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Fuck Dragon Age 3, this thread is now about RPG stat systems

Grunker

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Wow, the record of a decent video game developer. Who seems to have some skill implementing good, professionally done RPG systems into his games (though a shame that NWN2 was shit in a gameplay sense, the system was implemented beautifully). Also foreseeable that the one system he has worked with which was video game developed had a fucking horrible implementation (SPECIAL).

Hmm... what was your point again? Oh. You're quoting his implementation-record to prove how good a system designer he is... Right. So... bullshitz?

Even if I accepted your premise, the implementation of D&D in IWD2 is horrendous, NWN2 has an amazing implementation but is otherwise a shit game, and ohwow.jpg at citing SPECIAL as a proof of skill.

Also not sure why Annie saying he is fun to work with and Feargus liking the dude has any bearing of his skills as a system designer.

Let's get this straight: I don't have a particular problem with Sawyer. I have a problem with the way Obsidian is tackling the implementation of their rules system.
 

Roguey

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Hmm... what was your point again? Oh. You're quoting his implementation-record to prove how good a system designer he is... Right. So... bullshitz?
He doesn't get credit for NWN2 since he was only on it for the last six months, I was referring to IWD2. He also improved Fallout 3 (especially after JSawyer mod), and would have improved Fallout 1/2 had VB actually been released (based on the changes made that are known). So he's displayed a record of being good at improving other peoples' systems and based on Annie's comments, good at creating his own. Calling him an amateur is freaking dumb.
 

Grunker

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Good thing I only called him an amateur RPG system designer. Since he's never, you know, designed an RPG system.
 

Captain Shrek

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Good thing I only called him an amateur RPG system designer. Since he's never, you know, designed an RPG system.

This is ridiculous. Are you actually claiming that there is a well understood way of knowing WHAT a good game is or what a good RPG design is? Because without that knowledge the entire presumption of "good RPG designer" is retarded. The only (relative) measurement would be how entertaining and stable such a system is after it has been created.
 

Grunker

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Good thing I only called him an amateur RPG system designer. Since he's never, you know, designed an RPG system.

This is ridiculous. Are you actually claiming that there is a well understood way of knowing WHAT a good game is or what a good RPG design is? Because without that knowledge the entire presumption of "good RPG designer" is retarded. The only (relative) measurement would be how entertaining and stable such a system is after it has been created.

Wow.

I'm debating on an empirical standpoint. Good games and bad games, and their relation to RPG systems, and whether those systems were created by experienced/professional system designers or not.

Points for trying to bring academia into this discussion in the most retarded manner ever though. "LOL YOU CAN'T SAY A SYSTEM DESIGNER IS EXPERIENCED JUST BECAUSE HE'S DESIGNED SYSTEMS, THERE IS NO ACADEMIC THEORY DEALING WITH GAME SYSTEMS."

Also: There's plenty of theory on system design. Steve Jackson's written some of it. You can go find it yourself, though as pointed out above, it has zero relevance to this discussion.

Because without that knowledge the entire presumption of "good RPG designer"

...is based on whether the designer has made good systems. Which is a perfectly valid debate on a fucking internet forum regardless of whether some social scientist has written a book about it or not.

Hell, no one here has even used the term "good RPG designer." A lot have used words like professional/amateur and experienced/inexperienced though. But I guess it's becoming a staple of your poster identity to make up shit as you go along to try to prove your inane points.
 

Roguey

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Good thing I only called him an amateur RPG system designer. Since he's never, you know, designed an RPG system.
New Jersey, Aliens, North Carolina. That's three right there. Just because they weren't actually released doesn't mean he never actually designed them (and he was also paid to do so by his employer).
 

Giauz Ragnacock

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From what I have read, Grunker is just reading too much into Sawyer's interfacing with the fans. Telling the fans, "That sounds cool- I'll try it!" doesn't mean much of anything. As for vision, Obsidian probably already has basic ideas for the setting, story, and how PCs fit into it all. What is left to do is testing it all to get gameplay they are happy with- even then the player is an x-factor. Just like what I have read of others' PnP experiences, players in a video game WILL find exploits within sufficiently complex mechanics- this is why GMs and game devs sometimes break the rules of the systems they use in order to try to keep the game from completely degenerating from what was intended (ie. house rules/ the computer is a cheating bastard, respectively).
 

Grunker

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Well, I'm certainly not as thoroughly convinced of my opinion as I was when we started this debate... But, push comes to shove, I'm willing to bet my savings on the fact that Project Eternity's RPG system will be a shallow and uninteresting mistress compared to something like Pathfinder. That really is the bottom line.

From what I have read, Grunker is just reading too much into Sawyer's interfacing with the fans.

Rougey already called me out on this, and though it may ultimately be true, it's all we got now. As long as we don't know, we can't debate as if we know.

And again, my central point is still; even if I'm wrong, which I very well may be, let's wait and see the system. As complex and balanced as Pathfinder, hell, just Pathfinder Core, and I yield completely and owe an apology for each time I've used the word 'retard' in this thread. I very much doubt it will be anywhere near as complex as Pathfinder, though.

Oh, and Shrek is still talking nonsense at least:


All I am saying that any other criteria (other than entertainment and Stability) are completely arbitrary and are asspull when talking about COMPUTER GAMES. Shit is not General relativity.

Basically this happens when people think that video games are something very serious issue like poetry. Probably it will be some day. Today it is the lowest form of entertainment for the untermensch.

What the hell does this have to do with a discussion about a video game developer's experience in system design?

Nothing. Your just trying to make some unrelated point. "Furthermore I think Carthage must be destroyed".
 

Captain Shrek

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What the hell does this have to do with a discussion about a video game developer's experience in system design?

Nothing. Your just trying to make some unrelated point. "Furthermore I think Carthage must be destroyed".

That is the only thing that matters in fact if you give it a thought.

It is the ability to make entertaining and versatile "system" :)lol:) that will make a good game and not hypothetical concerns about how inspired and creative it is disregarding these two factors.

Just think about it.


Your consistent point has been that "systems" like GURPS are good, DnD is good etc. But I do not see even one good valid reason beyond the two I have already given to show why. Which means the discussion is hardly as serious or severe as you paint it. As to my making points along as I go. If you actually read my posts you'd see that I have made very consistent points ridiculing your efforts to portray the system design as a serious business. It is nothing less and nothing more than opposite of the Sawyer Fanboyism: i.e. Sawwer will make everything alright (Roguey) and Sawyer can't (or hasn't) designed a "system" as complicated as GURPS.

The first is blind faith, the second is also Blind faith because you do not really know why GURPS is good, just that it is.
 

Grunker

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ITT we learn that complexity or streamlined design cannot be measured empirically :roll:

The point you're trying to make, which is the very definition of trying to bringing academics into a discussion where academics aren't needed, applies to almost every single thread you've ever made yourself, Shrek.

Oh, and I'm not the one calling a fucking internet debate (half of which I participated in blind drunk) Seriouz Buzinezz, Shrek. You are. Still doesn't mean you can't define complexity or effectiveness without the use of academics. Are you in your first year of college or something? I distinctly recall your type from back then.
 

Grunker

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ITT we learn that complexity or streamlined design cannot be measured empirically :roll:

The point you're trying to make, which is the very definition of trying to bringing academics into a discussion where academics aren't needed, applies to almost every single thread you've ever made yourself, Shrek.

Oh, and I'm not the one calling a fucking internet debate (half I which I participated in blind drunk) Seriouz Buzinezz, Shrek. You are.
HArdly.

All the threads I ever made about these issues always start with saying that the goal of game design is to give you more entertaining content. Don't make points as you go along Grunker.

You're rambling. The fact that you start your debates with "the goal is entertainment" makes no difference. I doubt there is any here who don't agree that the goal of a game system is entertainment. It goes without saying.

I very much doubt RPG System Design will ever be art, and I'm completely uninterested in that discussion. If you think Carthage should be destroyed, then fine, but keep out of our reasonably interesting discussion with your banal sub-debate. You're trying to sound clever and you're not succeeding.
 

Captain Shrek

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I very much doubt RPG System Design will ever be art, and I'm completely uninterested in that discussion. If you think Carthage should be destroyed, then fine, but keep out of our reasonably interesting discussion with your banal sub-debate. You're trying to sound clever and you're not succeeding.

I am not trying to be clever. If I were it would involve reciting dumb context-independent phrases like "Carthage should be destroyed" over and over. I am trying to help you understand that your points are wrong and there is nothing such as RPG system design which is really a serious issue. But I guess that much is clear now. :)
 

Grunker

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I very much doubt RPG System Design will ever be art, and I'm completely uninterested in that discussion. If you think Carthage should be destroyed, then fine, but keep out of our reasonably interesting discussion with your banal sub-debate. You're trying to sound clever and you're not succeeding.

I am not trying to be clever. If I were it would involve reciting dumb context-independent phrases like "Carthage should be destroyed" over and over. I am trying to help you understand that your points are wrong and there is nothing such as RPG system design which is really a serious issue. But I guess that much is clear now. :)

*sigh*
 

Grunker

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The scary thing is that if Grunker is right and Sawyer does some fucked up shit PE wil STILL be the brightest light of hope for the olde Codex (while that KoC fucker does his little war game) this side of the AAA Skyrim crowd

Well, to be fair, not making a system as complex and deep as Pathfinder and fucking up aren't the exact same things. DA:O showed, as we discussed earlier, that shallow systems can work. It's just not nearly as good.
 

Grunker

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Legend isn't related to the discussion of good RPGs. Chaos Chronicles however, is, and I'm certainly looking more forward to that than to PE. Though PE will be sweet too I hope.
 

Captain Shrek

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Legend isn't related to the discussion of good RPGs. Chaos Chronicles however, is, and I'm certainly looking more forward to that than to PE. Though PE will be sweet too I hope.
Yeah Chaos chronicles does look fantastic. But Why not legends?
 

Mrowak

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Project: Eternity
whereas Bioware made a very focused effort with the system of their own.

And a very shallow one. Even though DA:O has a few strengths over AD&D, it still falls short because it is superficial, and not really a system as such but a bunch of gameplay mechanics thrown into a bucket and shaken together.

But somehow it is still better than many implementations of AD&D there were. I wanted to see this system develop. Sadly it was dumbed down.

My argument is: you can make a system tailored for the gameplay from the scratch.

My argument is: Why would you do such a thing? Seriously, it's very simple: A system needs to form a greater whole. To do that, you can't make all the choices for your game design and then try to design a system around that. You need to start with a vision, then a system.

I agree about the need for a system to be one coherent whole. However, let's also recognise the danger of templates - templates do not take advantage of the maximum capacity the medium has to offer and introduce various artificial constructs. Stat bloat is one of them. HP is another.

Look, you're saying: "Design the game, then make a system for it."

I'm saying: "Envision the game, pick a system, then make your game with it."

Your alternative is: "Envision the game, design a system, then make your game with it."

No, I am saying: "Envision the game, then design system around all the premises".

Again, history is on my side. Systems "tailor-made" for cRPGs are often unbalanced, crappy and too chaotic and arbitrary to be called systems. They also have the dubious honor of having less good cRPGs than the proven system-based ones.

Which work in PnP and do not have to in cRPGs, by default. As we agreed - changes are always necessary.



but its amatourish implementation in a cRPG.

Did I say "using a proven system is fool-proof"? No. I said it was strictly surperior to inventing your own home-made system.[/quote]

Not in every case, I believe. It is certainly more convenient and safe. But its also lazy. I think game develoeprs do need to think out of the box and add new solutions. For example, plenty systems have HP, which is purely artificial construct used in P&P, for convenience sake. Both in cRPGs and P&P it results in idiotic situations, where a naked level 20 character can take 20 bullets in the chest, just because. Why use something so contrived, when there are better ways which can be conveyed through gameplay? This is because someone used a template and did not even bother finding a solution which would better support his vision of gameplay e.g. brutal combat with many types of still treatable wounds, etc.

Templates "lock you" in the box and do not allow you to attack the problem from another angle. This is the opposite issue to the one Codex is used to - normally we complain about new games being too different from the games of the yesteryears. Nonetheless, this is one of critical problems few developers address, determining much of the enjoyment that can be derived from a game. I think the only reason Obsidian is enjoying prestige at the 'Dex is their willingness to add a few interesting twists - which is commendable. Now if only they approached them as professionals would...

Look. It is quite simple: Video game developers are basically fan-amateurs in RPG system-development. And I have never, ever played a fan-made system that wasn't complete crap.

Yeah, but they also are the ones who can come up with gameplay, with due to limitation of the medium and opportunities it offers must be different. Template PnP systems do not really support them. As a result in my opinion most cRPGs are actually against the sense of the RPGs - which is having an adventure - and add artificial barriers where that do not facilitate it. It stands in the way of innovation (as opposed to "innovashun", where the dev simply substitutes one template with another, e.g. FPS game).

I feel that, for instance, Obsidian recognizes this problem, but they always go about introducing innovative solutions in the wrong way. They do not develop them from the scratch with a proper system in mind, but come up with ideas which work out of context and cannot support overall picture. If they bothered with a system approach, they could implement their novel ideas, integrating them seamlessly with gameplay in the way bast games do e.g. Thief series.

I do agree that certain elements of existing systems can be transplanted into cRPGs, but even then there is no reason to stick to limitations of PnP. An example of that would be the optional Power-word based magic system described in Pathfinder "Ultimate Magic" book whereby the player memorizes spells made from spell-components, instead of ready solutions. It is not frequently used due to the sheer clusterfuck that tracking all power words involves, but it fits the framework of cRPGs perfectly, because computer can easily keep track of the info. Hell, you can actually twist it even more e.g. make character memorize just power-words from which he can spontaneously form spells - which will offer more flexibility, while retaining resource conservation aspect of the game. This is hardly doable in PnP, where it would create micromanagement nightmare.

Again: I also concede that there should be a system design specialist in the team, but I will reiterate: implementing templates, especially uncritical implementation, is not always the smartest choice.


I like debating with you Mrowak. You're a true bro.

:bro:
 

Mrowak

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Mrowak

DA:O IS a shallow system by itself. The only good thing about that game that made it stand out was its Origins system. The actual stats/skills were already dumbed down from DnD and frankly they were DnDlike only.

Well, I don't agree with the premise: "the more stats, the better". In cRPGs it's rarely the case because more often then not they are poorly balanced. I am greater fan of ability-based progression rather than stat-based.

But somehow it is still better than many implementations of AD&D there were. I wanted to see this system develop. Sadly it was dumbed down.

Comparing to ADnD is unfair because DnD 3.0/3.5 exists and is definitely Deeper and more versatile.

I talked about *implementations* i.e. how systems actually work in games. DA:O system does work better than the D&D utilised in e.g. Temple of Elemental Evil, NWN 1 and 2. It may appear to be simpler than PnP D&D but it somehow worked better than the competition.

I would agree that DA:O system cannot hold a candle next to D&D in PnP terms. But that's not the ground the battle was being faught.

Why take a step back?

In order not to commit yourself to a clusterfuck which would ensue while optimizing the ready template. Sometimes it's best to start from the scratch. Also, licensing issues.

Also, please keep in mind that I do agree that as a whole DA:O was a mediocre but NOT a bad game.

Fair enough.
 
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I find it hard to believe people actually like the DA:O system. I've played f2p korean MMOs with more well-thought and developed systems.
 

Mrowak

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Well, I don't agree with the premise: "the more stats, the better". In cRPGs it's rarely the case because more often then not they are poorly balanced. I am greater fan of ability-based progression rather than stat-based.

That is not my premise. I never said More (wrt what? DA:O already had what 6 stats, the same as DnD?). However, if one knows of a system that is enjoyable and stable with 6 stats, reducing that is dumbing down in most if not all cases.

Only if all the stats were meaningfully used in the first place, and the new system is not more meaningful than the previous one.

I talked about *implementations* i.e. how systems actually work in games. DA:O system does work better than the D&D utilised in e.g. Temple of Elemental Evil, NWN 1 and 2. It may appear to be simpler than PnP D&D but it somehow worked better than the competition.

Wait. Why do you think it works better than DnD? From your examples it seems you are looking at DnD cRPGs. If you hear me out, I can tell you that these games had SHIT implementation of the systems. Probably the only game even to try doing it correctly was SOZ. None of them had the designers with brainpower to do it well.[/quote]

Ehh... the whole *implementation* thing. I saw D&D implemented in the recent titles - it did not work well. I saw DA:O implementing its own system it did work well enough.


In order not to commit yourself to a clusterfuck which would ensue while optimizing the ready template. Sometimes it's best to start from the scratch. Also, licensing issues.

I do not clearly understand the first part. As to the second it depends. It depends on how smart you are. fallout, a possible GURPS modification was a very good game and had excellent mechanics.

Really? Fallout had pretty shitty combat system that rewarded exploits for one thing, and pretty spastic followers which ruled out tactical gameplay. Fallout Tactics was kinda decent, but then again it also forgot to include all the good things that made F1&2 classics.

But so does SOZ (bearably)

Not really. DA:O >>>>>> SOZ any day of the year. It was simply more polished, more focused experience, with even encounter design being miles above SOZ. Note that DA:O was a standalone game that worked fine from the very first moment, whereas SOZ was a second attempt at correcting what NWN2 fucked up.

and Arcanum
.

:hmmm:

Arcanum has one of the most buggy, unbalanced systems in existence. This games succeeds *in spite of* its system, not *because of* it.

All this tells us that it is the people behind the mechanics and not the mechanics that make good games and make good use of mechanics.

Yeah, but it pays to create good mechanics - whose primary function is to facilitate fun - so that they actually accomplish that purpose. Otherwise you are undermining your efforts. For instance Arcanum has completely broken mechanics, but somehow manages to use them to achieve its ends. It would be much, much better if the mechanics were more focused, and if supported the gameplay instead of detracting from it. Why make something unfun, when it can be fun?

Personallly I consider Aracnum to be an "ambitious, experimental failure". I like moments in it but it's very unfocused and there's much to dislike. In fact, it is a case study Grunker would use to illustrate why making your own system can bite you in the arse, and he would be quite right here. Hence, Arcanum is not of mine favourites.
 
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Captain Shrek

Well, primarily, the way some derived statistics work make some attributes WAY more valuable than others. You need to be retarded not to have a high AGI (for AP) and/or INT (for Skill point gain). Linking skill point gain to INT is p. stupid design. It might be "logical" but you have to consider most of your development in Fallout comes from skills since attributes are rarely raised and perks are only once every 3 levels. Won't talk about Action Points because I hate it with passion and it would just be my opinion anyway. I do hope I don't need to explain why AC is terrible. Also worth mentioning weird things like AGI not being taken into account for initiative. With the skills it's more a matter of the actual game design, but still I don't know how you can make a rule system SPECIFICALLY for the game and still end up with such a horrible imbalance. It takes a special level of incompetence.

It was designed in a hurry and it shows.
 

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