Vault Dweller said:They would start cloning Fable, just like years ago the market was flooded with Diablo clones.
Years ago? You speak as if they've stopped.
Vault Dweller said:They would start cloning Fable, just like years ago the market was flooded with Diablo clones.
Keldryn said:Or, if your character in the game is very intelligent, the game puts a big glowing arrow on-screen, pointing you toward the solution? Either way, I'd feel cheated.
Keldryn said:And this is an area where I think Fable excels. It's not dumbed-down, but it is streamlined. A complex system is not necessarily better or possessing more depth. It's a fun game with plenty to do. It's full of optional stuff for those of us who like to explore everywhere and do everything. Some people blew through it in 7 or 8 hours, and I was at around 20 hours when I finished it. I bought one or two houses, but never even started buying shops and the like. Yes, the good/evil mechanic was overly simplified, but Fallout is about the only game where "morality" seems to be tracked on more than one dimension. And Fable has a great control system; I wish Morrowind controlled half as well.
The only useless baggage that's dragging the genre down is the morons who play action games with some stats, call them RPGs, and demand more of them.Keldryn said:There is a difference between "dumbing down" and simply trimming down the clunky, largely-useless baggage that has encumbered RPGs for decades.
What point is that? That you can use Google?I'm sure a large number of people here know this, but it's important to the point I wish to make.
And in the even earlier days the graphics were made of ASCII characters. So? There was a time when there were no computer RPGs, does that mean that we should throw the entire genre out now?In those early days, there weren't really any such thing as "skills" or any non-combat-oriented statistics for characters.
Wow, what a load of crap. Must be embarrassing for you.Strength, Dexterity, and Constitution are all vital to a character in any game that has much in the way of physical combat. Intelligence? Well, if you're a magic-user, it determines how many spells you can learn, and your chance of learning a spell. And how many languages you can speak. Wisdom? Makes you a little more or less susceptible to mind-affecting spells. If you're not a Cleric or Druid, it's otherwise pretty worthless. Charisma? The dump stat from day 1. If anyone actually bothered to use "Henchmen" as per the rules, it determined how many you could have and how loyal they would be to you. Otherwise, it only affected... basically whether a monster would fight you or not upon first sight.
Design, stupid. It's all about the design. If you are given a "2+2=?" riddle, then obviously you'd feel weird if your character can't solve it. If it's handled in a PST-like manner (i.e. the skeleton armor puzzle) then it works great, the player doesn't feel cheated, and the time-space continuum is safe once again. Same goes for the arrow.Can you imagine playing a CRPG where you (the player) solves a difficult puzzle, but the game then says "you aren't smart enough to figure this out" and you are forced to fight instead? Or, if your character in the game is very intelligent, the game puts a big glowing arrow on-screen, pointing you toward the solution? Either way, I'd feel cheated.
That's basically an equivalent of saying "there are mediocre games, there are decent games, and there are great games". Your point is? Or was it a purely educational rant?The vast majority of CRPGs use Intelligence simply as a factor affecting how well the character uses magic. In a few games, it affects how many skills/skill points you have. And in even fewer games, it affects your dialogue options.
And if you think that your character should always hit because you think that he has a magic sword or general awesomeness? In other words, who cares what you think? There are rules, they govern the gameplay and everything that happens in it. If you want to play a strong but dim-witted character, create such a character using stats and skills, and the game system will take care of the rest for you. Simple as that.In many ways, these statistics become limiting, rather than enabling. If I think of my character as being rather dim-witted, I'll choose the "Huh?" dialogue response. If my character is charming and suave, I'll pick that option. There isn't much point in the game's dialogue engine giving me choices that I can't statistically be successful with.
The point of the "to hit" roll was to determine whether you hit or miss, genius.The point of the "to hit" roll was to simulate swinging a sword at your foe
That sounds great! I love it. Let's rename Strength to Damage Aptitude, Dex to Defense Aptitude, etc. Better yet, let's have 3 stats: DAMAGE, DEFENSE, MAGIC. That would be like totally awesome.Intelligence would be more appropriately named Magical Aptitude, and is useful for determining magical ability.
It's role-playing. Who cares what you, the player, can see? If your character can't see it, it aint there. If you, the player, want to be the one who calls the shots, go play fucking Quake.If I, as the player, take the time to closely examine a wall for a telltale crack, or look behind the fireplace to find the switch, that should be all there is to it. This type of a skill/stat only add complexity and limits the player's options.
I think it's fair to say that you have no idea what an RPG is, so let's rephrase "I think that we action gamers..." Anyways, since it's clear you have no idea what you are talking about, I'll ignore the rest of your rant, except for the followingI think that we RPG gamers...
Ability scores are what separates your skills from your character's skills.Is there a purpose in maintaining the range of ability scores that it uses, other than maintaining D&D traditions?
Vault Dweller said:The only useless baggage that's dragging the genre down is the morons who play action games with some stats, call them RPGs, and demand more of them.
Keldryn said:I always feel cheated when the objects/doors are actually invisible on-screen until a check against my character's "Perception" skill is successful. If I, as the player, take the time to closely examine a wall for a telltale crack, or look behind the fireplace to find the switch, that should be all there is to it. This type of a skill/stat only add complexity and limits the player's options.
crufty said:Interesting post, and well edited compared to most.
The roguelike.dev usenet groups have some good takes if anybody is really interested on stats and statless games.
The real problem is games including stats but then not using them correctly. Including a lockpicking skill, but then when the tank class bashes the door, it happens in one blow AND no monsters come to investigate the noise. Include a wilderness skill and then include no reason why one would need to know which way is north. Including a perception skill, but then not removing the secret door when you fail it. Including intelligence as a stat, but then letting the characte open doors even if they can't figure out how to speak.
In those instances a game should be streamlined. But it doesn't neccessarily mean that they shouldn't be included by default. Should a low intelligence, high strength PC be allowed critical hits? What good is strength if you can't use it effectively? etc...the potential is there...its just really hard to get there.
Edit: What I'd like to see is a Hackmaster game. When?