Major_Blackhart
Codexia Lord Sodom
I'm legit pumped for this game.
Well, one option is to more or less do away with levels, and lock the character into his original choices explicitly. Then you situate progression in somewhere other than munchkinism, such as reputation or influence or unique items.Ok, but what is the alternative? Should the player be allowed to invest in any other skill late in the game because that is what he wants?
Nah, it really has nothing to do with challenge. "Anticipating in advance the skills you need to unlock the content that interests you later in the game" is a challenge of prognostication, I suppose, but it's not necessary for other kinds of challenge, which are the good kinds. For example, there are high-challenge strategy games where there is no persistence between missions -- every time you get to pick whatever load out you want, within certain specs. In most games, you're able to adjust your strategy midway. It's really only RPGs that lock you into to a particular approach.your attitude reflects a certain demeanor about the plausibility of certain features in cRPGs (“everything in CRPGs is gamey, I don’t care about that, just give me what makes me feel good”) followed by complete disregard of the importance of challenge (“give me what I want, when I what, otherwise is bad gameplay”), which is in nutshell popamole mentality. The player shouldn’t be good at a certain skill late in the game just because he fancied that.
Yes, I'm a cryptopopamolist. Because everyone knows that learn-by-use games like Dungeon Siege are way less popamole than learn-by-skill-buy games like AOD.Your real complaint is that players should be allowed to use whatever skill they want, at any time in the game, and be successful doing it. In other words, popamolism.
You will not gain XP for killing, talking, sneaking, picking locks, using computers, fixing mechanical things and such. You will not increase your skills manually. Instead your skills will be increased automatically based on their use.
Well, one option is to more or less do away with levels, and lock the character into his original choices explicitly. Then you situate progression in somewhere other than munchkinism, such as reputation or influence or unique items.
Or to make skill levels and checks much flatter so that you can be confident that adding "repair" in the late game will still let you do something.
In most games, you're able to adjust your strategy midway. It's really only RPGs that lock you into to a particular approach.
As for gamey-ness, I don't think learn-by-doing is realistic. But in any event, I think it's almost always stupid to make gameplay decisions based on realism, especially in RPGs which are absurdly unrealistic in almost every regard. There is a narrow slice of games where realism is important (vehicle simulators?) and then there are some games where fake-but-taxing systems like managing supplies are important (like survival sims) but that's not really a matter of realism so much as a matter of conveying a theme through silly gamey systems ("You need to eat every 15 minutes or you STAAAAARVE!").
Most games aren’t cRPGs, most games have no character building or skill checks, most cRPGs provide the illusion of character building, which is completely fluffy outside the combat, most cRPGs are completely wrong
I could help with that...Too early to say. When the animator is done with the "must have" animations, he'll switch to the "nice to have" animations. I can't say right now how long it would take him to do the must have animations.