- Joined
- Jan 28, 2011
- Messages
- 99,662
The design philosophy of either making a skill important to the game-play or removing it all together is nothing but gamism.
Sorry, man. Sawyer gonna Sawyer.
The design philosophy of either making a skill important to the game-play or removing it all together is nothing but gamism.
That's horrid.There shouldn't be any bad choices.
I'd rather design some mechanical way of making it impossible to overinvest in stuff in character building rather than trying to make every option equally good and useful top-down
I wish it was gamism. But I saw what Sawyer did to SPECIAL in Van Buren and New Vegas and that's a big part of the reason I had less interest in Eternity than others, and it's just confirmed here. Toxic has it dead to rights, it's not gamism, gamism would show an intelligent application of the wide swath of complicated options computer gaming makes possible (compared to p&p gaming). Gamism would be a surgeon going at it with a scalpel, but Sawyer is a surgeon with a sledgehammer. It *is* streamlining, pure and simple.Sorry, man. Sawyer gonna Sawyer.The design philosophy of either making a skill important to the game-play or removing it all together is nothing but gamism.
I wish it was gamism. But I saw what Sawyer did to SPECIAL in Van Buren and New Vegas and that's a big part of the reason I had less interest in Eternity than others, and it's just confirmed here. Toxic has it dead to rights, it's not gamism, gamism would show an intelligent application of the wide swath of complicated options computer gaming makes possible (compared to p&p gaming). Gamism would be a surgeon going at it with a scalpel, but Sawyer is a surgeon with a sledgehammer. It *is* streamlining, pure and simple.
No doubt, it is streamlining...in the service of gamism. The intention is not to simulate a reality in which there are "useless skills", but to create a game with a myriad of tactically interesting and useful choices.
You're presenting a false dichotomy. No one is arguing *for* a simulation of a reality with useless skills.
Some skills should be completely useless most of the time or the game-world loses its edge. The design philosophy of either making a skill important to the game-play or removing it all together is nothing but lazy streamlining. Take some inspiration from reality u guise, some skills just aren't worth their weight in catshit but they're still skills.
Guess which one I prefer? Guess which one you're defending?
What is being argued is that that the method of offering interesting and useful choices can vary in many ways. You can make the system more complex, create methods by which not every skill is born or weighted equal, be more careful about balance, and force yourself to find creative ways out of difficult situations for the player, and also accept that not every character build can deal with every major situation, which is perfectly fine. Or you can just cut out a bunch of skills and make an overly simplistic character system.
A lot of the examples being given are also strawmen. No game designer ever puts in a skill and makes absolutely NO use out of it. These skills have variable uses. Even the medicine/doctor skill. They have limited uses, yes, but they still can be used. They might not be used throughout the game, but there will be a time that if you have that skill you do use it. It might not be very effective, but there is still a discernible effect that skill makes in the game. Min-maxers won't use it, but LARPers will.
So, no strawmen please. The whole BG1 katana thing is a strawman. The actual devs who made the game didn't put in katanas as skill precisely because there were no katanas.
It's just an example. You know very well that there are things in RPGs where in retrospect everybody says "lol that was useless shit". Even if it wasn't literally 100% useless.
Well. that is not exactly a gray area, right? I mean look at it this way: In F:NV IT IS RETARDED to invest in Chr because it does not affect any dialogue option where there is speech skill involved. Granted there are Feats and Special Dialogues that NECESSARILY Chr based. But they are so few and have so little impact on the gameplay compared to other skills that it becomes moot.
The real criticism here is that the redundancy and less than fluff use of the potential CHR. Of course the few instances it is used is not sufficient to justify its existence since those few instances do not justify the punishment of investing in it. That is balance.
High CHA in FoNV makes the already tough companions almnost immortals (the higher the stat, the higher their nerve i.e damage output and damage resistance), which is exactly what a diplomat character would want since, having his other stats lower, he'd be suckier in combat. That is balance
It's ok Roguey, you don't have to thank me
If he thinks that thief is totally utility character he's not so much clueless as braindead.
Most powerful character in PnP is thief in the hands of someone smart. Most brutal fighter is thief or fighter thief in crpgs. I mean BG had to CHEAT LIKE CRAZY to damp down your ability to solo with a thief. You could easily take out every battle with just thief if they didn't, it's that strong (when you use it right). You still can if you pick up some anti magic scrolls to eliminated the cheating. Speed run on thief equals whee.
Why? Why does the reasoning you guys would defend to internet death on overall gameplay balance and challenge, choice & meaningful consequences, the ability to fail and die, why does that suddenly not apply to character creation?
(...snip)
Not out of the blue. The player should be given hints and, if he's paying enough attention to what is happening around him in the game world, he should be able to know, or, at least, predict the consequences of his choices. However, if he proceeds with eyes wide shut, then he deserves to suffer. Also, consequences shouldn't be always immediate. A significant amount of all consequences of your actions should happen quite a while after you made the choices (like the long term C&C in The Witcher 1).
(snip...)
But nah, gotta handhold the player. Every possible character build has to be exactly as useful.
If he thinks that thief is totally utility character he's not so much clueless as braindead.
Most powerful character in PnP is thief in the hands of someone smart. Most brutal fighter is thief or fighter thief in crpgs. I mean BG had to CHEAT LIKE CRAZY to damp down your ability to solo with a thief. You could easily take out every battle with just thief if they didn't, it's that strong (when you use it right). You still can if you pick up some anti magic scrolls to eliminated the cheating. Speed run on thief equals whee.
Wasn't that only because of engine exploits and no-so-strict rules interpretations, though? I mean, you really shouldn't be able to treat hide in shadows as full invisibility.
On the second part, I disagree with him most certainly. Rogues in D&D were bad in combat because they weren't supposed to be in combat in first place. Although many CRPGs have combat as the be all end all activity of RPGs, that is not true in P&P games. In fact, one of my favorite retroclones, Lamentation of the Flame Princess, has fighters as the only class that get combat bonuses as they level. No other class improves its THAC0. That seemed extreme to a lot f people, but if you take combat as simply a tool to be used to explore dungeons/wilderness/whatever, then it makes sense. A very useful tool, to be sure, but also one that can put you in danger most quickly.
Self promotion has its limits, you knowFYI, I commented on Josh's Formspring post.