catfood
AGAIN
Dude, read the thread before you post.
Yeah, no. Balance has nothing to do with why PoE and Wasteland 2 are an apex of mediocrity. I usually agree with the guy, but the last video was just ...nothing. We've discussed both titles enough times already, so I won't waste internet space opening that topic again. Spoiler alert: it has nothing to do with balance.
I've read your "Gameplay vs artistic/creative merit" thread. By any chance is the answer creativity? Pillars of Eternity focused more on gameplay instead of creativity. Is that it?
The point of balance is not to nerf/limit overpowered builds, but make more builds viable and by doing so increase the replayability.
The point of balance is not to nerf/limit overpowered builds, but make more builds viable and by doing so increase the replayability.
All builds were viable in the Infinity Engine games. Which were also replayable beyond counting.
Overbalance is the problem with PoE in the same sense it is the long term issue of all competitive MMOs and MOBAs from which Sawyer draws inspiration in his search for elegant design. They seek to competitively balance the player's options, which lead to homogeneization and the ultimate conclusion of squashing player choice in itself. Every course of action becomes equal and anything that deviates too much from projected performance becomes undesirable.
Fact remains that the Infinity Engine games were quite replayable, had tons of viable builds while at the same time being incredibly unbalanced. Other issues such as competitive balancing being more desirable in multiplayer games, the fact that TB may be better for encounter design and the fact that both PoE and the IE games are ultimately easy are outside this discussion.All builds are viable in Pillars too if we have to be pedantic.These games are just easy ,mostly because you are in huge advantage versus the AI unlike in let's say dota.Also non turn based combat present huge problem to design challenging encounters with even small resemblance of working AI,where if TB that would be easier I think.
All builds were viable in the Infinity Engine games. Which were also replayable beyond counting.
Overbalance is the problem with PoE in the same sense it is the long term issue of all competitive MMOs and MOBAs from which Sawyer draws inspiration in his search for elegant design. They seek to competitively balance the player's options, which lead to homogeneization and the ultimate conclusion of squashing player choice in itself. Every course of action becomes equal and anything that deviates too much from projected performance becomes undesirable.
Yet, a completely unbalanced videogame has virtually all viable builds within its character system? Obviously a variety of builds stems from the resources the character system puts at your disposal whereas, on the other hand, balancing those resources and designing challenges to accomodate them cuts both ways. You choose what is meant to work and what isn't. On the macro level, you choose in which ways the player is allowed to build his or her characters and party.All builds were viable in the Infinity Engine games. Which were also replayable beyond counting.
Overbalance is the problem with PoE in the same sense it is the long term issue of all competitive MMOs and MOBAs from which Sawyer draws inspiration in his search for elegant design. They seek to competitively balance the player's options, which lead to homogeneization and the ultimate conclusion of squashing player choice in itself. Every course of action becomes equal and anything that deviates too much from projected performance becomes undesirable.
I never said anything about various builds being unbalanced, I said that the point of balance is to make more builds viable, if some of them are overpowered then whether that's a good thing or not depends on what kind of challenge you want.
I'm no storyfag ,but what you complain about has nothing to do with balance.IE games had big advantage of using existing D&D with tons of class/build variety and non of them benefit that much from that.Maybe only Icewind Dale because you make your party,but no other IE game has as its biggest strength replayability because of build variety.I say you will have a point if with time and higher levels in future Pillars games they don't put crazy,unbalancing abilities,class skills and items.Like what is so unbalanced and crazy in BG1,+2 weapon with 1-4 bonus damage,hoopty doo.Naturally, skills and items don't factor into systems design, encounter design and balance? I get that you might care more for quests, dialogue and the integration/improvement of the stronghold, but that's not a reason to dismiss discussions of combat in a combat heavy game. Numenera is the one chasing Planescape: Torment.
I'm no storyfag ,but what you complain about has nothing to do with balance.IE games had big advantage of using existing D&D with tons of class/build variety and non of them benefit that much from that.Maybe only Icewind Dale because you make your party,but no other IE game has as its biggest strength replayability because of build variety.I say you will have a point if with time and higher levels in future Pillars games they don't put crazy,unbalancing abilities,class skills and items.Like what is so unbalanced and crazy in BG1,+2 weapon with 1-4 bonus damage,hoopty doo.Naturally, skills and items don't factor into systems design, encounter design and balance? I get that you might care more for quests, dialogue and the integration/improvement of the stronghold, but that's not a reason to dismiss discussions of combat in a combat heavy game. Numenera is the one chasing Planescape: Torment.
DelteriusWhat you are talking about is creative design though, you can have a character that shoots bees at people, but if its numbers and mechanics don't hold up and aren't viable, then that's also a fail. Balance, like you said, is needed for a worthwhile game, but whether it quells creativity is questionable. That doesn't matter in the case of PoE and WL2 though, they have other problems.
snip
I'd like to point just about any Baldur's Gate forum in the last decade.
People who consistently replayed these games talk about what sort of character and party they'll try next. We are talking about which characters and, yes, which sorts of single, dual and multi class combinations they'll try for their PC -- or bring with them next time. Emphasys on that last part. It isn't just Icewind Dale and Icewind Dale 2 that feature party building (though, for the record, that's, what, nearly half of the IE games?) but also the BGs. You figure out which of the bajillion characters you'll bring with you on your next journey, taking their classes and brokenass special items into consideration. You might be thinking that in the BGs people only cared for personality and such but that is simply not true. Nor would the system lead to that playstyle.
Also, being a storyfag isn't a bad thing.
Yes. You can have whatever you want. People have gone through these games with 6 single classed mages and 6 Fighters. Maybe you lack a basic understanding of the games at hand?Can you make 6 barbarians in BG or P:T?
Chess is fun, but it lacks any sort of "overpowered" strategies or components, mainly from the perfect balance between the opposing players.
Alright, let's try something very basic. Should all games be Chess?
Good, baby steps. Now, can you imagine how a game about unequal opponents and with unequal builds and tactics might be a fun one?Alright, let's try something very basic. Should all games be Chess?
I never said anything like that, I just gave it as an example to show how it's perfectly possible to have perfect balance, yet not be ruined by it. The lack of overpowered/cheese tactics/builds have nothing to do with whether it's fun or not is my point.
You might be getting your youtubers mixed. One must never forget the Grand Smudboy War.Didn't mrbtongue rant against using turn-based combat in TToN?
You might be getting your youtubers mixed. One must never forget the Grand Smudboy War.Didn't mrbtongue rant against using turn-based combat in TToN?