibroblade and a longsword and yet they barely take any damage.

#53
Maclimes

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EntropicAngel wrote...

Maclimes wrote...

"You would have gotten a good ending, but even though you made all the choices that lead to the good ending, you get the bad one, because the dice came up bad. Bummer. Accept it, or start all over."


On an unrelated note, this is a problem I have with DnD mechanics in games like KotOR ][ where I'm slashing at an unarmed individual with a vibroblade and a longsword and yet they barely take any damage.


That's not a problem with randomization. That's a problem with a disconnect between setting and mechanics.

Basically, in this case, you had a random number between 1 and 100 to determine damage (simply, innacurate math for purpose of example). Whereas a successful hit should have been between 50 and 100, to give a more realistic sense of combat damage.

#54
Allan Schumacher

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General User wrote...

Allan Schumacher wrote...

Just to continue discussion: Why shouldn't it be deterministic?

Why would actions play out differently in the event of not being present?

I see this idea more in terms of being a way to bridge the gap between the player and the player character.  In other words, if the player character doesn't know how any given event or mission is going to resolve itself, why should the player?

Plus there's the idea that the player/player character might be able to influence the outcome of a given mission, but ultimately they shouldn't be able to determine it.  Afterall, we human beings can only influence the actions of others to greater or lesser degrees, why should our digital avatars in Thedas be any different?


Who's to say they are determining it?  Simply because that's the consequence of all those preconditions being met?

Lets say there are 3 different preconditions that can be met, and each permutation is a unique outcome (so 6 outcomes).  If I satisfy the first 2, I have put my influence into the equation.  Everything being equal, why would the offscreen actors allow my influence to affect them one time, but in the other time, my exact same influence does NOT affect them?

Modifié par Allan Schumacher, 29 octobre 2012 - 07:48 .


#55
Guest_EntropicAngel_*

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Maclimes wrote...

That's not a problem with randomization. That's a problem with a disconnect between setting and mechanics.

Basically, in this case, you had a random number between 1 and 100 to determine damage (simply, innacurate math for purpose of example). Whereas a successful hit should have been between 50 and 100, to give a more realistic sense of combat damage.


Thanks.

#56
SeptimusMagistos

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Maclimes wrote...

I vote a big "No" on this one, for what it's worth.

"You would have gotten a good ending, but even though you made all the choices that lead to the good ending, you get the bad one, because the dice came up bad. Bummer. Accept it, or start all over."


There is a game called King of Dragon Pass that works based on a mechanic similar to what the OP describes. And this exact thing basically happens. A vital quest in the end-game is randomly determined and even if you did everything right up to that point your bid to become the ruler of Dragon Pass can completely randomly fail due to a circumstance you had no control over.

The randomness makes certain aspects of that game more fun but in general it just frustrates the hell out of me. Determinism is where it's at.

#57
Lennard Testarossa

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Maclimes wrote...
"You would have gotten a good ending, but even though you made all the choices that lead to the good ending, you get the bad one, because the dice came up bad. Bummer. Accept it, or start all over."


More strawman, please. If you take a risk, you did not make a choice that necessarily leads to a good ending.

Maclimes wrote...
But if you overcome those challenges, you should be rewarded, not have that reward stripped away because of an arbitrary game system.


Following that argument, nothing bad can ever happen without your having a chance to fix it by combat.

SeptimusMagistos wrote...
The randomness makes certain aspects of that game more fun but in
general it just frustrates the hell out of me. Determinism is where it's
at.


So one game doing it wrong once means it can't ever be done right?

Modifié par Lennard Testarossa, 29 octobre 2012 - 07:56 .


#58
Quicksilver26

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SeptimusMagistos wrote...

Nope. Hate it.

I like feeling like I'm in control of things. That's why I play video games and not slots.



HERE HERE +100 :wizard: this so very much it's all about the control when playing a RPG it's why auto dilong and paraphrasing will never work we need to know what we're going to say and we need to be in control of  it like when and how we say things if something is beyond our control it is no longer any fun 

#59
Lotion Soronarr

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AlexJK wrote...
That doesn't make sense. Nobody is "carving their own story" by metagaming, reloading saves, or following game guides. They're still following the story of the game, in their own preferred way. Same as you. What on earth makes their experience less valid than yours?


Because you're not playing natural.
You already know what will happen and you steer the game towards that goal.

That isn't role-playing, that's playing "follow the dots to get my preffered ending".


I don't consider guides and walkthroughs to be cheating, no. And I don't consider "save-scumming" to be a thing at all. Save games are for reloading. That is their purpose. If player A chooses to reload every time he gets an outcome he doesn't like, that's his choice. If player B chooses never to save and always accepts whatever happens, that's her choice.


Saves are there for you to save the game and go to the bathoorm, eat, sleep and go on with your life.

#60
Lotion Soronarr

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Wulfram wrote...

I can appreciate the intent, but I don't know it would actually be very satisfying. The knowledge I could have got a better outcome with a purely random roll would bug me, I think. Strategy games can make good use of chance and risk, but RPGs are maybe more fun if they're determinist.

My suggestion would be to have some random elements in the game that could shake up stories and choices, but to have these elements be at least somewhat visible before the choice is made.


But did you read what I wrote - those elements ARE somewhat visible.

In the Redcliffe scenario - help the people, do the best to arm and prepare the people to increase your chances of a happy outcome.
Going to the Circle is a risk choice - the other two are far more "final". Where is the risk?

#61
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Lotion Soronnar wrote...

Because you're not playing natural.
You already know what will happen and you steer the game towards that goal.

That isn't role-playing, that's playing "follow the dots to get my preffered ending".


And?

There's nothing inherently "wrong" with that.

You and I may choose to RP, but that shouldn't prevent someone from their choice not to.

#62
Lotion Soronarr

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SeptimusMagistos wrote...

Nope. Hate it.

I like feeling like I'm in control of things. That's why I play video games and not slots.


Which is fine when the PC IS in control of things.
But what about when he's not?

Again, this is only for scenarios/quest in which it makes sense.

Modifié par Lotion Soronnar, 29 octobre 2012 - 08:11 .


#63
Beerfish

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They would add to re-playability but I think they would add a significant amount of problems to the development side as the more branching you add the bigger chance there is to fubar things in general. On a smaller scale it could work for individual quests that had no real bearing on the main plot though.

#64
Wozearly

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Allan Schumacher wrote...

Lets say there are 3 different preconditions that can be met, and each permutation is a unique outcome (so 6 outcomes).  If I satisfy the first 2, I have put my influence into the equation.  Everything being equal, why would the offscreen actors allow my influence to affect them on time, but in the other time, my exact same influence does NOT affect them?


In that specific example, you're opting not to influence the third precondition and leaving it to chance (presuming that it was possible to influence it at all). As we know all too well from Hawke's storyline, doing all of the things to push for a certain outcome can still leave you cursing as fate dictates something else happens - the difference in this case being that there would at least be a chance that your influence would lead to the unique outcome you (the character) was gunning for, rather than the game determining a specific outcome...assuming that the third precondition is partly randomised.

It could work particularly well if the six unique permutations were tied into three pairs, with one being the successful outcome of what the player was attempting and one being the unsuccessful attempt at achieving it. Preconditions 1 and 2 would be deterministic and outline the player's intentions, precondition three would be influenceable but not necessarily wholly under the player's control.

Introducing it purely for the sake of randomness might not be a good idea, but it could be used to introduce an element of consequence to decisions around prioritisation. For example, recruiting the four armies in DA:O - no matter whether you go to the mages first or last, the tower is in the exact same situation and its no more or less risky to prioritise getting the mages on-side by making them the first group you try to recruit, or leaving them until last.

A deterministic way of adding consequence would be to introduce some kind of automatic failure on whichever army you attempt to recruit last - in the mage instance, dear old Uhtred having had too much time to embed himself into the tower and convert the mages would force an annulment even if the player attempted to rescue the circle, meaning you would 'have' to take the Templars (which presumes that's a failure option in the first place)...or, perhaps, walk away empty-handed because the Templars would now be tied up dealing with abominations that had managed to flee the tower.

Although I'd have quite liked that twist, knowing that the final location you visit is a guaranteed failure is not likely to be a particularly beneficial addition to replaying and wouldn't necessarily add a lot for someone on the first playthrough.

However, a randomised element could allow a different flavour to it. The first two locations (for argument's sake) would result in guaranteed victories, the third location could have a reasonable chance of the failure condition downgrading the complete victory scenario into a partial victory (even if the difference is primarily cosmetic), but the fourth one would be more of a long-shot. You left one of the problems until last, and now there's a much higher chance that it'll fail in some way...

The chance of success might sooth the issue of replay fatigue compared to knowing that the outcome was going to be a guaranteed failure. Provided that the difference between winning and failing doesn't have significant gameplay consequences for the player that would inspire them to reload and have them feel that the game had acquired a grinding element.


A stratified random element might even be better - particularly for less critical areas. For example, some of the quests in a main hub might resolve differently depending on how you prioritise the order of doing them, or depending on your actions in an earlier event. Again, whatever you prioritise might be a guaranteed success, but either the second or the third (but never both, and never neither) would go wrong as a consequence of you putting them further down your list of things to do.

The primary value of this type of mechanic as I see it is to introduce consequence to the player's decisions around priorisiting their time / the order in which they do things. Despite there being a random element, this arguably allows for much greater player agency and influence than determining that one quest will always fail, provided that this mechanic is used appropriately and not on anything too critical that would have people clawing at the walls in protest.

Given the DA series' move towards a greater sense of moral dilemma and consequence, including unexpected consequences, this doesn't seem like such an outlandish idea.

Turning your question back to you, why should the offscreen actors be incapable of influencing anything in the world for themselves without the player's complete control? Why should a couple of related actions that you took as a character always lead to an identical outcome when there are so many other factors at play in the world that could affect it, for better or for worse?

Modifié par Wozearly, 29 octobre 2012 - 08:14 .


#65
The Night Haunter

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I'm sorry but this idea is just like Bioware making Mommy Hawke's death be optional. When they tested it they found many players just reloaded a save to get the 'better' ending. Thats what would happen if bioware did what your suggesting in DA3. It would cost a lot of money for bioware to do this and then 80% of the players would just reload and skip the 'bad' consequences.
Plus if you do awesome in Redcliffe why should there even be a chance that the town is destroyed? that makes no sense, You just worked your butt off saving Redcliffe, now despite your efforts it is destroyed the same as if you'd done a poor job? No thank you.

Doing Action A leads to Consequence B. Determinism is the way to go.

#66
TheGreatLordShatner

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Maclimes wrote...

I vote a big "No" on this one, for what it's worth.

"You would have gotten a good ending, but even though you made all the choices that lead to the good ending, you get the bad one, because the dice came up bad. Bummer. Accept it, or start all over."

While that may seem slightly more realistic, it doesn't actually make it more FUN. And at the end of the day, this is a game, not a fantasy life simulator. Games are supposed to be fun. There should be challenge and adversity, yes. But if you overcome those challenges, you should be rewarded, not have that reward stripped away because of an arbitrary game system.


Sez you.  I would definitely find the unpredictability of consequences from my choices fun.

Bioware need to get away from the "top right = good.  bottom right = bad" form of choice.  There is simply no thought required from the player at all.  Sadly I can't see this happening while they use their dialogue wheel.

#67
Maclimes

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Lennard Testarossa wrote...

Following that argument, nothing bad can ever happen without your having a chance to fix it by combat.


Nonsense. For example, having to choosing Loghain's fate at the Landsmeet:

If you choose to let him join the Wardens, you lose Alistair's friendship and companionship, but you gain Loghain as a party member.
If you choose to kill him, you lose Anora's support, but maintain your relationship with Alistair, and you get revenge on Cailan's killer.

If they had wanted to, they could have made a random chance that Loghain would die in the Joining. And if that happens, you've lost both Alistair and Loghain, making it so that your only choice is to sacrifice yourself, or perform the Dark Ritual.

And yes, that is a more realistic scenario, with potential risk involved, which is arguably rewarding. But it also takes control away from the player.

Bad things happening should be a result of a player making a poor decision (or having to choose the lesser of two evils), not the result of a dice roll.

#68
Lotion Soronarr

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Sylvius the Mad wrote...

Lennard Testarossa wrote...

Sylvius the Mad wrote...
I'm all for excluding casual players if doing so makes the game better, but I don't think that happens here.


It makes choices more meaningful. That's an improvement by my standards.

They're only more meaningful from a metagame perspective.  That makes the supposed improvement an illusion.


ACtually they are an improvement on a greater level.

From a player perspective, not only does a choice have more weight, but also there is more content. There is basicly another possible resolution to the quest.

Seriously people keep harping and demanding more choices, and now this?

#69
DaringMoosejaw

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People would just reload until they got the scenario they wanted, and if they coded it so it was determined way beforehand, they'd already know what would happen. I don't like the idea of **** either going well or to hell without any way to control it. It either always goes to hell or it doesn't. If you don't want to be spoiled by guides, don't read them! And if people do want to use guides, what the hell interest is it of yours to prevent them from being able to?

#70
General User

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Allan Schumacher wrote...

Who's to say they are determining it?  Simply because that's the consequence of all those preconditions being met?

In a way... yes.  When there's only one character (the player character) whose takes the action(s) that truely lead to any given consequence, I don't see how anyone could say that they aren't determining it.

Lets say there are 3 different preconditions that can be met, and each permutation is a unique outcome (so 6 outcomes).  If I satisfy the first 2, I have put my influence into the equation.  Everything being equal, why would the offscreen actors allow my influence to affect them one time, but in the other time, my exact same influence does NOT affect them?

I think that the actions of off-screen actors could be thought of as being "the butterfly effect" put into action (or simulated rather).

Because the fact is everything isn't equal (or it shouldn't be anyway).  To stick with the Redcliffe scenario, perhaps (after the Warden left for the Circle) Bann Teagan decided to assign Guardsman A instead of Guardsman B to watch the door Connor locked himself behind, and Guardsman A makes decisions or has vulnerabilities that Guardsman B wouldn't have.  So, as a consequence of random decisions by off-screen actors, instead of returning from the Circle with his "I win!" option firmly in place, the Warden returns to find the whole situation has gone south in a big way. 

Modifié par General User, 29 octobre 2012 - 08:22 .


#71
Lotion Soronarr

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Maclimes wrote...

I vote a big "No" on this one, for what it's worth.

"You would have gotten a good ending, but even though you made all the choices that lead to the good ending, you get the bad one, because the dice came up bad. Bummer. Accept it, or start all over."

While that may seem slightly more realistic, it doesn't actually make it more FUN. And at the end of the day, this is a game, not a fantasy life simulator. Games are supposed to be fun. There should be challenge and adversity, yes. But if you overcome those challenges, you should be rewarded, not have that reward stripped away because of an arbitrary game system.

Note: I'm not opposed to randomization, but the randomization should be in the challenges, not in the results of those challenges. Random dungeons, enemies, loot, maps, locations... these things make sense, because you can still strive for the goal. But if the goal itself may be completely unachievable because of a random dice roll after you've already overcome the challenges, that's just crappy design.



What is it with you people who always extrapolate the worst?

When exactly did in my example that happen? When where you prevented for achieving your goal? (unless by goal you mean "get the specific outcome I want" and not "finish the quest").

Again, player actions IN SOME QUESTS influence the probability of a result. This is only for RISKY options.
Not all options. Not all quests.
If you want omake sure you dont' fail, don't take a risk. It's is imple.

#72
Sylvius the Mad

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Lennard Testarossa wrote...

Sylvius the Mad wrote...

They're only more meaningful from a metagame perspective. That makes the supposed improvement an illusion.

I, the player, am necessarily looking at the game from a metagame perspective.

Then you're not roleplaying.  If you were roleplaying, you'd be seeing the game's content only from an in-character perspective.

EntropicAngel wrote...

Sylvius the Mad wrote...

I'm all for excluding casual players if doing so makes the game better...

This is quote worthy, Sylvius.

I should have phrased that "if doing so is a result of making the game better".

#73
Realmzmaster

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The OP's method is dependent on the outcome of a battle (using his example).

I could see it if the desire demon in Connor was considerably weaken base on the outcome of the battle.

There would have to be some physical evidence of the drain of power in Connor (or lessening of connection) to give some clue to what choice may be best. The clues can be subtle and PC's ( or party member's) cunning would play into whether those clues could be picked up. The more clues that are picked up by observation during conversation allows for a more informed selection. The PC can then risk going to the Circle or make a different choice.

Also using the same example, the blood sacrifice or lyrium ritual can also be subject to the same method. The demon should have had the possibility of interrupting the rituals based on the lack of power drain. The choice of killing Connor already has the risk of the party losing, but observation of how much power has been drained can make the decision to kill Connor easier.

The problem with randomization is that the same event can occur on subsequent playthroughs. So a gamer may never see the other possibilities. One can play the game 15 times and be able to go to the Circle and return without anything bad happening. Previous playthroughs do not affect the probability of other playthroughs. Also random events are never truly random. A seed value is used to make random events, but same seed value usually always produces the same results.

#74
Sylvius the Mad

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Lotion Soronnar wrote...

If you wan to make sure you don't fail, don't take a risk. It is simple.

If this is a consequence of randomising outcomes (forcing players to assess risks more realisitically), then I would like to randomise outcomes.

#75
Maclimes

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Lotion Soronnar wrote...
What is it with you people who always extrapolate the worst?

When exactly did in my example that happen? When where you prevented for achieving your goal? (unless by goal you mean "get the specific outcome I want" and not "finish the quest").

Again, player actions IN SOME QUESTS influence the probability of a result. This is only for RISKY options.
Not all options. Not all quests.
If you want omake sure you dont' fail, don't take a risk. It's is imple.


I think I see what you are saying, but let me seek clarification here.

In the Redcliffe militia fight, there are 4 things you can do to shore up the defenses:
1. Tell the Knights about the Oil
2. Give the Knights the amulets
3. Convince the blacksmith to equip the militia
4. Convince the dwarf mercenary to join the militia

If I'm understanding you correctly, you're saying that if you did all of those things, you should get a good outcome. If you did none of them, you should get a bad outcome. Somewhere in between, and it's random (weighted based on how many of them you did). Is that right? Because if THAT'S what you're talking about, I'm okay with it. I'm fine, because you still have the option to get the desired result if you do everything right.

But if you're talking about allowing random chance to determine the result, even if you've literally done everything in your power to get the desired outcome, then no. What's the point? It doesn't make decisions more meaningful, it makes them LESS meaningful, because it's up to chance, not choice.