That is irrelevant when broken stuff can still be easily excised without harming what makes the game great.
Maybe we just disagree on what makes the game great then?
I need to play FNV, apparently, it's been sitting on my HDD for some time.
Still, I can wager that it's core character development system, along with the rest of the machanics, is probably not one of its highlights.
What I'm saying here is that in a story oriented game there is insufficient auxilary content to fuel gameplay alone.
You can play a TES game just delving into various places and having fun without really progressing the MQ or any quest. You can do so for tens of hours. OTOH you can't really do it in an IE game, you will effectively be forced to do the MQ sooner than later because there is just not enough things for you to do.
You could play a lot with the optional quests in BG 2. The same could be said of Fallout, and I would consider neither of these games sandbox, although fallout might blur the line somewhat. I think how open (or sandboxy) or closed your game is is kind of a slider, not a boolean variable. And I don't think that story based games, ones that have a pre-planned plot that is supposed to engage the player, benefit much from staying near the closed side of the scale, except in being easier to make.
In a TES like sandbox being unable to progress due to being a wuss is not a tragedy, because there is more than enough content to keep you entertained while you grow out of your wussiness. In an IE like game OTOH it's a serious problem because of scarcity of content. You effectively have two options here - doing quests and dying of boredom killing shit for XP again and again. Removing the latter is more than fair trade for being able to ensure that the MQ and possibly the former ensure the right amount of character growth.
If by being a wuss, you mean the PCs are too weak to win the game, I really don't see the problem with forcing a player who choose badly to reset his game and start again. At least it adds a real risk to the game. Alternatively, you might make your game open enough he is capable of progressing, but his ability to influence the outcome of the quests is limited.
And if you do want a proper sandbox, you'll really benefit from something more precise and exact than an XP system, even at the cost of having to make it more complex and 'heavier'.
Failing that, you can just throw XP into treasure chests or something, since they represent a rather obvious goal.
That is kinda what old D&D did, where you got 1 xp for each gp you got, and th xp you got from slaying monsters was minimal. It worked well, but only because you weren't assured at all to get all (or even most, heck sometimes even a little) of what a dungeon had.
Holes where systems meet and interact may be hard to avoid in a complex games, but this doesn't excuse holes that manifest readily in a single system working in isolation - those are independent of game's complexity and a result of poor design. They may even work to damage game's actual complexity.
I don't know, DraQ. It seems to me it would be a tall order to design a system as open in so many ways as Fallout or Arcanum without at least a few systems that could end up abused. Also, sometimes some systems make sense only in their context. For example, resting in fallout worked because you had a ticking timer. By providing more choices with that counter (like the water traders one), it could be that the system would be better yet. Thus, a system that might seen broken in isolation might end up working well. Worse yet, a system that was planned to be something that worked might not work well after all because the designers ran out of time and the content that would link with it was never added in.
Actually, any actual resource must be controlled, because otherwise it's a nonresource - you can always just make more. In any case, the last thing you want to do is reducing NPCs and creatures to the role of disposable resource containers.
It must be controlled in that you must have some rules as to how you get them, and a certain amount of scarcity and/or risks. But that is very different from the designer planning when the player is going to earn XP and planning his game with that in mind.
This stuff is called loot and other stuff you can get.
If the player does something impressive for no actual in-universe reason, then it isn't worthy of beign rewarded, it's either just stupid or a reward in itself.
Then you disagree with the philosophy. Personally, I think it works pretty well, and I would greatly prefer it as to the xp as "story marker" I fear they may be planning (whether it is the case or not). Maybe it is just a taste issue?
How so? The alternative to scripted/pre-placed XP rewards is engaging in repetitive grinding anyway. That's already restrictive. You're just throwing out unwanted and tedious artificial gameplay (I will kill everything! I will pick every lock! etc.) but at the same time ensure that it's no longer potentially needed. Win/win.
First, if this kind of gameplay is so tedious, why have it at all? RPGs should be based on a kind of gameplay people find fun, and if it isn't, then the problem with the design lies further below. Of course, I guess the problem lies with the game having the PCs get to such a point where combat isn't fun because you are overlevelled, or because you just did so much of it. Second, as I explained before, you can have all the XP in place befre hand for this system to work, as long as getting it isn't straightforward and the designer relies on an expected level. Or course you could expect the player to be more or less powerful in a certain part of the game, but if you plan your game so it is almost or really impossible to break those assumptions, then you are doing it wrong, according to this philosophy.
Another way out is focusing on action but weakening the rewards by limiting their usefulness or even potentially making rewards not suited to given gameplay style counterproductive, but that's use based and is intended to simulate natural growth of skills without interfering with a gameplay.
A strong universal reward system is by its very nature goal oriented and thus requires care for not systemically providing players with stupid goals.
I don't disagree with you there, but I don't see the problem of using soft limits either. Killing a 1HD NPC in 2nd edition AD&D gives you very little experience. In particular, if you are past, say, level 9, when you need hundreds of thousands of xp to level again, ad killing a 1HD creature gives you 10xp, if anything at all (most people don't award xp in their games if the party was in no danger).
And who said that it matters little?
The way you get the reward matters little, the way you spend it matters a lot, if only because it will determine how the next iteration of the cycle will play out.
My comment about the way you use the rewards mattering little wasn't so much about how you level up your char, which I expect to at least be somewhat engaging, but about the game possibly not providing out of level content, if its content is indeed optimized for a specific level range as I fear. About how you get xp not mattering, I am trying to discuss that under the light of the philosophy I was trying to explain in that paragraph. If you are going to get more or less the same amount of xp, or at least equivalent rewards (with level scaling), for doing what you need just to get through the game, there is no risk associated with the xp. The xp isn't acting as a real reward because all actions and accomplishments are alike.
Not necessarily. Consider revisiting an area and getting a mcguffin from a high level area connected to it resulting in loot and XP. If player, through good build and smart tactics manages to do it on their own the first time around, they will reap XP and loot geared for high level early in game which is a substantial reward. More meaningful than just farming XP too.
Note that this pretty much invalidates all your arguments for kill XP from plot structure.
Indeed, man. If it is possible to do the very stuff I am afraid we won't be able to do, or won't be able to do in any significant amount, then I am indeed worried about nothing. That is kinda what I was trying to talk about having xp as a "story marker", or having unnecessarily tight control over xp acquisition.
My whole point is that you should, through smart playing, be able to get more xp and for that play the game differently. He shouldn't be penalized for going out of his level range, but instead, there should be challenges that are geared for all kinds of levels strewn throughout. That quests should have special objectives you wouldn't be able to accomplish unless you were higher lvel. Or player really smart. Or preferably both. Better yet, they should run through several elements of the spectrum, with certain outcomes only possible if you really work for them.
See above. In an iron man game tackling a situation out of your league is a risk no matter the exact method. If you're tackling it for any actual reason you still get rewarded by loot and/or XP. If you don't have actual reason for getting into such situation you deserve no reward.
I don't really see the need for the designer to control whether you have a reason or not. I mean, if the player is taking a real risk unnecessarily, and if he keeps doing that, he will just die anyway. I do think they should get better rewards for doing stuff that your game was made for, but that is why we have quest xp.
No, I mean gameplay where the main method of tackling challenges is outlevelling them. It's boring and not actual challenge anyway.
If a game is properly designed, OTOH, the notion of proper level loses much of its meaning since the game is more about broadening your repertoire and preparing for situations than grinding to be able to click things to death.
I am not sure this is "proper" design, in that it is necessary. although computer games do have trouble representing characters of very different power levels. But at any rate, I don't really disagree with anything here besides that.
No. For less controlled experience I need a more controlled system and vice versa. The responsibility for game wroking as it should is simply shifted between macro level layer and underlying mechanical layer. If I can't say how will macro layer look in advance, then I need the mechanics to bear the load, otherwise, I can shift it on game's macro structure - quest design and whatnot.
Funny how it works, no?
Oh, I think I kinda get you better now. Sorry for the misunderstanding in this part.
Try farming XP by setting a city on fire in a PnP. Necessarily tell GM that based on number of people dying you should get so and so XPs. Observe the results carefully.
Well, if players in my games managed to get away with it, they probably would get more xp for it than the individual values of the killed people...
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Call it whatever you want. I don't disagree this is a problem, I just think its importance so small that players can ignore it easily and designers can afford to leave them in to take care f other stuff.
Except you designed the game this way so the joke is on you.
Well, the player is the one playing... I mean, if I as a designer made it clear enough something would break the game (and in the case or resting before every fight, I think it is self evident), the it is the player's responsibility if he wastes his time playing the game in a way that isn't fun.