How about you stuff some numberless geometric objects up your ass, Tim.
I am sure he already does.
How about you stuff some numberless geometric objects up your ass, Tim.
That's a developmental fallacy. I remember all the 90tie games when they thought doing everything with little intuitive icons would be better than text buttons. Turns out most of those icons where never as intuitive as simple text buttons (e.g. a disk for saving doesn't make sense for kids these days). I wager that the shapes would confuse our gameplaying dumb nut audience far more than plain numbers
That's not what he's doing here.
He's trying to streamline information by repackaging it in a visual style he thinks it's easier to fathom, which I think is a fallacy. It's not
I think it's a fallacy when it's a one-to-one replacement of a text label with a shape. Not when you're creating a fundamanentallly new way of organizing the information for which a geometric shape is the most natural means of visualizing.
Is it dumbed down? Yes, probably. Less intuitive? I don't think so.
Why have stats at all when they're so dumbed down to be almost meaningless. Whether it's number or shapes or whatever, if you keep the same level of complexity it will always confuse dumb nuts, having little triangles won't help you there. If you dumb it down, why not admit you just want to make an action game and completely disregard stats at all. At least that way you're honest about your approach
Yes but the tards don't wanna play on story mode. They want normal to be story mode so they don't feel bad about their lack of commitment to the game.
People don't like being treated like scrubs. They want to be good but without effort.
Once RPGs were built around combat. Now it's the story, and once games are going to be built around story, devs are naturally going to switch to a story-oriented rpg-stat system. And story-oriented stat systems are naturally dumbed down in comparison to combat-oriented ones.
Alright, I don't need to read any further.Tim thinks character creation in Fallout, Arcanum and other RPGs was too complex.
I believe I would like to play a storyfaggotry system you described, even if you yourself seem not to like it. (off-topic: we rarely roll anymore in our pnp sessions). I think it was a nice way to put it. However, I think it is fabulously optimistic to assume such a game to emerge. I am afraid it is going to be something lot more simplistic.And now I will explain the number v. attributes thing for the mooks who did this to rpgs. A stat-based attribute is great for when your game's goal is to figure out a concrete difference between your unit's damage versus another unit's damage, ie your unit does 3 more pips than the other. What that system's not so great about doing is telling you whether your character is Strong - it tells you what pips of damage you can do, but it does a poor job of telling you whether or not you loom over regular people with your huge muscles. A simplified system that lets you choose whether to have either Regular strength or Huge strength, that tells you what you are in the world as it exists, and does so very efficiently, since it allows you do so without having to compare actuarial tables of a section of the populace. What's more, the simple one-or-the-other type setup makes sense to people who are in this whole thing just for the story, rather than the strategy. They can quickly define their character as they want to express it without - again - having to go through those actuarial tables to find out what those numbers mean in the populace at large.
For that same reason, this kind of setup makes it easy to tell what kind of story you - the player - can tell in an interactive game world. Normally, a person can't tell at a glance what a reactive world will say differently about a character that has a 13 vs a 14 Strength, since you don't know what the difference means to the people of that world. Hell, you don't even know what either value means alone relative to the general populace, much less have the knowledge to compare the difference and thus determine the percentage of people a 14 is stronger than and by how stronger they are much on average vs a 13. In comparison, you very much do know what the general populace are likely to think of someone who has the description Strong as opposed to Regular, though.
And there you have it - how to make an understandable interactive character system for a reactive game world. The essence of Storyteller.
And, blehh. You all suck for doing this to rpgs.
Let me help:I can't understand your post, Telengard. It's way too complex. Please, post a geometric shape instead.
After MCA and Tim Cain got seduced by the Dark Side, now Sawyer is the Codex's last hope.First MCA, now Cain... it appears the only former BIS dev who want to make proper rpgs is Sawyer now.
Which one is Tim Cain?