poetic codex
Augur
- Joined
- Aug 14, 2010
- Messages
- 292
If there's one thing about RPG's that I've grown weary of is the levelling system which reduces combat to killing stuff to get get more points to spend on skills with numeric values. (I know this probably means it's time to quit the genre altogether).
I understand why this mechanic has been used over and over, but would it kill one person to step out of the mold? What's even more frustrating for me is that games like The Witcher and Dragon Age have flirted, and given hints at something different, but did not go all the way.
I'm talking about a skill-gain system based on your decisions, or even on accidents rather than just killing stuff for points.
In the Witcher, depending on where you choose to explore, you will learn signs in different order, or might even miss a sign altogether. I would love a more in-depth implementation of this method of gaining skills. It rewards exploration, or you could choose not to explore and save those discoveries for future playthroughs.
In Dragon Age certain "prestige classes" become available if you make certain choices. I liked this, but, again, I want to see a more in-depth version of this implemented in a game.
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Let me illustrate an example of what I'm thinking about: imagine a game where your character is truly a blank slate at the beginning.
You don't choose a class, and there's no point-buy system for skills and stats. Instead you start off as a blank slate in a room where there's some bandits beating down on your door.
If you choose to jump through the window, you gain the first level of the "Acrobat" class which comes with its own unique set of skills, one of which is the ability to perform feats of daring.
If you choose to pick up the knife lying on the floor and await your assailants, you will gain the first level of the "Brawler" class, which comes with a very different set if skills than the acrobats. One of these skills is the ability to find weak spots on enemies to make you deliver devastating blows with that knife.
If you choose to open the door and talk to them and manage to bluff them convincingly , you will gain the first level of the "Diplomat" class. Note: this attempt to bluff the bandits will be just as tricky as the Shrouded Hills bridge part in Arcanum, but there is no skill check, and it is not stat dependent, since your char is a blank slate at this point. But if you manage to succeed, then one of the perks of the Diplomat class would be subtle hints that would help you select the right dialogue choices in future tricky scenarios like this. For characters without that Diplomat class, all attempts to bluff would be just as hard as that scene in Arcanum.
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As you play the game, and make more choices like the one above, you will fine tune your character with new classes and skills. For example, suppose our Acrobat from above performed a class feat which made him climb into a hole that would be inaccessible to anyone without this class. Inside this hole, he finds a fragment of a scroll from an ancient school of magic. If he chooses to take this to a scholar to decipher it, he would learn the spell from that scroll. No other characters without the acrobat class would be able to access this spell, because they wouldn't be able to find it int he first place.
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That was just a rough, offhand sketch of the kind of thing I'm talking about. A skill gain system that is not based on killing stuff to get points to pump into skills with numerical values.
I understand why this mechanic has been used over and over, but would it kill one person to step out of the mold? What's even more frustrating for me is that games like The Witcher and Dragon Age have flirted, and given hints at something different, but did not go all the way.
I'm talking about a skill-gain system based on your decisions, or even on accidents rather than just killing stuff for points.
In the Witcher, depending on where you choose to explore, you will learn signs in different order, or might even miss a sign altogether. I would love a more in-depth implementation of this method of gaining skills. It rewards exploration, or you could choose not to explore and save those discoveries for future playthroughs.
In Dragon Age certain "prestige classes" become available if you make certain choices. I liked this, but, again, I want to see a more in-depth version of this implemented in a game.
-----------------------------------------
Let me illustrate an example of what I'm thinking about: imagine a game where your character is truly a blank slate at the beginning.
You don't choose a class, and there's no point-buy system for skills and stats. Instead you start off as a blank slate in a room where there's some bandits beating down on your door.
If you choose to jump through the window, you gain the first level of the "Acrobat" class which comes with its own unique set of skills, one of which is the ability to perform feats of daring.
If you choose to pick up the knife lying on the floor and await your assailants, you will gain the first level of the "Brawler" class, which comes with a very different set if skills than the acrobats. One of these skills is the ability to find weak spots on enemies to make you deliver devastating blows with that knife.
If you choose to open the door and talk to them and manage to bluff them convincingly , you will gain the first level of the "Diplomat" class. Note: this attempt to bluff the bandits will be just as tricky as the Shrouded Hills bridge part in Arcanum, but there is no skill check, and it is not stat dependent, since your char is a blank slate at this point. But if you manage to succeed, then one of the perks of the Diplomat class would be subtle hints that would help you select the right dialogue choices in future tricky scenarios like this. For characters without that Diplomat class, all attempts to bluff would be just as hard as that scene in Arcanum.
------
As you play the game, and make more choices like the one above, you will fine tune your character with new classes and skills. For example, suppose our Acrobat from above performed a class feat which made him climb into a hole that would be inaccessible to anyone without this class. Inside this hole, he finds a fragment of a scroll from an ancient school of magic. If he chooses to take this to a scholar to decipher it, he would learn the spell from that scroll. No other characters without the acrobat class would be able to access this spell, because they wouldn't be able to find it int he first place.
-----------------
That was just a rough, offhand sketch of the kind of thing I'm talking about. A skill gain system that is not based on killing stuff to get points to pump into skills with numerical values.