karoliner
Arcane
Crafting, random encounters, forced stealth sections in non-stealth games.
forced stealth sections in non-stealth games
Romance is more like a feature that should not be included in the first placeRomance.
It can be implemented in a different fashion by spawning new enemy types as you level up, e.g. you cleared the cave full of goblins a while ago, and now that same cave is occupied by bears or other stronger enemies. Another alternative is to make enemies 'smarter' by unlocking new abilities or giving them additional gear -- for example, a small percentage of bandits 'learns their lesson' and starts carrying healing items / poisonous darts / shields to slightly increase their chances of survival, but within a reasonable limit.1. Level scalling:
I don't know which game started with this idea but from the get go it was one hell of a stupid feature. They tried to explain it by stating that it would provide user with constant challenge and the world would level up with you, what it really lead to is that the same bandit that you could beat as complete newbie is still same threat as when you're knight in plate armor, everything becomes bloated, including your mother and all the fun of leveling is gone. It almost as communism where everyone is "equal", that in reality means everyone gets shit. I think I encountered it first in Oblivion but I bet it was there way before that.
This is how Oblivion did it, and it was anything but subtle.It can be implemented in a different fashion by spawning new enemy types as you level up, e.g. you cleared the cave full of goblins a while ago, and now that same cave is occupied by bears or other stronger enemies. Another alternative is to make enemies 'smarter' by unlocking new abilities or giving them additional gear -- for example, a small percentage of bandits 'learns their lesson' and starts carrying healing items / poisonous darts / shields to slightly increase their chances of survival, but within a reasonable limit.1. Level scalling:
I don't know which game started with this idea but from the get go it was one hell of a stupid feature. They tried to explain it by stating that it would provide user with constant challenge and the world would level up with you, what it really lead to is that the same bandit that you could beat as complete newbie is still same threat as when you're knight in plate armor, everything becomes bloated, including your mother and all the fun of leveling is gone. It almost as communism where everyone is "equal", that in reality means everyone gets shit. I think I encountered it first in Oblivion but I bet it was there way before that.
It's not the same as your example of level scaling, as my example focuses less on providing 'constant challenge' which neuters the feeling of progression, but rather on subtle changes to the game world.
It's funny how random encounters in Solasta also screws the balance. I had so many encounters I was overleveled for the main missions, and it ruined the challenge.6. Random encounters
Especially when they are as boring and useless as in Solasta or Wasteland 2. They don't bring anything to the table, it's just a time waster oh hey some random, good for nothing bandits attacked you while you were camping 212131233th times and they didn't learn anything from last 23232323232 attemps where they failed, quess it's pointless combat again Woooohoooo. I think the only game where it kind of worked were first two Fallouts but even though those random encounter could be just areas to visit and then they could removed all together. Even if they did removed completely nothing of the value would be lost.
Sir, this is Codex. Please use the rear entrance.I'm an elitist snob' thread?
Oblivion did a lot of things badly, doesn't mean the mechanic can't work if handled by a competent designer.This is how Oblivion did it, and it was anything but subtle.It can be implemented in a different fashion by spawning new enemy types as you level up, e.g. you cleared the cave full of goblins a while ago, and now that same cave is occupied by bears or other stronger enemies. Another alternative is to make enemies 'smarter' by unlocking new abilities or giving them additional gear -- for example, a small percentage of bandits 'learns their lesson' and starts carrying healing items / poisonous darts / shields to slightly increase their chances of survival, but within a reasonable limit.1. Level scalling:
I don't know which game started with this idea but from the get go it was one hell of a stupid feature. They tried to explain it by stating that it would provide user with constant challenge and the world would level up with you, what it really lead to is that the same bandit that you could beat as complete newbie is still same threat as when you're knight in plate armor, everything becomes bloated, including your mother and all the fun of leveling is gone. It almost as communism where everyone is "equal", that in reality means everyone gets shit. I think I encountered it first in Oblivion but I bet it was there way before that.
It's not the same as your example of level scaling, as my example focuses less on providing 'constant challenge' which neuters the feeling of progression, but rather on subtle changes to the game world.
There is no level scaling in SaGa, except for Scarlet Grace. It's encounter scaling. You aren't fighting an infinitely scaling mook. The enemies periodically get replaced with new, tougher enemies that require different tactics. It's basically the method of how you scale encounters in D&D vs the party level. You look up the bestiary and see what's level appropriate. Also bosses, with some exceptions, are static, which means that you can't avoid combat or else you will lose, so you still have a sense of progress when your characters gain power.1. Level scalling:
I don't know which game started with this idea but from the get go it was one hell of a stupid feature. They tried to explain it by stating that it would provide user with constant challenge and the world would level up with you, what it really lead to is that the same bandit that you could beat as complete newbie is still same threat as when you're knight in plate armor, everything becomes bloated, including your mother and all the fun of leveling is gone. It almost as communism where everyone is "equal", that in reality means everyone gets shit. I think I encountered it first in Oblivion but I bet it was there way before that.
SaGa series have level scaling implemented in a similar fashion, but it works fine because (1) it only punishes you if you grind like crazy and (2) you get better rewards for fighting tougher enemies, so it evens out.
And this is coming from a guy who loathes level scaling, SaGa series might be the only exception where it worked for me.
Thanks for the clarification.There is no level scaling in SaGa, except for Scarlet Grace. It's encounter scaling. You aren't fighting an infinitely scaling mook. The enemies periodically get replaced with new, tougher enemies that require different tactics. It's basically the method of how you scale encounters in D&D vs the party level. You look up the bestiary and see what's level appropriate. Also bosses, with some exceptions, are static, which means that you can't avoid combat or else you will lose, so you still have a sense of progress when your characters gain power.
There are lots of systems in SaGa that work to make the scaling function well. Sad that the west has no idea how it could be done, but I guess it would require more effort than making enemy HP and damage variables that go up each time the player levels up.
There's a few examples of good crafting, but they're by far the minority. Off the top of my head, I can think of Fallout: New Vegas (Crafting is an application of otherwise useful skills and used either to make consumables that wouldn't make sense as loot directly from junk you can find anywhere but is too heavy to practically stockpile, or as a way to turn unique/unusual items unique/unusual equipment when it wouldn't make sense to get that equipment as loot directly), Knights of the Old Republic 2 (except for very basic weapons that are a small help in the opening dungeon, crafted items are all about making existing unique items stay relevant against more threatening foes. Only one type of crafting material for equipment crafting, and its obtained by turning unwanted items into it), the Swordcraft Story games (MC is a swordsmith of a tradition that will only fight with their hammer or a weapon they made themselves. Series is all about finding new materials and recipes to make weapons out of.).Crafting
Random encounters are really a holdover from the days when getting from point A to point B required traversing a hex grid terrain map cell by cell, and rolling on an encounter table each time. Part of what made the mechanic work was that sometimes the party would encounter threats far stronger than the PCs that would require the party to use their heads. This helped foster the illusion that there was a world beyond the PCs' story. However, take away the survival gameplay and random encounters just stop making sense.6. Random encounters
Especially when they are as boring and useless as in Solasta or Wasteland 2. They don't bring anything to the table, it's just a time waster oh hey some random, good for nothing bandits attacked you while you were camping 212131233th times and they didn't learn anything from last 23232323232 attemps where they failed, quess it's pointless combat again Woooohoooo. I think the only game where it kind of worked were first two Fallouts but even though those random encounter could be just areas to visit and then they could removed all together. Even if they did removed completely nothing of the value would be lost.
I think the most interesting aspect of the system was figuring out how the virtue "scores" were actually tied into gameplay mechanics, and balancing them properly. For example, Honor would require you to frequently engage in combat (thereby making those pesky random encounters actually worth something), but slaughtering fleeing enemies would lower your Compassion. The conditions for raising or lowering your virtue stats were quite complex and not telegraphed to the player. That's still pretty unique up to today. Most developers would probably play it safe and tie such a scoring system to more obvious conditions such as dialogue choices.Sounds kinda shit, honestly. I don't see how this makes a good morality system.Never played it personally.And what if the palyer doesn't want to follow these virtues? How do things play out?
As far as I can tell you have no choice. The reason U4 is referenced as a good "morality play" is because progress often doesn't involve violence, which in 1985 was apparently hot shit to players.
The virtues themselves are cute. I remember reading cRPG Addict saying he used U4 as a perdonal basis for his ethics during his 20s...which is utterly absurd, but whatever. Kid wanted to stick to old-man Christianity I guess