Glop_dweller's hypothetical game where things are literally harder to see if you're sprinting interests me.
rusty_shackleford your outrage at this idea is hilarious. "Then I would have a gameplay incentive to move slowly sometimes, but .... gotta go fast!!"
we already had that game, it's called underrail and everyone hated how slow you moved
You misspelled
Wizardry 8, a game I thought you liked, where Search Mode doesn't work if you are running.
Underrail is absolutely not an example of a game that gives incentives for being slow. You don't conserve stamina if you choose to walk slow. You don't search better if you choose to walk slow. You don't learn more secrets if you choose to walk slow. You
can't choose to be fast or slow, you're just slow. I also hated Underrail for this btw. No one wants a game to be just slow all the time for no reason except
Nifft Batuff who I agree is kinda weird.
And what role would you play if you moved at 1% speed? A sloth? A snail?
What role do you play as someone who moves extremely slowly everywhere?
Or someone who does not spend 8 hours sleeping? Your character must be very tired!
I already explained why this analogy is stupid and wrong. Oddly there was no reply.
It's OK if you can't argue your case. It's even OK if you didn't bother reading my post. But please don't continue repeating an argument you're not prepared to defend.
Zombra, what about hit points, or inexplicable limitations on party size?
Let's say you watch a movie, and one guy stabs another in the neck, and someone comments, damn, that took out 40% of his health! Or, a team for a heist is being put together, and in the middle of the meeting all the criminals hear a cosmic voice boom in the room: "You must have 6 CHARACTERS in your party. The universe decrees it so."
Isn't that even more bizarre?
If imagined in real life or a movie, those are much more bizarre than always running, but noone has trouble accepting them as video game idioms that you gloss over once you're familiar with them.
Hi
Peacefriend!
First of all, beware of "whataboutism". There's no law that says that every single case must be answered satisfactorily in order to answer a single one. The case for walking stands regardless of whether other things in games are problematic! But you raise some interesting points.
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Party limits are not a great example. They only appear on the screen as part of the game interface ... critically, in the game world, the characters aren't aware of them. There is no godlike voice speaking to the heroes (it may speak to YOU, the player, to try to keep the mood, but that's a very different thing). You'll also notice the PCs don't have dialogue saying "What is this sorcery called 'Options Menu'? What grave numerological sorcery means '1920x1080'?" No one has to suspend their disbelief just from seeing 6 people walk down a road.
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Hit points ARE a great example of something that looks incredibly bizarre on the screen: people getting shot, stabbed, burned, blown up etc. and continuing to dance, fence, run, jump, and otherwise act like nothing happened. This long-standing trend is an unfortunate artifact of the transfer of tabletop RPG ideas to the video game format. Time for a history lesson!
In the beginning, "hit points" absolutely did
not represent sheer structural damage capacity. No one thought a fighter was getting hit in the neck with a heavy axe and laughing it off.
From
Advanced Dungeons & Dragons Players Handbook, 1st Ed., 1978, p. 34:
Gary Fucking Gygax said:
A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant portion of hit points at higher levels, stands for skill, luck, and/or magical factors. A typical man-at-arms can take about 5 hit points of damage before being killed. Let us supposed that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points. This is the equivalent of about 18 hit dice for creatures, about what it would take to kill four huge warhorses. It is ridiculous to assume that even a fantastic fighter can take that much punishment. The same holds true to a lesser extent for clerics, thieves, and the other classes. Thus, the majority of hit points are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces.
But video game makers didn't have the ability to portray these subtleties. The best they could do was to draw a sprite of a stick figure holding a sword, and maybe make it twitch a pixel or two when its turn came. Possibly the defending stick figure would have a red dot appear on it to represent a "hit" (which, remember, didn't really
mean a "hit", just a whittling away of whatever ineffable quality allows a protagonist to escape death). Over time, game artists "improved" upon these abstractions without realizing they were changing their very meaning. This naturally evolved visually into what we have today: magnificently animated acts of violence, culminating in gallons of blood fountaining out of the target on every "hit", which in these games are represented by literal, lethal-looking
hits.
So is there a parallel? Absolutely there is, and if we were to have a similar conversation about hit points, I would take a similar position in how I think games should look and play. Combat should not look like people getting stabbed 100 times and being fine, only to blink and disappear when being stabbed the 101st time. They should be moving, parrying, repositioning, slowly tiring and being less and less able to defend themselves, maybe taking a scratch here and there but basically being fine, until that single, final blow that finds an opening and really
hits them for the first (and last) time. Nostalgia aside, who wouldn't prefer that? Obviously, for this to happen, all game studios everywhere would have to radically rethink their approach not only to the visuals of their games, but the mechanics themselves. For example, to survive a fireball a character would have to move or take cover, not just stand there and lose hp. I would love to see RPGs and games in general move away from bulletproof heroes and hit point bars. In fact I tend to greatly enjoy the few games where death comes swiftly in just a few hits.
But we are
not having that conversation, and hit points are not a problem that can be fixed overnight. What we're talking about here is simply
allowing characters in games to run sometimes and walk other times. This simple feat has already been accomplished in hundreds of games, and it should be absolutely noncontroversial for new games to continue to include it.