laclongquan
Arcane
A RPG without combat is either a visual novel or an adventure game, not RPG~
A RPG without combat is either a visual novel or an adventure game, not RPG~
Keep in mind that the 2nd part of what you quoted was just a quicky proof-of-existence example, not necessarily exactly how I would do this. (In fact, definitely not how I would do things as I do not wish to go the "static world" route at all.)Decent post overall, but this i cant agree with.
Technically what I suggested wasn't a cap - you could always improve your skill by sinking more skill points (or more training or whatever the game uses) into it. It's just that skill point #N+1 doesn't buy quite as much skill as skill point #N did. (Such functions can have a theoretical "limit" - but that's a limit which can't actually be reached - not without literally putting in an infinite number of skill points.)Especially putting a cap on character growth.
Why not?But also coming up with statistically impossible to beat scenarios.
Should not NPCs operate by the same rules as the PCs?Also i dont believe npcs should "grind it up", sounds awfully close to level scaling.
Huh? Who says?But remember, the party is the one tackling the biggest baddest obstacles in that place, they are the ones getting the shinnies
How are the NPCs at any less risk of losing? I mean, they can die, right? Isn't that "losing"? If there's some big bad enslaving characters, and they end up enslaved for life, isn't that losing?and being in any actual risk of losing.
Yeah! Another game I need to try.Bte, You do know you are basically describing Mount and blade across your entire post, dont you?
Not sure what you mean by "works" here. And if "grow" can just mean "gets stronger by training over time", I don't see why it can't be made to "work" in non-open-world RPGs (though again, I'm not sure what "work" means, so maybe there's a catch there). Legends of Eisenwald is an example of a game that has NPCs that get stronger over time (presumably via training while in castles). Yes, it means if the player just has the PC sit on their ass too much they may fall behind and ultimately fail - but I don't consider that to be a problem with the game.3. Making non player characters grow works well in open world rpgs, again see M&B, but it doesnt work in any other kind of rpg.
Not sure what your point is here. I already said humans have the "human brain advantage". On the other hand, NPCs can have a rather large numerical advantage, e.g. if the player controls one adventure party, but across the game world there are 100 NPC adventure parties. They might not make good choices as consistently as the PC, but with such numbers, luck is likely to favor a few of them quite well. And that isn't just speculation - you can see that very effect happen in existing strategy games when played against many AIs. It's really easy to get into a situation where the player hits a bit of moderate to bad luck, e.g., with respect to location or resources or who's next to them or just the way some early battles go - leading to slow progress, while one of the AIs experiences much better luck - and subsequently quickly grows large/powerful. By the time the player's empire meets that AI's empire, the player can have a major challenge on their hands.4. Chosen one. Its not about the player character being the chosen one, its about the players overcoming obstacles and growing out of it. challenges that would probably easily wipe your AI.
"at risk" doesn't mean "100% automatic death before any significant advancement is achieved" - it just means "at risk". NPCs will have to manage their risk, just as the PC/player does. (Again I guess I should point to strategy games as an example - some of them have heroes that level up using the same mechanics as PC heroes, and at an appropriate difficulty level they will do well enough that they will eventually come and rape the PC heroes. And since I don't want to keep repeating this, just note that in addition to the replies I give below, you should keep in mind the fact that some strategy games already achieve these things you say can't be done in RPGs.)5. If the NPCs are at risk
Sure it can, and it can be true as well:then the NPCs cannot be said to evolve with time
No, it's not true. No, I am not suggesting perma death (though I do believe it should be an option for those who like that style of play).the opposite is true in fact, they will get defeated eventually and lose everything, the player only has to reload to avoid that. Or are you suggesting perma death?
There's still save-scumming to deal with as that can be used to allow the PC access to more dangerous grinding than NPCs can get away with, but there are solutions for that as well.
Yeah, yeah, yeah - I need to try the game, but not because it's "just what I want". Don't presume that I have described everything that (or even some significant fraction of what) I want in an RPG in this thread.You really need to play M&B, its just what you want.
So, two entirely different open world games, with different settings, different lore, different characters, different game mechanics, different developers, different nearly everything else - are "the same game". I don't think so. Furthermore, I think the potential meaningful variety between two open world games is just as large as between an open world game and any other type of RPG - with only one really significant exception - the pre-written "hand crafted" story. And that just leads back to the old question: "Do you want to read a book or play a game?"Your proposed design philosophy only works for open world games, which is fine. But not everyone wants to play the same game over and over again
I read that and all I see is "crappier games can be fun too!" It may be true, but it's not very convincing for me. (My strong aversion to all things scripted is spelled out here using words such as "hate", "retarded", and "disease".)heavily scripted ones can be fun, ones with branching and some freedom too, the ones with static open world too, theres room for all of them
I don't think "figure out a decent difficulty curve" is the real issue - that's easy for many here who believe the difficulty curve should simply be "challenging (perhaps not monotonously so, but frequently enough) the whole way through". The issue that most in this thread have been discussing is "how can one achieve such a difficulty curve (while not ruining the game)?"And especially on this thread, where the idea is to figure out a decent difficulty curve that could be applied to most rpgs.