Vaeliorin wrote...
They're not for me, but that's because the character's faces just aren't something that I spend a lot of time looking at. It's like with comics, where I almost never notice the things in the art unless someone points them out to me. I pay attention to words, but not to images. Heck, until someone mentioned it on the forums, I never knew the faces in Jade Empire changed depending on what dialogue option you had highlighted.
I'm generally an incredibly inattentive person (when it comes to everything around me), but faces are one of the few things I consistently notice. I just don't understand how it could be possible to talk to someone and not focus on their face. What else would you look at?
I know (though it makes no sense to me) that there are people who just can't handle the combat in these games. But I think it's something that's much easier to learn with a little effort than social interaction. I've mentioned in the past that I'd be okay with a system that limited what sort of tactics you could give your allies depending on some sort of tactical stat that the player character had (or maybe an option to use the highest in the party, since you could play a character who realizes their tactical shortcomings and listens to others instead) and I think that would be a start towards more separation of character and player.
Putting my neuroscientist cap on, in terms of the ease of learning, it actually depends. Combat is easier to learn if you've learned to learn it, so to speak (e.g. if you have the kind of background in playing with numbers or formal logic generally that makes it intuitive to think in terms of rigid categories and structured, static actions). But social interaction is something that's so innate in what we do, most people just build the kind of knowledge base necessary to have a very strong intuition for it.
So, in that sense, learning social interaction from scratch is incredibly complex - but generally it's rare for people to have to do that.
That said, I see where you're coming from with making it more unitary stat-based. But I was using combat to show the opposite issue - that there would be nothing
fun about reducing combat to an interactive movie and a single "Combat Win" stat that had to cross a threshold.
I thought I remembered you saying nice things about XCOM:EU. That game lives on RNG.
The combat is RNG - but the RNG is very limited and circumscribed, e.g. (i) it is totally upfront (e.g. 50% hit chance); (ii) hidden in the code, meaning I can find out how the mechanic works; (iii) the consequences flow logically from the probability (i.e., I can predict the outcome); and (iv) the RNG is not
entirely random because the hit % and dmg % are influenced by fundamental underlyings thats which I know and can attempt to min/max ahead of time.
Basically, combat RNG is all about playing with numbers. But if you're talking about using dialogue as a way to avoid meta-gaming, then having me create spreadsheet tables to min-max my dialogue ability based on bounded variables, scour gamefaqs to find the actual game mechanics which you would probably insist on hiding in the name of unpredictabiity is just creating an annoying barrrier to the kind of gameplay that RNG features rely on.
There's nothing actually
random about the random number generator, in the sense that even though the actual outcomes are stochastic I know ahead of time how they are stochastic and can always plan in such a way to control for them.
I can, for example, position my assault trooper in such a way that even if my sniper somehow misses that last Thin Man, I can bat clean-up using run & gun from full cover.
Regardless, the dislike of RNG in an RPG is particularly bizarre to me because I can't recall playing any RPG (PnP or otherwise) that didn't involve some sort of RNG. Personally, I find systems without RNG boring (there are some tactics games that are like that) because there's always a best/right way to do things, and once you figure it out, the game becomes trivial.
But an RNG doesn't change that. In Fire Emblem, for example, there are still ideal builds. There's
always a best way of doing things.
It's like DA, where you had the always win persuade options. I don't want to always win, even if I make the same choices every time, because it removes any sense of excitement (within reason, of course. Having damage roulette on in XCOM and doing 1 point of damage point-blank with a shotgun after you run and gunned up to a muton elite sucks.) It's the same reason I hate hand-placed loot.
But the "fun" in XCOM doesn't come from 1-shotting the muton elite - it comes from rolling with the punches as the game dynamically evolves around you. It's about reacting, planning. Tactics, essentially.
Dialogue is none of these things. I'm making an in-character decision, my character is giving a particular speech (the same speech) to the same character, who has the same background and life experience, and yet somehow I'm expected to believe because of "magic" behind the scenes - maybe because 40 years ago his undear rode into his bottom, suddenly the same argument isn't persuasive?
The RNG in conmbat doesn't rely on this insane chaos theory kind of logic to justify itself.
Granted, I don't think you should win or lose a game solely based on RNG (there are some old school games where you get 1 chance to spot a secret door or something, and if you fail, you can never finish the game) but I like the opportunity for things to not always turn out for me the same way every time.
There are certain things that
do not make sense as being randomized. For example, XCOM doesn't randomly transform your units into other clases of units, or randomly switch genders at unpredictable intervals, or has your weapon transform into a chicken.
I think RNG dialogue is much more like having a gun turn into a chicken than it is missing a shot because your footing was poor.
Modifié par In Exile, 11 mai 2013 - 06:09 .