Define "soft fail state" in die reliant dialogue heavy game.
One thing I agree with ZA/UM: who gives a shit about people who quickload every 5 seconds to succeed on everything they want to succeed in? They are dumbasses who play in a shit way but it's none of my business & developers shouldn't cater to them either.
Dialogue dice checks are pretty retarded thing. You either can charm somebody or not. The last game that did such a stupid shit was Fallout3. The things you do could need a roll,like picklocking,pickpocketing,sneaking etc etc. As long as you get the option retry them a few times before getting boned. I still remember that shit wasteland 2 and its stupid picklocking shit. Half the game was a quickloading.In fact, I described precisely those two things in the most recent preview. Fantadomat may not like it, but it's a thing.
Personally, I don't know yet how it will pan out. I liked the all or nothing thresholds of AOD checks, but it's obvious that it also frustrated a lot of players. But I wonder if rolling for skill checks in dialogues/interactions, as you do in DE, won't just have the same effect.
One thing I agree with ZA/UM: who gives a shit about people who quickload every 5 seconds to succeed on everything they want to succeed in? They are dumbasses who play in a shit way but it's none of my business & developers shouldn't cater to them either.
Dialogue dice checks are pretty retarded thing. You either can charm somebody or not. The last game that did such a stupid shit was Fallout3. The things you do could need a roll,like picklocking,pickpocketing,sneaking etc etc. As long as you get the option retry them a few times before getting boned. I still remember that shit wasteland 2 and its stupid picklocking shit. Half the game was a quickloading.In fact, I described precisely those two things in the most recent preview. Fantadomat may not like it, but it's a thing.
Personally, I don't know yet how it will pan out. I liked the all or nothing thresholds of AOD checks, but it's obvious that it also frustrated a lot of players. But I wonder if rolling for skill checks in dialogues/interactions, as you do in DE, won't just have the same effect.
One thing I agree with ZA/UM: who gives a shit about people who quickload every 5 seconds to succeed on everything they want to succeed in? They are dumbasses who play in a shit way but it's none of my business & developers shouldn't cater to them either.
Well 90% of RPG gamers are some type of authists,and do that shit,quickloading when fail. Who the fuck would like to loose on content because,he wasn't lucky enough???
Why are you giving it as an example? It is the most linear game i have ever played,you either have the build or you restart. IT is not a fun mechanic and a game for special people.
I literally said "The issue in AOD", wow
With those reading skills no wonder you savescum dialogue checks
I agree with you,still different people different kinks in gaming. Some want to be perfect the whole game,others want to experience different things. I haven't played the game or read previews,don't want to spoiled it for when it comes out. But from what i have read here the game will be heaving on the replayability part. So i see no reason to not be able to do it perfect. Anyway,my point was that dice focused dialogue checks are stupid and annoying.Well if you're going to hit on my hot topic of save-scumming, I'll repeat my age-old truth: it's stupid for any developer to make a game that gives huge rewards for save-scumming (or, to put it another way, penalizes not save-scumming). Games don't have to be designed such that save-scumming is convenient and profitable. ZA/UM has done the right thing here: failing a white check isn't unprofitable because you can simply come back to it later, and failing a red check isn't unprofitable because red failures provide just as much content as red successes. Under these circumstances there's no reason to save scum unless you only want to tell the story of a character who never has interesting failures, in which case you shouldn't be playing this game anyway.
What you don't get is that the game is predicated on the foundation that failing can be fun. If you don't want to play that way, this game is straight up not for you, exactly the same as if you wanted to play Fallout 1 as a first-person shooter with regenerating health.I agree with you,still different people different kinks in gaming. Some want to be perfect the whole game,others want to experience different things. I haven't played the game or read previews,don't want to spoiled it for when it comes out. But from what i have read here the game will be heaving on the replayability part. So i see no reason to not be able to do it perfect. Anyway,my point was that dice focused dialogue checks are stupid and annoying.
being able to hold onto skill points until they're needed is bad game designHard checks like in AoD doesn't matter in the end because what people ended up doing while playing the Diplomacy route is just hold skill points, increase related skills little by little to efficiently pass each check (and see whether there are significant rewards from the check).
In New Vegas where skill points are readily available I just need to pump a lot of number to Diplomacy related skills.
being able to hold onto skill points until they're needed is bad game design
Well it is neither good or bad design,it is more of unrealistic one. Tho i too like to keep a few points for unexpected checks,especially in Shadowrun.being able to hold onto skill points until they're needed is bad game design
Why can’t holding on to skill points to spend them strategically in order to pass specific checks be good game design?
It can be, and is. Not just to pass checks either, but to dynamically respond to what the game throws at you in terms of combat, enemies, weapons etc.being able to hold onto skill points until they're needed is bad game design
Why can’t holding on to skill points to spend them strategically in order to pass specific checks be good game design?
Why even have skill checks at all if you can get around all of them by simply sitting on points?It can be, and is. Not just to pass checks either, but to dynamically respond to what the game throws at you in terms of combat, enemies, weapons etc.being able to hold onto skill points until they're needed is bad game design
Why can’t holding on to skill points to spend them strategically in order to pass specific checks be good game design?
Investing heavily in a skill set before being aware of how that translates to gameplay is pretty silly, but has been reinforced in this millenium’s “no wrong choices” culture of game design.
Is that logical reduction operative in any game? Even AoD had a limit on how much one could horde before you were simply too underpowered to advance and thus forced to develop your character.
Most things are bad ideas when taken to an extreme, I’m not sure of the utility in viewing this discussion through that lens.
I’d regard it as good design when the game makes me want/need to spend my points rather than hoarding them.
...that is working on a symptom of a core problem that might not be mechanical. The core problem might be story related/story presentation/pacing/information feedback/shitty GUI/any number of things. More likely than not there won't be a single supersolution to solve that problem if there are a multitude of issues when you try answering "Why am I playing this game?".I like the idea of allowing the player to hoard skill points/XP for a rainy day, but with a trade-off. Hypothetically, skill points/XP invested immediately is worth double, so players are tempted to invest without full knowledge of what challenges await them down the line. However this might cause trouble on repeat playthroughs, since you'd know ahead of time what investments to make.
Because you are supposed to play a character in the game, not the game itself. Being able to hoard skill points makes it so metagaming is main way to play the game.being able to hold onto skill points until they're needed is bad game design
Why can’t holding on to skill points to spend them strategically in order to pass specific checks be good game design?