Because discovery is an important element in RPGs. Always been. You learn the ruleset, how the game is designed, what works and what doesn't (let's be realistic), what non-combat skills do and how useful they are, how severe the penalties are (everything sounds good on paper) by playing the game, which, coincidentally, fits the very concept of RPGs - you're a brand new adventurer who doesn't really know much, including what dangers lie ahead and best ways of dealing with them. Maybe your dagger is good against skeletons - only one way to find out. If you manage to kill one, it works. If you just scratched the bones, try getting something bigger and heavier, in the next life.This isn't something "bad." He wants players to make informed decisions. He isn't taking away decisions, he just wants players to have all the information before they make one. Why exactly is that a bad thing?
Because discovery is an important element in RPGs. Always been. You learn the ruleset, how the game is designed, what works and what doesn't (let's be realistic), what non-combat skills do and how useful they are, how severe the penalties are (everything sounds good on paper) by playing the game, which, coincidentally, fits the very concept of RPGs - you're a brand new adventurer who doesn't really know much, including what dangers lie ahead and best ways of dealing with them. Maybe your dagger is good against skeletons - only one way to find out. If you manage to kill one, it works. If you just scratched the bones, try getting something bigger and heavier, in the next life.
Because discovery is an important element in RPGs. Always been. You learn the ruleset, how the game is designed, what works and what doesn't (let's be realistic), what non-combat skills do and how useful they are, how severe the penalties are (everything sounds good on paper) by playing the game, which, coincidentally, fits the very concept of RPGs - you're a brand new adventurer who doesn't really know much, including what dangers lie ahead and best ways of dealing with them. Maybe your dagger is good against skeletons - only one way to find out. If you manage to kill one, it works. If you just scratched the bones, try getting something bigger and heavier, in the next life.
Trying to inform the player beforehand is a silly notion because you really can't. I remember interplay forums when IWD2 was released. "IS HOLY AVENGER IN THE GAME?!!!! What kinda sword is it? I want to make an informed decision when rolling my paladin! If it doesn't fit my weapon specialization my game will be ruined!!"
Conveying how a system works ahead of time is all nice and good, but there is one problem. You can't explain a complex system quickly, only a simple one. Josh's reason - "too complex to figure out without a spreadsheet" - is worrisome because it sounds like an attempt to make a system that every retard can play, not a system that Josh feels is the best for the game.I think Josh's response to this would be that, no, a player should know how a game's systems work ahead of time (not necessarily before running the game for the first time, but before they become relevant in the game). It's only content that shouldn't be spoiled ahead of time.
So, basically:
Learning how to deal with a new, unexpected type of monster with no prior preparation = good. That's content.
Learning that a particular skill doesn't work the way you assumed only after you took a point in it = bad. That's systems.
Conveying how a system works ahead of time is all nice and good, but there is one problem. You can't explain a complex system quickly, only a simple one. Josh's reason - "too complex to figure out without a spreadsheet" - is worrisome because it sounds like an attempt to make a system that every retard can play, not a system that Josh feels is the best for the game.
Your explanation works on a theoretical, "high level goals" level but it doesn't explain what's so complex about different damage types.
Conveying how a system works ahead of time is all nice and good, but there is one problem. You can't explain a complex system quickly, only a simple one. Josh's reason - "too complex to figure out without a spreadsheet" - is worrisome because it sounds like an attempt to make a system that every retard can play, not a system that Josh feels is the best for the game.
Your explanation works on a theoretical, "high level goals" level but it doesn't explain what's so complex about different damage types.
Hormalakh
My suggestion to Josh was to keep the current system, but make the game have a very, very slow damage/DT "inflation curve". So basically, you'd never find that sword that does 200% damage. It wouldn't exist in the game.
This is how Baldur's Gate was, so it would fit. A suit of vanilla full plate was good for the entire game. So was any mundane magical sword, outside of monsters that required some minimum of "plusses" to hit.
That's what I have a problem with because there is nothing complex about different damage types, armor types, DR/DT, etc. Sure, it's more complex than fucking Diablo 3 with its award-winning single stat design, but it's not a rocket science.I don't disagree with you. To be completely frank, the fact that he's saying he wants to change what was a, in his own words, "natural system" into something else worries me. It seemed like a good system and I agree that discovery is important. The point is though, that we are outsiders looking in at a system that has been very poorly described to us. It seems to me that it's not that discovery is being shunned, but that it's a very cloudy and murky thing to understand the armor/weapon system currently.
Good? Unless you truly think that their system is so complex that you'll need a PhD to figure it out.It seems to me that he's saying "It's hard to discover how the system works."
Not really. All it takes to grasp the design is one look at the weapon and armor stats. As for the magic weapons, depends on the design. If it's +1, then it won't make a 'crappy against a certain armor type' weapon any better.When you use a magic sword with slashing against a normal mail, then you start to think "oh swords work well against mails!" but in reality, it's just that that particular sword works particularly well with that specific mail. So you have to sit and do this for every single armor/weapon.
Remember, IWD2? So, I'm playing it for the first time, my party armed to the teeth with bladed weapons, and run into the crystal golems. I hack and I slash and that's when the game tells me "Look, not sure if we mentioned it before, but we just want to make clear that whatever you're doing doesn't work against these golems. Like it's an absolutely BAD IDEA to stab them with daggers, not that there is anything wrong with daggers per se."He's got the spreadsheet in front of him and knows all the details, so he can make informed decisions. But a new player wouldn't have that information. I'm not saying a new player needs all the information. But new players should quickly be able to come up with a working idea of how the system works, in general. Then the players "roughly sketched out armor/weapon" system in his mind can adjust when new information is presented to him.
From what I understood, he was saying that he wants it to be more clear that X doesn't work against Y. Like it's an absolutely BAD IDEA to use X with Y. But X works fairly well against Z and A. Now figuring out the best possible combinations (to get optimal answers) would need discovery. But it should be easier to get some more information to make an informed decision.
What I don't get is why he still insists on making game systems that don't even remotely follow real-world logic. At times it just sounds like his brain is working backwards or something.I think Josh's response to this would be that, no, a player should know how a game's systems work ahead of time (not necessarily before running the game for the first time, but before they become relevant in the game). It's only content that shouldn't be spoiled ahead of time.
That's what I have a problem with because there is nothing complex about different damage types, armor types, DR/DT, etc. Sure, it's more complex than fucking Diablo 3 with its award-winning single stat design, but it's not a rocket science.
Now I'm not saying that every game should have damage types. I can easily live without it. I'm saying that wanting to design it, being seemingly excited about it, and then saying "nah, too complex, man" sounds like worrying about the lowest common denominator too much. Kinda like France saying that homework is too hard and unfair to kids who don't want to study. Fuck that shit maybe?
Good? Unless you truly think that their system is so complex that you'll need a PhD to figure it out.
Not really. All it takes to grasp the design is one look at the weapon and armor stats. As for the magic weapons, depends on the design. If it's +1, then it won't make a 'crappy against a certain armor type' weapon any better.
Remember, IWD2? So, I'm playing it for the first time, my party armed to the teeth with bladed weapons, and run into the crystal golems. I hack and I slash and that's when the game tells me "Look, not sure if we mentioned it before, but we just want to make clear that whatever you're doing doesn't work against these golems. Like it's an absolutely BAD IDEA to stab them with daggers, not that there is anything wrong with daggers per se."
Believe it or not I am absolutely sure there are people out there who would think exactly that! Designing for the lowest common denominator is not what I think he's going for.You think something like that can work in games? Or you think that people who like RPGs are too retarded and will think that golems can't be killed and the game is broken?
What I don't get is why he still insists on making game systems that don't even remotely follow real-world logic. At times it just sounds like his brain is working backwards or something.
Because discovery is an important element in RPGs. Always been. You learn the ruleset, how the game is designed, what works and what doesn't (let's be realistic), what non-combat skills do and how useful they are, how severe the penalties are (everything sounds good on paper) by playing the game, which, coincidentally, fits the very concept of RPGs - you're a brand new adventurer who doesn't really know much, including what dangers lie ahead and best ways of dealing with them. Maybe your dagger is good against skeletons - only one way to find out. If you manage to kill one, it works. If you just scratched the bones, try getting something bigger and heavier, in the next life.This isn't something "bad." He wants players to make informed decisions. He isn't taking away decisions, he just wants players to have all the information before they make one. Why exactly is that a bad thing?
Trying to inform the player beforehand is a silly notion because you really can't. I remember interplay forums when IWD2 was released. "IS HOLY AVENGER IN THE GAME?!!!! What kinda sword is it? I want to make an informed decision when rolling my paladin! If it doesn't fit my weapon specialization my game will be ruined!!"
Even if it is, the always hit system will ensure that your party can kill any beast or foe by ganging up on him/her/it and doing 50% of min damage per attack times 6.
So...looking at those attack roll mechanics: You only have a 5% chance of missing. By and large you'll either be hitting with full damage or hitting with half damage.
In most of the modern RPGs these days where stuff like to hit chance has more or less been removed, this is countered with HP bloat. If you're always hitting the enemy then the enemy simply has a shitload of HP to let them take more hits.
Frankly this is one of the most frustrating things to deal with and it leads to some really boring and arduous gameplay. Dragon Age 2 is an extreme example of what happens to encounter design and HP bars when To Hit chance is 'streamlined'.
I wonder how Sawyer et al. will work on making sure a system like that is both balanced and fun. The armour system looks like it might help with that but even that might not be enough.
Update said:If the Accuracy and target defense are the same value, these are how the results break down:
Sure, it sucks. Does anyone argue that it doesn't? I thought the discussion was about damage types and why they were cut, not flavor skills.Discovering that one of the skills, like outdoorsman or medicine, is practically useless is not analogous to being an adventurer and learning what works and what doesn't. Because by the time you can rectify the tags or heavy initial investments then you have either restarted or finished the game. And the reason these skills sux isn't because of your choices, but because the developers chose not to develop these paths.
Obviously, there was "some sort of support:" for their hammer dudes. You could buy any high level weapon and there were plenty of uniques too. If there was one thing IWD2 didn't lack that would be loot.This is also why people whine about holy avenger btw. If they knew their hammer specializing dude had some sort of support in the game they would feel free to experiment, but since there are so many wasted specs and perks and whatnot they want to know whether they just completely waste their specs or not. I can see that - being punished for not reading a strategy guide before playing the game is dumb.
I know, I can read. What's your point?
Sure, it sucks. Does anyone argue that it doesn't? I thought the discussion was about damage types and why they were cut, not flavor skills.