From the way it sounds, Josh is convinced that a player specialized in anything should have enough skills to tackle any situation, and I just can't see how that is a good idea.
No, he's saying a player specialized in something should be able to tackle...something. Enough somethings to make that specialization worthwhile. How do you define "worthwhile"? Good question, but I think it's something a good designer can put his finger on.[/question]
Well, yes. A good example would be the way Torment tackles the Pillar of Skulls actually. You have one free question that you get answered no matter what, but for the rest, you must either walk away, or pay the price... Or, if you're specialized, you can lie to the pillar for one more free question. But you're not locked from it otherwise - you just get a bonus if you're REALLY good. Of course, I personally see unlocked doors and chests as bonuses for being a really good thief. If everyone can open the door with ease, then why even lock it, after all? A lot of games did that, after all - or even had no doors at all to open/close. It becomes unnecessary, just like what that quote says. I am a fan of that line of thinking myself, yes - a sculpture is perfect when there's nothing left to take away,
not when there's nothing left to add.
Well, you say "A game either has features or lacks them", with the implication that more features = better.
But a wise man once said "Everything should be made as simple as possible, but no simpler.”
But that depends on the features, doesn't it? If a game is made more interesting or replayable
with them rather than without, and adding them is not going to incur a massive additional cost in terms of time and money, why not consider them? Like I said above, locked doors in the form of "everyone can have a go" end up being essentially unlocked doors to begin with - you just waste time "pretending" that they matter. Of course, one could say that you can't open ALL doors right away as they might depend on your primary stat anyhow, but if they do, then you're just being lead along as the designers will be able to dictate your XP flow.
Of course, this leads to a rather funny point, where locking doors to begin with appears to be pointless, since in the end, there is no locked doors for the player. However, that's not the case, funny enough - as long as unlocking that door genuinely matters and isn't a mundane chore; as long as what's behind the door is useful or interesting or otherwise rewarding. Locked doors, after all, aren't only part of the game progression flow, they're also elements of exploration, and they're basically something that nu-BioWare for example has done horribly, horribly wrong. Don't make a ton of locked doors and chests and then put TOTALLY USELESS SHIT in them. In fact, THAT had fucked over specialists big-time in DA: O since well, the only reason I made a thief was because I'd want to gain access to places that other characters wouldn't, and whoopee, I got an extra shit-on-a-stick as a reward.
So yeah, I do agree, doors should be "openable" by most characters in most cases - but the most special of those should open
only to specialists to award their dedication - or to people that found that key, or that mcguffin that will somehow open the shiz, depending on how mechanics roll. Dedication has to be rewarded - I just think that dedicating oneself to The Gun should award with more gun-specific things, like an ability to shoot/have first shot upon exiting a dialogue, have bonus reflexes against others' gun-based attacks and the likes, while a stealthy type, yes, would be able to open some extra doors that no-one else could.
Of course, this is just milling words, and "what-would-be-neat" kind of thinking
while I'm tired and hungry, reality is that the game will end up the way it will end up and we have a very limited say on it (which is, in fact, good). I might disagree with some of Josh's design ideas, but if it ends up with a game being good, then what do I really care in the end.