Infinitron I'm not sure what your armchair psychology is getting at.
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I do piss you off with that, don't I? :freudianjew:
No, I'm obviously not arguing for Skyrim - although Skyrim's problems aren't just systemic but also related to the type of content it offers. In a serious, non-power fantasy game, you shouldn't really be able to become the Archmage of Winterhold (or whatever) so easily no matter what stats you have and no matter what character you've built.
I'm not necessarily "getting" at anything in particular, just trying to get people to think about the way these choices are usually structured and maybe make them consider their assumptions about what is categorically more "monocled".
It's very easy to go "hurr, this game has higher skill check thresholds therefore it's harder therefore it's better". Maybe that's right
sometimes , but it's something that needs to be examined.
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In other words, you don't have a point, you want other people to make your point? I'm only being harsh because I don't think "exclusivity = better" is really such a dogmatic idol that needs to be brought down, I think significant exclusivity happens in very few games and people are often split on it.
If you have a break-in quest where you need climbing to jump the wall and speech to talk the guard, crudely speaking, you could set the checks at 3/3 so quite a few characters could choose either option; set them at 8/8 so that only dedicated specialists can pursue the options, or even have to give up on the quest altogether; set them at 6/4 so that som eoptions are more obscure and difficult, but there's at least an 'easier' and maybe less optimal way to progress. It's hard for me to think of situations where inclusivity adds to replayability, immersion, whatever. It's easy to think of situations where
too much exclusivity might cause frustration, but that's not the same as inclusive choices.
The key problem that remains is that make the options too inclusive/easy and you dilute the consequences of each choice and also break down the general feeling of C&C over the long term, the feeling that your character building matters. Too much exclusivity might make you feel that your character can't do half the cool shit; too much inclusivity makes you feel that none of the work you put into the character over time actually
enabled you to do any cool shit, it was always available in the first place.
DarKPenguiN The primary challenge to that is making all skills similarly useful without making them the same or having so many options for every challenge that it hardly seems to matter. If you can solve problem X with speech, combat, or stealth, fine, but if there are skill checks for survival, repair, science, charisma and endurance too, then we come back to the problem...
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