Section8 said:
elander_ said:
I wonder how would you solve the targeting problem. It sucked in DeusEx and sucked in Bloodlines. The only action rpg i played that did this to my liking was System Shock. No retarded targeting but the damage we take (and the rate at which weapons condition deteriorate (?) don't remenber) depends on skill.
I think the answer is pretty simple. Hard restrictions. After all, "can sorta use a pistol a bit better" isn't particularly defining when compared to "can/can't use a pistol". When player skill plays such a large role, character skill needs to be defined much more clearly.
If you do that with every skill, you'd create an unsubtle, all-or-nothing system. I'm not sure a system that can't cope with at least: "can't use a pistol", "ok with a pistol", "expert pistol marksman", is a great RPG setup. YES/NO might be defining, but with very broad brush-strokes.
If you only do it for skills that have high player skill influence, it seems like reflex compensation, rather than thoughtful design. If it's not a good idea without player skill involved (and I don't think a binary decision is), I'm not sure I see why it's a good idea when you involve player skill. I don't see why it's necessary to make sure that e.g. player X with character skill 1 must always perform worse than player Y with character skill 2. So long as a given player always gains significantly with increased character skill, there's a significant character-based differentiation.
Was Deus Ex's targeting badly done anyway? If so, what was wrong with it? As a game mechanic, I thought it worked pretty well (though having max skill give 100% perfect aim was a mistake IMO - it felt wrong). If it stops Deus Ex, or any other such game, being an RPG, is that a bad thing?
That said, I agree that clear character skill differentiation is particularly important where player skill is involved. However, I'd draw a distinction between clear differentiation and clear definition. I think that it's necessary for different characters to play very differently, whatever a player's skill. I don't think it's necessary for an individual character to be completely defined (without potential for overlap) in isolation from player skill.
As soon as you include player skill, that's naturally going to be part of what defines the player character. Intentionally circumventing that by going to extremes on character definition, just seems a knee-jerk response. It's artificially forcing a natural player-skill/character-skill hybrid into a character-skill mould (in terms of character definition).
Once you open the FP/RT/player-skill door, you need to roll with the punches. Clinging to a pure character-skill model like grim death makes little sense in the context.
Again - I'm not saying that e.g. Deus Ex does differentiate characters enough. I'm just saying that you don't need to eliminate shades of grey in order to achieve this. It'd work, but I don't think it's a good solution.
It might sometimes make sense to use three or four discrete levels, rather than e.g. continuous/percentage skills. Going to simple YES/NO options just seems undesirably restrictive for most skills.
The graphical component of immersion is not about impressing the player with plastic, bump mapped Mattel horsehit, it's simply about avoiding anything the player's mind will subconsciously reject.
Agreed - though I wouldn't restrict that viewpoint either to graphics, or to the subconscious. Maintaining immersion is about not having the player think "Bullshit!" on any level. That goes for graphics, sound, gameplay mechanics....
Getting a sense of immersion in the first place is a separate matter, of course - and graphical glitz might help here. That's the easy part. Keeping it is the hard part.
I find it somewhat depressing that this is so often misunderstood.
It's like watching some immaculately dressed guy pull up to a party in a flashy sports-car, dazzle on-lookers with electric dance-moves, then spend the evening belching hugely in people's faces. Of course, things will be better at the next party: he'll have a flashier car, and more dance-moves.
aries202 said:
...the character(s) can wonder freely...
As in "What kind of crap is this?!", "Is there a point to my being here??", "Perhaps this wall is just waiting for me to turn around, before it savagely attacks..."...?
Or did you mean
wander freely?