That's because hitpoints are an abstraction designed to improve the pace and flow of the game: In a tabletop environment, working out the exact details of how every given blow affects every actor would be absolutely unbearable, slowing the pace of the game to crawl and breaking the flow.I would infact point to Pillars of Eternity as a clear example of what I'm talking about. Just look at the health and endurance + wound system. I liked HP. But HP wasn't good enough anymore, was it?
But everyone knows "hitpoints" as an abstraction is a gross oversimplification. We tolerate it where drilling down deeper would just bog down the game...but most of us would like to have more if we could.
I don't agree with that and JarlFrank 's mention of Rome: Total War is a good example of how the game can handle the mechanical side of things under the hood (such as calculations), while leaving only the interesting or informative bits to the player.But everyone knows "hitpoints" as an abstraction is a gross oversimplification. We tolerate it where drilling down deeper would just bog down the game...but most of us would like to have more if we could.
Kenshi is quite heavily in the simulationist side of games, I daresay.Funny, I find that there isn't enough simulationism in gaming. Especially when it comes to RPGs and anything mainstream.
The Total War series? It was reasonably simulationist in Rome and Medieval 2, Empire as well. Soldiers didn't have health as such, they had armor values and if a hit was successful there was a chance for armor penetration and death. Projectiles were simulated, shields added a rectangular hitbox in front of soldiers that protects them from missiles. In the modern TW games (Warhammer, 3 Kingdoms), parts of that simulationism have been abstracted. Shields no longer are a hitbox with a chance to completely negate damage, they merely add more armor/health; soldiers have different health values in addition to armor, which means elite units can just eat more damage for some reason despite being the same human soldiers as everyone else. Three Kingdoms has a ridiculous turtle formation that gives +100% missile defense, the effectiveness of which is independent of the shield's hitbox. Compare that to Rome 1, where forming a turtle formation meant that soldiers put their shields all around the formation which protects them from missiles due to the extended shield hitbox, but missiles that manages to get lucky and hit the area between two shields could still do damage. And it was so much better than the stupid abstracted %protection they do now.
Modern mainstream RPGs tend to be very abstract. Look at PoE: while it tries to "fix" a lot of D&D's problems, it feels way more artificial compared to D&D. While D&D has a ton of abstractions, they're supposed to represent something real. PoE has a lot of weird shit that's super complex but doesn't really make that much sense. Why is the ruleset like that? It's definitely not due to an attempt at simulation.
Then there's shit like modern Bethesda games and other big budget action RPGs that make your weapon skill increase damage, including the damage of bullets... because a bullet hits harder when your gun handling skill is better... wot? It's a complete abstraction and spits in the face of simulationist aspiration, as does the problem of HP bloat that plagues these games.
In the indie scene, roguelikes and roguelites are all the rage (I guess because level design is teh hard). Those also tend to have pretty simple and abstract rules.
Where is all that glorious simulationism? I don't see it, beyond a handful of hardcore strategy wargames like anything made in the Men of War engine, the Steel Division games (to some degree... that series still has a few too many abstractions for my taste, like why the fuck do you have to use "points" to "buy" reinforcements which are just within driving distance?), the Graviteam Tactics series, the Ultimate General and Ultimate Admiral games to some degree, and the Graviteam Tactics series.
But outside of niche wargames and tank/plane/submarine sims? I really want to play those simulationist games, so please tell me their names.
But everyone knows "hitpoints" as an abstraction is a gross oversimplification. We tolerate it where drilling down deeper would just bog down the game...but most of us would like to have more if we could.
What is your reasoning?
There are plenty of good reasons to have carry capacity. It legitimizes strength as a stat when it'd be otherwise useless. It drives the player to find more efficient and satisfying means of carrying items (horse and cart in Daggerfall, the Highwayman in Fallout 2). In a game like Ultima Underworld, having to stash items around the map makes you think more about your progress through the levels and make notes of what you left and where, adding a ton to the sort of investigative, inquisitive gameplay that makes the Ultima games good. And if you don't find managing your tetris inventory in Deus Ex and Resident Evil 4 to be fun as fuck, then you're just retarded.It gets in the way of fun. There is not one time a situation arises where you go, "oh boy! can't wait to have to bounce out of this 9 levels in deep dungeon to go back to town and sell shit or repair shit!"
What the hell are you doing in Dragon's Dogma to be carrying that amount? In my 40+ hours of playtime in that game, I never had to do that once. You do realize that your party members can carry stuff, right? And if you had to keep teleporting back to your bank, maybe you should use some of those potions and oil flasks you're carrying, you fucking cheating hoarder.One of my favorite games in recent years is Dragon's Dogma and once I removed some of the goofy shit like carry weight the game became even better because I no longer had to teleport in and out to transfer things to my bank and could just keep playing the game and slaying monsters.
What is your reasoning?
It gets in the way of fun. There is not one time a situation arises where you go, "oh boy! can't wait to have to bounce out of this 9 levels in deep dungeon to go back to town and sell shit or repair shit!"
Item durability and carrying capacity are only two of a number of ways in which exploration can be enhanced via logistics; a non-exhaustive list:Simulations lead to shit like item durability and carry capacity and other gay shit I cheat engine or mod out.
Lmao 8 fucking limbs and this jack can't even apply them for logistics.Simulations lead to shit like item durability and carry capacity and other gay shit I cheat engine or mod out.
Nix. If they were smart they would have banned newspapers by now.Those fuckers are smart.
It legitimizes strength as a stat when it'd be otherwise useless.
In a game like Ultima Underworld, having to stash items around the map makes you think more about your progress through the levels and make notes of what you left and where,
And if you don't find managing your tetris inventory in Deus Ex and Resident Evil 4 to be fun as fuck, then you're just retarded.
What the hell are you doing in Dragon's Dogma to be carrying that amount?
You do realize that your party members can carry stuff, right?
That's because you're not supposed to go back. That's an absolute last resort. Shit breaking forces you to get creative and use other stategies or resources. Inventory getting full forces you to weigh the value of each and make the touch decision of what shit to leave behind. This is the type of stuff that makes for peak gameplay.
I'd tell you to plan ahead, but you'll probably just go have more kids or something.It legitimizes strength as a stat when it'd be otherwise useless.
Strength should be the stat that governs how HARD you hit things with big manly weapons and what you can equip on your actual character. That should always be the primary appeal of Strength. It is a melee stat, you gormless motherfucker you.
In a game like Ultima Underworld, having to stash items around the map makes you think more about your progress through the levels and make notes of what you left and where,
Oh lordy, the amazing gameplay strats of, "which random ass chest did I put this random item in?" Needless, intensely retarded busywork when you could just let the player skip the ten minutes of backtracking to pop it out of the inventory. There is nothing worse than wasting time and despising it vs. wasting time and enjoying it. Son if you wanna do chores come over and do my dishes or sumshit.
And if you don't find managing your tetris inventory in Deus Ex and Resident Evil 4 to be fun as fuck, then you're just retarded.
This nigga probably books trips just so he has an excuse to pack luggage. Nigga probably takes ten minutes minimum to set up his Battleship board juuust right. spits tobacco
What the hell are you doing in Dragon's Dogma to be carrying that amount?
Using the augment Autonomy.
You do realize that your party members can carry stuff, right?
Playing Dragon's Dogma with a party is for pussies. You also need to play menulord way too often to make sure none of the other pawns have any good materials/ore on them before you send them packing. It's slow, momentum-breaking, and appeals to people that may have oil drums full of dead children.
That's because you're not supposed to go back. That's an absolute last resort. Shit breaking forces you to get creative and use other stategies or resources. Inventory getting full forces you to weigh the value of each and make the touch decision of what shit to leave behind. This is the type of stuff that makes for peak gameplay.
You do realize that as long as there exists a blacksmith with a "repair" option you are meant to go back, right? Nobody is going to "get creative" because the creativity is in your build itself in which things like weapons/armor selection is what is carrying you through the dungeon and when those begin breaking you stop your brave quest and tell all the monsters "BRB." What you're then going to propose is bringing a back-up set of weapons which only further compounds the issue because you're going in with half your carry weight already maxed out and that becomes even more annoying.
I can tell you this with complete, soul-to-soul honesty, I have never played a single game that has ever made weight limit and item repair engaging or fun or enjoyable or even amusing. If I see the words "sturdiness" or "durability" in a combat heavy RPG I actually begin to projectile vomit uncontrollably. It is archaic, dogshit design that actively rapes your time because the blockheads who made it couldn't think of a better gold sink.
With increased hardware capabilities there's been a move away from abstraction in favor of more direct simulation.
Players have become accustomed to this and if your systems are not up to the latest standards, your game is considered janky and shit.
Take all the butthurt surrounding the missed 95% shots in XCOM:EU for example or the endless discussions about HP, wounds and so on. How come you can still fight with full efficiency at 1 HP? Is it the character's blood or what? AC?
How about taking a swing at someone in Morrowind and missing but the target's right there and I saw the sword hit! What gives?
People cannot into abstractions anymore. They are thought of as having been stepping stones to something better or necessary evils due to limitations of the medium.
Systems are no longer translated with varying degrees of success to the screen but the opposite, systems have become secondary to the simulation and abstraction has been eschewed in favor of realism.
Games are by nature an abstraction or exaggeration of reality.
Therefore: Games!=Simulations.
But everyone knows "hitpoints" as an abstraction is a gross oversimplification. We tolerate it where drilling down deeper would just bog down the game...but most of us would like to have more if we could.
This is the part I take issue with.
Will it really be a better game, or just a better simulation? Was Pillars of Eternity a better game because the idea of HP was made less abstract?