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taidan
Joined: 05 Dec 2006
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Posted: Wed Sep 05, 2007 7:15 pm |
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| Dracko wrote: |
| Why should he play for free? |
Because he could play for free if this situation was on the 360. |
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GcDiaz

Joined: 04 Dec 2006 Location: Clinton, MA
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Posted: Wed Sep 05, 2007 8:07 pm |
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Does Bioshock PC only allow ONE active save game at any given time? What's this about "accounts" anyway? This isn't Shadowrun.
EDIT: Oh, ok. Windoze user accounts. Dummy should've installed for all. _________________ Steam/PSN/Xbawks: GcDiaz
Let's bring sexy back!
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dhex
Joined: 17 Jan 2007
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Posted: Wed Sep 05, 2007 8:44 pm |
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no but it does have a save game limit - which totally fucking sucks. i stagger saves, and i save extra when i find something neat i might want to retry or show someone else. _________________
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zak
Joined: 07 Dec 2006
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Posted: Wed Sep 05, 2007 11:24 pm |
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I jumped on this bandwagon and got the game today (PC version). Didn't read much of this thread before because I wanted to approach it with an open mind, so sorry if I say something that's been already said.
I played for a few hours and got to the part where you reach Atlas and the submarine.
I also replayed System Shock 2 a few days ago, so, like it or not, my mind keeps drawing parallels between the two games. It doesn't scare me as much as SS2, dunno why. It's probably the voices. The hybrids had this kind of synthetic ring to their voice, they wailed and screamed, whereas the splicers kind of just sound like crazy people. Even the computers in SS2 sounded scary as hell, delivering crazy speeches in monotone voices. And with all the modern graphics Bioshock isn't all that scary. It took a guy jumping out from behind a couch to give me a scare (kind of like in Doom3 - gets really old, really fast). It does have great atmosphere, but all in all the deep ocean and genetic engineering just doesn't feel as desperate as deep space and aliens.
There's no inventory, but I sort of understand this decision since now you get to carry around more weapons and ammo, without having to micromanage inventory space. The plasmids are really fun.
What sort of bothers me is the lack of skills. Hacking is useful, and it has that fun minigame, but it's too easy in the end. The weapon modding skill has been replaced with those upgrade machines (although you still upgrade damage, clip size and reload times). And research is now just taking pictures of the enemy, which, excuse me, is dumb and makes no fucking sense whatsoever.
In a way they removed all choice from the game (heard there are two endings, but I'm not talking about that - not talking about the little sister thing either). Whereas in SS2 you played the game in a certain way, focusing on certain skills, and building a character, in Bioshock everyone will have basically the same experience, since you'll be doing everything in your first run. You can burn your enemy with plasmids, get bored of it and switch to blowing them up with a grenade thrower. You have access to all the possible ways of getting rid of the splicers, without having to choose a path like in SS2. At some point I was burning everything with plasmids, and wondering if I should use my guns more. Or maybe I should hack some security cameras instead of destroying them. The game lets you do everything you want, but maybe it shouldn't.
It's not necessarily a bad thing, but I expected more.
On the other hand it's very cinematic, and uses a variety of methods to tell its story. The beginning sequence where you ride that bathysphere is great, and so are the audio logs (although they were more helpful in SS2, from a gameplay perspective). And I love fighting the big daddies, but it's starting to wear a little thin after a couple of battles.
Going to bed now, and looking forward to playing some more tomorrow, but unless something major happens I'm afraid it's gonna get pretty dull after a few more hours of play. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Wed Sep 05, 2007 11:51 pm |
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The hacking becomes harder as the game progresses.
Though one of the problems affiliated with that is the alarm and breakdown pieces are randomly placed, and it isn't rare that you'll find there is simply no way to beat the mini-game because these parts block the way.
I'm glad they got rid of the skill sets. That's a vestige of older games, in a time where such things were felt to be necessary. They could have done more to compensate for it, or not done anything at all, Hell, but I appreciate that they're trying, at the very least. _________________
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Dark Age Iron Savior king of finders

Joined: 06 Dec 2006 Location: Spacecraft, Juanelia Country
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Posted: Thu Sep 06, 2007 12:33 am |
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| Dracko wrote: |
| That's a vestige of older games, in a time where such things were felt to be necessary. |
Would you say the same thing re: RPGs? _________________
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Thu Sep 06, 2007 12:40 am |
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| YES |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Thu Sep 06, 2007 1:04 am |
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| Dark Age Iron Savior wrote: |
| Dracko wrote: |
| That's a vestige of older games, in a time where such things were felt to be necessary. |
Would you say the same thing re: RPGs? |
Why, yes, I would. For one, there's really no excuse at our current technological level.
Even the pen and pencil variety have made more progress than console or computer RPGs these days. Mainly by encouraging actual fucking role-playing. _________________
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Dark Age Iron Savior king of finders

Joined: 06 Dec 2006 Location: Spacecraft, Juanelia Country
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Posted: Thu Sep 06, 2007 2:27 am |
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So things like how good an archer someone is or how good they are casting healing spells should depend on the player's skill? _________________
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sethsez
Joined: 05 Dec 2006
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Posted: Thu Sep 06, 2007 2:50 am |
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| Dracko wrote: |
| For one, there's really no excuse at our current technological level. |
There's really no excuse for Civilization to be turn-based when Europa Universalis showed us that these games can be just as deep and engaging in real time.
Civilization is still fucking fun, though, and that's usually why "technologically outdated" methods are kept long after they don't really "need" to exist any more.
Besides, we've been able to do all of this shit in real time since the early 90s, at least. Technology hasn't had anything to do with it for quite some time. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Thu Sep 06, 2007 2:59 am |
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| Dark Age Iron Savior wrote: |
| So things like how good an archer someone is or how good they are casting healing spells should depend on the player's skill? |
Exactly.
| sethsez wrote: |
| Besides, we've been able to do all of this shit in real time since the early 90s, at least. |
Right again. With each passing day, there's less and less of an excuse. Welcome to 2007, turning 2008.
I fail to see what turn-based gameplay has to do with any of this, however. _________________
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Dark Age Iron Savior king of finders

Joined: 06 Dec 2006 Location: Spacecraft, Juanelia Country
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Posted: Thu Sep 06, 2007 3:06 am |
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Well, for one thing, player skill affecting how good the character is at archery necessitates real-time combat.
I'm interested in your ideas for implementing a real-time system which determines how good a character is at casting healing magic. _________________
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sethsez
Joined: 05 Dec 2006
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Posted: Thu Sep 06, 2007 3:08 am |
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| Dracko wrote: |
| With each passing day, there's less and less of an excuse. |
The "excuse" is that enough people enjoy these gameplay elements to pay for games that have them, thus making them turn a profit and encouraging developers to continue creating them. Which is a pretty good excuse, and the only one most people will ever bother to give because no matter what evidence you have to the contrary, it'll never be able to counter that. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Thu Sep 06, 2007 3:38 am |
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| Dark Age Iron Savior wrote: |
| I'm interested in your ideas for implementing a real-time system which determines how good a character is at casting healing magic. |
Well, for one thing, all of the abstract, complex numbers governing damage variance can serve to supplement player skill in subtle fashion, and their development can be based upon the repeated use of particular action types, basically representing boosts for training and exercise.
In fact, that's exactly what Fable was supposed to do. I read a lot of the on-paper for that game, and though I did not wind up playing the finished product, my understanding is that it did not live up to its promises.
Anyway, that's just one way to go about things. |
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sethsez
Joined: 05 Dec 2006
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Posted: Thu Sep 06, 2007 4:03 am |
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| internisus wrote: |
| Well, for one thing, all of the abstract, complex numbers governing damage variance can serve to supplement player skill in subtle fashion, and their development can be based upon the repeated use of particular action types, basically representing boosts for training and exercise. |
The problem with this style of advancement is that you get people standing in a corner and casting spells or whatever for a couple hours, or worse, just taping down a button and getting something to eat. It's one of the biggest things that splits people on Elder Scrolls... it's a great idea on paper, but in practice people find ways to break it relatively easily. |
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Dark Age Iron Savior king of finders

Joined: 06 Dec 2006 Location: Spacecraft, Juanelia Country
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Posted: Thu Sep 06, 2007 4:21 am |
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| internisus wrote: |
| Well, for one thing, all of the abstract, complex numbers governing damage variance can serve to supplement player skill in subtle fashion, and their development can be based upon the repeated use of particular action types, basically representing boosts for training and exercise. |
You'd still start with no ability at all, though. _________________
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Thu Sep 06, 2007 5:15 am |
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| Dark Age Iron Savior wrote: |
| internisus wrote: |
| Well, for one thing, all of the abstract, complex numbers governing damage variance can serve to supplement player skill in subtle fashion, and their development can be based upon the repeated use of particular action types, basically representing boosts for training and exercise. |
You'd still start with no ability at all, though. |
Yeah, and? You'd have the capability to perform all (or whatever the starting set is of the) gameplay actions, such as punching bitches or shooting arrows or doing cartwheels with the right trigger and X button or what the fuck ever. There would just be no modifiers to these actions before you've ever done any of them. If you spent all your time doing cartwheels, you'd get really good at it -- both in the sense of timing the buttons and in the hidden number system of modifiers that reflects your avatar's development.
| sethsez wrote: |
| internisus wrote: |
| Well, for one thing, all of the abstract, complex numbers governing damage variance can serve to supplement player skill in subtle fashion, and their development can be based upon the repeated use of particular action types, basically representing boosts for training and exercise. |
The problem with this style of advancement is that you get people standing in a corner and casting spells or whatever for a couple hours, or worse, just taping down a button and getting something to eat. It's one of the biggest things that splits people on Elder Scrolls... it's a great idea on paper, but in practice people find ways to break it relatively easily. |
Those people are fucking idiots. If game design is ever going to improve, it has to not pander to fucking idiots. Who cares if a bunch of retarded monkeys want to ruin games for themselves?
If enough games had the ambition to do shit like this, gamers would realize pretty quickly that they have to turn off their reptilian cores or die. |
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sethsez
Joined: 05 Dec 2006
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Posted: Thu Sep 06, 2007 5:24 am |
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| internisus wrote: |
Those people are fucking idiots. If game design is ever going to improve, it has to not pander to fucking idiots. Who cares if a bunch of retarded monkeys want to ruin games for themselves?
If enough games had the ambition to do shit like this, gamers would realize pretty quickly that they have to turn off their reptilian cores or die. |
You can't justify broken game design by saying "people who break it don't matter anyway," particularly when breaking it doesn't actually have any extra, unintended value (like sequence breaking in the Metroids does, for example).
If a game needs to both play well and be thematically compelling, there needs to be a solution that's tight both thematically and gameplay-wise... it doesn't take a great deal of talent to come up with a system that only satisfies one of those. Find a way to implement this system without it being a dangling carrot for unneeded grinding, and then you'd have something worth consideration for a great game. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Thu Sep 06, 2007 5:28 am |
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| It's not broken gameplay design just because it's possible to take advantage of one of its fundamental features by wasting enormous amounts of time repeating tasks over and over! After all, current RPGs allow just that through grinding -- what you're talking about is the same thing. What do we say about current RPGs and people who grind to level 99 before they leave the first dungeon? Do we say that the game is broken, or do we say fuck those people? |
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sethsez
Joined: 05 Dec 2006
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Posted: Thu Sep 06, 2007 5:48 am |
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| internisus wrote: |
| After all, current RPGs allow just that through grinding -- what you're talking about is the same thing. |
People here bitch about that, too.
| Quote: |
| What do we say about current RPGs and people who grind to level 99 before they leave the first dungeon? Do we say that the game is broken, or do we say fuck those people? |
The problem is that giving the player the ability to increase the powers of certain abilities through repetition allows much easier grinding. Going through battles in even the most rote RPG imaginable still requres some degree of player participation, but "swing the weapon a bunch of times to get better with it" just means the player has to find a nice, secluded corner in the gameworld and tape down the attack button.
Even players who don't want to abuse it might eventually give in if they meet a situation where it'll be adventageous. Look at people who complain about grinding in RPGs... there's generally a way to pass any given section of an RPG without grinding, but at some point it gets to a level of obnoxious difficulty where just batting around some random enemies until you're strong enough to proceed easily becomes a tempting alternative... and just about everyone gives in.
You're not the first to think of this concept, and it's not like it hasn't been implemented. The problem is that while it does sound fantastic conceptually, in practice it usually ends up feeling ass-backwards. I could see it working well for turn-based strategy games, but anything action-oriented usually winds up with anything resembling balance waaaaaay out of whack by game's end, either due to grinding or just the player leveled in ways the developer hadn't considered or designed for. |
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Hot Stott Bot banned
Joined: 05 Dec 2006
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Posted: Thu Sep 06, 2007 5:54 am |
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| internisus wrote: |
| It's not broken gameplay design just because it's possible to take advantage of one of its fundamental features by wasting enormous amounts of time repeating tasks over and over! After all, current RPGs allow just that through grinding -- what you're talking about is the same thing. What do we say about current RPGs and people who grind to level 99 before they leave the first dungeon? Do we say that the game is broken, or do we say fuck those people? |
Right, it isn't broken at all.
It is precisely what makes the game design not broken.
Rather than restricting your audience to just people with "skill" you allow the people to decide how much skill they have and then ask them to grind to make up for the rest of it.
This sort of self-balancing gameplay is precisely what I think makes typical RPG mechanics such a long-standing and succesful staple.
Its satisfying. |
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Dark Age Iron Savior king of finders

Joined: 06 Dec 2006 Location: Spacecraft, Juanelia Country
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Posted: Thu Sep 06, 2007 6:08 am |
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| internisus wrote: |
| Yeah, and? |
well, having every RPG start with your main character as a baby might get a bit tiring. _________________
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Thu Sep 06, 2007 6:56 am |
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Who says your man can't have pre-existing traits? Have some imagination!
Sethsez, dude, I'm not sure what to say to you. I mean, every line you have there makes me want to say "yeah fine but you're assuming that this kind of design can't be done well with people all like thinking while they're doing it."
Like. For example. You're worried about people taping their buttons down. I understand this. You would have a lot of bitch-ass gamers with sticky buttons. While economy would expand, morale would die. As a solution, I offer this humble thought: perhaps such a notion as we have been discussing up here could be implemented in such a manner than a person has to be all pressing buttons to do things rather than holding them down. I think that you will find such a strategy to be satisfactory for all involved parties.
If you like this modest idea, please contact me privately so that I can discuss some other innovations with you. The original ideas that I have outlined above are still untested, so I am prepared to offer you a generous price for their use. If you are interested, I suggest getting in on this burgeoning money-seed early, before it breaks on the open market. |
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Dark Age Iron Savior king of finders

Joined: 06 Dec 2006 Location: Spacecraft, Juanelia Country
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Posted: Thu Sep 06, 2007 7:26 am |
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| internisus wrote: |
| Who says your man can't have pre-existing traits? |
You mean skill sets? _________________
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Thu Sep 06, 2007 7:32 am |
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i mean -- and this is hard to imagine i know -- a game could start -- this is all hypothetical -- with the player-character as, like, a character who is like characterized as i dunno a guy who has been living let's say for a year or more and as such a living dude who is alive and keeping himself that way he has some experience maybe you know killing animals with arrows and therefore he has skills with arrows and things that shoot arrows
this is just an example, i wanted to make it concrete so you could picture it being a real premise for a game. if you are up to it try switching the whole arrow thing for like swords or something but make sure you keep the idea of the character as a character who was a character before you picked up the joystick. i know this is unusual so i appreciate the stretch of imagination you are undertaking with me on this fantastic voyage. |
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Dark Age Iron Savior king of finders

Joined: 06 Dec 2006 Location: Spacecraft, Juanelia Country
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Posted: Thu Sep 06, 2007 7:53 am |
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So archery is one of his skills in his skill set. _________________
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Thu Sep 06, 2007 8:00 am |
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| by thinking in terms of "sets" of skills you are undermining the organic integration of stats and gameplay that is the point of this exercise. |
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Ratoslov

Joined: 05 Dec 2006
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Posted: Thu Sep 06, 2007 8:18 am |
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| internisus wrote: |
| I think that you will find such a strategy to be satisfactory for all involved parties. |
Especially third-party controller manufacturers with programmable turbo features.
The reason both this design and classical RPG grinding are stupid is because they're both reward structures that reward pathological behavior. If you don't regard grinding or taping down buttons to be 'good gaming', then why the fuck are you adopting a reward structure that encourages that?
EDIT:
| Quote: |
| by thinking in terms of "sets" of skills you are undermining the organic integration of stats and gameplay that is the point of this exercise. |
You haven't really communicated the point of the exercise, then, because this sounds exactly like 'he's got an archery skill', or possibly 'he's got an archery skill that effects the spread on his arrows' or even 'he's got an archery skill, but it's a obnoxious hidden variable.' |
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slipstream hates LOTR films

Joined: 05 Dec 2006
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Posted: Thu Sep 06, 2007 9:14 am |
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Dracko, quit being a jackasss just because everyone isn't goose-stepping in line to your opinions. _________________
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Maztorre

Joined: 04 Dec 2006 Location: Ireland
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Posted: Thu Sep 06, 2007 9:16 am |
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| If you want to discourage grinding to boost skills a simple solution that is internally consistent is to have a cap on how much skill can be obtained from each type of enemy. After a certain point the game/character will acknowledge that they have nothing more to gain from battling these foes, or whatever. |
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Maztorre

Joined: 04 Dec 2006 Location: Ireland
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Posted: Thu Sep 06, 2007 9:31 am |
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| Pretty much. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Thu Sep 06, 2007 10:49 am |
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You guys sound like you're trying to characterize a forest by examining individual trees, when really you should be more interested in the geological qualities of the land itself.
Yes, if verisimilitude and immersion are important qualities for your game design, then skill-sets, managed-time systems and the like are unnecessary distractions. We've been over all this before.
Dracko, I am consistently impressed with the vigor of your criticism; you aren't blinded by enthusiasm the way I often suspect I am. That said, you have a very specific idea of where videogames' future lies. I think you're too quick to dismiss anything that isn't a step closer to that future. Just from the opinions I've seen you voice on other media, I'm sure you'll disagree with what I'm about to say, but I still think it's important so I'm going to say it anyway: a work does not have to make the most efficient possible use of its medium in order to be worthwhile.
Actually, I think we've had that argument on here before, too.
Guys, the self-correcting difficulty slider represented by a level-based game isn't nearly the perfect solution some of you seem to be implying that it is. Yes, such a system does enable some players to progress through a game at an appropriate difficulty level. I'd like to believe that I was doing this in Persona 3! More often, though, many players find the game far too easy and a small handful find it too hard. That's because players do not grind until the game is "just challenging enough"; they grind until the boredom of grinding outweighs the excitement of getting stronger.
It seems that isn't the issue here, though. To hear you talk about the guys who break these systems, you'd think we were talking about child molesters or something. In tabletop gaming, it's called min-maxing, and a lot of people revile it there, but that's at least understandable: it usually destroys the atmosphere of cooperation and mutual dependence that makes your more gamist RPGs function. What does that matter in a single-player game, though? It doesn't. If a guy gets joy out of tipping the pinball machine backwards and seeing how high the score counter will go, let him have his fun. He's going to find ways to do that no matter how easy or hard you make it for him; Internisus is right in that you should be trying to enable the majority rather than disable the minority.
I've got to agree that these skill-based advancement systems are probably more trouble than they're worth, though. It didn't work in Final Fantasy 2, it didn't work in The Elder Scrolls, and it sure as fuck didn't work in Fable, although in the end Fable never really tried. I'm sure one day a game will come along that proves me wrong. In the meantime, I'm convinced it doesn't work as well in a videogame as it does on paper. _________________ JSNLV is frequently and intentionally wrong. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Thu Sep 06, 2007 11:35 am |
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| slipstream wrote: |
| Dracko, quit being a jackasss just because everyone isn't goose-stepping in line to your opinions. |
I'm sorry if I'm not seeing how not knowing basic archery prevents me from playing chess. _________________
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dhex
Joined: 17 Jan 2007
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Posted: Thu Sep 06, 2007 2:41 pm |
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| Quote: |
| Guys, the self-correcting difficulty slider represented by a level-based game isn't nearly the perfect solution some of you seem to be implying that it is. |
but it's probably the most utilitarian, in terms of making the game most accessible to the greatest number of people. js mills would approve.
and in one sense system breaking is the best role-played representation of how people actually gain skills, by learning to manipulate existing systems and methods.
i kinda like skill sets as they're implemented in some ways (the deeply counterintuitive TES system is something i was just used to, though it worked better in morrowind and daggerfall than anywhere else) but i am deeply unambitious towards games and don't expect them to be anything more than a blast. etc etc and so forth. _________________
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Thu Sep 06, 2007 2:44 pm |
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| dhex, have you played Black yet? It is a game that has no ambition other than being a blast, and man, I love it for that. |
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dhex
Joined: 17 Jan 2007
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Posted: Thu Sep 06, 2007 3:43 pm |
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yes, but i did not think much of it. it sadly reaffirmed that the consoles de japanesos types don't know shit from fuck when it comes to fps games. or maybe i didn't like the controls a whole hell of a lot (that's definitely part of it, moving from a mouse to a joystick is like moving from a hitachi magic wand to a really low pressure showerhead)
the movies, though, i loved those! it was such a letdown to see the game wasn't nearly as hot as the trailers...in a world...we had a job to do...now all that's left...is to pick up...the...pieces...
and so forth. truly fantastico! _________________
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Thu Sep 06, 2007 4:13 pm |
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| Oh well, to each his own, I guess. I am curious what Black would have done in the PC market. |
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dhex
Joined: 17 Jan 2007
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Posted: Thu Sep 06, 2007 4:46 pm |
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it could have been operation wolf 2.0, really.
that's the game it reminded me most of. _________________
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Thu Sep 06, 2007 4:49 pm |
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| I could see that, I guess. One of the problems I think the game has is that the designers weren't too sure no how to guide you to a place without just making it the blatantly only place you could go. the second level, for example, is just way to unguided in that there are some definitely incredible moments to be had, but only if you already know where you are going. |
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sethsez
Joined: 05 Dec 2006
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Posted: Thu Sep 06, 2007 8:51 pm |
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| internisus wrote: |
| by thinking in terms of "sets" of skills you are undermining the organic integration of stats and gameplay that is the point of this exercise. |
By talking about "the organic integration of stats and gameplay" you are forgetting that at some point this is all going to occur in code, and there a character getting better at archery will most likely be indicated by a numerical increase somewhere in the archery skill set part of the code, and if he starts good at archery it's because his initial archery value is higher than other stats.
At the end of the day, you're describing skill sets. Ones integrated into the narrative, yes, but skill sets nonetheless. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Thu Sep 06, 2007 10:29 pm |
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I see you've cleared the basics. _________________
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