Zeewolf: But it does feature in-depth turn-based combat as well, so the scenario I highlighted, where the player's skills are far more important than the characters' skills, should be entirely possible in the game.
Gragt: Vince said he tries to implement better combat in AoD than in Fallout or Arcanum, to at least make it enjoyable, but it really isn't the main focus and it doesn't try to go against better games in that area, like JA2. And I explained it's possible to reflect the character's lack of intelligence in a combat situation, where you still give the command but the execution depends on your character. Heck, you might even give a bonus to stupidity, like a resistance to mind affecting skills!
I still don't see how this invalidates my example. And in any case, working around such lack of intelligence demands player skills.
Zeewolf: Come on, people have been abusing RPG systems for as long as they've existed, this isn't anything new. I don't do that, because I try to actually... you know, *role play*.
Gragt: That's not abuse, it's how the system was created: the lockpicking mini-game in Oblivion relies on the player skill and mostly use the character skill to determine if the lockpick breaks after a fail attempt, or how many are broken when you use an auto-attempt. Besides, "role play" in this case is simply make believe: you voluntarily cripple yourself for an imaginary reason while the game won't acknowledge that fact. [url=http://www.uesp.net/wiki/Oblivion:Roleplaying]But then again Oblivion is very famous for it s roleplaying aspects.[/url]
There's a difference between playing the systems and playing the game.
Zeewolf: That's questionable game design, but it doesn't go against any RPG-principles. There are no RPG rules which state that you may not be allowed access to overpowered equipment or rewarded with items which makes certain skills unneeded.
Gragt: There's no rule but it is indeed bad design: why place content in the game and then later give you the means to regularly bypass it? Why have the content in the first place?
I really don't get this argument. Giving the player access to items and skills which makes certain content redundant in the late game is common in RPGs.
And what are you saying, anyway? That if content is there, the player should be forced to experience it? Isn't that very anti-RPG? Remove the freedom from an RPG and you're left with Progress Quest.
Zeewolf: Two things. First, realism is key for me. I don't want obvious "this is a game!"-elements in my games. If my sword hits my enemy, then it's a hit, period. Second, I would argue that combat in Gothic 3 demands more player-skills (as opposed to character-skills) than combat in Oblivion, due to the heavy focus on timing against certain enemies.
Gragt: I was talking of Gothic, I haven't played Gothic 3. From what i heard Gothic 3 combat is broken with the stun mechanics, where basically whoever lands the first hit wins the fight, but again I haven't played it.
Well, you responded to a comment regarding Gothic 3 so I obviously assumed you were talking about that.
Gragt: Realism in games defeats the purpose of the game, and the more realistic they get the more boring they are.
Way to go with the sweeping generalizations there, buddy. This is just unfounded nonsense.
Not only that, but it's a very strange argument coming from an RPG-fan. Most RPG mechanics are in fact attempts to simulate reality, in various different ways. The focus on skills, the freedom to choose between different kind of solutions, the way players of a P&P RPG can suggest completely unique solutions to problems, and have them accepted and implemented through existing mechanics, these are all elements which are there to support a sense of realism.
Gragt: And I imagine a game like Oblivion would rate very poorly on the realistic scale, if only just because of the fantasy setting though we can also find other reasons. Being believable on the other hand is something games of this kind should strive for, but Oblivion doesn't even try to. Besides, believable or not, it still doesn't remove the fact that a low weapon skill won't handicap you much.
Believable/realistic... whatever you want to call it. Semantics, and a good way to avoid answering what I'm really saying.
Which is: If my sword hits the enemy, it should be counted as a hit. Anything else is just artificial and weird, and breaks immersion by screaming "this is a game, it doesn't follow the rules of the real world!" in your face.
Zeewolf: Granted, there's more focus on combat in Mass Effect, but then again there's quite a lot of focus on combat in Wizardry too and noone's claiming that's not a real RPG. And parts of Bloodlines were pretty damn combat-heavy as well. Esp. later on in the game.
Gragt: Bloodlines and ME still have a different approach to it: it's pretty easy to shoot stuff in the latter — it's mostly what you do anyway — but unless you invest in the firearms skill in the former, you will miss and do little damage when you actually hit. And melee weapons will get very underpowered later in the game if you do not invest in the skill but want to keep using them. And yes, the end game is combat oriented, which is one of the game's big flaws, but the first 3/4 make up for it by using different skill checks to ensure that two different characters may be required to solve problems in a different way. And that's without getting into the different clans, which for the most part offer some small differences in gameplay, and with Malkavians offering the biggest.
I know.
But the fact that it is so inconsistent is an even larger crime in my book. It lures you into thinking that all skills are created equal, and that non violent solutions are as valid as any others. Then you reach the last part, and realize you're up shit's creek with no paddle.
Zeewolf: Classes should basically be left behind anyway. There's no reason why an arbitrary choice at the start of the game should limit my character's development. It's what happens during the game, not before, that's important.
Gragt: That's pretty much an anti-CRPG comment there. The current trend, which you can see with games like ME, Oblivion or Fallout 3, is that you should be able to do everything and see everything with any character. That's poor and lazy design, especially considering the potential of a CRPG. Classes will give you limits in what you can do but at the same time open up new ways to do things. It's like the old example of the guarded tower: you need to get into it but there are strong guards at the entrance. A fighter type would naturally go there and fight the guards, will probably have to fight many more inside but assuming his fighting skills are good he should be ok. A rogue on the other hand isn't good at front-line combat and so will likely need to sneak past the guards then keep sneaking inside, or maybe he could try to climb the walls of the tower. A wizard could try to levitate to find an opening at a higher level, or maybe even teleport inside. Class selection of course only takes sense if the game actually supports the choice and gives different options for each, but if done right it can really lead to a different game each time you play it, and a fair bit of replay value.
No, this example does not support your argument. You see, it's not the class selection in itself that allows for different solutions. Or rather, it isn't in a well designed RPG. Instead, it is the skill levels of the characters. If your character is good at fighting, he can fight, if he is good at magic and knows the teleport spell, he can teleport inside. If he's good with smooth-talking, he may talk his way inside. It's the skills that matter, and these are things that your player has learned throughout the game (mostly).
You also suggest that leaving classes behind would result in games where everyone can do anything, and see anything. This is not necessarily correct either. You have to work for your skill increases, remember. In many games you are limited to increasing skills as you level up. Some games even have a level cap. So you have to choose what skills to learn, what you want your character to be able to do (and, just as important, what you don't want to focus on). A well designed system will force you to specialize.
And the important thing is, these choices happen during the game. Not before you've started, which is what happens with class selections. If anything, class selections should only give you a foundation, and allow you to take your character from there, in any direction you want as long as you're capable of it. It should not say "ok, you've decided to become a fighter, now you must fight all the way through the game no matter what, and you are not allowed to wield a dagger, btw, because that is for thieves you dimwitted fighter". _That_ is lazy RPG design.
Zeewolf: Don't patronize me, I've been playing games (and RPGs) since the eighties, I work in the games business and I know perfectly well what I want.
Gragt: You say you know what you want but what you describe is basically an action game with a focus on the story — no clue if the story is good or bad. One can logically reach the same conclusion as I. Your history with games and your job are also irrelevant to the discussion and give you no weight, so are your preferences. I'm just talking of what makes good CRPG (and game) design, not what I like or dislike.
I am too. But comment such as this one seem to indicate that you are not taking my opinions seriously, and dismiss them because you have decided I don't know what I am talking about, or that I have (like a n00b) mistaken an RPG for an action game with a story.
Which is funny, because I can't remember talking about story at all, just game mechanics.
(and obviously the idea that experience don't give opinions any more weight is a bit silly as well, of course it does. games are like everything else in the world, and the more you've experienced the more you know)
Zeewolf: Why is randomness better than player skills? Because that's how it was in the seventies when D&D was invented and we didn't have gaming computers? Or what?
Gragt: Is this the old argument of "in the past we did stuff only because we didn't have the means to do better"? If you are talking of combat systems, it's not about being the victim of randomness but rather be aware that your character isn't perfect and might fail in some actions. You have to know his strenghts and weaknesses and you can usualy easily see how much of chance of success he has. After all, you won't want to start a grapple with a weak character or shoot a bow with someone with a poor aim but use them in areas where they have the advantage. Remove character skill to favour player skill and you may end up with a good action game but certainly a poor RPG.
But remove randomness to favour player skill, and you may end up with a good RPG. You still haven't offered any counter arguments - in fact, the first thing you do is to is to swap "randomness" for "character skills" in your response, which means that you respond to an argument I am not making.
In a standard RPG, the outcome of an attack is calculated, roughly, by randomness+character skills+weapon stats+enemy resistance. I am not suggesting you remove character skills from that equation, but randomness. Remove the effects of the dice, replace them with my skills. That's what I want.
Gragt: And if you talk of randomness in general ... Well, it can add a lot of replay value if done well, though it is unfortunately very rare. NetHack thrives on randomness, giving you a new dungeon each time you play with items that need to be identified; Diablo throws different quests and enemies your way, many you won't see in a single playthrough; Daggerfall simply has you fear dungeons, because you'd never know what'd be awaiting you down there, and you may just spend days trying to find the exit and die trying or get out alive with a cart full of magic items, talk about glorious! Even other hybrid RPG benefit from randomness, like the recent Kning's Bounty or the excellent King of Dragon Pass, and the latter is all about coping with random events.
Ah, but this is something else entirely. I am talking about randomness as a substitute for player skill. These are not examples of that. These are examples of randomness being used for other purposes in the games. Procedural content, basically. I have no problem with this, in fact I welcome it as long as it is done well.