Grunker
RPG Codex Ghost
zenbitz said:There is just no way a game-developer will be able to design anything near the functionality of a proven system.
In a long thread with many bizarre quote and opinions, this one takes the cake.
Modern video games are developed by a team of dozens for 10s of Millions of dollars. RPGs are written by random basement dwellers in their spare time for free (although occasionally developing cult-like followings and significant market share). You don't think by allocating $100K to a game designer to work on the "RPG" system for a cRPG you would get one as good or better than any "proven" system? The reason big game companies don't do this is because they don't think it's important.
Most of these systems are every bit as good as DnD or GURPS or Chaosium or whatever the hell else the kids play theses days. What is hard about writing RPGs is not the game system, it's the world.
PnP RPG "systems" are actually wholly unsuited to computer games. They are not play tested for balance. Game balance comes from a human agent (GM) who essentially arbitrates any rule ambiguity. And ALL PnP Rule sets have lots of ambiguity or areas that are left undeveloped. The bigger ones have more "rules" about how much damage you take when you fall (does it matter if you land on a pillow or spike?) or how long you are distracted in combat if you sneeze ... but those are just made up rules. Anyone can do it.
They are designed to be simple and straight forward and fit the needs of a particular RPG world (generic systems like GURPS excepted). Why do they have 7 stats? because they do. Some have 4, some have 14. But none have 70. Why? Because 70 has been tried and found to be inferior? No. Because how the fuck are you going to fit 70 stats on an 8.5x11" character sheet and still find anything!
The one big advantage of using an existing, proven RPG system in a cRPG is familiarty. If you already know the difference between Wisdom and Intelligence, I don't have to explain it to you again.
In case this strikes you as wrong - people have been playing DnD for 30 years.... It's proven and tested!?!
I give you one example:
Weapon damages, for "medium" creature from http://www.d20srd.org/srd/equipment/weapons.htm
Code:Dagger 1d4 Shortspear 1d6 Falchion 2d4 Longsword 1d8 Bastard Sword 1d10 Greataxe 1d12 Greatsword 2d6
I played the original 1st ed D&D in 1979, and I will tell you, 30 YEARS LATER the weapon damage is essentially unchanged.
What is this based on? Who knows? Weight and sharpness of the weapon I guess.
Does it matter? No, some dude 30 years ago JUST MADE IT UP.
I know this for a fact, because a "longsword" allegedly weighs 4 lbs. Medieval longswords actually weighed more like 2. But I bet that this value is unchanged since the days of "Chainmail" miniature rules.... because who cares! Do you think it matters that a longsword does 4.5 points of damage on average and a falchion does 5? (even though, according to the tables above, a falchion weighs TWICE AS MUCH) Do you think that this distinction was carefully measured and discussed?
There is literally no reason to think that PnP RPG rules are well suited to cRPG, other than the fact that they both have RPG in them. They are completely different sorts of games - with completely different needs and wants, strengths and weaknesses.
BWAHAHAHAHA!