bylam
Funcom
- Joined
- Oct 30, 2006
- Messages
- 707
Vault Dweller said:How's that different from choosing stats?bylam said:...because they encouraged the player to think about how he/she would like to play the game- before the game had even begun.
Because high stats = useful in any situation, but terrain/time/random effects cannot be predicted. A simple example is bullding a powerful fighter. You choose a background that ups your strength stat and lowers your intelligence stat. Because you know that you are a fighter you know that you have little need for intelligence.
Now apply that example to a strength bonus/penalty given/taken based on a forest environment. Until you play the game, you have no idea whether it is mostly forest or urban or mountains or somewhere in between. So the choice to make your character have a bonus/penalty when you have no idea when/where/how often that penalty will be applied is a role-playing choice/consequence rather than a uber gaming stat boost.
Surely not if the "something" puts others off trying out the idea because it was attached to such a spectacular failure.Something is always better than nothing.