zenbitz
Scholar
- Joined
- Feb 2, 2009
- Messages
- 295
Here is my system (skeleton version):
http://wiki.parpg.net/Proposals:Use-and ... d_Learning
I do think it's possible to have the CPU distinguish between "trivial" tasks and "mission critical" ones - essentially performing the PnP role of GM as gatekeeper of abuse prevention. I don't think it's EASY... but I think it's possible.
The key to getting it to work is, (as others above have suggested) is that there MUST be a "real" game resource consumed that is limited enough to prevent the player from doing something. In my example it's TIME. You only have X amount of time (e.g. 100 day waterchip) to finish the game. If you use TIME grinding skills up for no good reason, you won't have time for other stuff (but that's OK it's your game). Also you will have to eat (and somehow get food) and sleep.
Fallout actually almost does this - there are books that cost money that increase your skills (although eventually they become infinitesimal gains), and reading them takes "game time" (but just a fade out screen for player. However, FO fails to balance this well because after a certain point, money is irrelevant and time is not really important (even in FO1 where you had 100 days... you only need like 30, it's not like it's close).
http://wiki.parpg.net/Proposals:Use-and ... d_Learning
Lastly, no matter how the detailed formula is crafted - it will probably still be exploitable by a determined player. To prevent this, we need to put a "cap" on the number of times a skill can be "used" (for the purposes of learning from it). A simple way to do this is that no skill can be "improved" (including failing a possible "improve" check!) by learn-by-doing more than once/day - or even once/week. This gives designers two ways to "control" player advancement by doing. Both are necessary, but I am not sure if they are sufficient.
1. By restricting the difficulty of tasks available to the player
2. By forcing the player to spend "time".
I do think it's possible to have the CPU distinguish between "trivial" tasks and "mission critical" ones - essentially performing the PnP role of GM as gatekeeper of abuse prevention. I don't think it's EASY... but I think it's possible.
The key to getting it to work is, (as others above have suggested) is that there MUST be a "real" game resource consumed that is limited enough to prevent the player from doing something. In my example it's TIME. You only have X amount of time (e.g. 100 day waterchip) to finish the game. If you use TIME grinding skills up for no good reason, you won't have time for other stuff (but that's OK it's your game). Also you will have to eat (and somehow get food) and sleep.
Fallout actually almost does this - there are books that cost money that increase your skills (although eventually they become infinitesimal gains), and reading them takes "game time" (but just a fade out screen for player. However, FO fails to balance this well because after a certain point, money is irrelevant and time is not really important (even in FO1 where you had 100 days... you only need like 30, it's not like it's close).