I'd like to start a conversation about Attributes.
Attributes define who we are as people. Smart, charming, funny, stoic, head strong... all of these are attributes you or others would use to define your tendencies as human being.
In RPGs, we use attributes to define our character, as well. Strength, Willpower, Cunning... all of these help define and shape our character and the experiences they have. They give us a chance to create a new persona and character that helps change how we can view the game world and how the events in it affect us.
However, there are ways Attributes can go wrong. For instance, in the DA games, a Level 1 Warrior can have a high Strength of over 20. This let's him wear most equipment he comes across and use brute force to handle enemies in combat. A Level 1 Mage, on the other hand, can have Strength as low as 10 and be, comparably, much weaker. However, by Level 20, the Warrior can have 50, 60, 70 or even higher Strength. And the same Mage at Level 20 can, through permanent stat boosts, have their Strength score boosted to 20 without even putting a point in that Attribute during the Level Up screen.
Is that Mage as strong as the Warrior once was? They cannot use a two handed sword or wear armor, despite the Level 1 Warrior being able to.
Is the Warrior now, truly, two or three times stronger than he was before? If he could lift a barrel before, can he now lift a boulder?
To try and talk out some ways we can look at Attributes and how they function, I'm going to talk about three different existing Attirbute systems pulled from other games, with some of my own tweaks, and see if perhaps there are some systems out there that maybe appeal to us all. Let's get started!
Set Attributes:
This type of system has Attributes which are static (for the most part), where upon character creation, they are set in stone. If you have 18 Strength and 9 Constitution, you're stuck with them until the day you(r character) die(s). This harkens back to the days of D&D and before, but many people would look to Fallout's SPECIAL system as a popular gaming example.
You can create a character who is super agile, who has superior brain power or who is, simply, incredibly lucky. The system also makes you choose corresponding weaknesses. Or you could even be fairly middle of the road in all things, having no real defects, but no real benefits, either. Games in the past have allowed you to be a strong brute who is barely smart enough to have a conversation, a quick draw, dexterity based character who is fragile to the touch or an average Joe who is luckier than anyone has a right to be.
The perks of this system (pun only slightly intended for you Fallout fans) are that you have great levity in creating the character you want. In fact, this may be the best system in terms of role playing, as it let's you create a more defined setup for your character that you then have to follow throughout the game. The downfalls, however, are the fact that certain builds are incredibly difficult to play due to gameplay imbalances. If you don't put any points into Attributes essential to combat like Strength, Dexterity/Agility or Endurance/Constitution, often it results in the game treating your character like a human hacky sack. In addition, other builds can be so overpowered that the game loses all challenge.
Since these types of systems are so ingrained and hard set after character creation, errors can result in a restart of the entire game, which can be punishing to many. However, the option to respec mid-game can result in many things about the character's identity changing, so that's not the best solution many times as well. Ultimately, the way Fallout 3 did this, where character creation was done but then requried you to play through a fairly large opening level that introduced combat, the chance to use non-fighting skills and a variety of weapons, and THEN confirmed whether you'd like to keep that build or not was fairly effective. But let's see if there aren't some other systems that we can look at.
Increase As You Go:
This type of system is like the DA system, where every time you level up, you can place points into your Attributes. This is also seen in many types of other games, such as the Diablo series. It lets you experience progression, and the feeling of being stronger. In addition, it gates off equipment to only those characters that have put enough points into the requisite Attributes. As outlined above, though, there are a few disconnects.
For instance, the gamplay/story segregation I outlined above - does a Level 1 character and a Level 20 character with the exact same Attribute point act as powerful? The answer is no, obviously. Does it make any sense that one could not be agile enough to use a dagger? Or cunning enough to put on armor? Not being able to use them well, maybe... but to not be able to use at all?
Then there is the obvious question of "If my character is a warrior and only uses Strength and Constitution, why put points in anything else?" This results in Attribute dumping, where you know where the points are going to go every level, no matter what. Which nearly defeats the point of Attributes, honestly. If you have to put all your points in Strength to become more powerful and there is very little incentive or reason to do anything else, then what point it that Attribute serving? It may as well be a set Attribute as outlined about and just provide bonuses at every level up.
Lastly, some of it just doesn't make sense. If you liked, you could dump Magic into Oghren or Varric. This would give them no Magic ability (they aren't Mages, obviously) but it would give them high magical resistance. Except that they are dwarves and should already be nigh-impervious to magic... so should they have a natural high Magic score...? Logic like this leads to serious problems when your Attribute system revolves around putting points every level.
I think this might be able to be fixed with a matter of portions. In the DA games, you get 4 points to divy up. Instead of putting them all in one or two attributes, a system that says you can only put one point in an Attribute per Level Up would be a good way to prevent dumping, to manage over-inflation of Attribute values and to promote more experimental builds. Maybe your Warrior would use that point to invest in Cunning, and get a defense bonus as well as a better Crit chance. Maybe he'd put some points into Magic to increase his resistance, despite never being able to cast a spell.
Point is this could be used to make Attributes more flexible and fluid in a system like this, rather than something that is automatic and requires zero planning or thought.
No Attributes:
Ah, and here is the last system. Why have numbers at all? Why not get all the math out of the system?
A leveling system like Skyrim removes Attributes altogether. Instead, level ups allow the character to select an ability or bonus that further defines their character. Been using your sword a lot? Get a bonus to damage, or get an ability to dual wield. Been casting lots of spells? Get a bonus to improve that type of spell's strength, or get a discount to its casting cost.
This type of system can be pretty brilliant, but while it does add a lot of definition to your character, it also makes any character capable of absolutely anything. Want a character that wears the heaviest armor in the game, but can sneak as silent as a ghost while running full speed and can cast spells while doing so? Skyrim let's you do this and, while sometimes fun, is a little over-the-top.
To refine a system like this, I would propose bringing Attributes back in a different way. In Skyrim, all your perk choices are tied strictly to your skills. But what if instead, it was tied to the Attributes in the following manner:
You are a Level 1 Warrior and level up and get to choose a Perk. Since your character is taking a lot of damage, you use your Perk to get a reduction of damage while wearing armor, a skill under the Constituion Attribute. At the next Level Up, you want to start doing more damage with your special moves, so you take a Perk that reduces the cost of your Warrior skills, which is under the Strength Attribute. At your third Level Up, you are taking lots of damage again and really want to get a Perk that increases your Health, but you would need another Perk to be chosen in the Constiution tree in order to get it. If you had used the last Level's Perk in Constiution, you'd be able to get it, but since you didn't, that means you'll either have to take a different Constitution Perk now and get it next level, or use that Perk somewhere else completely.
This could keep from the player making an uber character that can do all things, regardless of how mismatched they are. It could also lead to really unqiue builds and focuses, it doesn't reduce leveling to pumping numbers into the same categories and it also doesn't beg the question "my number used to 20 and now its 70... but nothing has changed!"
TL;DR:
Wrapping up, I do like games that let us build different Attributes and different characters that match them. I love when these Attributes affect more than just combat, but also let us define our character in more personal ways. However, sometimes the systems can wind up causing more problems and consequences than the design really intends.
So what do you say, BSN? What's your thoughts on Attributes?
Modifié par Fast Jimmy, 12 janvier 2013 - 04:26 .





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