How can you be competitive in a single player game? I would have thought a competition necessarily requires an opponent, which would mean pvp.Key word is competitive. How many RPGs are truly competitive?Why do people keep bringing up Dark Souls in a thread about grognardy character creation? Not all "hardcoreness" is the same. It's a different thing when you're getting hammered by a game while you're in control and able to dodge blows with your own skill, compared to going through trial-and-error spreadsheet character creation and trap build cycles until you find something that works in a tactical game
Of course, but their market approach allowed them to create a whole culture around the franchise. Maybe just as there was always a culture of competitive players around arcade games, we should develop a culture of competitive players around cRPGs.
Are rpgs meant to be competitive? That sounds too much like MMORPGs and the genre is having a slow and P2W-ridden death in favor of MOBAs, but MOBAs are getting very tired now too. In the end, multiplayer was a mistake. The only thing actually close to having an online rpg experience was the "DM simulator" thingy featured in Vampire Redemption which was later taken to Neverwinter Nights.
Exactly. Without rules and system, games are not games. Character creation is already part of the gameplay of cRPGs, so trying to simplify it (especially when it's not complex in the first place) means simplifying the gameplay.But even without any competition, the act of getting through a game's challenges is what makes a game, a game. The old games understood this principle; new games, by contrast, are more like amusement park visits.
But chess also has a bunch of rules that you need to learn before you can make the first move. This complexity is multiplied many times over when you consider how competitive players can be, the many studies of different phases of the game, the combinations, etc. Most people who come across a board won't quit chess because they are bored by this long process of learning. Some noteworthy differences:
- Chess has pedigree. The game is perceived as an intellectual hobby of brainy individuals with high IQ. cRPGs are perceived as pointless dungeon and dragons for fat teenagers, if not worse.
- Chess is promoted by tournaments, world championships, school programs, teached by fathers to their kids, etc. The only type of cRPGs promoted by tournaments are multi-million Mobas, i.e., noise and colorful real time strategy games. Most grognards don’t have the patience to play cRPGs anymore, much less teach their kids to play these games because graphics.
- It is easier to have an objective and impartial discussion about chess strategies. It is difficult to form a consensus even about basic stuff in cRPGs.
The list goes on and on.
Are rpgs meant to be competitive? That sounds too much like MMORPGs and the genre is having a slow and P2W-ridden death in favor of MOBAs, but MOBAs are getting very tired now too. In the end, multiplayer was a mistake. The only thing actually close to having an online rpg experience was the "DM simulator" thingy featured in Vampire Redemption which was later taken to Neverwinter Nights.
How can you be competitive in a single player game? I would have thought a competition necessarily requires an opponent, which would mean pvp.
People compete in single player games all the time. It's why all the old games had the concept of score.
Specific to CRPGs, competition might be comparing character builds, achievements, single character runs in party games, etc.
But even without any competition, the act of getting through a game's challenges is what makes a game, a game. The old games understood this principle; new games, by contrast, are more like amusement park visits.
Unlike game developers, chess board makers don't change the rules and interface for every friggin' chess board style they create.
How would that be? Dark Souls starts with a character sheet of a dozen attributes, the player not knowing what do those attributes do.I suspect TimCain might argue that Dark Souls is an example of a mountain with a road, albeit a steep and narrow one. (Witness the birth of a Codex meme)
You can always do the thing you did in Vampire the Masquarade: Bloodlines, give player a choice to create character themselves or ask some retarded questions. But to be honest I can't believe you're listening to some retards and want to add such retarded features when in practically all games character creation is super simple, including Fallout (and you have template characters to choose from if it's too complicated so WTF?). Catering to the largest audience possible is a mistake, you will never reach Bethesda sales anyway, Obsidian is too small. Please do not make us hate you.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.
Unlike game developers, chess board makers don't change the ... interface
It has but it's called an opening: http://www.thechesswebsite.com/chess-openings/Chess has no "character creation"
I got to agree with this. But I'd like to make a distinction. Is this solved with actual content for each type, or by tweaking the points you spend or the damage you do SO that your points spent on that type aren't consequential? An example of the latter is if you invested fully in the handyman and yet your hitpoints and damage go up in turn, whilst almost no actual handyman content exists beyond some superficial fluff. The end result is everybody ends up being the "nimble, smart gunslinger-diplomat" with superfical fluff added for their class.They are also tools you use to solve problems in the game. And that's what matters.
Why?
No. Trap builds as the name implies is something that unknowingly fucks you over.
So trap builds result from choices that later on will prevent you from moving forward because you lack a particular skill or stat.
This complaint is strange because 99% of cRPGs are very easy combat centric games that consider skill checks fluffy.
The only game that does that to the player is AoD, but even this is debatable. The main quests always follow a specific pattern.
But Fallout was full of trap builds, most sensible RPG character types are borderline useless in Fallout and will make you struggle through the game. Sure finishing it will be possible but it will be frustrating.
-Dumb musclehead - will loose out on exp rewards due to low intelligence, and struggle in combat because of low agility
-Handyman with lot of technical skills - almost totally useless
-Stealthy thief/assassin type - most of his skills will never be useful for anything, but won't be as bad in combat due to high agility alone
-Brainy scientist using futuristic weapons - his science skills will almost never be useful and he won't get energy weapons until very late in the game
Sure most of this builds can be made functional but only by making them more similar to the nimble, smart gunslinger-diplomat which is the dominant character archetype. Notice that the problem of trap builds can be solved without dumbing down the game as evidenced by many of the titles released later. For example in Underrail most of the above archetypes would be perfectly fine.
This is a difference between allowing bad builds and providing players with trap-options.
That seems to be what a lot of games do. They get around the "bad build" problem by making everybdoy capable of the core gameplay. So if the core gameplay is "nimble, smart gunslinger-diplomat" then everyone can do it. They pull out fancy terms like "organic" and "inclusive" and "streamlined" to describe what they think is the apex of game development.
Maybe they're just not capable of making fully fleshed out games. Did underrail do it? I haven't played it.
Unlike game developers, chess board makers don't change the ... interface
Though not sure whether this is a UI or graphics change.
Another proof that man without a woman (and woman without a man in general) goes crazy sooner or later.Don't forget the homosex!
Except the opening is like character creation and you can also make one of optimal builds or something non-optimal during this phase. The real play starts in the middlegame. Here's an example of a brilliant opening that set up the whole game:Guess so. It's like this crazy idea of having your character creation happen during gameplay rather than before gameplay or something. :D
As opposed to a man with a woman?Another proof that man without a woman (and woman without a man in general) goes crazy sooner or later.Don't forget the homosex!
As opposed to a man with a woman?Another proof that man without a woman (and woman without a man in general) goes crazy sooner or later.Don't forget the homosex!
Proof that a man without a woman goes crazy sooner or later.
Guess so. It's like this crazy idea of having your character creation happen during gameplay rather than before gameplay or something. :D
Oh, and you can still rock climb. One of my designers wants to add a "look under the hood" button to character creation, to expose the numbers. We will explore that option.
going through trial-and-error spreadsheet character creation and trap build cycles until you find something that works in a tactical game.
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.
http://www.relyonhorror.com/articles/evil-refined-why-resident-evil-remake-is-a-masterpiece/
In any sort of horror or dramatic media, it is important to give the audience a moment of reprieve. The reason for this is if you bombard the viewer, reader, or player with nothing but an oppressive atmosphere then it starts to lose its affect after a while. For example, in Amnesia: The Dark Descent the game initially starts out very scary, but it never lets up on the tension and after a while you get used to it and it gets kinda boring. Resident Evil creator Shinji Mikami has known this since he directed the very first game. This is primarily what the purpose of the save rooms are: to offer the players a reprieve.
PnP RPGs were unique in that they were cooperative instead of competitive.
First of all, I knew Tim Cain didn't mean he wants to simply the systems but people love to lynch when they see the chance.
Second, I want to say something about Cain's opinion about "Luck Stat" in The Fallout and how he liked the idea that It turned into a perk, because of the vagueness of the stat.
I have to say determining: how lucky or unlucky my character was a crucial point in The Fallout series; It is semi-sandbox game. Because of the design of the world and how It simulates It, I thought the "random" effect is on purpose the promote the idea of the everything happens random, no one is special or entitled. I always believed that was the case. Without luck, in Fallout, It becomes a narrative superhero action game(Which is now Fallout4). In fact, Luck stat should effect even more to promote that idea.
and yet every1 assumes that you play a rpg to optimize your char... thx diablo again