Keldryn
Arcane
Twinfalls said:Bah. I bet you just didn't like the fact Gothic was RT and player skill was a genuine factor. Unlike Morrowind, you had to gain sufficient strength/dexterity to use specific weapons - you couldn't just use anything you got your hands on. So you had to train - which involved real decisions (unlike MW once again), as exp points were limited.
It was a real-time system, but one with balls. At least they made player skill relevant in a way that made combat very enjoyable if you like RT. Timing really mattered. Combat was fluid and felt realistic. No stand and click-fucky-click in Gothic, oh no. Morrowind might as well have been turn-based since its attempt at real time immershun was such a total failure.
@Lumpy - I hear what you're saying about implementation, I just don't see why levelled lists are neccessary at all, if enough effort is made with design and placement.
I have to agree with you about Morrowind's combat system there. It felt really pointless being in real-time, as I never felt that I doing much more than selecting the "Attack" action from the menu in FF X-2 (or similar game).
I don't like Gothic's combat system either though. Or I should say, I hate its control scheme. I like its combat system on paper, but the keyboard setup is rather clunky and non-intuitive. I always wished that Gothic would have been ported to the Xbox, using a control scheme similar to Fable or Legend of Zelda: The Wind Waker. I've tried using gamepad emulation software with a PS2 gamepad plugged in via a USB adapter, but it's still clunky as hell.
As for relative difficulty levels, which is after all the topic of this thread, I don't think they are necessary if the game's design takes a different approach than the norm.
Part of this approach toward the game's design would be in abandoning the D&D-styled advancement that most CRPGs emulate, and moving toward a more balanced advancement with less dramatic improvements in ability.
In D&D, and in most CRPGs, characters start off incredibly weak, easily defeated in combat by the cannon fodder of the world -- goblins, kobolds, slimes, whatever. By the end of the game, the characters are often almost godlike in power, shrugging off blows that could fell a house-sized giant or a huge dragon. If you were to graph the advancement of the characters' power, it would look like a rapidly ascending staircase, starting off at the very bottom, and moving upwards in very dramatic "steps" until it is off the scale.
Consider a pencil & paper RPG such as GURPS. In GURPS, a starting PC is typically built upon 100 character points (I think this changed a bit in 4th edition, but I'll stick with 3rd edition nubmers, as that is what I'm more familiar with), which represents "heroic material." For comparision, an average citizen NPC is built upon 25 points. The typical 100-point fledgling hero is far more competent than a 1st-level D&D character, but gains increases in power gradually over time. They never quite reach the earth-shattering levels of power that 20th-level D&D character do, and enemies that were a challenge at the beginning of their careers could still potentially be a threat under the right circumstances. Plus, GURPS doesn't feature ever-inflating Hit Point totals. Characters can spend point to increase their Hit Point totals as they advance, but a warrior that started with 15 HP might only have 25 by the end of the game, rather than the 200+ HP that such a character in D&D might have -- or 8,745 as a Final Fantasy character.
If the power difference between an early-game character and a late-game character is not as extreme as it is in most CRPGs, then challenges become more "generic" by nature. Besides, aren't we supposed to be more concerned with role-playing than power-gaming on this forum? :-P
Ultima VII is a pretty good example. If you don't include the attribute gains that the Forge of Virtue add-on gives you, which utterly destroys any semblance of game balance. Your Avatar starts at 2nd or 3rd level, and can reach a maximum of 8th level. Your HP are equal to your Strength score (18 when you start, maximum of 30), and when you level up you get 3 training points to spend with trainers to increase your three attributes, and your Combat and Magic skills. You can even complete the game without levelling up at all, though you might run into problems in a few areas. You aren't accosted by super-powerful monsters as you travel from town to town; most of the tougher monsters are either lurking in the dungeons or in remote wilderness areas. If you don't use a glass sword (which kills any foe in one hit), a dragon or the Ethereal Dreadnaught (or whatever it is in one of the generators) pose some degree of challenge at any level.
Arcanum seems to be another good example, but I've never actually gotten around to playing much past the first town (it's on my to-do list).
And there is nothing wrong with making it possible (or even necessary) for the player to encounter enemies that he or she has no hope of beating early in the game -- so long as the player has ample opportunities to run away. It does suck if you're walking along, minding your own business, when suddenly a constellation in the sky turns into a dragon, and then swoops down and kills your entire party in a single blow. Anyone who has played Drakkhen knows what I'm talking about.
Of course, enterprising players continually surprise the game designers with ways in which they manage to kill powerful foes at the beginning of the game.
However, if the game design sticks with a very dramatic rate of power advancement to extreme levels, it is very difficult to make a game non-linear without resorting to levelled lists of enemies and treasure.