Mrowak
Arcane
- Joined
- Sep 26, 2008
- Messages
- 3,947
Make no mistake - I am not against multiple skill-checks. It’s just, I think we've touched upon the issue that is inherently wrong in all computer games sporting any kind of influence system.It's realistic. Maybe too realistic.Sometimes it just denies reason how easily one can go e.g. from [Persuasion] to [Trade].
The skillcheck design is based on my professional experience. As you probably know, I talk for a living.
When you're trying to convince your 'opponent' (convince him to use your services, convinces him to sign a longer contract, convince him to keep trying after his initial campaign failed, convince him to pay what he owes you, convince him to do anything he doesn't want to do, basically), a single argument (as single check) is never enough.
Usually, your 'opponent' has 3-5 objections, reason why he doesn't want to do what you want him to do. You have to deal with all of them and use different skills: some you dismiss with strong arguments if the flaws are obvious or you have a good opening, some you bullshit through, either making him believe or doubt his own position; you can appeal to his logic, greed, doubts, fear, confidence, even beliefs that it has to work (but not all at the same time; it's not Oblivion and different people have different buttons).
Here is a simple scenario.
<Presentation>
objection #1 - I want to think about it (a weak attempt to disengage)
response: [streetwise] Think about what? It's natural to have doubts, but we've been in business for 30 years and I can assure you...
objection #2 - I'm not sure it's going to work for us (translation: I'm afraid to make a bad decision, so I'd rather make no decision at all)
response: [persuasion] *explain how the product is a perfect fit for him.
objection #3 - it sounds great but our budget is spent (fucking weasel, I can smell the money on you)
response: [trading][streetwise] We both know that money isn't an issue here. I'm afraid you're looking at it the wrong way. It's not an expense, but a short-term investment... *appeal to greed, focus his attention on the returns
etc.
I'm not saying that we designed it the best way evar, so if you have more suggestions...
As I said before in PnP it is the player who picks the skill to use, and GM (in our case a computer) is to determine how valid it will be. In other way, it's the player that plays, whereas GM fills the role of a judge - how effective the player's skill choice (often followed by LARPing) was. Sometimes both parties find solutions to problems GM didn't even think of in the first place.
Obviously this can't really work in the context of computer games where everything is pre-set, so even if the player knew how to lead the conversation the other way, he can't because computer (our GM) won't give him an option. One could argue here - "so where is the gameplay?" The answer is - in choosing the correct mechanics to trigger the responses expected by the game. If the player put the correct amount of points into persuasion he will succeed in a number of checks. Simple enough.
The problem is twofold. Firstly, because it's not the player who's planning the conversation, he often can't know which skills will be used next. With the current system, we could use some mechanism of pre-planning here. Of course, one could argue that this mirrors a little bit the real world where you might be surprised by how your interlocutor strikes back, which - as you said - may force you to reevaluate your position and change you skill/tactics. And that alone would be fine provided that it was the player who would be allowed to select the tactics from a number of options. This would actually work well with Fallout-like system with one Speech skill for everything but multiple options in the dialogue out of which only one would bring desired results.
As it is now the player selects one option and is railroaded into the skill he might not have. It isn’t as bad as it sounds now. It needs a little bit of rebalancing so that we won’t get situation like this:
… because the player doesn’t really get any room for maneuvers.1). [Persuade/Streetwise] --> [Persuade/Trade] (3 different skills checked, 2 of which are used in option 2). regardless).
2). [Trade] --> [Persuade/Trade] (2 different skills checked)
The current system does encourage metagaming, and there’s no real way around it at this stage, because this is the only area the player has any control - if shit hits the fan he can just reload and readjust his skill points using metagaming knowledge. Removing the tags in the situation described above won’t solve the issue - it will only cause frustration because the player won’t be able to know what went wrong - whether he even stood a chance to succeed at all. And there are few things more frustrating than failing a speech roll with your crafty but puny merchant for some obscure reason you can’t tell, and having to face 3-4 fully armoured mercs… alone.
Let’s compare this situation to PnP: if the player fails a check he will know why exactly he failed (he picked the wrong skill, or didn’t LARP convincingly enough). In AoD, after tag removal, he won’t be able to know WTF happened.
There are various mechanics you are working on that might help to alleviate “metagaming” e.g. the game recognizing bonuses from Charisma. One other good idea we’ve been discussing here is skill-synergies, like the ones you get with weapons. Actually should you decide to implement that the amount of synergy between social skills could serve as a viable indication that after e.g. [Persuasion] you can get [Trade] or [Etiquette] and their combos, but never [Streetwise] or [Disguise]. Those can help without revolutionizing the system you have too much.
However nothing, save for best writing evar can convey the difference between [Streetwise] and [Persuasion/Streetwise] if you decide to get rid of tags.
Ultimately, I would rather the game stayed as it is than remove the tags without implementing any mechanic that would allow the player a degree of control over what’s going on.
On the side note, I will repeat myself but as I see it the system you have would work truly well if at least 3 out of 5 social skills were present in all conversations and/or if each skill had a number of different options:
But we’ve discussed this already - it would require too much work and a revolution in the skill system, so it has no real application in AoD (1).1) [Persuasion] AAAAA (this one will always fail)
2) [Persuasion] BBBBB (this one will bring the best results)
3) [Persuasion] CCCCC (this one will bring less-than-perfect results)