fairly good RPGs with simplified combat
You have to choose one.
fairly good RPGs with simplified combat
Hey Vault Dweller, how many geometric shapes does your new game have so far?
I bet not even 20, so much for it being a good rpg, r00fles.
- Mistake #1 - Steep Learning Curves: Tim thinks character creation in Fallout, Arcanum and other RPGs was too complex. He's experimenting with creating a completely numberless character system that uses geometric shapes to visualize attributes.
- Mistake #2 - Letting Math Trump Psychology: Revealing the influence of the years he spent developing Wildstar, Tim wants to develop mechanics that are psychologically satisfying and addictive, even at the expense of mathematical elegance. For example, he says the player's first attack against an enemy should always hit even if his overall hit percentage is the same regardless, and that rather than allow players to increase their critical hit chance, they should only be allowed to increase their critical hit damage.
- Mistake #3 - Conflating Player Skill With Character Skill: This one will be familiar if you've watched some of Josh Sawyer's talks. Aiming and hitting in an action-RPG should not be determined by character stats. On the other hand, things like the impact of recoil can be affected by stats, as well as the aforementioned critical hit damage.
- Mistake #4 - Misunderstanding Randomness: Here Tim lays out his frustration with the sorts of people who can't believe they could miss a 95% chance-to-hit attack three times in a row. His conclusion is that when people talk about "randomness", they often mean selecting a token rather than rolling a dice (ie, events can't repeat themselves).
- Mistake #5 - Forcing Linearity: This one is pretty self-explanatory. Tim says games are not movies, using Fallout's Tandi rescue scenario with its multiple solutions as an example of the sort of non-linearity he prizes.
- Mistake #6 - Being Non-Reactive: Tim seems particularly interested in the sort of reactivity where characters in the world have different dispositions based on your character's background, clothing and attributes, as seen in Arcanum. He also loves having different end slides based on the player's choices in the game, using Temple of Elemental Evil's evil ending as an example.
- Mistake #7 - Telling Horrible Stories: Tim uses this to emphasize again that games are not movies. Not every character in a game has to be important or advance the plot. Tropes likes the Chosen One protagonist and amnesiac protagonist are tiresome and should be discarded.
-RPGs ... without stats
Doth not compute.Mass Effect-like RPG
Player misunderstanding randomness is player's problem. The real problem is when the system isn't fine-grained enough to prevent being fucked by a bad roll alone, and when player has different intuition of what should happen than simplistic random function would dictate. That's been discussed above, so the only thing worth mentioning is that attack results aren't like a bag of tokens. Bad abstractions breed bad abstractions breed retarded gameplay.
-RPGs ... without stats
Stats are stats are stats.-RPGs ... without stats
By "stats" I meant primary attributes, not skills, perks, various derived statistics, etc.
Mostly agreed but even pure action games are rarely deterministic. Even DOOM used RNG.Having attributes range from 1 to 5 would be acceptable (most of the uneven number ones didn't usually do jack shit) if the underlying system was deep and reactive. For a real-time game it could be done on a completely deterministic level and still be deep and compelling if done right.
I don't get how Fallout character creation was any complex.
But there were some pregenerated characters for those type of players. Why isn't it enough to have both pregenerated characters and a detailed char-gen? But no, the whole game has to cater to the dumb kids.I don't get how Fallout character creation was any complex.
That's way too much reading for a console player who wants to choose a few options and start playing. A first time player is going to be looking at that screen for a long while.
But there were some pregenerated characters for those type of players. Why isn't it enough to have both pregenerated characters and a detailed char-gen? But no, the whole game has to cater to the dumb kids.
I don't get how Fallout character creation was any complex.
That's way too much reading for a console player who wants to choose a few options and start playing. A first time player is going to be looking at that screen for a long while.
But there were some pregenerated characters for those type of players. Why isn't it enough to have both pregenerated characters and a detailed char-gen? But no, the whole game has to cater to the dumb kids.
http://www.rpgcodex.net/forums/inde...-mistakes-to-avoid.114809/page-7#post-5075662
Sure, that's the reason for those psychological tests they've added to F3/NV. Problem? Even more reading.
Yeah, I think that analogy is not exactly correct.
I, for example, am perfectly fine riding in the back. I imagine similarly there are people who are perfectly fine just playing with pre-generated characters.
Which of course is not enough for developers who want to please everybody, though... the typical "our game is perfect for all kind of players!!!" utopia that everyone's obsessed with it and that's a recipe for failure.
What's with this trend of making CRPGs for people who don't like CRPGs.
They're making action games that they arbitrarily define as RPGs. This way they can sell their game to the dumb masses and the much smaller RPG audience.
The person who's fine riding in the back is just going to watch a Let's Play for free, not pay money to play the game.
- There is no such thing as steep learning curve. There are only dumb players and badly conveyed information/lack of feedback. Fallout's chargen was dead fucking simple, because the structure of statsheet was flat, the point pools to distribute between primary attributes and skills were distinct, and everything was adequately explained. The only problem with FO's chargen was that some skills were fucking worthless or varied wildly in utility between different stages of the game, but that has nothing to do with complexity, only with piss poor match between stats and content. Arcanum's chargen was worse, but that's not the fault of it's complexity, only of its needlessly muddled hierarchical structure with shared point pool for different levels of hierarchy. You don't need geometric shapes to visualize numbers between, say, 1 and 10 or even 100 and if you do, then who the fuck is buying you games?
Don't denigrate the achievements of great developers because of the shit they made after they were no longer great.