Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
So yeah. Grunker, you're a moron.

I might very well be. At least it seems I misread you. When I read this:

it's prone to breakage, requires tons of work to prevent abuse, and revolves around boxed-in solutions.

I assumed you were talking about simple quest-based XP. You weren't?
I was talking about per-solution based XP, which includes combat XP if one of the solutions is killing something.

Simple, quest based XP is best for mostly story/quest driven game of limited scope.
It's economical to implement and has little room for stuff going wrong so if you want to focus on making tight experience driven by quests or story, it's probably your best bet.

Use based XP is superior for huge sandboxes where you will be doing a lot of stuff not necessarily related to a quest.
I prefer huge sandboxes to tightly scvripted stories, so I prefer systems that work better in huge sandboxes.
Doesn't change that when I play a story driven game, and I can still enjoy a good story or quest driven game, I can see how it can benefit from simple, lean system.

I think felipepe's point is that this change from what was expected in the game make it looks like the designer absolutely loathes the idea that the player would approach his game with an idea of fun so different from his own. Like if he was trying to patch holes of anyway the player could break what he planned for him.
Except it's not as much of patching holes as it is simply not making them.

I don't like restrictive mechanics or scripting constraining mechanics on grounds of abuse. But if there is some sort of mechanics that serves no other purpose but breaking stuff and creating abuse, then why the fuck have it in the first place?


I never said that dynamic xp should be the only kind of xp. If you are feeling lazy, just put enough static xp the player can use it to get to a high enough leel to face the game.
You're missing the point. Even with static XP player will abuse contextual XP if they are playing rationally.

A well designed game isn't the one where you need to restrain yourself from doing profitable stuff in order to play it right. I like many such games but they are not designed well and redesigning them well would not hamper the fun.

A well designed game is a game where most sensible way of playing the game is also the most natural and systemic sense corresponds to in-universe sense.

Why would you want to avoid breakage and prevent abuse? If the player wants to do something that is unfun and retarded so he has 16000xp instead of 15000, why not let him?.
Except change 15000 to 60000 or so. Also, see above.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
Let me tell you, on bloodlines replays i had much fun doing variations of the the side-quests pipelining so the checks lined up with the xp i was saving so i could not 'waste' xp with the manuals and the 'free' quest dots; or with the clan quest leaving most quests for later (to take advantage of the malkavian clan quest, which modifies the xp gain modifier), which lead me to discover interesting fail states i hadn't before.
I like a xp system that leads me to think about a world i know very well; so it's not as if xp combat-less games xp systems can't encourage replayability and metagaming.
Actually, even a grinding mechanic (the university of the camarilla mod) lead me to discover new things (the masquerade breach hunter ambushes, the money rewards of some quests).

I think the key is to have enough accessible quests that you can pipeline against some other encouraging mechanic; for mini-max fun, along with knowing the game very well. This is only appropriate to replays of course.
Yes, i munchkined the hell out of bloodlines; and i'm proud of it too.
SO; i don't actually have much against metagaming and alternative gameplay. It just doesn't have to be *dumb* and *lazy*, like combat xp encourages.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,352
Location
São Paulo - Brasil
(...snip)
You're missing the point. Even with static XP player will abuse contextual XP if they are playing rationally.

My point was just that players that took abilities that can be used well to earn extra xp wouldn't end up with a broken game, just one that plays differently.

A well designed game isn't the one where you need to restrain yourself from doing profitable stuff in order to play it right. I like many such games but they are not designed well and redesigning them well would not hamper the fun.

A well designed game is a game where most sensible way of playing the game is also the most natural and systemic sense corresponds to in-universe sense.

Why would you want to avoid breakage and prevent abuse? If the player wants to do something that is unfun and retarded so he has 16000xp instead of 15000, why not let him?.
Except change 15000 to 60000 or so. Also, see above.

I agree you shouldn't have options that are greatly profitable at no cost. But:

1. I would much prefer that you get a cost to doing these rather than having them forbidden.

2. I have no problem if the cost here is simply that the game is unfun. Or an rping one, like having your character need to be an asshole in order to max out XP.

3. I don't really mind if the player can use metagame to do really unexpected things. In fact, I think this can be a great way to play these games. I think it is much more important for the designer to make sure the game does play well and fun when you play it straight than making sure you can't metagame it.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
I agree you shouldn't have options that are greatly profitable at no cost. But:

1. I would much prefer that you get a cost to doing these rather than having them forbidden.
The thing is that no one intends to forbid anything. Just remove stupid artificial incentive for stupid artificial behaviour.

If you want you can still sneak past opposition, then return to reason with them, then fight them. You just won't be getting 3x the XP so it will just be derpy pointless shit with the potential of consuming more resources than necessary AS IT SHOULD BE.

Same with slaughtering quest givers - nothing to stop you there. Except without kill XP you don't really have much reason to unless they have some stuff you want (and even then stealing would probably work better as murdering people left and right should have its repercussions in a well designed game).
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
Manuals were a horrible idea. How does that relate to the Quest XP again?

My comment was directed towards meta-gaming; it will always exist -- and in many ways, it is very fun to do. Especially in a game system that allows for character customization and "planning" (as SCO points out).

Removal of xp-by-combat doesn't eradicate meta-gaming, and in cRPGs, I hope meta-gaming never gets removed -- it's half, if not the overwhelming majority, of the fun of replays.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,352
Location
São Paulo - Brasil
I agree you shouldn't have options that are greatly profitable at no cost. But:

1. I would much prefer that you get a cost to doing these rather than having them forbidden.
The thing is that no one intends to forbid anything. Just remove stupid artificial incentive for stupid artificial behaviour.

If you want you can still sneak past opposition, then return to reason with them, then fight them. You just won't be getting 3x the XP so it will just be derpy pointless shit with the potential of consuming more resources than necessary AS IT SHOULD BE.

Same with slaughtering quest givers - nothing to stop you there. Except without kill XP you don't really have much reason to unless they have some stuff you want (and even then stealing would probably work better as murdering people left and right should have its repercussions in a well designed game).

It forbids the player from advancing in power through any way but the planned quest line.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,843
Location
Copenhagen
Manuals were a horrible idea. How does that relate to the Quest XP again?

My comment was directed towards meta-gaming; it will always exist -- and in many ways, it is very fun to do. Especially in a game system that allows for character customization and "planning" (as SCO points out).

Removal of xp-by-combat doesn't eradicate meta-gaming, and in cRPGs, I hope meta-gaming never gets removed -- it's half, if not the overwhelming majority, of the fun of replays.

Removal of xp-by-combat is not supposed to remove meta-gaming. It's supposed to reward all paths to victory equally in terms of generic player progression (XP). Should there be reason for variation (combat is easy way out, diplomacy hard or vice versa or whatever for a given obstacle), quest xp solves that as well.

There is no reason to reward one fundamental game solution with XP and others not.
 

Mangoose

Arcane
Patron
Joined
Apr 5, 2009
Messages
26,720
Location
I'm a Banana
Divinity: Original Sin Project: Eternity
I agree you shouldn't have options that are greatly profitable at no cost. But:

1. I would much prefer that you get a cost to doing these rather than having them forbidden.
The thing is that no one intends to forbid anything. Just remove stupid artificial incentive for stupid artificial behaviour.

If you want you can still sneak past opposition, then return to reason with them, then fight them. You just won't be getting 3x the XP so it will just be derpy pointless shit with the potential of consuming more resources than necessary AS IT SHOULD BE.

Same with slaughtering quest givers - nothing to stop you there. Except without kill XP you don't really have much reason to unless they have some stuff you want (and even then stealing would probably work better as murdering people left and right should have its repercussions in a well designed game).

It forbids the player from advancing in power through any way but the planned quest line.
Kill xp overinflates the value of making violent decisions, essentially forbidding one to make non-combat choices because you get more xp by killing with no greater negative consequences.

You're looking at the tree while missing the forest. Taking away XP for kills is the same thing as giving XP for every action, including XP for kills.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,843
Location
Copenhagen
It forbids the player from advancing in power through any way but the planned quest line.

This is such an odd fucking argument that contradicts itself. Combat XP forbids the player from advancing in power through any way but the creatures put in the game.

Have enough side quests and the two are more or less identical. Give quest XP for mini encounters not quest related, and the "problem" becomes even more non-existant.
 

Mangoose

Arcane
Patron
Joined
Apr 5, 2009
Messages
26,720
Location
I'm a Banana
Divinity: Original Sin Project: Eternity
He only has a point if he wants a learn-by-use system that rewards every single action. If you reward one action over another, that is a restriction, THAT is forbidding actions.
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
Removal of xp-by-combat is not supposed to remove meta-gaming. It's supposed to reward all paths to victory equally in terms of generic player progression (XP). Should there be reason for variation (combat is easy way out, diplomacy hard or vice versa or whatever for a given obstacle), quest xp solves that as well.

There is no reason to reward one fundamental game solution with XP and others not.

Draq's comment implied it would stop "derpy metagaming" by having games not have to work around it.

And, finally, I'm not against removal of combat-by-xp necessarily. As always, depends on the game, implementation, design, blah blah blah.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,352
Location
São Paulo - Brasil
Kill xp overinflates the value of making violent decisions, essentially forbidding one to make non-combat choices because you get more xp by killing with no greater negative consequences.

It doesn't forbid anything, unless combat is the only way to earn xp.

You're looking at the tree while missing the forest. Taking away XP for kills is the same thing as giving XP for every action, including XP for kills.

Giving XP for every action would be an alternative too. One where the quest don't dictate so strictly your advancement rhythm.

It forbids the player from advancing in power through any way but the planned quest line.

This is such an odd fucking argument that contradicts itself. Combat XP forbids the player from advancing in power through any way but the creatures put in the game.

Again, only if combat is the only way to earn xp.

Have enough side quests and the two are more or less identical. Give quest XP for mini encounters not quest related, and the "problem" becomes even more non-existant.

Sure, and have these mini-encounters mean any combat or NPC interaction, and the problem disappears completely.

I feel my answers here are a bit all over the place, so let me try to go over what I am trying to say:

1) While having xp tied to quests don't necessarily lead to a game where XP is tightly controlled over its extent, I feel that from the design philosophy Obsidian is following, that this will be the case. They have commented how characters can't focus on non combat skills at the expense of combat ones, how they think combat xp is a nightmare to balance and how main quest encounters will be scaled so people who do few of no side quests may progress through the game as well. This is not the worst thing that could happen to PE, but I feel this is a step in the wrong direction because:

2) I think that by not having a tight control over how a player advance, a game becomes more open and interesting. The player, might, for example, beat up the giant guarding the passage instead of going through the long chain of sidequests for him. I do realize this requires a little more care when making the game as if you script it too much, the player might end up breaking the scripts, or forced to lose/surrender to/go through stuff that doesn't really make sense. But I think the extra complexity is well worth the price and I think games like Fallout and Arcanum are good examples of this. I know PE is supposed to be less open than these, but it could still try to strike a better balance I think.

3) I am afraid, for the reasons mentioned in 1, that xp will effectively be a "story marker". That is, how much xp you have is directly proportional to where in the game you are. Quest XP will possibly make a difference, but scaled main quest challenges sound like they might make even that worthless. I think a much better use for xp would be if it actually rewarded the player for stuff he does (clever thinking, achieving objectives with real chance of failure, finding out secret stuff, etc). In this way of looking at things, the extra xp would eventually enable the player to do things in the gameworld he wouldn't otherwise be able to do. Another options would be if xp was an actual resource. That is, if the greatest amount of xp wasn't always the most desirable option because of other costs, and certain playstyles actually require you to rush and fall behind the xp you would otherwise have. If F:NV is anything to go by, I think the game might accomplish to make XP a real reward sometimes, but not as much as we would otherwise get.

4) Combat xp may keep the designer from controlling the xp too tightly, but it is far from the only way, or even the best way, to do this. I mentioned a few other ways they could do it in an earlier post, and they could have it even with quest only xp. Also, like Grunker mentioned, by having a character system like Bloodlines, the player would also have a lot of freedom, because the different choices are not in the least comparable.

5) That said, I feel combat xp get unmerited flak around here. It my not be the best way to do things, but it hardly breaks a game by itself. While the game relying on combat XP for most of its rewards will, indeed, end up combat focused, that isn't the only option and the game doesn't need to reward combat alone. At any rate, Fallout had combat XP, and it hardly hampered it.

6) Sawyer mentioned xp metagaming, how the combat xp made people play the game in a way that they didn't necessarily enjoy. He mentioned similar things about resting, how people would always rest before each fight so they could break the game's design. This talk about metagame seems a bit silly to me. Because I think it would be much more interesting and useful to focus on making sure that playing the game in a way that makes sense is rewarding than making sure playing the game in a broken way is impossible. I mean, I understand not wanting to leave design holes in the game so the players can't fall in them. But if you see the player digging his own hole, you don't need to go there and take his shovel away either.

7) It is better to come up with appropriate costs for certain behaviors (such as farming xp instead of interacting with the main quest, or resting everywhere so you always have your spells ready) than it is to forbid them.

8) Also, all this talk about metagame, combatroles, balance and what not, coupled with te talk about mage spells interfering with the shtick of other classes (like the thief), makes me a little afraid this gae will have most or all of its rules driven by "design" rather than "fluff". Like how they make the barbarian be what they need, instead of making the combat fit the concept of barbarian.

9) All that said, I am not saying PE will be a bad game. It is too early for that, and even if I am not an Obsidian fanboy, I do think they have made good games in the past. I do worry these, coupled wih stuff we can't yet see or infer may mean this game might not be as good as it could otherwise. And I do realize it is probably too late to change this stuff too, but I like to discuss.

I hope this makes things a little more clear. Sorry if my comments seemed all over the place.
 

Rivmusique

Arcane
Patron
Joined
Mar 14, 2011
Messages
3,489
Location
Kangarooland
Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
2) I think that by not having a tight control over how a player advance, a game becomes more open and interesting. The player, might, for example, beat up the giant guarding the passage instead of going through the long chain of sidequests for him.
If it were 'goal based', the goal would likely be moving the giant. So killing him, distracting him, doing quests for him so he will move for you should all reward the same xp. Though that fight should be hard, requiring a party heavily invested in combat skills (though this game has separate pools for combat and non combat, so I guess everyone is heavily invested in combat ... I don't like that).
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
And XPs, being highly abstract and contextual have never been a rightful part of sandbox philosophy in the first place.

This actually reminds me one of the reasons why I find Gothic's less enjoyable than Morrowind. I've played Gothic 3 and a fair bit of Gothic 2, and while they do have interesting worlds to explore (much more so in Gothic 2 as I'm finding out) they are in part quest-driven with kill-XP. And I dislike having to go through the quest channels to level up so I can go back and massacre those shadowbeasts.

It's not as if J.Sawyer secretly hollowed all the NPCs and creatures out in very sinister manner, keeping all the precious XPs for himself
JOSH SAWYER WANTS TO KEEP ALL THE PRECIOUS XP TO HIMSELF
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,118
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
It doesn't forbid anything, unless combat is the only way to earn xp.



Giving XP for every action would be an alternative too. One where the quest don't dictate so strictly your advancement rhythm.



Again, only if combat is the only way to earn xp.



Sure, and have these mini-encounters mean any combat or NPC interaction, and the problem disappears completely.

I feel my answers here are a bit all over the place, so let me try to go over what I am trying to say:

1) While having xp tied to quests don't necessarily lead to a game where XP is tightly controlled over its extent, I feel that from the design philosophy Obsidian is following, that this will be the case. They have commented how characters can't focus on non combat skills at the expense of combat ones, how they think combat xp is a nightmare to balance and how main quest encounters will be scaled so people who do few of no side quests may progress through the game as well. This is not the worst thing that could happen to PE, but I feel this is a step in the wrong direction because:

2) I think that by not having a tight control over how a player advance, a game becomes more open and interesting. The player, might, for example, beat up the giant guarding the passage instead of going through the long chain of sidequests for him. I do realize this requires a little more care when making the game as if you script it too much, the player might end up breaking the scripts, or forced to lose/surrender to/go through stuff that doesn't really make sense. But I think the extra complexity is well worth the price and I think games like Fallout and Arcanum are good examples of this. I know PE is supposed to be less open than these, but it could still try to strike a better balance I think.

3) I am afraid, for the reasons mentioned in 1, that xp will effectively be a "story marker". That is, how much xp you have is directly proportional to where in the game you are. Quest XP will possibly make a difference, but scaled main quest challenges sound like they might make even that worthless. I think a much better use for xp would be if it actually rewarded the player for stuff he does (clever thinking, achieving objectives with real chance of failure, finding out secret stuff, etc). In this way of looking at things, the extra xp would eventually enable the player to do things in the gameworld he wouldn't otherwise be able to do. Another options would be if xp was an actual resource. That is, if the greatest amount of xp wasn't always the most desirable option because of other costs, and certain playstyles actually require you to rush and fall behind the xp you would otherwise have. If F:NV is anything to go by, I think the game might accomplish to make XP a real reward sometimes, but not as much as we would otherwise get.

4) Combat xp may keep the designer from controlling the xp too tightly, but it is far from the only way, or even the best way, to do this. I mentioned a few other ways they could do it in an earlier post, and they could have it even with quest only xp. Also, like Grunker mentioned, by having a character system like Bloodlines, the player would also have a lot of freedom, because the different choices are not in the least comparable.

5) That said, I feel combat xp get unmerited flak around here. It my not be the best way to do things, but it hardly breaks a game by itself. While the game relying on combat XP for most of its rewards will, indeed, end up combat focused, that isn't the only option and the game doesn't need to reward combat alone. At any rate, Fallout had combat XP, and it hardly hampered it.

6) Sawyer mentioned xp metagaming, how the combat xp made people play the game in a way that they didn't necessarily enjoy. He mentioned similar things about resting, how people would always rest before each fight so they could break the game's design. This talk about metagame seems a bit silly to me. Because I think it would be much more interesting and useful to focus on making sure that playing the game in a way that makes sense is rewarding than making sure playing the game in a broken way is impossible. I mean, I understand not wanting to leave design holes in the game so the players can't fall in them. But if you see the player digging his own hole, you don't need to go there and take his shovel away either.

7) It is better to come up with appropriate costs for certain behaviors (such as farming xp instead of interacting with the main quest, or resting everywhere so you always have your spells ready) than it is to forbid them.

8) Also, all this talk about metagame, combatroles, balance and what not, coupled with te talk about mage spells interfering with the shtick of other classes (like the thief), makes me a little afraid this gae will have most or all of its rules driven by "design" rather than "fluff". Like how they make the barbarian be what they need, instead of making the combat fit the concept of barbarian.

9) All that said, I am not saying PE will be a bad game. It is too early for that, and even if I am not an Obsidian fanboy, I do think they have made good games in the past. I do worry these, coupled wih stuff we can't yet see or infer may mean this game might not be as good as it could otherwise. And I do realize it is probably too late to change this stuff too, but I like to discuss.

I hope this makes things a little more clear. Sorry if my comments seemed all over the place.

tl;dr I WANT TO ROLEPLAY AN XP FARMER

Alex cannot into layers of abstraction
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I don't think Sawyer ever said XP was tied to quests. It is tied to goals or accomplishments though. This means they can do things like "reach level 2 of endless dungeon +100 XP", "defeat random mini-boss + 50 XP", "complete quest +75 XP" or whatever. They can give out XP for anything, you just are going to get XP as a reward for killing things as a general rule.
 

Mrowak

Arcane
Joined
Sep 26, 2008
Messages
3,952
Project: Eternity
It doesn't forbid anything, unless combat is the only way to earn xp.



Giving XP for every action would be an alternative too. One where the quest don't dictate so strictly your advancement rhythm.



Again, only if combat is the only way to earn xp.



Sure, and have these mini-encounters mean any combat or NPC interaction, and the problem disappears completely.

I feel my answers here are a bit all over the place, so let me try to go over what I am trying to say:

1) While having xp tied to quests don't necessarily lead to a game where XP is tightly controlled over its extent, I feel that from the design philosophy Obsidian is following, that this will be the case. They have commented how characters can't focus on non combat skills at the expense of combat ones, how they think combat xp is a nightmare to balance and how main quest encounters will be scaled so people who do few of no side quests may progress through the game as well. This is not the worst thing that could happen to PE, but I feel this is a step in the wrong direction because:

2) I think that by not having a tight control over how a player advance, a game becomes more open and interesting. The player, might, for example, beat up the giant guarding the passage instead of going through the long chain of sidequests for him. I do realize this requires a little more care when making the game as if you script it too much, the player might end up breaking the scripts, or forced to lose/surrender to/go through stuff that doesn't really make sense. But I think the extra complexity is well worth the price and I think games like Fallout and Arcanum are good examples of this. I know PE is supposed to be less open than these, but it could still try to strike a better balance I think.

3) I am afraid, for the reasons mentioned in 1, that xp will effectively be a "story marker". That is, how much xp you have is directly proportional to where in the game you are. Quest XP will possibly make a difference, but scaled main quest challenges sound like they might make even that worthless. I think a much better use for xp would be if it actually rewarded the player for stuff he does (clever thinking, achieving objectives with real chance of failure, finding out secret stuff, etc). In this way of looking at things, the extra xp would eventually enable the player to do things in the gameworld he wouldn't otherwise be able to do. Another options would be if xp was an actual resource. That is, if the greatest amount of xp wasn't always the most desirable option because of other costs, and certain playstyles actually require you to rush and fall behind the xp you would otherwise have. If F:NV is anything to go by, I think the game might accomplish to make XP a real reward sometimes, but not as much as we would otherwise get.

4) Combat xp may keep the designer from controlling the xp too tightly, but it is far from the only way, or even the best way, to do this. I mentioned a few other ways they could do it in an earlier post, and they could have it even with quest only xp. Also, like Grunker mentioned, by having a character system like Bloodlines, the player would also have a lot of freedom, because the different choices are not in the least comparable.

5) That said, I feel combat xp get unmerited flak around here. It my not be the best way to do things, but it hardly breaks a game by itself. While the game relying on combat XP for most of its rewards will, indeed, end up combat focused, that isn't the only option and the game doesn't need to reward combat alone. At any rate, Fallout had combat XP, and it hardly hampered it.

6) Sawyer mentioned xp metagaming, how the combat xp made people play the game in a way that they didn't necessarily enjoy. He mentioned similar things about resting, how people would always rest before each fight so they could break the game's design. This talk about metagame seems a bit silly to me. Because I think it would be much more interesting and useful to focus on making sure that playing the game in a way that makes sense is rewarding than making sure playing the game in a broken way is impossible. I mean, I understand not wanting to leave design holes in the game so the players can't fall in them. But if you see the player digging his own hole, you don't need to go there and take his shovel away either.

7) It is better to come up with appropriate costs for certain behaviors (such as farming xp instead of interacting with the main quest, or resting everywhere so you always have your spells ready) than it is to forbid them.

8) Also, all this talk about metagame, combatroles, balance and what not, coupled with te talk about mage spells interfering with the shtick of other classes (like the thief), makes me a little afraid this gae will have most or all of its rules driven by "design" rather than "fluff". Like how they make the barbarian be what they need, instead of making the combat fit the concept of barbarian.

9) All that said, I am not saying PE will be a bad game. It is too early for that, and even if I am not an Obsidian fanboy, I do think they have made good games in the past. I do worry these, coupled wih stuff we can't yet see or infer may mean this game might not be as good as it could otherwise. And I do realize it is probably too late to change this stuff too, but I like to discuss.

I hope this makes things a little more clear. Sorry if my comments seemed all over the place.

tl;dr I WANT TO ROLEPLAY AN XP FARMER

Alex cannot into layers of abstraction

Well, there actually is some danger that with freely dispensed XP rewards the game will feel noticeably "scalled". As a result the combat may start to feel artificial, when the enemies you face will keeps adjusting their skills. There's a possibility you will not see any meaningful difference in character progression and your improvisation options will be limited.

Finally, if combat is not the main source of XP there is a considerable danger it might just suck, as there is low priority in terms of time spent on it.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Well, there actually is some danger that with freely dispensed XP rewards the game will feel noticeably "scalled". As a result the combat may start to feel artificial, when the enemies you face will keeps adjusting their skills. There's a possibility you will not see any meaningful difference in character progression and your improvisation options will be limited.
I've always seen scaling as a symptom of runaway grind.

In open world games it's a sloppy band-aid solution, as open world game can afford to have character development drive the game's progress (gating) rather thna game progress drivin character development, but in quest-driven games scaling can be the only way out IF there are methods of farming XP, because despite limited scope the devs can't ensure that player will be within certain power bracket at given point.

Remove grindan and farming, and the problem disappears, not the other way around.

Finally, if combat is not the main source of XP there is a considerable danger it might just suck, as there is low priority in terms of time spent on it.
I don't see causal relation here. Combat is still going to be major solution and other genres don't necessarily have lackluster combat despite it not giving any XP. If anything combat might actually end up better, because it will be assessed more rigorously in the absence of XP Skinner Box and it will end up less forced, with more ways around or through it.

Should there be reason for variation (combat is easy way out, diplomacy hard or vice versa or whatever for a given obstacle), quest xp solves that as well.
Actually I would make combat the riskiest solution by default, and often having undesired consequences down the road (if only because it isn't exactly subtle).
OTOH combat yields you loot.

It forbids the player from advancing in power through any way but the planned quest line.
And what other methods of advancement are offered by kill XP?

Answer: Grind and nonsensical behaviour.
:hero:
Good fucking riddance.

Also, not necessarily the questline although I would indeed limit the XP rewards to the critical path.
It's to make player consider quesats and other kinds of side content on their own merits rather than desperately seeking something to do and striving for 100% completion.

It's not that it would be as linearizing as you might think it would be (and again, we are talking about a story/quest driven game, that's already somewhat linear) - good system shouldn't allow for too dramatic power curve and there are other ways of growing in power than going up levels - I'm speaking of loot and other forms of acquired power.

You're looking at the tree while missing the forest. Taking away XP for kills is the same thing as giving XP for every action, including XP for kills.

Giving XP for every action would be an alternative too. One where the quest don't dictate so strictly your advancement rhythm.
1. You can't possibly give XP for every *solution*. In any reasonably complex system player will be able to come up with perfectly valid solution that you have not forseen.If you reward individual solutions, you penalize thinking out of the box.
2. We have two model examples of XP system with and without XP rewards for actions in very similar games - I'm speaking of DX1 and DX:HR - guess which one is plagued by sucky metagame and grind. You have two tries.
3. If you want to reward every action, why not go all the way through and implement a use based system? At least in use based you have different flavours of experience that may be of different value to different types of character. You can even include learning penalty of some sort, so that useless skills are not pumped by players, due to them contributing to overall experience level which makes learning new skills increasingly difficult.

Have enough side quests and the two are more or less identical. Give quest XP for mini encounters not quest related, and the "problem" becomes even more non-existant.

Sure, and have these mini-encounters mean any combat or NPC interaction, and the problem disappears completely.
Again, no. XPs are driving mechanics. You give XPs for stuff you want player to do and player does this stuff because it gives rewards. If you give XPs for sidequests, then side quests are put in game with an intention of player doing as much of them as possible. If you want to extend that to all NPCs, it follows that NPCs are put in the game with an intention of player murdering as many of them as possible. This is obvious lunacy.

I feel my answers here are a bit all over the place, so let me try to go over what I am trying to say:

1) While having xp tied to quests don't necessarily lead to a game where XP is tightly controlled over its extent, I feel that from the design philosophy Obsidian is following, that this will be the case. They have commented how characters can't focus on non combat skills at the expense of combat ones, how they think combat xp is a nightmare to balance and how main quest encounters will be scaled so people who do few of no side quests may progress through the game as well. This is not the worst thing that could happen to PE, but I feel this is a step in the wrong direction because:
Scaling is obviously step in the wrong direction. An obvious solution would be doling out XPs only on critical path. This would also create situation where player would only undertake those sidequests that look worthwhile for their character/party in terms of actual, not abstract rewards.

If you want neither scaling nor quest only XP, you want a more controlled system than standard XP based one and world that is big enough for character development to drive progression rather than having progression drive the character development - this means sandbox and use based.

2) I think that by not having a tight control over how a player advance, a game becomes more open and interesting. The player, might, for example, beat up the giant guarding the passage instead of going through the long chain of sidequests for him. I do realize this requires a little more care when making the game as if you script it too much, the player might end up breaking the scripts, or forced to lose/surrender to/go through stuff that doesn't really make sense. But I think the extra complexity is well worth the price and I think games like Fallout and Arcanum are good examples of this. I know PE is supposed to be less open than these, but it could still try to strike a better balance I think.
Again, this is sandbox design. Sandbox design demands different approach and different character development system (use based). Since PE won't be a sandbox, this point is moot.


5) That said, I feel combat xp get unmerited flak around here. It my not be the best way to do things, but it hardly breaks a game by itself. While the game relying on combat XP for most of its rewards will, indeed, end up combat focused, that isn't the only option and the game doesn't need to reward combat alone. At any rate, Fallout had combat XP, and it hardly hampered it.

6) Sawyer mentioned xp metagaming, how the combat xp made people play the game in a way that they didn't necessarily enjoy. He mentioned similar things about resting, how people would always rest before each fight so they could break the game's design. This talk about metagame seems a bit silly to me. Because I think it would be much more interesting and useful to focus on making sure that playing the game in a way that makes sense is rewarding than making sure playing the game in a broken way is impossible. I mean, I understand not wanting to leave design holes in the game so the players can't fall in them. But if you see the player digging his own hole, you don't need to go there and take his shovel away either.

7) It is better to come up with appropriate costs for certain behaviors (such as farming xp instead of interacting with the main quest, or resting everywhere so you always have your spells ready) than it is to forbid them.
Again, no it is not.

It would be if we were speaking of actual activities making sense in the gameworld, but both are atificial game-y shit (and yeah, resting every few steps is artificial game-y shit, because if the game ignores survival aspects such as food management, then it can only maintain sense if it keeps timeframes short. Oh and that's without even considering healing grave injuries with a fucking nap.).
If an abstract and artificial gamey shit breaks your game, then you don't work around it. You simply assume that this particular abstract gamey shit is broken in the context of your game and throw it the fuck out.

Good cRPG system is one that works without player having to LARP restrictions into it.
Fuzziness and loopholes may be good for PnP, because ther you have a GM who will make rocks fall if you push him too far and then will refuse to play with you any more, but not cRPG.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,352
Location
São Paulo - Brasil
(...snip)
And what other methods of advancement are offered by kill XP?

Answer: Grind and nonsensical behaviour.
:hero:
Good fucking riddance.

Also, not necessarily the questline although I would indeed limit the XP rewards to the critical path.
It's to make player consider quesats and other kinds of side content on their own merits rather than desperately seeking something to do and striving for 100% completion.

No one is stopping them from doing it now. I did it in Fallout. Lots of people did, in fact.

It's not that it would be as linearizing as you might think it would be (and again, we are talking about a story/quest driven game, that's already somewhat linear) - good system shouldn't allow for too dramatic power curve and there are other ways of growing in power than going up levels - I'm speaking of loot and other forms of acquired power.

I don't really mind games with great differences of power. What I do mind are games where you increase dramatically in power, but you are still doing about the same things in level 27 as you were in level 1, fighting epic orcs or whatever. I don't see, for example, the differences in power in old D&D as a bad thing per se. The important thing is that the GM (or, int this case, the developer) make the world reactive and rational enough that level isn't the only thing that matters in these games. Also, if the base form of the game is itself already more linear than a sandbox game, shouldn't they be looking into ways to make it less linear?


1. You can't possibly give XP for every *solution*. In any reasonably complex system player will be able to come up with perfectly valid solution that you have not forseen.If you reward individual solutions, you penalize thinking out of the box.

I did say action, not solution. You can keep quest xp for those still. That way you would just bring the same reasoning for combat XP for them. Not the best system, as you can get xp for absolutely no danger, but I never claimed it was.

2. We have two model examples of XP system with and without XP rewards for actions in very similar games - I'm speaking of DX1 and DX:HR - guess which one is plagued by sucky metagame and grind. You have two tries.

I've never played HR, but since I never felt the need to metagame in DX1, I am going with it.

3. If you want to reward every action, why not go all the way through and implement a use based system? At least in use based you have different flavours of experience that may be of different value to different types of character. You can even include learning penalty of some sort, so that useless skills are not pumped by players, due to them contributing to overall experience level which makes learning new skills increasingly difficult.

Or you could just make it like in fallout, which was fine. I mean, it could use some fine tuning, but it got very well what it was trying to achieve.


Again, no. XPs are driving mechanics. You give XPs for stuff you want player to do and player does this stuff because it gives rewards. If you give XPs for sidequests, then side quests are put in game with an intention of player doing as much of them as possible. If you want to extend that to all NPCs, it follows that NPCs are put in the game with an intention of player murdering as many of them as possible. This is obvious lunacy.

You take the idea too far, I think, Draq.If you have xps as a resource, like I mentioned earlier, they aren't about driving the player, but giving him an opportunity. If you have them as a reward, as a form of "congrtulating" the player for doing something, then the player deserves congratulations for doing stuff you think will advance the game. But that doesn't mean you have to treat the player as a mouse in a labyrinth, xp being the cheese you put there so he learns what you want him to learn. In fact, when you do it this way, it seems the player is the least deserving of xp, after all, all he did was do what you wanted.

Look at it like this: would you still be against combat xp if the game was played in iron man mode? I am not suggesting we should do that, but if that was the case, wouldn't you agree that combat would have a real risk, a real consequence, and thus the player taking this action would deserve some kind of reward for success? My point is that if you leash the player around with xp, it is almost like if everything is a safe combat where you can reload. You can't break the game, and thus there is no ral risk. You are always at the correct level range to wherever you are, and you always have enough combat power to do what you need to do.

Scaling is obviously step in the wrong direction. An obvious solution would be doling out XPs only on critical path. This would also create situation where player would only undertake those sidequests that look worthwhile for their character/party in terms of actual, not abstract rewards.

If you want neither scaling nor quest only XP, you want a more controlled system than standard XP based one and world that is big enough for character development to drive progression rather than having progression drive the character development - this means sandbox and use based.

It occurs to me that you want to have an inordinate amount of control over how the player plays the game, Draq.

Again, this is sandbox design. Sandbox design demands different approach and different character development system (use based). Since PE won't be a sandbox, this point is moot.

Early D&D was as snadboxy as you could want and it didn't have use based xp. Also, it is a sandbox element. You can have it work well enough in this kind of game. Imagine, for instance, a game much like Baldur's Gate 2. Except that what you do in the various side quests could affect others. And the main quest line wasn't so tightly controlled, but had various entry and exit points. Certainly more sandboxy than BG now, but could still hold the basic story.

Again, no it is not.

It would be if we were speaking of actual activities making sense in the gameworld, but both are atificial game-y shit (and yeah, resting every few steps is artificial game-y shit, because if the game ignores survival aspects such as food management, then it can only maintain sense if it keeps timeframes short. Oh and that's without even considering healing grave injuries with a fucking nap.).
If an abstract and artificial gamey shit breaks your game, then you don't work around it. You simply assume that this particular abstract gamey shit is broken in the context of your game and throw it the fuck out.

Having a rest option makes perfect sense in a game like Baldur's Gate, where you are frequently exploring the wilderness or some strange ruins. In some situations, it doesn't always makes sense, though, and it is an option without any risks or consequences. Of course the game would be made better if this was worked somewhat, specially since it is a bit of an open hole, in that the player might over-rest or under-rest without being aware he is breaking the game. But if the player decides to rest after every single encounter, he is breaking the game purposefully. It ain't a very fun thing to do, but but a dev's time of making sure this specific behavior doesn't happen would be much better put to use adding a new dungeon, or putting some extra options in a quest.

Good cRPG system is one that works without player having to LARP restrictions into it.
Fuzziness and loopholes may be good for PnP, because ther you have a GM who will make rocks fall if you push him too far and then will refuse to play with you any more, but not cRPG.

Well, a good enough system would work with the player refraining from doing obviously stupid actions.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Why not get rid of character advancement completely? You make your characters at the start, and play those characters to the end, without changing their stats. Has any CRPG ever played like that?
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,843
Location
Copenhagen
Yeah, let's take away character customization and advancement, one of if not the most compelling and defining atttributes of RPGs.
 

Baron

Arcane
Joined
Jul 10, 2010
Messages
2,887
Why not get rid of character advancement completely? You make your characters at the start, and play those characters to the end, without changing their stats. Has any CRPG ever played like that?

I played on a NWN server that started you on level 2 and kept you there. Tense survival server. But didn't play for long, initial deaths become frustrating deaths of repetition. By removing power progression you limit what the player can see or do. The Player's skill improves in action games, and it's hard to die in adventure game so Guybrush can keep exploring, but games that limit RPG levels aren't much fun after the initial fun of low level terror wears off.
 

Stelcio

Savant
Joined
Jan 18, 2012
Messages
237
Yeah, let's take away character customization and advancement, one of if not the most compelling and defining atttributes of RPGs.
You could achieve these features by emphasizing gear role. Your character would stand as a basis for your build and a gear would play the whole progression part.

Have Frodo or Bilbo really improved that much after their great quests?
 

Arkeus

Arcane
Joined
Oct 9, 2012
Messages
1,406
Yeah, let's take away character customization and advancement, one of if not the most compelling and defining atttributes of RPGs.
You could achieve these features by emphasizing gear role. Your character would stand as a basis for your build and a gear would play the whole progression part.
If i wanted to play Zelda, i would play Zelda.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom