Mrowak
Arcane
- Joined
- Sep 26, 2008
- Messages
- 3,952
And I'm saying that the way it was done in Fallout and Arcanum is better than what Sawyer is proposing here. The player should be allowed to make, if not even tricked into making, wrong choices so that the choices he makes have meaning and long term consequences. Otherwise, you're just sliding towards Bioware-style choices, whether you want to admit it or not.If everything is equally useful, then it's useless to make choices in the first place.That's exactly what his New Vegas mod was about : enforcing balance and meaningful choices in character building. If you want to judge him, judge him on that, not on buzzwords or some expression that somehow pushes your hate button.
It all depends on circumstances. Josh only claims that each character skill and ability should be useful in certain circumstances. For example, if the player invests points in Medicine and no in Diplomacy, he should become an expert surgeon which will let him find alternative solutions to quests, while not being allowed to take most optimal option on Charisma based one.
At no point the player should think "oh bugger, investing all those points in Medicine was a waste"... which happened frequently in Fallout and Arcanum.
You are talking about Metagaming which is the evil incarnate, the bane of all RPGs in existence. In your view the game should teach the player "either you play it one way or you fail". Which defeats whole purpose of C&C and undermines the very idea of RPGs
No, the game shouldn't provide valid solutions for all player choices. The player should be thought ( by carrot or, if necessarily, stick ) that making choices is serious business and, if he fucks up, he'll suffer.Making choices is hard because, if you make wrong choices, there is a real possibility of bad shit happening.
Newsflash. The player is not clairvoyant. He cannot know that in the game there are no uses for, e.g. Medicine skill but are plenty for Diplomacy.
It's ok if the player has made a dumb decision - went into a diplomatic situation with an Expert Surgeon that cannot into social encounters. That's consequential and I think Josh agrees it's commendable, However, the game should provide content for his Expert Surgeon built as well - because that's what the skill was for. Sure out character won't be able to intimidate some bandits, but he will excel in other places a diplomat would be hopeless at. There should be content out there on the virtue that mechanics was implemented.
My idea does not contradict yours here. I didn' t say that using skill X and skill Y, which have little to do with each other should bring the same result. Quite the opposite.
Consider two different quest - a diplomatic and medical one. Let's say our surgeon went into diplomatic quest but lacking skill he botched it - he fucked up because the knowledge of human anatomy is not very useful in this situation. Perhaps there are going the be some serious consequences for this fuckup. Perhaps the surgeon shouldn't have taken the quest at all - he should have been mindful of his limitations.
But there's this medical quest. Our surgeon approaches it warily. However, because he knows a lot about medicine he completes it in the best way possible. Only character of his expertise in medicine could solve it. An master diplomat would be hopeless and the results of this fuckup would be as (or more) serious as in the previous example (but not the same!). I stress here - we are talking about two *different* quests, and not the same one solved in a number of ways, in which we get the same outcome no matter what.
Here we achieve what you wanted. We teach the player about the impact of C&C, but we get rid of idiotic metagaming (only skill XXX is useful, YYY is a waste of time).