Think of an RPG like a mountain. In my older RPG's, the only way to the top was going up cliffs, but many of you like rock climbing so it didn't matter. But a lot of people never even tried to do it. So I am building a road that lets people drive to the top of the mountain. The mountain is still as high as it used to be and the view is just as spectacular, but now more people can enjoy it.
It's a creative way of claiming that attracting more casuals won't make RPGs any less complex. The last 15 years have debunked this claim rather thoroughly. People who need paved roads to get through the character creation in Fallout will need guided tours to get through the rest of the game, which would result in a very different design. See the Elder Scrolls evolution: Daggerfall -> Morrowind -> Oblivion -> Skyrim -> Fallout 4.Think of an RPG like a mountain. In my older RPG's, the only way to the top was going up cliffs, but many of you like rock climbing so it didn't matter. But a lot of people never even tried to do it. So I am building a road that lets people drive to the top of the mountain. The mountain is still as high as it used to be and the view is just as spectacular, but now more people can enjoy it.
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.
With all due respect Tim, but we have heard this so many times. So many developers told us that the games won't be dumbed down, it will just have an easy option to the more casual players. But the game will be just as complex for the hardcore crowd, we have been told. But I think the people who find the simple character creation of Fallout 1 difficult, will find the rest of the systems difficult, so you have to make every mechanics simpler. Those people who need a very simple character creation just want a simple RPG lite game like Fallout 4.Wow, long thread. I will admit I don't have time to read it all, but let me say this. I think there has been a misunderstanding of my talk. I never said I don't like complex systems, just that I don't like the presentation of so much complexity in the first few minutes of the game, like in character creation. We lost a lot of potential players to that. That isn't hypothetical. I have emails and reviews to back me up.
Think of an RPG like a mountain. In my older RPG's, the only way to the top was going up cliffs, but many of you like rock climbing so it didn't matter. But a lot of people never even tried to do it. So I am building a road that lets people drive to the top of the mountain. The mountain is still as high as it used to be and the view is just as spectacular, but now more people can enjoy it.
There is so much misunderstanding on this thread, but I know you are smart and RPG-savvy people. That makes me think my first point of the talk is even more relevant: the need to reduce the learning slope to introduce something new. In other words, I think I need to simplify my talk.
Anyway, it took 30 hours on three flights to get back to Los Angeles from Croatia, so I am operating with severe jet lag. I will try to explain this more later.
Except that complex character (party) creation is half of the fun in RPGs to me. Deal with it.I think there has been a misunderstanding of my talk. I never said I don't like complex systems, just that I don't like the presentation of so much complexity in the first few minutes of the game, like in character creation.
I started IWD the 2nd time in my life last week, MediantSamuel can attest. On my previous attempt ('00) I played only through the starter village."... a PC game I worked on was Icewind Dale, which required you to roll six whole second-edition D&D characters before you could even start playing the game. No one would get through character creation nowadays. You know, people back then loved it, and there are still people that would love that, but I think the thing is when it comes to the console, and maybe all gamers, it has to be accessible, people have to be led into it. " Feargus Urquhart.
Wow, long thread. I will admit I don't have time to read it all, but let me say this. I think there has been a misunderstanding of my talk. I never said I don't like complex systems, just that I don't like the presentation of so much complexity in the first few minutes of the game, like in character creation. We lost a lot of potential players to that. That isn't hypothetical. I have emails and reviews to back me up.
Think of an RPG like a mountain. In my older RPG's, the only way to the top was going up cliffs, but many of you like rock climbing so it didn't matter. But a lot of people never even tried to do it. So I am building a road that lets people drive to the top of the mountain. The mountain is still as high as it used to be and the view is just as spectacular, but now more people can enjoy it.
There is so much misunderstanding on this thread, but I know you are smart and RPG-savvy people. That makes me think my first point of the talk is even more relevant: the need to reduce the learning slope to introduce something new. In other words, I think I need to simplify my talk.
Anyway, it took 30 hours on three flights to get back to Los Angeles from Croatia, so I am operating with severe jet lag. I will try to explain this more later.
FWIW, this has actually always been my beef with intense character creation (or faction creation in, e.g., MOO2) -- the most interesting and exciting choices all get made at the outset, not only when you have the least framework for making them, but also in such density that the fun of them is somewhat diminished. As I've mentioned before, one thing I like about the Lone Wolf game books is that every time you level up, you get something as cool as what you could get at character creation.The best part of the game so far.
Feargus Urquhart said:"... a PC game I worked on was Icewind Dale, which required you to roll six whole second-edition D&D characters before you could even start playing the game. No one would get through character creation nowadays. You know, people back then loved it, and there are still people that would love that, but I think the thing is when it comes to the console, and maybe all gamers, it has to be accessible, people have to be led into it.".
With all due respect Tim, but we have heard this so many times. So many developers told us that the games won't be dumbed down, it will just have an easy option to the more casual players. But the game will be just as complex for the hardcore crowd, we have been told. But I think the people who find the simple character creation of Fallout 1 difficult, will find the rest of the systems difficult, so you have to make every mechanics simpler. Those people who need a very simple character creation just want a simple RPG lite game like Fallout 4.Wow, long thread. I will admit I don't have time to read it all, but let me say this. I think there has been a misunderstanding of my talk. I never said I don't like complex systems, just that I don't like the presentation of so much complexity in the first few minutes of the game, like in character creation. We lost a lot of potential players to that. That isn't hypothetical. I have emails and reviews to back me up.
Think of an RPG like a mountain. In my older RPG's, the only way to the top was going up cliffs, but many of you like rock climbing so it didn't matter. But a lot of people never even tried to do it. So I am building a road that lets people drive to the top of the mountain. The mountain is still as high as it used to be and the view is just as spectacular, but now more people can enjoy it.
There is so much misunderstanding on this thread, but I know you are smart and RPG-savvy people. That makes me think my first point of the talk is even more relevant: the need to reduce the learning slope to introduce something new. In other words, I think I need to simplify my talk.
Anyway, it took 30 hours on three flights to get back to Los Angeles from Croatia, so I am operating with severe jet lag. I will try to explain this more later.
Let's assume you make a game where the character creation is very simple, but the mechanics are just as complex as the good old RPGs. Your casual RPG player will enjoy the character creation and will happily continue the game. Then they encounter their first combat, where they will fail hard because they won't understand the complex mechanics of the game. The other option is that you make all of the mechanics simpler to keep the player in the game. And thus, we gut a dumbed down game.
I will be so happy if you can make a game which is truly as complex as the good old RPGs, yet it is much easier to get into, but I'm not holding my breath that this will be possible in a satisfiable way.
It took me 2hrs to create the party. The best part of the game so far.
FWIW, this has actually always been my beef with intense character creation (or faction creation in, e.g., MOO2) -- the most interesting and exciting choices all get made at the outset, not only when you have the least framework for making them, but also in such density that the fun of them is somewhat diminished.
It's a creative way of claiming that attracting more casuals won't make RPGs any less complex. The last 15 years have debunked this claim rather thoroughly. People who need paved roads to get through the character creation in Fallout will need guided tours to get through the rest of the game, which would result in a very different design. See the Elder Scrolls evolution: Daggerfall -> Morrowind -> Oblivion -> Skyrim -> Fallout 4.
In other words, people who don't like rock climbing don't really care about mountains and if you build a road, the only crowd you're going to get is some tourists. You know that and we know that.
Fallout and Morrowind were my first cRPGs ever and both of these had super-intuitive character creation. Every attribute represented what it's name suggested it would.
SPECIAL could do with a lot of under-the-hood improvements, but to this day it's still my favorite system presentation/idea wise.
But it can happen, it sort of did with FNV and its faction mechanics and final quests.