Eww no.Everquest did everything best. Mostly.
Incredibly wrong. Complexity itself can be fun. Creating fun builds, different play types, etc. It isn't all about "challenge". Challenge is only 1 of 4 major gameplay types for one thing.
RPGCodex said:eli
Literate
The choices in this poll are shit. I expected we would have a discussion about things such as "learn by use" vs "generic skill points, allocate as you wish", arbitrary levels vs awarding skill points for tasks, or what stats/skills and how should grow and which should not grow. Or what is the best abstraction approach when designing stats/skill growth. Instead we have vague statements about complexity and learning curve. Considering the poll options OP did not even mean the actual progression system, but the ruleset or mechanical complexity rather than how character growth and capability are addressed by the game.
Anyway for both the mechanics and progression my answer is the same, they should be complementary to the gameplay vision. An arbitrarily high level of complexity can be introduced in a ruleset, the question is why do it, what is the goal? The goal should be to deliver better gameplay in the form of tools the player can use to overcome challenges and to introduce new challenges. If I pick or lack skill X what happens or what I can do during my playthrough should noticeably change, because I have a different tool set to use in those challenges.
No, it's more of a fantasy special olympics game.Its called a "role play" game not a fantasy olympics game. Sometimes I wanna be an aoe nuker and sometimes i wanna do DoT combos with debuffs, etc.
Incredibly wrong. Complexity itself can be fun. Creating fun builds, different play types, etc. It isn't all about "challenge". Challenge is only 1 of 4 major gameplay types for one thing.
Read again what I wrote, I am not directly talking about difficulty. By challenge I meant obstacle or objective. Complexity should introduce new tools and new options that different builds would have access to, at the cost of opportunity of losing out on other options. This should lead to builds that result in meaningfully different playthrough experiences. Difficulty can but not necessarily has to be a factor in achieving different playthrough experience.
Do you like Phil Collins? I've been a big Genesis fan ever since the release of their 1980 album, Duke. Before that, I really didn't understand any of their work. Too artsy, too intellectual. It was on Duke where, uh, Phil Collins' presence became more apparent. I think Invisible Touch was the group's undisputed masterpiece. It's an epic meditation on intangibility.and by video games i mean video games tropes
Are you not a native English speaker? Because challenge and obstacle are the same thing and in either case you are using it wrong. Goal or objective would have been better.