Forum Overview :: Might & Magic X: Legacy
 
I don't think you should be taking RPG advice from a guy who doesn't play them. by Jerry Whorebach 04/24/2014, 9:06pm PDT
Questions in first-in last-out order, like the kind of inventory you have to scroll through.

Ice Cream Jonsey wrote:

Philosophically, what is your opinion about rules that make terrible stats fun as great ones? So if you have an 18 in strength, sure, combat is fine, but if you have a 4, perhaps the game is making fun of what a weakling a certain character is.

This means that "average" stats are really the worst to have. Is this a problem?


Here's my test to decide if I need to see a number: if the game didn't tell me I had a 16 instead of a 15 in Strength, would I be able to tell the difference just by playing for a little while? If the answer is yes, then I don't need to see the number. If the answer is no, then I really don't need to see the fucking number. The only point I can see to making it visible is so I can do the designer's job for him, by ~IMAGINING~ all the neat effects it could have on gameplay, if he actually bothered to implement any of them.

RPGs need exactly as much granularity in character creation as the dungeon master is prepared to support. If you've only got the resources to provide a meaningfully different experience for three types of guys - strong guys, weak guys, and average guys - why not just include "Strong" and "Weak" as selectable qualities, and leave the virtual d6s out of it?

Basically, I dislike it when too much of a game exists only in my mind, I guess because I'm kind of a dummy. I'd rather have the program itself acknowledging my decisions on a moment-to-moment (or at least session-to-session) basis. I mean, that's kind of what I'm paying for when I buy a game, isn't it? And how many more interesting thoughts do I have jockeying for position in my tiny little brain than exactly how many bricks my fantasy muscleman could lift, if the game allowed him to pick up bricks, which it doesn't because they're just scenery?


Ice Cream Jonsey wrote:

Weapon Stats -

- Some manual that gives you all the stats of all the weapons in the game.
- The ability to see the min and max damage of a weapon when you obtain it.
- Never list this info.

Enemy Characteristics -

- Ultima III, for instance, gave you almost a complete beastiary. How much fun comes from exploring to where you are finding new enemies?


Here's the thing: I understand that every entity and every object in every game ever is just a big pile of numbers, and gameplay consists of mashing those numbers together like tonka trucks. I understand it, I just don't want to believe it. I want to believe what my eyes and ears are telling me, that there's a tiny little fairy land inside my TV set where samurais do battle with vampires on the streets of the city from Blade Runner. I like it when games provide in-universe descriptions and tell clever little stories about weapons and enemies, because not only does that not suck the life out of them (all life is mystery, understanding is nullification, if the systems in squirrels weren't so inscrutable they'd be as dead to our eyes as a fax machine), it actually imbues them with additional life. If I can encounter a crude 2D sprite and immediately identify it as that terrible dragon I read about in the manual, that is awesome. If he starts charging his breath weapon and my first response is "OH SHIT HE'S DOING THAT THING FROM THE STORY", even better!

I think it's great when games can harness my imagination to get me emotionally invested in the gameplay, and pretty despicable when they try to trick me into imagining the gameplay itself (only because it never really works, at least not for long).

Obviously it's easier to explain in words and pictures when an item gives you a double-jump than when it adds +1 to damage versus skeletons. This is an intrinsic flaw in games where the items are boring as shit.


Ice Cream Jonsey wrote:

What's your take on hiring existing characters (Jagged Alliance, Ultima 6, Shadowrun Returns) verus the ability to make your own? The game becomes a bit more "generic" if you're making up all your own characters, but you get more control that way.


If a game gives me the option, I will always choose to create my own characters. This is because, according to the sticker sheet MadCatz included with my last joystick, I am a CONTROL FREAK, and TOO HOT TO HANDLE, and A PICTURE OF A SKULL. I never once played a Baldur's Gate game with the provided NPCs, for example; I would always just start a multiplayer game and assign all six slots to myself (so lonely).

Ultimately, I think both approaches have their place. If, like Baldur's Gate, literally the best part of your game is sculpting a party out of a bunch of bogus, largely inconsequential characteristics and imagining all the amazing adventures they could have in the much better game that exists only in the player's mind, you'd be crazy not to make that the centrepiece of the entire experience. Whereas if your goal is to create a game that's actually fun to play, a more limited number of interesting, balanced options will always trump a sea of mediocrity.

Games with excellent party building:
Marvel vs. Capcom 2 (pick a tag team of three out of fifty-six, the catch being they're all so sexy you'll want to pick ALL OF THEM)
Magic: The Gathering - Duels of the Planeswalkers 2013 (choose one of twenty-one premade decks of sixty cards, then customize with an additional twenty deck-specific cards acquired through the campaign)
PREVIOUS NEXT REPLY QUOTE
 
Ohhhhhhhhhh boy by Ice Cream Jonsey 01/28/2014, 9:40pm PST NEW
    The whole game is embarrassing, the spiders in the well are probably the peak by jeep 01/28/2014, 10:20pm PST NEW
        The whole game is embarrassing, the spiders in the well are probably the peak by John Gulp 01/29/2014, 6:32am PST NEW
            Is enemy level autoscaling the worst design possible? by Entropy Stew 01/29/2014, 9:04am PST NEW
                It felt like a lazy design choice by people who should know better. For unknown by RetroRomper 01/29/2014, 10:06am PST NEW
            No scaling in the full version by Lurker 410942 04/20/2014, 8:44pm PDT NEW
                Kinda wish there was some now by Lurker 410942 04/23/2014, 5:00am PDT NEW
                    I'll never understand why developers insist on ruining perfectly good... by Jerry Whorebach 04/23/2014, 2:16pm PDT NEW
                        I think this problem may speak to a perversion of the core concept. by Jerry Whorebach 04/23/2014, 6:38pm PDT NEW
                            What's your ideal save system then? by Lurker 410942 05/28/2014, 5:31am PDT NEW
                                This is like asking what my ideal health system is! by Jerry Whorebach 05/28/2014, 4:18pm PDT NEW
                        I feel like you have a wealth of information regarding successful RPGs by Ice Cream Jonsey 04/24/2014, 7:39am PDT NEW
                            Fuck it, some questions for Jerry. by Ice Cream Jonsey 04/24/2014, 3:58pm PDT NEW
                                I don't think you should be taking RPG advice from a guy who doesn't play them. by Jerry Whorebach 04/24/2014, 9:06pm PDT NEW
                                    Re: I don't think you should be taking RPG advice by jeep 04/24/2014, 11:32pm PDT NEW
                                    I should've brought up Capcom vs. SNK instead of Marvel vs. Capcom 2 by Jerry Whorebach 05/27/2014, 4:41pm PDT NEW
                                Re: Fuck it, some questions for Jerry. by Mischief Maker 04/25/2014, 2:09pm PDT NEW
                                    I'll understand if you don't want to argue RPGs with a shutin, but I have to try by Jerry Whorebach 04/25/2014, 4:46pm PDT NEW
                                        Characters are just classes with personalities. Think of Team Fortress 2. NT by Jerry Whorebach 04/25/2014, 4:55pm PDT NEW
                                            These replies have all been great. Still processing it all. Thanks, everyone. NT by Ice Cream Jonsey 04/25/2014, 5:47pm PDT NEW
 
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