barghwata
Arbiter
- Joined
- Sep 13, 2019
- Messages
- 504
MUH REALISM.It just makes sense.
I'm going to sketch three characters for you. Read them without looking at the skill list.
1) Bodybuilder. Paranoid. Sex addict. Expert pharmacologist. Danger sense. No one takes him seriously.
2) Smooth liar. Terrible shot. Reads people well. Persuasive. High school dropout. Can throw his lighter in the air and catch it in his pocket.
3) Educated. Good team player. Has a "feel" for the city. Thoughtful. Slow-moving. Speaks quietly and strains to be heard.
The example i've given you is very simple, an uncharismatic character shouldn't be a smooth talker and i've given an example of a game that has this issue which is FNV, the examples you gave are hypotheticals and i've never seen a game that has this level of depth and character building but if such a game exists i agree that it should have a much more complex system then the simpler system that fallout has where certain skills are attached to certain stats (as in speech is attached to charisma and intelligence, hand to hand combat is attached to strength etc..........) which works pretty well in FO1.
According to you, only one of these characters is "good roleplaying". The other two "make no sense" and take massive penalties. Can you guess which is which?
Congratulations! If you guessed (1) the pharmacologist bodybuilder, you are right! That is the only concept that makes sense. (2) The smooth talking liar and (3) the quiet team player both make no sense and cannot be played in Disco Elysium without a massive point cost to basic attributes.
Not sure why you assume i think they don't make sense, the examples i've given are very simple, if you have terrible perception you shouldn't be a good shot, i am sure you agree with this.
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