You can also use a resource like food to limit how far a player can travel. Have to stay in a radius of a food source sort of thing. I don't get the impression OtherSide wants to do that though.Food/hunger mechanics are pointless without scarcity. And, really, in a game that is allegedly going to have as much content (in terms of factions and exploration) as this one I don't think it belongs. Stuff like hunger, thirst, and stamina (rest) belong in games that are centered around survival. That is, you have to kill that monster because it's guarding a crate of food you need to eat or you'll stave versus you have to kill that monster because he drops phat lewt.
It adds very little to challenge and ends up being tedious. Trying to shoehorn in a bunch of tertiary mechanics like hunger, insanity, whatever, will only serve to water down the core experience.
People just need to chill out with the feature-wishing. Be happy you might get nuUU, because that's what these guys are likely equipped to design--not a ship with every man's wish on board.
People just need to chill out with the feature-wishing. Be happy you might get nuUU, because that's what these guys are likely equipped to design--not a ship with every man's wish on board.
I hate to be a circle jerk, but it seems they haven't even decided on the engine yet. The game seems to be developing in permutations, where the developers are adding layers in rendition, and still so early in development that the game is open to suggestion, and core mechanics. I'd rather strike at the roots than the branches later on.
I don't agree. You are correct that if you don't know what is going on underneath the hood, +37 damage and "you hit harder" have equal descriptive weight, but thats just because both are shitty ways to inform the player.Strongly agree - there has to be some context - and this is perfectly true for numerical systems as well. Saying I have a +45 to hit doesn't mean anything if I don't know what dice are being rolled, and a 4 Strength could mean anything depending on the scale. With a descriptive system, they may choose to simply describe the effects: for example, perhaps an "Acrobatic" character can pole vault while a non-Acrobatic character can't. A Strong character hits harder and does more damage than a Weak one. That's sufficient for the player to be able to make a decision. We don't really need to know that the Strong guy does +4 damage - we can simply see in the game that he kills a spider in one hit while it takes the Weakling five hits to do the same job. (Look at Shock 2 - I had no idea how many hits it would take to kill anything from looking at the numbers.) All that's important is that we know what an adjective means in relative terms. That can be defined numerically, but it really doesn't have to be. Boosting my Standard Weapons skill from Okay to Pretty Good would have told me just as much as 2 → 3 (more, actually)The problem with using words to describe stats is that they don't really tell you anything specific. Let's say that your Strength is Good but what it means depends entirely on whether Good means 8/10 (Good, Great, Excellent), 7/10 (Good, Great, Excellent, Heroic), or 5/10 (Good, Great, Excellent, Heroic, Monstrous, Unearthly).
UU was an RPG. Thief wasn't. They aren't making a spiritual successor to Thief, are they?
I don't agree. You are correct that if you don't know what is going on underneath the hood, +37 damage and "you hit harder" have equal descriptive weight, but thats just because both are shitty ways to inform the player.
Too bad they're in denial about this being an action game, the end-result will be a slightly-more-demanding underground Skyrim.
Not really. Especially when you're dealing with people who apparently have lived in the environment their entire life. You're just trying to force these mechanics in for its own sake. I'd prefer they focus on the basics first.Claustrophobia, for instance, is almost so hand-in-glove to an underground game that it has perfect synergy, and fits thematically.
blah
I don't just want character progression, I want character creation. And how can I create the character I want to, without knowing what my choices do? You say I can notice it when playing, but I want to know what my choices to before I pick them. How else can I know if a choice is valid for my playstyle (or will force/enable me to play another way)?I don't agree. You are correct that if you don't know what is going on underneath the hood, +37 damage and "you hit harder" have equal descriptive weight, but thats just because both are shitty ways to inform the player.
But what if say training/increasing weapon skill instead of merely adding damage makes you handle weapon better (faster, more fluid swings like in Gothic for example) which is noticeable ingame? As long as you can feel the difference between novice and master swordsman in an actual fight then you'll still have satisfying character progression and worthy skill investments.
Remember, this will not be a full blown RPG but a hybrid with focus on exploration, faction dynamics, emergent gameplay, immersive (I really hate how this has become a dirty word because of AAA crap) world etc. numbers/stats are not as crucial here (and descriptions coupled with noticeable ingame changes can work fine), there's less abstraction.
You know what your choices do. More strength means you hit harder and it will take fewer blows to kill something. You're not wrong to prefer to know that your DPS will go up 9.6% per Strength point, but to insist that anything less is insufficient means that a hell of a lot of RPGs out there are insufficient. Clearly the devs have a more "organic" character building experience in mind, and they (and I) are not wrong for preferring it that way.I don't just want character progression, I want character creation. And how can I create the character I want to, without knowing what my choices do?
You seem to be referring to hunger mechanics. This is not some pie in the sky idea that came out of nowhere - the devs themselves are talking about wanting survival mechanics in the game, and for the struggle against the environment to be part of the "core experience".People just need to chill out with the feature-wishing. Be happy you might get nuUU, because that's what these guys are likely equipped to design--not a ship with every man's wish on board.
I don't see why you can't get your text, and I can't get my numbers at the same time. Is it so awful if it says "This makes you slightly stronger (+6% melee damage)"?You know what your choices do. More strength means you hit harder and it will take fewer blows to kill something. You're not wrong to prefer to know that your DPS will go up 9.6% per Strength point, but to insist that anything less is insufficient means that a hell of a lot of RPGs out there are insufficient. Clearly the devs have a more "organic" character building experience in mind, and they (and I) are not wrong for preferring it that way.I don't just want character progression, I want character creation. And how can I create the character I want to, without knowing what my choices do?
The three player classes might be interesting if their gameplay is differentiated well enough. They might try going for something similar to Nox: wildly different gameplay, different quests, different character interactions, even different areas accessible to different classes.
...since it's the perfect confirmation of what I was arguing some time ago in another thread.Paul: One of the things we realized when we launched our Kickstarter was that some of the people looking at the prototype graphics, which we put in big print “PROTOTYPE GRAPHICS.” We spent, oh about three days thinking about making them look good and said OK that’s enough time. Now that’s just the Looking Glass tradition. We, in the early days, for the first half a year of a project didn’t spend any time making it look good. It was just throw something up there because we’re trying to create game play first and for most. But we realized in hindsight there are people who come look at that and say, “This looks like a game from ten years ago. This doesn’t look polished.” So we’re trying to think about how we… for folks who just look at that and draw an immediate conclusion about what the game will come out with. It’s unfortunate because even though game play is honestly the most important to us the game will look gorgeous when it comes out.
The three player classes might be interesting if their gameplay is differentiated well enough. They might try going for something similar to Nox: wildly different gameplay, different quests, different character interactions, even different areas accessible to different classes.
That's exactly what they're not going for.
They're templates, not classes. Like in System Shock 2.
The problem with using words to describe stats is that they don't really tell you anything specific. Let's say that your Strength is Good but what it means depends entirely on whether Good means 8/10 (Good, Great, Excellent), 7/10 (Good, Great, Excellent, Heroic), or 5/10 (Good, Great, Excellent, Heroic, Monstrous, Unearthly).
It's not so awful, but it's also not necessary for every game to do it that way. There are pros and cons to being vague and descriptive, and pros and cons to showing every decimal point of the mechanics. There is a downside to 'mathematizing' everything. It's not strictly a question of "Do it both ways, then everyone's happy"*. They want a more "authentic" experience, which to them means not seeing the numbers attached to everything. You get it; that's just not your preference.I don't see why you can't get your text, and I can't get my numbers at the same time. Is it so awful if it says "This makes you slightly stronger (+6% melee damage)"?
No offense taken at all. Bros can disagree.This post came out a bit more hostile than I intended, but whatever.
But isn't any game where you play a character an RPG?
It's not you to talk shit about some games while sucking up to others.
Except that reactivity and 'slightly demanding' run in opposition to everything that Skyrim is.With potentially interesting reactivity. Sounds like a good combo actually.Too bad they're in denial about this being an action game, the end-result will be a slightly-more-demanding underground Skyrim.
If the goal is to help players make informed decisions, numbers work best. If the goal is to make a simulation where player's control and skills are more important than those of your character (i.e. it's about timing you jumps or attacks (a-la Gothic)) than the skill levels don't really matter and words would do a better job simulating a character system.The problem with using words to describe stats is that they don't really tell you anything specific. Let's say that your Strength is Good but what it means depends entirely on whether Good means 8/10 (Good, Great, Excellent), 7/10 (Good, Great, Excellent, Heroic), or 5/10 (Good, Great, Excellent, Heroic, Monstrous, Unearthly).
And why is that a "problem"? Obscuring the number is a great thing, when you make it a part of your design.
"My character is stronger than an average guy. My opponent looks weak. He is full of openings."
v.s.
"I have 12 STR. My opponent is a level 4 bandit. I have 85% hit chance."