Kalin
Unwanted
They're like low level loremasters at best.
"So this mantra sings to the game spirits..."
"So this mantra sings to the game spirits..."
The problem is almost total lack of displaying the upside of law and order. You mostly just see the rape and pillage side. It's missing the high technology and clean streets of a Vault City to make the player thing "well maybe this is worth it".
Also, the way the Legion is depicted, it's totally dependent on Ceasar and should fall apart as soon as he dies (what's the point of supporting law and order if it's just going to descend into chaos?). I know that goes against the *lore*, but it's a writing failure.
The fact that Legion society is made up of very recently conquered tribes and outright slaves. This is a recipe for civil war with absolutely no fucking way to avoid it. It's going to be a bloodbath with the tribes and the slaves are wanting to even the score.
Get a room, you two.To me, this is the most fundamental point. Players have to experience misery to experience joy - they have to experience defeat to know success. The only alternative is everything being 'meh'.
Of course, if everyone is special, no one is special. In a sense, the ideal game that popamoles long to is the heaven of christians. Sounds great in theory, but in pratice is an inspid endless experience of boredom. I think Orwell has a point when he says that “nearly all creators of utopia have resembled the man who has toothache, and therefore thinks happiness consists in not having toothache... whoever tries to imagine perfection simply reveals his own emptiness.” The causal developer wants to remove challenge out of the equation because this bothers him like a toothache. In his utopia there is no challenge, but if you remove challenge what else do you have? A fool's paradise in which nothing is meaningful. I was about to say that Sawyer's philosophy shows how his inclusive agenda tainted his design beliefs, but the reality is more blunt. He is a causal gamer who doesn't enjoy cRPGs. He should be designing a stealh game since he always plays Hitman so much.
Nope. I'm fully recognizing it. The thing is 99.9% of time you are not doing any character building but you still need gameplay. Builds may be definitive component of an RPG but can't be core gameplay.You are ignoring that most of the stuff that is fundamental to gameplay is related either directly or indirectly to character building.
Those are in no way exclusive to RPGs.which items should be improved (for instance, by crafting) or how to make a item more deadly (for instance, with alchemy)
(...) You celebrate (...) when you carefully strategy was successful.
Or strategies. Or about every genre other than cRPGs.The only alternative of gameplay that is not governed by skills or stats is action games.
Action is orthogonal to RPGness.But since action games are not really cRPGs
Rocks fall, everyone dies - the epitome of good challenge.I understand why someone would like to think that way, but this is obviously wrong. Suppose I design a dungeon. Your next room is filled with a particular type of monster that you didn’t face until know, e.g., beholders. You enter the room using the same tactics you used before and you die like a dog. In this circumstance you can either cry like a baby, complaining that this is bad design because you couldn’t have known that those things were expecting you on the other side of the door, or you can take this with enthusiasm, as an opportunity to change tactics and try different things. Naturally, a solid cRPG with provide many occasions in which the player will be blindsided by things he doesn’t know without meta-knowledge including hidden traps, different monsters, you named it. Most of the fun lies in surpassing these challenges. Only a popamole player would dream of complaining about the necessity of meta-knowledge.
Another strawman. I see a pattern here.What is not cool is allowing every build to access or achieve the same things under the false pretenses that this is shit, trivial or pointless.
...which is the polar opposite of rote memorization based on trial and error.They are aware that they should understand complex mechanics...
How about:Obviously, but the irony is that the developer is doing his job precisely when he is demanding unforeseen skill/stat checks that can gimp your character and other dangers that gives life to the game. What you fail to understand here is a very basic thing: If stats and skills are abstract representations of the abilities that are required to deal with the challenges presented by the gameplay, then these challenges should present themselves as a form of requirement of these stats and skills. When every stat and skill check is fluffy and is there just to make you feel awesome, it is because they doesn’t matter and the developer is not doing his job. When the combat is so easy that every build can surpass their challenges, it is because the character build is just a joke. Thus, what you want and what you say you want are opposite things.
Both builds that don't fit the setting and builds that don't fit the adventure are builds that don't fit.You are confusing two things. Being able to make a bad build and being able to make a build that doesn’t fit the setting.
Which is where analogy breaks down. No one wants to handicap well-endowed builds, but to filter out the bad ones.Do you know Vonnegut’s story “Harrison Bergeron”? It’s a dystopia about a society where people achieved the perfect equality by handicapping the well-endowed.
So you can't get good bellyfeels the easy way by exploiting the weakness in the system? If a system is well designed then you shouldn't be able to break it by simple minmaxing. Super-effective builds aren't "well-endowed", they simply indicate that you have made a hammer game - packing solely a hammer (but a huge one) in player's toolbox transforms every problem into a nail, rendering smart play obsolete.You can’t shine by making game breaking or super-effective builds anymore, because everyone needs to be on the same page.
False and that's actually the best argument for randomization - voiding as much meta knowledge as possible.But it adds a lot of value to the game! In fact, any game (not only cRPGs!) that it is not insulting to the players intelligence and abilities will require lots of meta-knowledge and understanding of the right choices, whether we are talking about a race game or a platformer. The only thing that is surprising is that popamole pseudo-cRPGs gamers complain about the very bedrock of every decent game.
You still don't get it. Trial and error rewards perseverance - and just that. *Real* challenge can be solved. Well designed challenges take measures to render trial and error impractical.But every real challenge created by a developer is a “forced trial-and-error”. In fact, everything in a cRPG is to some degree forced. It would be an illusion to think otherwise. The only real question is whether the forced trial-and-error makes sense and rewards patience and planning or not.
Bloody fuck you are obtuse.Not good enough. If intelligence involves solving problems by persuading people, you can’t persuade them without specific skills. If solving problems requires fixing a computer, you can’t fix it without a specific skill. If solving problems requires doing math, you can’t solve them without a specific skill.
The fact that Legion society is made up of very recently conquered tribes and outright slaves. This is a recipe for civil war with absolutely no fucking way to avoid it. It's going to be a bloodbath with the tribes and the slaves are wanting to even the score.
They've had their cultures erased and have 100% allegiance to Caesar, god among men.
Doesn't Boone tell you after you kill him that it doesn't matter since NCR intelligence believes he has a perfectly stable line of succession with an heir anyway?The fact that Legion society is made up of very recently conquered tribes and outright slaves. This is a recipe for civil war with absolutely no fucking way to avoid it. It's going to be a bloodbath with the tribes and the slaves are wanting to even the score.
They've had their cultures erased and have 100% allegiance to Caesar, god among men.
The problem is almost total lack of displaying the upside of law and order. You mostly just see the rape and pillage side. It's missing the high technology and clean streets of a Vault City to make the player thing "well maybe this is worth it".The Legion aren't supposed to be morally ambiguous, you either believe harsh authoritarianism is worth law and order or you don't.
Also, the way the Legion is depicted, it's totally dependent on Ceasar and should fall apart as soon as he dies (what's the point of supporting law and order if it's just going to descend into chaos?). I know that goes against the *lore*, but it's a writing failure.
To me, this is the most fundamental point. Players have to experience misery to experience joy - they have to experience defeat to know success. The only alternative is everything being 'meh'.
Of course, if everyone is special, no one is special. In a sense, the ideal game that popamoles long to is the heaven of christians. Sounds great in theory, but in pratice is an inspid endless experience of boredom. I think Orwell has a point when he says that “nearly all creators of utopia have resembled the man who has toothache, and therefore thinks happiness consists in not having toothache... whoever tries to imagine perfection simply reveals his own emptiness.” The causal developer wants to remove challenge out of the equation because this bothers him like a toothache. In his utopia there is no challenge, but if you remove challenge what else do you have? A fool's paradise in which nothing is meaningful. I was about to say that Sawyer's philosophy shows how his inclusive agenda tainted his design beliefs, but the reality is more blunt. He is a causal gamer who doesn't enjoy cRPGs. He should be designing a stealh game since he always plays Hitman so much.
So, Chris actually played Fallout 4...
I wonder if he downloaded day 1 pirated copy like many codexers
The "everyone is special, no one is special" aspect is debatable, and something GM's have struggled with for years, but there's a solution - in a party-based game (or PNP campaign), everyone can be special if the system mechanics allow for it: often the goal is to make everyone have something specific they shine at that contributes to the end goal for the entire party. Often, companions are designed that way as well (Bone-Nose in F2 = He's a tank, runs interference, and he's good at it). When it comes to making everyone special and not outshining anyone else, it's like designing a heist movie (or arguably, a superhero campaign), and it's entirely possible.
The (no doubt rage-inducing) example I often cite b/c of popularity is The Crystal Shard by RA Salvatore - each "player character" in the book contributes to the plot's success in their own way using their own specific powers and skill set (or cultural ties), and it's made clear that if even one of them wasn't there, victory would have been anywhere from difficult to impossible (even Regis the halfling). That's how you make everyone special without diminishing everyone else.
We had that challenge in the Fallout Van Buren PNP game, and the challenge wasn't often the char. gen systems, but the threats the digital GM would throw at the player (social, physical, exploratory, etc.).
Superheroes seems like the ideal genre to run thought experiments and practise this, particularly if the party/team has high plurality in what their "objective" power level is. Once one learns how to Morrison it and have the two heavyweights of the team be at such extreme ends of this spectrum like Batman and Superman, then it starts to get a lot easier. This becomes particularly true once more exotic and immediately more useless seeming powers turn out to be far more effective than one might initially imagine. A great example of the latter in comics would be JoJo's Bizarre Adventure where it's downright the norm that the impractical and the oddball Stand powers prove oftentimes far more dangerous than straight-up fighting powers. This sort of wild variation in powers is obviously much easier to experiment with in pen and paper than video games though, given that our computers can't quite handle scenarios where a modicum of mathematical balance doesn't exist or adapt to deviations from intented design.The "everyone is special, no one is special" aspect is debatable, and something GM's have struggled with for years, but there's a solution - in a party-based game (or PNP campaign), everyone can be special if the system mechanics allow for it: often the goal is to make everyone have something specific they shine at that contributes to the end goal for the entire party. Often, companions are designed that way as well (Bone-Nose in F2 = He's a tank, runs interference, and he's good at it). When it comes to making everyone special and not outshining anyone else, it's like designing a heist movie (or arguably, a superhero campaign), and it's entirely possible.
The (no doubt rage-inducing) example I often cite b/c of popularity is The Crystal Shard by RA Salvatore - each "player character" in the book contributes to the plot's success in their own way using their own specific powers and skill set (or cultural ties), and it's made clear that if even one of them wasn't there, victory would have been anywhere from difficult to impossible (even Regis the halfling). That's how you make everyone special without diminishing everyone else.
We had that challenge in the Fallout Van Buren PNP game, and the challenge wasn't often the char. gen systems, but the threats the digital GM would throw at the player (social, physical, exploratory, etc.).
Fundamentally there is no difference between a superhero's powers and a classic RPG class-based character system. Except that superheroes often possess powers and abilities on a scope which offer possibilities for far more radical creative applications both in combat and out. A textbook example of this being combining powers and abilities for greater combined effect, like the very old school Fastball Special.Third, the talk about super heroes is somewhat misleading because either they are born with a specific set of super-abilities or receive this set of abilities after a given event. With the exception of the likes of Batman, they provide no input on their abilities. Players, on the other hand, have to craft their own character. You could object that you could have a campaign with premade characters, but they would still have to understand the premade characters properly – personally, I think that using premade characters are a impoverish experience.
"A perfectly stable line of succession " is something of a decadent political behaviour that current Legion society just doesnt have the need to respect. You think Alexander doesnt have his successor line up? Hah.Doesn't Boone tell you after you kill him that it doesn't matter since NCR intelligence believes he has a perfectly stable line of succession with an heir anyway?The fact that Legion society is made up of very recently conquered tribes and outright slaves. This is a recipe for civil war with absolutely no fucking way to avoid it. It's going to be a bloodbath with the tribes and the slaves are wanting to even the score.
They've had their cultures erased and have 100% allegiance to Caesar, god among men.
Fundamentally there is no difference between a superhero's powers and a classic RPG class-based character system. Except that superheroes often possess powers and abilities on a scope which offer possibilities for far more radical creative applications both in combat and out. A textbook example of this being combining powers and abilities for greater combined effect, like the very old school Fastball Special.
Alexander didn't have his successor lined up, though. That's exactly the problem. His child wasn't even born until months after his death, and since he was only an infant throughout Perdiccas' regency, all of Alexander's generals pretty much completely ignored his claim and used the territories they were given to govern at the partition of babylon (which would not have happened if Alexander had a stable heir) as staging grounds for their own conquests. If he was a teenager or an adult when Alexander died, I imagine it would've been a very different situation. I can certainly guarantee it, because when Alexander's father died after having basically fucktoupled Macedon's territory to include Illyria, Thrace, and all of Greece sans-Sparta, the realm didn't collapse upon his death."A perfectly stable line of succession " is something of a decadent political behaviour that current Legion society just doesnt have the need to respect. You think Alexander doesnt have his successor line up? Hah.
NCR Intelligence may believe it, because they found evidence of it. BUT they are an intelligence outfit, not a political outfit, so their judgement in this case is just plain suspect.
Now then, let's say Caesar's current number two going up to step into his dead shoe.
One, he doesnt have the political capital of a founding father that Caesar had. He doesnt have the mythical omph to unite different factions.
Two, he's the second in command for a reason: he keep going out to squash rebellions and or dissents. AKA he's probabbly the most hated man in the entire Legion land. It's part of his job's description.
Now riddle me this: how the hell do you expect him to keep his rivals from uniting the conficted/conquered tribes into rival power to keep themselves safe from him?
To me, this is the most fundamental point. Players have to experience misery to experience joy - they have to experience defeat to know success. The only alternative is everything being 'meh'.
Of course, if everyone is special, no one is special. In a sense, the ideal game that popamoles long to is the heaven of christians. Sounds great in theory, but in pratice is an inspid endless experience of boredom. I think Orwell has a point when he says that “nearly all creators of utopia have resembled the man who has toothache, and therefore thinks happiness consists in not having toothache... whoever tries to imagine perfection simply reveals his own emptiness.” The causal developer wants to remove challenge out of the equation because this bothers him like a toothache. In his utopia there is no challenge, but if you remove challenge what else do you have? A fool's paradise in which nothing is meaningful. I was about to say that Sawyer's philosophy shows how his inclusive agenda tainted his design beliefs, but the reality is more blunt. He is a causal gamer who doesn't enjoy cRPGs. He should be designing a stealh game since he always plays Hitman so much.
The "everyone is special, no one is special" aspect is debatable, and something GM's have struggled with for years, but there's a solution - in a party-based game (or PNP campaign), everyone can be special if the system mechanics allow for it: often the goal is to make everyone have something specific they shine at that contributes to the end goal for the entire party. Often, companions are designed that way as well (Bone-Nose in F2 = He's a tank, runs interference, and he's good at it). When it comes to making everyone special and not outshining anyone else, it's like designing a heist movie (or arguably, a superhero campaign), and it's entirely possible.
The (no doubt rage-inducing) example I often cite b/c of popularity is The Crystal Shard by RA Salvatore - each "player character" in the book contributes to the plot's success in their own way using their own specific powers and skill set (or cultural ties), and it's made clear that if even one of them wasn't there, victory would have been anywhere from difficult to impossible (even Regis the halfling). That's how you make everyone special without diminishing everyone else.
We had that challenge in the Fallout Van Buren PNP game, and the challenge wasn't often the char. gen systems, but the threats the digital GM would throw at the player (social, physical, exploratory, etc.).
A challenge implies some level of fairness. You can't just punish player randomly, you need to be able to show to the player that the failure is his fault, any you do this by demonstrating, in hindsight, how they had every means necessary to avoid the failure. The catch with bad builds and many other poorly designed "challenges" is that the crucial part of those means - the information - can only be obtained by failing. That's what separates mastery of a system from rote memorization.
Since player is, at least on the first playthrough, necessarily ignorant of many of your mechanical minutiae, including finer aspects of character building, it's only fair to treat builds as legitimate ways to play the game and player's choice of a build as simply player's declaration of the character they want to play and thus the way they want to play the game - in this case if a build doesn't work, then allowing it is misleading.
The thing is 99.9% of time you are not doing any character building but you still need gameplay. Builds may be definitive component of an RPG but can't be core gameplay.
Those are in no way exclusive to RPGs.which items should be improved (for instance, by crafting) or how to make a item more deadly (for instance, with alchemy) (...) You celebrate (...) when you carefully strategy was successful.
The only alternative of gameplay that is not governed by skills or stats is action games. Or strategies. Or about every genre other than cRPGs.
Actually, they all have all sorts of stats too, the difference is that you can't change them.
Rocks fall, everyone dies - the epitome of good challenge.
The proper way would be to use something foreshadowing the kind of danger player is about to face. Of course, it doesn't have to be obvious or handed to the player on a silver platter. Properly designed hidden traps can be anticipated at least based on the structural elements that could hide traps, possibly on other things like previous victims. Monsters have their habits, leave traces and there probably exist sources in game world containing compiled lore on various types of them
In the end it's always better (and smarter) to play Indiana Jones than some hapless grunts participating in clearing minefields by massed infantry charge.
Repeatedly running blindly to your doom doesn't reward any sort of intelligence, planning or creative use of mechanics
Neither does it provide any room for player agency - why would you want to reward persistence and persistence alone? Do you lack any other desirable traits you could use and thus want to bring cRPGs down to this lowest common denominator?
However, critical path should be accessible to all builds and different builds should have similar amounts of content barred from them.
It's your job as a designer to achieve it while also making the game hard for any actual player. Killing the player is easy, what matters is killing the player in such way that they *know* they were morons.
How about: Stats and skills are player's toolbox. The challenge is to prevail with incomplete toolbox of your choice, finding ways to compensate for missing tools or avoid the need for them completely. The challenge is not to pick the right tools, because you aren't revealing the details of the test, so the player can't know the right tools beyond the obvious. Extra goals may require specific tools as long as they aren't weighted to reward some to the exclusion of others.
Which is where analogy breaks down. No one wants to handicap well-endowed builds, but to filter out the bad ones.Do you know Vonnegut’s story “Harrison Bergeron”? It’s a dystopia about a society where people achieved the perfect equality by handicapping the well-endowed.
If a system is well designed then you shouldn't be able to break it by simple minmaxing.
False and that's actually the best argument for randomization - voiding as much meta knowledge as possible.But it adds a lot of value to the game! In fact, any game (not only cRPGs!) that it is not insulting to the players intelligence and abilities will require lots of meta-knowledge and understanding of the right choices, whether we are talking about a race game or a platformer. The only thing that is surprising is that popamole pseudo-cRPGs gamers complain about the very bedrock of every decent game.
If the game has any complex systems and player is using them as intended, player can use his OWN intelligence to solve problems in game. Whether it's by smart combat tactics, or smart environment manipulation, or smart NPC/monster manipulation or whatever, they are solving problems in game using their own intelligence score and you can't do a damn thing about it .
Congratulations, you have created something even shittier than modern cutscene rollercoaster because for same amount of interactivity and gameplay you don't even get the visuals
All you did was repeat to me what I basically said, only with a completely incorrect conclusion. If Caesar wins in New Vegas, he'll live long enough to groom his heir to be the next Big Guy™ just like Philip did for Alexander.Yeah, you just keep talking about Legion's line of succession as if it worth a damn to them.