Here is an example. You see a fighter, a thief, and a mage. Can you tell before the fight which of the three is more dangerous? You can't. It depends on a number of factors like the level, the AI, special abilities and equipment. Some mages in BG2 were pushovers, some could wipe out your party. A standard thief can be ignored, a rune assassin you literally have to keep an eye on. Etc
Does the game provide at least some rough visual cue for judging the strength of a character?
If I see a guy in armour, is his armour a rusty mail hauberk with several tears and holes, a solid plate, or an ornate plate engraved with what looks like magic symbols?
If I can see enemy's face, does he look like a grizzled veteran or a fresh faced boy with not even a single scar? Does the character move like a killing machine, or like n00b trying to puff himself up to look more scary? Does the character look scared? Etc.
If the game throws enemies of vastly different challenge rating at you, that are otherwise indistinguishable, it's simply bad design, because you can't hope to have information necessary for survival at that point. It doesn't matter if those enemies looking the same are high and low level characters or rats and dragons.
Which sums up neatly why your typical RPG mechanics, like levels and HP attrition suck and why excess abstraction sucks.
Is that what we're discussing here?
Save systems and their relation to encounter design are not the topic of this thread either. Your point?
No, it can't. Not the way things work in most RPGs.
So, most RPGs, even good ones, feature heaps of shit design. Is it better to fix this shit design, or throw more shit design at it in hope the new and existing shit design will cancel each other out?
How many times you trigger a cutscene...
I could stop reading here. How is it anything but shit design?
...which forces you to walk closer to a bunch of bad guys whom you know absolutely nothing about?
Confirmed.
Um, no. The number of radically different options in an average firefight can't be compared to what a DnD mage can do. That's why it's called fantasy.
The number may be different, but the principle is the same - if you fail to assess what the enemy might throw at you, you're likely to end up as dead meat.
So you say that nothing a six men squad ever attempts will require tactics or careful planning?
Tsk, tsk.
Not sure if you noticed but an RPG party fights like an army not like a squad. What squad fights like "put your tanks at the front, ranged attack units behind, send you stealthy units around and strike from behind, and have your mage call an air strike"?
Again:
So, most RPGs, even good ones, feature heaps of shit design. Is it better to fix this shit design, or throw more shit design at it in hope the new and existing shit design will cancel each other out?
I think Jasede nailed it:
If I am playing an action game and a shoot 'em up, you can tell they are designed well if you can answer this question with yes: "Would a player with superhuman reflexes, perfect reaction time and incredible intelligence be able to win them on their first try without ever getting hit?"
If the answer is yes, it's a good action game or shoot 'em up. They are all about honing your skills to perfection, getting a little bit better each try in face of overwhelming, but always fair and beatable odds. The fun comes from practicing, getting better a little bit each attempt and ultimately figuring out the "best" path (often there are multiple) of playing and winning that works for you.
All the information you need can be figured out in one attempt: what size are the hitboxes? What are the enemy patterns? What attacks do they use, and when?
But just having this information only guarantees success if your execution and planning are magnificent and perfect, something impossible for a human being. Making the system 100% not opaque and allowing you to get every bit of information makes it only slightly easier because the true difficulty is execution just as much as you imply it to be planning.
That encounter in DSA 2 that the screenshot is from is a good example, actually. If you had superhuman intelligence and a strong, ideally built party then you should be able to win this in the first attempt- except that you don't have that. You are human, which means you can't figure out how to "win" in your first try unless you are a genius- you need time to see how all the factors of the battle interact. What spells do the enemy mages know? What do they cast and when? Who do they prioritize? How do the enemies move? How long are they willing to fight until they flee? How do they resist various spells?
If you can, at least in theory obtain all the required information in advance, then yeah, it's good design, because it isn't based around reloads, although I would exclude perfect build from the equation, because perfect build isn't something you can know in advance.
I don't know, I guess I am just regurgitating what others already said. Tell me to stop posting in this thread and I will.
Why? I, for one, am *very* happy that you're participating in the discussion instead of throwing temper tantrums that there is a DraQ posting on the same board as you.
Otherwise I probably have some more thoughts on this.
Do share them.
I'd like to end with this:
I appreciate it when games allow you to gather extra information. A high medical skill could give you an idea about an enemy's hitpoints, at a glance. A high lore skill could give you information such as an idea of their magical resistance. But I prefer systems that don't show you everything. It doesn't make the game much harder, because for me the fun comes from the trial and error in combat and gradual improvement in any given encounter.
I don't really agree about trial and error, but skill based information is of course an excellent idea. For me the fun comes if I have to put much brainwork into the game to achieve something. Reloads, if they happen, are a necessary evil, being a sign that I'm not good enough.
Imagine playing P&P, or a dungeon crawler, and you are facing a boss. Would you rather figure out his armor class by hitting and missing him a bunch of times, or be handed a sheet of paper that just spells it out? For me, it's the former. This approach builds tension and gives me a feeling of reward: I am in control, I am figuring out how this works, I am the one facing the challenge with the tools I have, instead of number-crunching my way through his stat sheet and seeing, at once, that his Will Save is low and reaching for my trusty Hold Monster spell.
Unfortunately most cRPGs (and VD) just settle for "Get TPK'd, throw a hissy fit 'till the GM allows you to replay the encounter from the beginning, repeat".
Being given some room for trial and error during the battle, rather than in form of die-reload-repeat is good, but it means that with indiscriminate reloading you can exploit this extra room for flawless victory (TM).
As for being given character and equipment sheets, how about being less explicit about it and giving player an opportunity to, for example, perform some B&E with party's thief and intercept information about the enchantments he ordered to be put on the suit of armour that was built for him? How about figuring out that the enemy or the gear he's using is legendary and was described in an ancient epic that can provide clues regarding specific properties and special abilities? Etc.
The information doesn't have to be spelled out for you or given on a silver platter, it just has to be obtainable.