Player skill has always been able to overcome Character skill. Even in the P&P realm.
Looking at player skill and character skill as different things, rather than two sides of the same coin invalidates the idea of gaming as a whole. Interactivity necessitates player involvement, and thus some measurement of personal skill investment.
That said, in a Class-based game like Dragon Age: Inquisition, how much investment should yield a return? I think the combat realm is perhaps the limitation of where this return should come from, which actually lends itself to the tactical focus of the game.
In games like Skyrim, where you can literally have zero Lockpicking skill, and break master locks open with minimal effort (If you're good at that sort of thing like I am), it makes a little less sense. The idea of player skill trumping character skill in this case can create that sense of cognitive dissonance.
My general feeling is, Character Skill tells you want you can do. Player skill determines how well you can do it, though there's certainly some overlap between the two.
Remember that Dark Souls is a game just about combat. There is no world agency besides killing things, which makes it a poor example to compare to with games that focus much more on world interactions like Dragon Age.
hello deflagratio
is it not same argument as talking about accuracy and opposing riffle accuracy vs shooter accuracy without looking at how the gun is used or is intended for ?
basically teh crux of the argument is the context in which it is applied.
So sure, at a high level i fundamentally agree with you. Ie even in a tactical round based game, the player skill, by maximizing the conditions for the game system, can have a character perform above the character skill level, but that is what that type of game is designed for.
In some FSP/action, you could chose a character which Would translate in how much leeway you would have as the timing of key press. Again this is what the game is designed for and it is all good
Basically, it is like using vectored roll with FW 190 to "out turn" Spitfire in a flight simulator. (ie using the high roll rate instead of the not so grate low speed turn rate, which turns out to be historically accurate).
now if your game is about charterer development, and even more so class and level, we are not really in the same case as the case above.Having the ability to perform a skill to more than a basic level without spending character point is a fundamental flow in that type of game, Because this is what the game is about and my mouse-dexterity and/or sheer number of lockpick should not trump my char not having the lock pick skills.
it is exactly as daft has getting a head shot in tactical turn based game for no other reason that you holding the mouse on the head of the target
it does not matter if is FPS, action, RPG, tactical turn based, if the game system is based on skill for tool usage and performance, The result of player skills should be constrained by that to the same extend.
Phil