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| Weapons!!! |
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piccolo
Member #3,163
January 2003
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hey Graham Goring you misread my post i Agreed with having many weapons it adds and extra touch to any Rpg Korval: i thing your talking about something like i Agreed with Graham Goring leaving out the weapons takes a big chunk out of you game play and strategy and the game battles will be come nothing more than holding down one button while the cursor auto goes though the battle menu wow |
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X-G
Member #856
December 2000
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I didn't read Plucky's post, but here are some suggestions, including your originals: Fist/Foot That's all I can think of right now, I'm afraid. -- |
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Korval
Member #1,538
September 2001
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Quote: And besides, only one member of their party would have this sword so it's not like the whole squad is suddenly tooled up to the nines. What about the times when there are only 2 or even 1 person in the party? Quote: if the sword doesn't cost them a bean, why wouldn't they upgrade? If they had to go off the beaten path to get something, if they had to intensionally put of progressing the plot for some time, they should be rewarded with something a little more significant than a 5% improvement. And, if it's much more than that, then you've thrown a wrench in all your design work for the next few "levels"; the user will be playing a different game than what you want him to be playing. Quote: i Agreed with Graham Goring leaving out the weapons takes a big chunk out of you game play and strategy and the game battles will be come nothing more than holding down one button while the cursor auto goes though the battle menu Based on what do you make this assertion? Bad games of the past? |
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X-G
Member #856
December 2000
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Regarding getting better weapons early on; What about if the player has to go on an optional sidequest to get the weapon (which would only offer something like a 10% improvement, and you can buy that weapon later on for the rest of your party anyway) ? This would give the player a nice incentive to do it (remember, games are about having fun, not just getting big weapons), and a nice little reward to boot if he's successful. -- |
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Derezo
Member #1,666
April 2001
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That's how I would normally do it, X-G... if I was thinking so linear. Personally I don't deal with such problems. Go wherever you want in the game, do whatever you can, but have fun trying to do it without making proper preparations. I'll have amazing weapons all over the place (in my game).. the only problem is that in order to get them you need to get it from the corpse of a big demon or what have you.. who, of course, isn't a corpse yet. "He who controls the stuffing controls the Universe" |
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spellcaster
Member #1,493
September 2001
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I think you guys talk different magnitudes here. Graham says he wants to hide a better weapon in the early regions of the game. This weapon will give one party member a light advantage for the next couple of levels. It's not a balancebreaking uberwaffe we're talking about here. Anyway... I think if the player takes the time to search the environment, he should get a goodie. To ensure that it's not used as a fun killer ("You can find a good weapon here") have several places the weapon could be. Even better, use different kinds of weapons and different locations at random. Those interested in searching the environment will like it (as long as the places are all general interesting as well... have some stuff happen even at places without the weapon). Korval said: What about the times when there are only 2 or even 1 person in the party?
How do you know that the number of party members will go down to 1 or 2? And even if he the single party member fights alone - all he has is a slightly better weapon. If using that weapons eats energy (tech points, mana, what ever) using it has a limit, esp. since lower level chars normally have less mana / tech points. And even if not... it won't be that unbalancing. Normally he'll need 3 hits to kill one of the baddies. No he might do it with 2 if he rolls good. Even if he has a rare chance of a single hit kill, it wouldn't make a big difference. He would still get danage from the other foes. The battle will be out sooner, so he get's less damage. He'll level up faster. The worst thing that could happen is that the player rushes the start of the game. If the power gamer found the weapon in the second pass, it doesn't matter either, since his goal is to get to the real stuff as fast as possible. -- |
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X-G
Member #856
December 2000
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Long story short: Encourage the player to explore and do sidequests by offering him rewards if he does. -- |
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Graham Goring
Member #2,367
May 2002
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Piccolo: Sorry, my bad. Korval: What Spellcaster said. Spellcaster: Exactly. X-G: Yup. Ooh, nice weapon list, too. |
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Korval
Member #1,538
September 2001
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Quote: I think if the player takes the time to search the environment, he should get a goodie. But that does not necessitate "weapon". It could just as easily be a magical pendant, a new piece of armor, etc. Also, I tend to dislike the standard RPG conventions of random stuff hidden in random places (crates, etc) for no apparent reason. If there's armor to be found, it should be found either on a dead body or in someone's dwelling. I really never understood why the Final Fantasy games had to hide stuff for you. If they wanted you to find it, then either there should be a sidequest where the reward for helping someone out is the item/money, or monsters should drop more gold (monsters having gold is, also, very silly, but it's hard to have a game where the only source of income is other people). Quote: If using that weapons eats energy (tech points, mana, what ever) using it has a limit, esp. since lower level chars normally have less mana / tech points. One of the fundamental differences between spell-casters and fighters is that fighters don't eat up resources to do damage. They can keep fighting indefinately. Spell-casters can do more damage, but they pay for it by using up a consumable resource (magic points, spell slots, etc). Voilating this fundamental tennant causes a problem; there is no longer a difference between fighters and spell-casters. If you do that, then, well, you really only have one kind of character. Quote: Encourage the player to explore and do sidequests by offering him rewards if he does. On the assumption that you're making RPG's like RPG's are today, rather than trying to do something new and innovative. |
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X-G
Member #856
December 2000
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Yeah, let's not be non-linear, and let's send the player on a new and innovative quest that will yield him exactly nothing in the end. -- |
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spellcaster
Member #1,493
September 2001
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korval said: Also, I tend to dislike the standard RPG conventions of random stuff hidden in random places (crates, etc) for no apparent reason. If there's armor to be found, it should be found either on a dead body or in someone's dwelling. From time to time, if you have to choose between fun for the player and logic you should choose fun. You won't be able to make the game realistic anyway. No chance. And I doubt I player starts up a FRPG to worry about logic. And if you take a look at the classic legends, you'll find that they are full of stuff that was lost / hidden / teleported away, etc. Who cares? Why is the hero group always the first group in a certain area to clean the dungeon? Because it's no fun to walk through an empty dungeon and count the monsters another group has slain. korval said: One of the fundamental differences between spell-casters and fighters is that fighters don't eat up resources to do damage.
Says who? In fact, there's no reason why spellcaster need to pay with mana. Korval said: Voilating this fundamental tennant causes a problem; there is no longer a difference between fighters and spell-casters. If you do that, then, well, you really only have one kind of character.
Now that is so wrong I'm not sure what to say Whether something eats points or not does not define the character. From a system point of view, the character is defined by what he can do. You could use a system in which "magery" is just a skill like "computer hacking". If you want to the spellcaster to be different from the fighters, what you have to do is to change the way they level up. Assume you get a certain number of "Character Points" each level up. If you play a wizard, you'll place all your points in attributes boosting your spells and learning / improving your spells. Which means the physical aspect won't get the increase characters will get who don't need spells. Or your mage won't be as powerful as normal mages, but can survive a sword strike - it's your choice then. korval said: On the assumption that you're making RPG's like RPG's are today, rather than trying to do something new and innovative. Um... I must admit that this sentence is pretty funny- esp. after your comments on rpg engines above which reflect the compuetr game mechanics of the 80s. -- |
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23yrold3yrold
Member #1,134
March 2001
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Quote: Just because you don't know an RPG system / a game requiring the fighter to pay for his special moves, you shouldn't assume that there is no such system. *cough*FFIX*cough*Steiner*cough* -- |
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spellcaster
Member #1,493
September 2001
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There're more than enough game systems which have mechanics for both physical, mental and magical fatigue. And since a manapoint like systems feels wrong (It just doesn't sound natural) why not saying that performing an action requires you to roll against a certain difficulty level. So, instead of not being able to do a whirlwind attack, it does less damage or could be counter-attacked. And I think something like this could be comunicate to the player in-character (without using game mechanics). He could get a headache, walk slower, bend forwards to catch his breath (think Luigi in Luigi's Manison for a very good example of in-character status reports). -- |
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Korval
Member #1,538
September 2001
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Quote: Yeah, let's not be non-linear, and let's send the player on a new and innovative quest that will yield him exactly nothing in the end. I didn't beat Neverwinter Nights to see all the items I had collected. I beat Neverwinter Nights to find out what happened at the end. I felt that I had a personal score to settle, and I wanted to settle it. The last non-linear RPG I played was more of an adventure game (StarControl2). Granted, I don't play too many computer RPG's. Besides, non-linear game development is very difficult; it's hard to keep a good plot going when the user is allowed to change it. Quote: From time to time, if you have to choose between fun for the player and logic you should choose fun. So, explain why finding arbiturary equipment in arbiturary places is fun? Quote: And if you take a look at the classic legends, you'll find that they are full of stuff that was lost / hidden / teleported away, etc. But they were never in arbiturary places. Quote: Why is the hero group always the first group in a certain area to clean the dungeon? Because it's no fun to walk through an empty dungeon and count the monsters another group has slain. FF3e did it. There was a part where Gerad's gang looted a dungeon before you got there. Quote: Just because you don't know an RPG system / a game requiring the fighter to pay for his special moves, you shouldn't assume that there is no such system. Who says I didn't? WildArms did it, and it's my 3rd favorite RPG. Chrono Trigger did it too, and it's my 2nd favorite. FF2e did not, but it is my #1. Quote: That's just a part of the game mechanic. If you use D20 rules, your spellcasters won't use mana points. They'll simply cast their spells. You may have missed this, but I never mentioned "mana points" or any name of that kind. I said, "resources," which is a more abstract term. A resource is something that is consumed. That could be FF-style Magic Points, D&D-style spell slots, life-energy, or any arbiturary thing. Resources, also, include Cure potions, magic-restoring potions, or any other consumable item. The point I was making is that Wizards, as a general rule, require some form of resource in order to be useful. Fighters, as a general rule, do not. But, this is why Wizards get brutally powerful spells that can target multiple enemies, and Fighters do not. This is one of the places FF3e failed utterly. Take Sabin, for example. He was a strong fighter with just the Fight command. However, he gained spell-like abilities with is Blitz attacks. These attacks consumed no resourses. Because of that, there was little purpose of using a resource-limited effect like Magic when you had him around. A number of Fighter-type characters cause this problem; because they have spell-level powers but no resource limitations, they over-power actual spell-casters (until you get Ultima). Quote: From a system point of view, the character is defined by what he can do. From a combat point-of-view, a character (let's say he's a Mage) who can deal 500 points of damage to each of 4 monsters 8-times per day is obviously weaker than a character (a Warrior) who can deal 500 points to each of 4 monsters at will. How much that Warrior's damage has to drop before the Mage is put on an even keel depends on a number of factors. If the only way the Mage can get his spells back is rest (D&D-style), then the Warrior has to be significnatly weaker. Probably on the order of 100 points to each of 2 monsters or even less. If there are cheap potions available that can get the Mage back to casting this spell, thus turning the spells-per-day resource into the how-many-potions-you-can-afford resource, then the Warrior can do more damage to be even. That the effect doing damage is a spell rather than some nifty sword-move is immaterial; the point is X damage over Y creatures is done via action Z. If action Z takes resources, then the user must manage those resources. If it does not require resources, then the effect should not be on par with effects that do require resources. Resource management is part of the game; it is part of the combat system. And, fundamentally, it's what makes Wizards interesting (and one of the things that made FF2 my #1 pick). If both Fighters and Wizards use resources, and use the same resources (like Chrono Trigger, all Tech skills use MP), then there is really no difference between an actual Wizard or a Fighter. You treat them the exact same way. Quote: Assume you get a certain number of "Character Points" each level up. That's a pretty hefty assumption. I've not seen a non-table-top RPG that pulled this off well. FF Tactics was atrocious at it. Neverwinter Nights was OK, but the actual combat mechanics were awful. Besides, if you don't allow this, then you can actually use the character's class, etc, as plot points. Quote: And I think something like this could be comunicate to the player in-character (without using game mechanics). He could get a headache, walk slower, bend forwards to catch his breath (think Luigi in Luigi's Manison for a very good example of in-character status reports). This is a really bad idea. It is vital for the user to see a number. They can see other things that clue them in to the fact that the character is "fatigued", but they really need a number. The reason for this is so that the player can make an informed choice: "Can I use ability X without depeleting resource Y too far?" This is the fundamental question of resource management. |
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Derezo
Member #1,666
April 2001
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There's a lot here, but I want to comment on one thing: Korval said: monsters having gold is, also, very silly, but it's hard to have a game where the only source of income is other people
It's not hard to do at all. Final Fantasy VIII did it bad though.. Income based on a test you take.. wtf were they thinking? People wouldn't be able to cheat it? Anyway, I can't keep up with all the posts.. but I want to comment! heh "He who controls the stuffing controls the Universe" |
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Graham Goring
Member #2,367
May 2002
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Korval: Quote: "But that does not necessitate "weapon". It could just as easily be a magical pendant, a new piece of armor, etc." Oh, I quite agree that it doesn't have to be a weapon, it could be armour, potions, spell scrolls, a load of currency. Whatever. Quote: "Also, I tend to dislike the standard RPG conventions of random stuff hidden in random places (crates, etc) for no apparent reason. If there's armor to be found, it should be found either on a dead body or in someone's dwelling." I don't like leaving stuff just around, either. I wasn't advocating just sprinkling daggers and swords around like they were hundreds & thousands. It's obviously far more atmospheric if you find something near a corpse or hidden in a chest in a locked room, or hidden at a location that's specified in a scroll somewhere. |
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spellcaster
Member #1,493
September 2001
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Um Korval... for some reason our discussions all follow this scheme: Somebody: I want to do Foo Ok, let's see: Korval said: I didn't beat Neverwinter Nights to see all the items I had collected. I
Ok, what we have here is a combination of two very unique elements. You and NWN. Korval said: So, explain why finding arbiturary equipment in arbiturary places is fun? You said "arbiturary". He said "early in the game". Korval said: FF3e did it.
One game did it. Once. The idea behind a rpg is that you get better all the time, so you can beat the big boss in the end. Korval said: That's a pretty hefty assumption. I've not seen a non-table-top RPG that pulled this off well
Fallout is skill based since they use GURPS for their game mechanics. Korval said: Besides, if you don't allow this, then you can actually use the character's class, etc, as plot points
A character class is just a template. Even D&D allows multiclassing now. IMO that's much better then checking if there's a "Paladin" in the group, since it would allow them to disguise themselfs as Paladins to sneak into a castle... which would give the social skills like disguise, bluff, diplomacy and the other charisma based skills a certain use -- |
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Korval
Member #1,538
September 2001
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Quote: Ok, what we have here is a combination of two very unique elements. You and NWN. That, of course, doesn't change the fundamental point of my statement: the fun doesn't have to be in "getting the goods." Enjoyment can be found in other parts of the gameplay. I prefer to use actual, concrete examples rather than generalities. Quote: You tend to grab a very specific example, use this as an example why this boosts up your position and then if somebody tells you that there're other ways as well you go like "I know that! I like that way best" Are you even paying attention to the conversation? Let's review: spellcaster said: Just because you don't know an RPG system / a game requiring the fighter to pay for his special moves, you shouldn't assume that there is no such system.
Korval said: Who says I didn't? WildArms did it, and it's my 3rd favorite RPG. Chrono Trigger did it too, and it's my 2nd favorite. FF2e did not, but it is my #1. You made a poor assumption; namely that I had not played an RPG with such a system. I called you on it, pointing out that, not only had I played such games, I had enjoyed some of them quite well. However, I also pointed out that my favorite game of the genre did not take this route, thus supporting my position (at least, for my tastes). In short, what I said was, "Yes, I have played many such games, and even enjoyed them. However, I did so in spite of their using these systems, not because of them." Quote: You said "arbiturary". He said "early in the game". Which has little bearing on the intension of my statement. You pointed out the tradeoff between "realism" and "fun". I asked you to explain the source of "fun" that would override the sense of realism. Quote: One game did it. Once. In what way? Is it in some way impairing the party's ability to kill stuff (which is the fundamental purpose of loot, after all)? If it isn't, then so be it. Also, it could be a nice running gag, for a few levels. Quote: I thought you're the one wanting innovation here, walking new paths instead of reusing what has been done before all the time? Yes, but there's a fine line between innovation and crap. Designing a point-based system that is balanced is very difficult. If you fail at it, you fail big-time; the game is either too easy (through the use of loop-holes, mostly) or too difficult. Take D&D, 3rd edition, for example. There are certain combinations of feats, stats, and skills that allow a high-level Monk, in combat with multiple targets, to have upwards of 20+ attacks in one round. Clearly not the intension of the game designers. But it shows how easy it is to make the combinatorical error that leads to loop-holes and exploits. Quote: A character class is just a template. Even D&D allows multiclassing now. First, D&D always allowed multiclassing. Or, at least, 2nd edition AD&D did (for non-humans. Humans had dual-classing). Second, that is only one way to think of it. You can think of class in the FF2e fashion: Cecil is a Dark Knight; it is a fundamental part of who he is. He remains so until as such time he climbs Mount Ordeals and ascends to become a Paladin Knight. Kain is a Dragoon Knight. Rydia is a Caller. She happens to be the last Caller on the planet. If she suddenly takes up a different hobby, she would be losing what makes her special and unique. Also, you lose out on the ability to make a unique character. Take Rosa, for example. She is a White Mage. However, she has a unique ability: Aim. This makes her bow&arrows automatically hit their mark. In a flexible class system, you wouldn't want to have that kind of power go to any particular class. And you wouldn't want it to be a feature of the White Mage class itself. Aim is a unique feature of Rosa herself, but you could never implement it as such in a flexible class system. The potential for exploits is just too great. Allowing the player to freely modify classes also brings the same kind of potential trouble that I mentioned before. Quote: Or let the NPCs react on what they see? Somebody in shiny armor with a holy symbol on his shield might be a paladin. You're not thinking of the kind of plot points I am. For example, let's say that the main character is a soldier from the great Kingdom of X. His class is, "Soldier of X Kingdom." He uses the skills taught to him as a "Soldier of X Kingdom." As a plot point, however, he is fated to discover that the Kingdom of X is evil, and he has to turn against it. His class remains "Soldier of X Kingdom." If he were to suddenly drop this class in favor of, say, "Generic Fighter" or "Magus of the Dark Robes", then the whole plot point of him having to go up against his own kingdom vanishes. It becomes the story of a "Generic Fighter" or "Magus of the Dark Robes" taking up arms against Kingdom X. Sure, in this case, you might be able to work around the class changes, as his background doesn't change. But the example itself shows one of the problems with having flexible classes from a plot point of view. What if the whole theme of your game's plot is that, when given a particular task to perform, you must take responsibility for that task, even if you don't want to perform it? That kinda flies in the face of free-multiclassing. The point I was making is that having a fixed class is a design choice with consequences, some potentially positive, others are limiting. Quote: which would give the social skills like disguise, bluff, diplomacy and the other charisma based skills a certain use Of course, assuming these skills exist. |
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X-G
Member #856
December 2000
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Short note regarding realism vs fun: We could probably swish together some realistic games, such as "Doing your taxes 2000" or "Grocery Shopping 2 - The Revenge of the Taco Sauce", but would that be fun to play? If given the choice between realism and fun, every gamer will choose fun, and so should every game designer. Have a look at Grand Theft Auto 3, for instance. Slamming straight into a car or a motorcycle with a car will produce some results that are damn amusing, but not realistic at all. But who cares? It's damn fun, and that's the important part. I don't care much for realism unless it's an absolute requirement for the game to function, and you can't even have that proper short of virtual reality environments. Regarding the "Soldier of X" spiel: FF2e? -- |
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spellcaster
Member #1,493
September 2001
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Korval said: That, of course, doesn't change the fundamental point of my statement: the fun doesn't have to be in "getting the goods." Enjoyment can be found in other parts of the gameplay. Sure. It doesn't have to. But people like to collect stuff. Just because you preferred something else in that specific game doesn't mean you shouldn't provide the possibility to collect stuff. Korval said: You made a poor assumption; namely that I had not played an RPG with such a system.
If you quote converstaions, quote them right Korval said: One of the fundamental differences between spell-casters and fighters is that fighters don't eat up resources to do damage.
That's what triggered my reply. Korval said: In short, what I said was, "Yes, I have played many such games, and even enjoyed them. However, I did so in spite of their using these systems, not because of them." Um. Ok. If you say so. Korval said: Which has little bearing on the intension of my statement. You pointed out the tradeoff between "realism" and "fun". I asked you to explain the source of "fun" that would override the sense of realism.
Ok, let's see... Monsters dropping gold would be an example. Me getting XP points would be an example. The whole Fantasy World is normally pretty unbalanced. You have very powerful, very intelligent monsters which don't rule the world, despite the fact that they easily could. People can still do their work despite the fact that the forrests are full of monsters. Magic seems to be common but is not commonly used (almost no mundane spells). The king wants to talk to you. The king has no army / knights to do the job. The HP system is another tradeoff between realism and fun. The point that you can still fight normally even if you're down to one HP is another example. All this is not realistic. But you don't play games to simulate reality. You play games to have fun. Korval said: Second, that is only one way to think of it. You can think of class in the FF2e fashion: Cecil is a Dark Knight; it is a fundamental part of who he is. He remains so until as such time he climbs Mount Ordeals and ascends to become a Paladin Knight. Kain is a Dragoon Knight. Yep. That's the archetype idea. It's used to explain quickly to the player who somebody is. "Caine is a Babarian Warrior", "Agathe is a Witch from the Netherwoods". That's ok. But it's just one way to deal with things. And it's not very realistic. But it can be fun due to it's simplicity. BTW, your answer is again nicely fitting the "I knew that already" sort of answer prototype Korval said: Rydia is a Caller. She happens to be the last Caller on the planet. If she suddenly takes up a different hobby, she would be losing what makes her special and unique.
No. She would still be a caller. Just a caller with a different hobby. Korval said: Also, you lose out on the ability to make a unique character. Take Rosa, for example. She is a White Mage. However, she has a unique ability: Aim.
Um... if Rosa is defined only by "white mage" + "aim ability" that would be true. On the engine level the question should be why she's the only white mage with that ability. How did she get it? Why did she get it? If it's just there because it is, I'd say that this ability was just a hack to increase her usefulness in the game. In fact, if you create each character individually, chances are good your characters have even more personality. Rosa might be something special within the game, but if you can create your own characters, Rosa could be one-of-her-kind, since everybody will level her up differently. And even if you have an open, skill based system you can use archetypes, which are simply pre-made characters with a certain amount of points spend already. Korval said: Allowing the player to freely modify classes also brings the same kind of potential trouble that I mentioned before
I was talking about a skill based system, not a class based one Korval said: As a plot point, however, he is fated to discover that the Kingdom of X is evil, and he has to turn against it. His class remains "Soldier of X Kingdom." If he were to suddenly drop this class in favor of, say, "Generic Fighter" or "Magus of the Dark Robes", then the whole plot point of him having to go up against his own kingdom vanishes. You can't loose that class idea, uh? Anyway. Assume your SoldierX discovers that X is evil. He doesn't want to work for X any longer. Since he's not working for X any longer, he is not a Soldier of X Kingdom any longer. BTW, he can't drop his class in favour of a different class, since he had no fix class to begin with. Even in a mult-class engine, he'd still be a "Soldier of X" (if one decided that classes are bound to countries. I'd think that his class is "soldier" and that soldiers from X can choose from a limited amount of skills / traits) - but if he decided to take another class, say "Magus of the Dark Robes", he'd be a SoldierX(12)/MagusDR(1). Again I'd think that his class should be ( Soldier(12)/Magus(1), and that these specialisations should only influence the skills / feats/ boni he gets). Korval said: The point I was making is that having a fixed class is a design choice with consequences, some potentially positive, others are limiting.
What you do is to hardcode quests / subquests based on certain classes. Of course you can get the same effect without classes. Korval said: [on charisma based skills]Of course, assuming these skills exist.
Good point. But IMO these skill make the difference between Strategy games with cut scenes and rpg. Because Intelligence and Charisma based skills really make up your character -- |
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Derezo
Member #1,666
April 2001
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X-G said: Short note regarding realism vs fun: We could probably swish together some realistic games, such as "Doing your taxes 2000" or "Grocery Shopping 2 - The Revenge of the Taco Sauce", but would that be fun to play? There's a big difference between realism and reality. It's realistic to have an ogre carry a club. If you ask me, I don't like games that aren't "real". By that I mean they add things just for fun, that do not make sense. The game designer was clearly too lazy to come up with a better way of doing it. "He who controls the stuffing controls the Universe" |
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X-G
Member #856
December 2000
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It's also realistic to break your bones when you jump too far, and it's realistic to have your gun jam if you don't do proper maintenance or swim around a lot with it - it's also realistic to be able to sustain about one goot sword slash before you are incapacitated and mortally wounded, et cetera ... The point is, people do not want realism - they want fun. If realism is required for the fun, then fair enough - but more often than not the realism comes in the way of fun when you try to impose too much of it. Let's not forget the fact that RPG characters never have to eat, sleep, go to the bathroom, etc ... -- |
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Derezo
Member #1,666
April 2001
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Often they do need to eat and sleep. Sometimes you're even given the option of going to the bathroom (FF7) I'm not saying make EVERYTHING realistic. Just make the stuff that's already similar to reality realistic. A sword is sharp and heavy, and polar bears don't carry around pocket change. What I mean is that it's gotta make sense at the very least. "He who controls the stuffing controls the Universe" |
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spellcaster
Member #1,493
September 2001
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Quote: It's realistic to have an ogre carry a club.
Why? Where do Ogres have their homes BTW? In a realistic setting they should have their own villages. And there should be lots of them. If you only have a small Ogre villages, chances are good that these villages would have been destroyed by humans already. The point is: Your typical fantasy world is off-balance. You have lots of of very powerful creatures, who don't use their powers if they are not faced by the hero Evil Wizards rule whole countries... and then some deus ex machina explains why they can't use the power if the hero attacks. Dragons should be the dominant species. For a realistic world you have to consider the way the world has evolved. Not only the way it is now. Your normal hi-fantasy world is pretty, even if you consider dragons and magic to be "real" in the world. But it doesn't matter. As long as the player has fun -- |
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X-G
Member #856
December 2000
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One might look at the "animals carrying gold" thing as a rationalization of selling pelts, etc - if there's no extra use for a polar bear pelt, the only thing the player would do with it was sell it anyway. Less realism, more fun. Although some times it just gets way too weird ... in some game, I believe you can find musical instruments on the bodies of insects. -- |
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