Naked Ninja said:
However, there is a difference between taking items apart and using best parts, The Good, the Bad, and the Ugly style, and stacking items.
You mean taking bits from the various items and combining them into one working item? Or are you implying that the gui interface mechanic ( ie adding one slot to the other in a kind of stack) is representative of what the guy is doing in real life? Do I get to see a little animation of him building a small stack of guns and then POOF! new shiny gun?
Come now. I don't care how it feels in the interface, I can grasp that it means I'm combining parts in the same way that dragging a weapon from my pack to my paper doll is an
abstract representation of my char fiddling around in his pack and whipping out a gun/sword/attack badger.
It's not a different mechanic, it's an abstraction. And a perfectly acceptable one.
I think that the point here is not simply a gui mechanic. If items are made of pieces that can be taken apart, and if some items use the same pieces as others, the system becomes more complex. Now you could use 3 pistols to repair a rifle, if they share parts.
Now, I think that the system proposed by bethesda for guns isn't bad. It gives an option to bartering loot. It allows characters who can carry less to make use of loot that they would otherwise miss. It is simple enough mechanic, not changing the game much by itself but changing the way it is played by its consequences. The only problem I can see is that if it is the main application of one of the skills (I don't know how the skill list for fallout 3 looks like), that skill probably won't be very useful.
One bigger problem, however, is that this system doesn't look very good for some items. Armor can be tricky, specially the helmet example. I mean, a simple helmet would be a hard shell to deflect attacks, and some thing to keep it on your head. How can you combine two shells into one that is better than the previous?
Even if you had tools for gluing them somehow, it would still leave them weaker than a brand new one. It doesn't make much sense for helmets and it still sounds fishy for most armors. (I know it would probably mean doing patchwork with the armor, but again, we have the problem where a patchworked armor can be as good as a brand new one.
Now, I know that his problem can be easily circumvented, and probably is only a minor aspect of the game. However, I think that more attention here could help immersion (which is a big aim of this game, apparently). Another issue I have with it is that a better system could take its place (see below).
Naked Ninja said:
Oh please. Repair mechanics? Clicking is a gameplay mechanic now? In all the polls on repairing conducted, people, even here, mostly dislike it as a tedious chore. But hey, detailing it down to the finest levels
adds to the fun! No. It's just going to make it more fiddly and annoying for many.
Abstract it out, let your repair skill determine which items you can repair with a
behind the scenes check. Most people aren't actually looking for a "workbench-simulator minigame" where you have to keep track of nails and springs collected.
First, I think that a fallout game could have a lot of use for some repairing mechanics. In a post apocalyptic scenario, it is pretty common to have limited resources. In part, it sets the mood. Having to recycle what you have while your items slowly become more useless helps to set that starved feel that, I think, is part of what makes a proper post apocalyptic setting.
Therefore. a more complex repairing system might help the game shine in this area. Of the top of my head, a possible system might have pieces, like was previously suggested. The game might "starve" the player on these pieces, making him use substitutions for the proper pieces. The game might, then, make adjustments to how the item works according to the substitutions and how new the pieces are. By making these adjustments relevant, the repairs system would become an important part of the game.
Naked Ninja said:
To imagine...
The foundation of Bethesda design.
A bit much, perhaps? It's alright for some mechanics to be abstracted out man. ALL games have abstractions. This isn't always a crime against humanity.
I think Bethesda (today's Bethesda) has a certain design philosophy of trying to make their games simple, rules wise. The appropriate mechanics can help create in a game, if they mirror some of the important elements of the game world. Bethesda, however, seem to avoid more complex game mechanics, trying to create immersion through other means.
While I don't think that this philosophy is automatically wrong, I have three issues with Bethesda adopting it. First, I think they adopt out of fear that their audience will dislike more complex rules. I have this opinion that a game designer should always design a game the way he thinks best.
Sure, other people can give opinions and ideas, helping the designer see things he couldn't see before. And of course, when a game is done as a collaborative work, some kind of compromise must be found. But I think that if a designer is forced to accept a decision, he will become less attached to his game, and the quality will probably suffer.
The second issue I have with this is that I think a new fallout should remain close to the design decisions that were used in the previous ones. I think it is quite obvious that this isn't the case, even if the normal philosophy that Bethesda uses is changed somewhat for this new title.
The last issue that I have with this is that, while simpler games aren't inherently better or worse than more complex ones, It seems that they are better suited for more focused gameplay. Take Oblivion for instance. It follows the afore mentioned philosophy. It also tries to allow for a person to be "anything they want", joining different guilds and training different skills.
If instead of trying to cover such a broad range, it focused on something specific (say, being a knight with a few orders you could join), the game might be able to put more interesting gameplay while not becoming significantly more complex.
Naked Ninja said:
How about a combat system where you click on enemies and they die?
How about a banana fudge milkshake?
(snip ...)
May I come too?