There must be other ways to provide an abstract representation of a character's skills. Let's get a bit more creative.
Modifié par Plaintiff, 10 mai 2013 - 03:02 .
Modifié par Plaintiff, 10 mai 2013 - 03:02 .
Games like Deus Ex offers speech as an alternative, you could speak to the guard to gain access or sneak in undetected and go about just as easily. It's usually never influencing major plot decisions or success rates of missions. The only time the game truly faults your decisions are if you get caught or go in guns blazing.
Modifié par Fast Jimmy, 10 mai 2013 - 03:00 .
Plaintiff wrote...
I would like RPGs to start moving away from "stat" systems entirely. Or at least try to show it differently.
There must be other ways to provide an abstract representation of a player's skills. Let's get a bit more creative.
Or not use any values at all. Make an RPG where there is no skill progression whatsoever, where characters start and finish with the same skills at the same level.Fast Jimmy wrote...
Plaintiff wrote...
I would like RPGs to start moving away from "stat" systems entirely. Or at least try to show it differently.
There must be other ways to provide an abstract representation of a player's skills. Let's get a bit more creative.
Such as what? Stats are values. Any other system of progression would just be using a different value.
I'm not sure, exactly, how one levels something up through experience without using some metric, number or value to show that progression.
Unless you wanted to start using irrational values? Like i cubed?
Greylycantrope wrote...
I like this concept but the class option just being there by default seems a little too easy.KiwiQuiche wrote...
Different checks- Like being a warrior you could beat someone for info (Or warrior-Templar is better at getting info from other templars or mages would refuse to co-op with a Templar pc), or being a Blood Mage you can wring it out of their minds. I wouldn't mind limitations to class in terms of persuasions; it would really encourage re-plays and trying different classes and talent trees.
Plaintiff wrote...
Make an RPG where there is no skill progression whatsoever, where characters start and finish with the same skills at the same level.
Plaintiff wrote...
Or not use any values at all. Make an RPG where there is no skill progression whatsoever, where characters start and finish with the same skills at the same level.
I could imagine it being done differently. Elder Scrolls used to have star signs as an indicator of skill progression or extra abilities, perhaps that could be used.Enigmatick wrote...
Plaintiff wrote...
Make an RPG where there is no skill progression whatsoever, where characters start and finish with the same skills at the same level.
That sounds like an incredibly boring game. Even most non-RPGs that have characters with a set of abilities level them and change after a while
Fast Jimmy wrote..
This is the real rub. If you can't talk you way past a situation, then it is not very worthwhile. If your speech skill results in combat under the same circumstances as someone with zero speech skill, then what's the point?
The two don't have to be mutual exclusive, but if you can talk your way past anyone and then also easily blast past anyone who puts up a fight, then where's the challenge? Where's the struggle?
Speech is a hard skill to do where it has worth in enough situations, but it also doesn't become overpowered. It also has to be balanced out where you shouldn't be able to have both skills at equal levels in tandem, where killing someone or talking past them is a flip of a coin, instead of a decision of gameplay decision.
KiwiQuiche wrote...
could be like Fallout NV where you fail unless you have the correct skills/level? Try to threaten someone with 8 strength and they are like "lol due whatever" or being a Blood Mage who only just unlocked that skill tree and when you try to mind break someone you fail.
Maybe like CJ from San Andreas getting more muscular as he gets stronger. Actually show the physical changes from getting better at skill e.g like zoom in on the characters hands and show them getting more callouses as the get better at lockpicking, maybe show like an effect behind a mages eyes as they get better at magic, have a rogue's stance become better as they become better at dodging, maybe scars for toughness etc. etc. (Yes, I know these are just "hidden" stats).Plaintiff wrote...
I would like RPGs to start moving away from "stat" systems entirely. Or at least try to show it differently.
There must be other ways to provide an abstract representation of a character's skills. Let's get a bit more creative.
Modifié par chuckles471, 10 mai 2013 - 05:05 .
mickey111 wrote...
Kill it with fire. Or just hide it and make us figure out how to influence people the old fashioned way. You know, the way that involves each players comprehension of social interaction. The old Fallouts did something like that, you may have heard of them.
Guest_EntropicAngel_*
Guest_EntropicAngel_*
bobobo878 wrote...
I think that persuasion should involve the murder knife more often in DA:I.
No, I mean, maybe the Inquisitor could persuade people to do what he wants by murder knifing their associates right in front of them or something.EntropicAngel wrote...
I actually think it would be great if your character could be more proactive in dialogs that degrade into combat. The murder knife is an excellent idea. Don't quote that out of context, lol.bobobo878 wrote...
I think that persuasion should involve the murder knife more often in DA:I.
Guest_EntropicAngel_*
Modifié par EntropicAngel, 10 mai 2013 - 06:14 .
I know right, it sounds, like, GOTY extreme!EntropicAngel wrote...
Yeah I didn't figure you meant what I meant. I was taking your comment and making a tangent.
But, in response, that sounds...extreme.
Poor Alistair, he was like "Oh noes, the new recruit has gone full stupid evil but I'm going to have to put up with him for plot reasons!" He should have said "Damn it PC, there's no Renegade bar in this game! You don't have to do this crap!"EntropicAngel wrote...
Though I was recently playing DA:O and on a whim had my Warden kill the man in the prison in Ostagar, and the sying soldier in the Korcari Wilds. It was hilarious, I couldn't stop laughing.
Modifié par bobobo878, 10 mai 2013 - 06:19 .
Guest_EntropicAngel_*
bobobo878 wrote...
I know right! Poor Alistair, he was like "Oh ****, the new recruit has gone full stupid evil but I'm going to have to put up with him for plot reasons!"
In Exile wrote...
KiwiQuiche wrote...
could be like Fallout NV where you fail unless you have the correct skills/level? Try to threaten someone with 8 strength and they are like "lol due whatever" or being a Blood Mage who only just unlocked that skill tree and when you try to mind break someone you fail.
That's still an I-WIN button. It just has more prerequisites until you can click I-WIN.
Modifié par Darth Brotarian, 10 mai 2013 - 06:38 .