Selenti
Liturgist
- Joined
- Feb 8, 2005
- Messages
- 223
nomask7 said:I already mentioned Fallout and Fallout 2. Are there other such games? I don't think so.mondblut said:nomask7 said:It's difficult to think of a game that doesn't limit the ability of the player character to use a great weapon even when the game makes it possible for him to find one early in the game.
Perhaps you should expand your experience beyond Gothic. Other than it and DAO, RPGs either lack equipment stat requirements altogether, or have them in perfectly sensible average human range easily obtainable straight out of character generator.
I guess I didn't make myself entirely clear in that one sentence that you quoted. It's probably why I elaborated later.
Morrowind may have a few awesome killer items you can find whenever you find them, but the main loot-system gives out the same randomized leveled crap that Oblivion and every other RPG does, unless they have very limiting stat requirements like the Gothic games. Two Worlds feels like it has a good loot system, but only because the character levels up so fast it's difficult to keep up with the loot unless you spend a lot of time in the cities and have a lot of gold. It's much like Diablo but without a similar level of loot randomization, which in Diablo doesn't mean much anyway, since, like Two Worlds, it has heavy stat requirements for using equipment.
What RPGs need is loot, a whole system of loot, that doesn't revolve around the player character or party, at all. It's been done, so I shouldn't have to explain how it works, or even what its huge advantages are in terms of immersion and feeling of being rewarded for your choices. It works by constructing a believable world, including details such as elite guards actually having lootable elite equipment. AFTER you've constructed the world, including placed every single piece of equipment in the game, you throw the player character in the game world.
How far should you go, though?
I mean, if you do as above literally, then a single badass NPC would drop a magical armor, magical amulet, magical rings, et cetera, every slot in a 5-enemy encounter where every enemy is well-geared would be a ridiculous amount of gear bloat.
If you say no, it should just be one or two pieces, then we're back to designer discretion, which just strikes me as a problem of the designers being bad (or ignoring that part of design), not a system problem.