Disconnected said:
The system lacked differentiation/specialisation. A thief was more a case of being a mediocre alchemist/fighter/whatevs, than a case of being an outstanding thief.
I'm not sure what you're talking about, but it's not TES. Maybe Wizardry 8 with its hideously powerful rogues, or BG1 where everyone was an archer. In TES (pre oblivious) non-custom thieves could fight relatively well with daggers and short swords, using light armour, but the majority of their skills were non-combat in nature. If combat skills bothered you, you could create your own class template marginalizing combat skills and putting more emphasis on non-combat ones. It would still be playable though of course requiring different approach (as long as you wouldn't just train your thief into a mage/fighter).
The problem with TES was always the lack of incentive to specialize, not lack of specialization - if the system didn't allow you to max out everything (which isn't nearly as bad as it sounds as in MW it normally happens around level 60 while you can beat the game and major quests around level 30) it would be much better.
The system lacked Cool Shit™. Thieves couldn't go slit people's throats, fighters couldn't cut them in half, and wizzers... Well, maybe apart from flying in Morrowind, magic has always been kind of uninspired in TES.
Partially agreed, but only partially. There was backstabing in DF and sneak attacks in MW, fighters were definitely formidable in melee, albeit without specific cool abilities and magic could use more customizability and deeper mechanics, but the basic idea of building your spells was sound, while the selection of effects was pretty impressive, and not limited to just killing targets with different particles. Most spells in, say, Wizardry 8 could be expressed in term of effect+modifiers of TES and the selection wouldn't look all that impressive - about the only truly interesting ones (in terms of mechanics) were toxic cloud/noxious fumes and hypnotic lures.
And levitation was also present in Daggerfall.
The levelling mechanics sucked. I really shouldn't need to clarify why anyone with half a brain considers previous TES levelling mechanics to be some of the very worst video gaming has produced so far.
Worst? Hell, no. RPG genre is bursting with bad character improvement mechanics.
I'm not saying it didn't suck (duh), but that's mostly due to the various loopholes it created, not the general concept which is among the soundest to be found in the genre.
Moreover! While some might disagree I am very much of the opinion that TES & other action games are not RPGs.
Same with Fallout and other tactical games (and man, what a shitty and monotonous tactical game it was!).
Role playing games, at least to me, are games where players assume the identities of their characters and act through them. Which means that just like a psychotic horse-eating dwarf character's dialogue choices shouldn't involve teenage girl-like pony worship, combat performance shouldn't involve the player's skill.
You're speaking of (thankfully) entirely fictional* genre of CGGs (Char-Gen Games) where player creates character then whatches passively how the game plays out.
At least to some extent, TES games have always been player skill based, rather than character skill based.
So are all the other RP
Gs out there, with the exception of those balanced towards player being completely at mercy of random factors and those that were so simple that victory involved no skill.
In both TES and, "proper" RPGs (say Fallout or other Wizardry) I control positioning and call actions, in both TES (pre oblivious) and "proper" RPGs character stats determine success or failure of those actions and parameters controling movement.
Whatever, I guess my point is this: a popular definition of insanity is to do the same thing over & over, expecting different outcomes. Bethesda has tried to make their characteristics system work 4 times now and have failed pretty damn hard every time. I'd be far more worried if they hadn't dumped the entire concept by now.
My counter follows: a popular** definition of evolution is to do roughly the same thing over, except for replacing/altering the parts that don't work, expecting
better outcomes.
Bethesda's main problem is that instead of replacing they just keep throwing the parts away. Wrong parts too.
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Excidium said:
Raapys said:
VentilatorOfDoom said:
A fan may say 'You removed my eight attributes!', and my answer is, which ones do you want? They're all a trickle down to something else. Now when you level up you can just raise your Magicka. In Oblivion you have to raise your Intelligence knowing that you're Intelligence raises your Magicka." .
Okay, so what do I do if I want to increase, say, my speed or carrying capacity?
That's what perks are for.
And those perks would be associated with which skill?
Decado said:
"In Oblivion you have your eight attributes and 21 skills. Now you have 18 skills and three attributes. What we found is that all those attributes actually did something else. A fan may say 'You removed my eight attributes!', and my answer is, which ones do you want? They're all a trickle down to something else. Now when you level up you can just raise your Magicka. In Oblivion you have to raise your Intelligence knowing that you're Intelligence raises your Magicka."
The hilarious(ly stupid) thing about Howard's reasoning is that he can't see past the combat angle. "Well," he says, smarmily, "you only used intelligence to level up your magicka." That's right, Todd, because you guys programmed it that way. More to the point, you never put anything in the game to make intelligence anything other than a second-hand bump for other shit. You never had, say, dialog checks dependent upon intelligence, or weapons dependent upon a strength requirement, or persuasion checks dependent upon a personality requirement. It's like you guys never even thought about that shit, like it never even entered your empty fucking heads.
In short, Howard is right for all the wrong reasons. Instead of building complexity into the game, they're "streamlining" it out. Gah whatever, more of the same old bullshit.
Standard neobeth treatment - simplify into redundancy, declare redundant, discard.
And there were stat checks in Morrowind dialogue. They were admittedly few, but present - mostly referencing speechcraft and intelligence. I don't count direct mechanical effects of stats here, nor faction requirements either, but in terms of mechanical effects they were also far from one-trick-ponnies Todd tries to portray - intelligence influenced enchanting and alchemy, agility - virtually all thieving skills, to hit, dodging, blocking, fatigue and knockdown resistance, willpower - magic success formula, fatigue and saving throws against certain effects and so on. Strength requirements were implicit as the depended on maximum load you could practically carry, but there was nothing preventing them from being made much more pronounced, for example by making strength factor in the fatigue consumption formula that was already based on weapon weight and so on.
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Azrael the cat said:
I've got no interest in TES these days anyway, but if I had, I doubt that I'd be concerned about this change. He's right in that the skills they cut did nothing useful in game, aside from decreasing the tedium of running. Yes, I guess if I was interested in the game I'd prefer that they did something cool with acrobatics, and build quest mechanics around athletics, but I don't know many crpgs that do that with acrobatics/athletics anyway.
I wouldn't mind cutting auto-success skills like athletics, acrobatics and all armour skills, provided retaining their functions using attributes (agility and speed for different aspects of acrobatics, endurance and speed for different aspects of athletics, armour just built around mobility-protection trade off with desired balance depending on class build - lightning fast jumpy dodgy monk wouldn't want plate to hinder his main asset) - the attributes went missing, though.
There's a difference b/w a broken mechanic that needs fixing, and a random mechanic that doesn't actually do anything relevant.
And I actually agree with his comment on the stats. TES games have no crpg mechanics outside of combat, crafting and exploration. There's never been 'int' checks on dialogue or quest options turning upon primary stats.
Why do you lie? There were very few stat checks, but they existed and worked (see Suran escaped slave quest). The mechanics was there, but instead of being expanded it was reduced into redundancy (oblivious) and discarded (rimjob).
Due to this simple factual error, the rest of your post loses most of its relevancy.
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CappenVarra said:
As a customer who's been to our restaurant before, you're probably used to choosing different meals from the menu. Now, the menu is gone, because what we found is that all those meals actually did something else. A fan might say 'You removed my soup, roast, salad, pudding and other meals!', and my answer is, which ones do you want? They're all a trickle down to something else. Now when you come to eat, you just get the nutrients such as protein. Before, you had to eat meals made of meat knowing that your digestion would eventually extract protein from it.
We spent some time reviewing our process, and we clearly saw: We're not actually good at cooking. Our soups were bland, our roasts were cardboardy, our salads indistinguishable from plastic potted plants, and the pudding - well, let's not even go there. So we thought real hard, and we figured it out - all those meals are just intermediaries, and human digestion turns them into base nutrients which are actually useful. That's why when you come to our restaurant now, we just give you a cup of sugar, a cup of lard, a cup of protein powder, a multi-vitamin tablet and a glass of water - that's the real stuff, that's why people eat in the first place! Figuring this shit out and having the courage to charge people for it is why we're the leading Western restaurant chain.
Howard says it's a natural evolution and makes it sound sensible. I'm not really bent out of shape about it because it doesn't sound like there'll be a lack of decisions to make. Customers have the ultimate freedom to make the nutritional equivalent of any meal they want using these base ingredients, and even some new combinations which were previously impossible. And that's just the start.
You see, each customer can package the results of their meal-building and present it to food critics. These are hidden in the depths of serving halls at stone slabs called tables. When you string different nutrients together and feed them to food critics, it produces magical abilities called CriticBarfs. You can make critics barf while screaming out force waves, slow their perception of barfing time and crazier stuff depending on how much effort you're willing to put into finding ingredient combinations and food critic tables. After observing and remembering the exact CriticBarf each individual combination produces, you can later induce these barfs in yourself, and use them to overcome challenges in unique new ways!
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*) In before Dungeon Siege.
**) A scientific definition would lend more detail to certain aspects of the process.