Azarkon
Arcane
- Joined
- Oct 7, 2005
- Messages
- 2,989
The game pits you in several situations where if you have not specced a minimum of points in "XY" skill you're dead, and have to start over, and does this for purely the sake "being hardcore". ... You're not playing the way you want to in this game; you are playing the way you must do to succeed. That is, you're not role-playing your character, rather you're manipulating your character's stats once you've found out through trial and error what stats your character needs to have to progress.
This is the only legitimate complaint and it's a weakness of hard gated design - ie "you need 18 skill in lock picks and anything less is a fail" instead of "the higher your lock pick skill is, the less resources you need to succeed."
Or the problem in "you need the lockpick skill in order to succeed because it's the only way forward".
Hard gating isn't the issue if there are multiple ways to bypass an obstacle. Maybe the door can be bashed open with a high strength, but it makes noise, attracting the guards. Maybe you can find a hidden secret door as an alternate entry but only with high perception. Maybe you can use a gunpowder bomb to blow open the door but it makes even more noise than smashing and bombs are expensive. Maybe a high acrobatics skill allows you to bypass the door entirely and climb up through a window. Or maybe the quest isn't mandatory for finishing the game and you can skip getting through that door entirely - but you will leave an important item behind that will close off one way to win the game, or make the final fight much harder.
Just give different possible solutions to the player, so every type of character can progress, with some options being better than the others (lockpicking or finding the secret door are better than bashing or bombing the door) - or make the quest not mandatory for victory.
The problem I was alluding to is a bit more specific than that. It's not so much that you need a particular skill to solve a quest a certain way - that's sensible - but that you need a particular skill value. Thus, it isn't enough to have "lock picking," you need "lock picking > 7." Why 7? How was the player supposed to know that it requires 7? How can you plan ahead, reasonably, without meta-gaming? It's great to have multiple solutions for quests, but a giant waste of opportunity when the player is 1 or 2 points off the required skill value, and end up having to go with the lowest common denominator solution because of hard gated skill checks. Imagine building your character up to a lock picking skill of 6 and thinking "that's enough for now," not realizing that you needed 1 more for the big middle game fork that decides your character's route for the next 10 hours, and having the game tell you "well, you don't have enough lock picking skills for me to offer you the thief route, so congratulations on taking the random nobody route." This is the weakness of hard gated design.
Are there ways around it? Sure. You can save all your skill points as indicated above and do save scumming. Or you can go read a guide. Both are instances of meta-gaming, however, so we're back to square one: how do you design skill checks in such a way that they don't require meta-gaming from the player in order to sensibly accomplish character building goals? The obvious answer is "soft" skill checks, but it's far from easy due to the issues I brought up in the last post.
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