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Thoughts on attributes and limitations
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Monolith
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PostPosted: Sat Jul 08, 2006 4:34 pm    Post subject: Thoughts on attributes and limitations Report this post / user! Reply with quote

Hey!

There's something that always annoyed me a bit. From what I've experienced so far the usual attribute system doesn't have any limitations besides class limitations which is crap. For instance, a character in Fallout can have maxed out strength and agility - which in my opinion is far from reality. 10 points in strength represent the maximum a human being can achieve. Now imagine such a person. Schwarznegger^10. How on earth can such a guy reach the maximum a human being can achieve in agility as well!? That's impossible. He'd be clumsy and slow. Certainly not agile. But the system allows it - a drawback in my opinion.

I think attributes should logically limit each other. I'm not talking about shitty limitations like high strength limiting the character's intelligence, cause we all know that all strong guys are stupid Rolleyes . But strength limiting agility and vice versa, constitution limiting dexterity and vice versa?

The idea applied to Fallout's attribute system:
Strength 10 => max Aglity 6
Strength 9 => max Agility 7
Strength 8 => max Agility 8
Aglity 9 => max Strength 7
Agility 10 => max Strength 6

Same with constitution and dexterity, though these are all attributes I can apply this idea to.

Any thoughts, comments, criticism, additional ideas?
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sheek
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PostPosted: Sat Jul 08, 2006 5:17 pm    Post subject: Report this post / user! Reply with quote

So what, you can be strong and intelligent but not strong and agile?

No I think the solution is to get rid of the retarded levelling up concept RPGs have been stuck with since D&D 1. 'Rewards' for quests should not be in just personal bad guy massacring awesomeness but in greater knowledge and relations with NPCs/factions (guy owes you a favor you can call in later), etc... game designers prefer to give XP because it's easier not to think.
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Monolith
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PostPosted: Sat Jul 08, 2006 5:28 pm    Post subject: Report this post / user! Reply with quote

sheek wrote:
So what, you can be strong and intelligent but not strong and agile?

That's anatomy. Your brain doesn't shrink from body building. Your agility does. Arnold Schwarznegger in his body building days could never be as quick and agile as Jacky Chan or Bruce Lee and stay so strong. Both Bruce Lee and Jacky Chan could never become as strong as Arnold without losing agility and quickness. That's natural.

Quote:
No I think the solution is to get rid of the retarded levelling up concept RPGs have been stuck with since D&D 1. 'Rewards' for quests should not be in just personal bad guy massacring awesomeness but in greater knowledge and relations with NPCs/factions (guy owes you a favor you can call in later), etc... game designers prefer to give XP because it's easier not to think.

What have levelling, factions and "Rewards" to do with attributes (at least in this case)!? You're talking apples and oranges.
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PostPosted: Sat Jul 08, 2006 5:34 pm    Post subject: Re: Thoughts on attributes and limitations Report this post / user! Reply with quote

RPGs deal in (often abstract) concepts, not reality. Your character rarely need to sleep, eat, or drink. He/she is the fastest learner the world has ever seen, and can master pretty much anything in a matter of weeks, from electronics to spellcasting. It is often expected from your character to kill armies and save worlds, all by his/her lonely self, succeeding where everyone else had failed. Like a tirtle, you can carry a small warehouse on your back, travelling miles every day. You can be almost dead (1HP left) and still fight as good as a well rested, very healthy man. Your recovery rate is a medical miracle. Etc.

Comparing to all that, the issue of you being both super strong and super fast at the same time is very minor. I do see your point though, but I prefer natural limits instead of artificial ones. In AoD, for example, you have the same 6 attributes and only 40 points to distribute. Nothing stops you from bumping up Str and Dex to 10, but that means that you have only 20 points left for 4 remaining attributes. It's my job as a designer to make sure that your choice will come with ass-biting consequences. So, this issue only becomes a problem when the other stats are meaningless, like in BG/IWD games where you'd be literally wasting points on Charisma.
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PostPosted: Sat Jul 08, 2006 5:36 pm    Post subject: Report this post / user! Reply with quote

Monolith wrote:
sheek wrote:
So what, you can be strong and intelligent but not strong and agile?

That's anatomy. Your brain doesn't shrink from body building. Your agility does. Arnold Schwarznegger in his body building days could never be as quick and agile as Jacky Chan or Bruce Lee and stay so strong. Both Bruce Lee and Jacky Chan could never become as strong as Arnold without losing agility and quickness. That's natural.


Depends what strength is. I don't see a character with strength 8 as necessarily having huge muscles. Strength is also knowing how to use your muscle and also conditioning. For example think of the martial artists who can break a slab of stone and knock the Schwarzenegger out with a jumping kic but from a distance look like anybody else.

And is a body builder like Schwarzenegger really stronger than say a martial artist? I am not so sure about that. I think when you have really huge muscles it's a result of the kind of training you do, a training that goes more into volume and less into 'density' and efficiency of muscle tissue. Big muscles will be good at some tasks like lifting a large boulder but the more 'naturally' strong person will have endurance.

Quote:
What have levelling, factions and "Rewards" to do with attributes!? You're talking apples and oranges.


The reason characters in RPG quickly become so unbelievably powerful is that most of the rewards for completing quests, killing enemies and survival comes in the form of attribute/skill points. I think character stat sheet should improve over time but much less quickly and that you should get the bulk of your reward in 'intangibles'.

I believe AoD is taking this approach in that character Faction relations are a big part of progressing the game.
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PostPosted: Sat Jul 08, 2006 5:46 pm    Post subject: Report this post / user! Reply with quote

You're right with the strength thingie. Bodybuilders are heavier and more "swollen" than norm which slows their movement and lowers agility. Now why do you want to have a bodybuilder character? I see only one reason - to wear heavy armor and heavy weapons. Yes and in some cases it can help you intimidate your opponents (vide Torment). I'm sick tired of the rpg scheme where warrior = STR MAX. Why plate armor is always better than light/no armor?
Also what does it mean when you have maxed charisma? You always get what you want? Charisma comes from the way you talk, look, what you wear and many more... Now you can't satisfy everyone. We have different taste of what is beautiful; we have race prejudices; we have the "war" between the rich and the poor etc.. Now Arcanum did a good thing separating Beauty from Charisma but it was not enough.

@Sheek: The thing with XP points as for reward is IMHO stupid. Why do you get the most XP just for collecting you reward (quest-ending dialogue)? Shouldn't you get it from what you just did? Why not favors, information? Gold and magic/valuable items are IMHO also a good reward but this idea is broken because in every single game you can find better stuff in rats and barrels.
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PostPosted: Sat Jul 08, 2006 6:01 pm    Post subject: Report this post / user! Reply with quote

Also I don't think all attributes should be upgradable the same way. In general I think you should need to do something in addition to having the 'points' before you can benefit. Maybe a training scheme like for skills in Arcanum (although that's also instantaneous). Or depending on the kind of RPG if you have a break or 'interlude' in the story (you discover and report the rising Orcish menace to the King - you spend the next few weeks with the Royal Librarian researching the mythical lost sword of Orcsbane) when you don't play your attributes go up then.

And some attributes shouldn't go up at all. Intelligence maybe, unless you get a genetic implant or divine gift or something. Willpower is another thing which is pretty fixed in most people once in adulthood.
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WouldBeCreator
 
 


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PostPosted: Sat Jul 08, 2006 6:06 pm    Post subject: Report this post / user! Reply with quote

Monolith wrote:
That's anatomy. Your brain doesn't shrink from body building. Your agility does.


Bo Jackson? Ben Johnson?
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PostPosted: Sat Jul 08, 2006 6:17 pm    Post subject: Re: Thoughts on attributes and limitations Report this post / user! Reply with quote

Vault Dweller wrote:
...but I prefer natural limits instead of artificial ones. Nothing stops you from bumping up Str and Dex to 10...
That makes 10 an "artificial" limit though, does it not? I'm not saying that's bad, since you're not going for ultra-realism. However, any strict limit is arbitrary - whether it's 8, 10, 25 or whatever.
Quote:
It's my job as a designer to make sure that your choice will come with ass-biting consequences.
A question on this - is it ever possible to increase attributes in game in AoD? If so, does the same limit apply in game as at the start of the game?

So for instance if I start with Perception 10, then get +1, (if it's possible), do I still have 10? This is mildly annoying when it happens, since 10 out of 10 ought not to mean absolute perfection. A perception bonus ought to give something even to already very perceptive characters.

sheek wrote:
And some attributes shouldn't go at all. Intelligence maybe, unless you get a genetic implant or divine gift or something. Willpower is another thing which is pretty fixed in most people once in adulthood.
That's arguable either way.
I think increases to the degree present in Morrowind / Oblivion for every character are silly. However, it's pointless to use real world arguments to suggest that for "most adults" XYZ remains constant. The central character in an RPG is usually relatively special (or even the chosen one), and is in exceptional circumstances.

Reasoning based on the average guy in the average real world situation just doesn't apply.
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PostPosted: Sat Jul 08, 2006 6:26 pm    Post subject: Re: Thoughts on attributes and limitations Report this post / user! Reply with quote

galsiah wrote:
That's arguable either way.
I think increases to the degree present in Morrowind / Oblivion for every character are silly. However, it's pointless to use real world arguments to suggest that for "most adults" XYZ remains constant. The central character in an RPG is usually relatively special (or even the chosen one), and is in exceptional circumstances.

Reasoning based on the average guy in the average real world situation just doesn't apply.


Sure they shouldn't be just average but they shouldn't be supra-human either. Going from an average person to a world wrestling champion or an Einstein in a few months (how long many RPGs last) shouldn't be possible. The character at the end of a typical game should be able to be decent in all stats if it started average.

The Fallout 1 attributes (not skills) are relatively realistic (3 or 4 upgrades) and what I would like to see in character progression.
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PostPosted: Sat Jul 08, 2006 6:32 pm    Post subject: Report this post / user! Reply with quote

sheek wrote:
The reason characters in RPG quickly become so unbelievably powerful is that most of the rewards for completing quests, killing enemies and survival comes in the form of attribute/skill points. I think character stat sheet should improve over time but much less quickly and that you should get the bulk of your reward in 'intangibles'.


Maybe "intangible" was the wrong word. I want rewards to be more tangible, like actual gameplay stuff that you can use. Feats or perks as an inevitable function of levelling is pretty lame. Take KOTOR for example. Instead of just aquiring Jedi powers you could seek out trainers, or even acquire them as a consequence of the choices you make and your growing understanding of the force. The amount of pretentious shit that MCA could have come up, the abstract concepts that allude to and or enshroud the mysteries of the myriad Force-<SPAM> techniques, is a cock-jerking opportunity missed.

<edit> Actually, you clarified in a subsequent post. Forget it.
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PostPosted: Sat Jul 08, 2006 6:41 pm    Post subject: Report this post / user! Reply with quote

Quote:
And some attributes shouldn't go up? at all. Intelligence.


Int could go up solely based on -
If X = i.e 60 {+1 Int = true};
If X = i.e 180 {+2 Int = true};
If X = ASF

X1 = y/10 * XX(M - A/i.e 15) - Z/ ie. 10
X2 = y/10 * XX(F - A/i.e 25) - Z/ ie. 10

((x = counter, XX = timeline [days], y = current int, z = total hitpoints lost [custom mod depending on hitpoint average], a = age, m = [i.e 1] male, f = [i.e 0.8] female ))

Note: Variables concerning character sex could be switched by a starting perk.

Quote:
EXPIERIEIENANCE LOWL


The MMO stat and skill advancement system is realistic and lame, and complies only with a gameworld situated in realtime and in the land of retardation. Any other strategy for advancement would either circulate around improving equipment or giving experiance. One could suppose, to make the game more realistic, a split of experiance pools into few (FEW MIND YOU) sub pots -- like combat, and quest. (Sub-pools for every possible skill would be the MMO advancement system) In the end, it's just a limitation that could prove annoying.

Information as a character advancement either assumes that you're playing a diplomatic character with an ability to speak, or an adventure game with a puzzle to solve. It is not an overall character improvement, as the information given would be given to the player (in some cases), not the character. A system that revolved solely around opening up new paths after X = 1 is not a fully open ended system.

Quote:
Going from an average person to a world wrestling champion or an Einstein in a few months shouldn't be possible.


Starting as a amateur wrestling Einstein wannabe and gaining moderate success in both these aspects does not infuriate me the least. Starting as an Elvis impersonator with slight mechanical skills and jumping trains towards wrestling and physics is, as far as I know, impossible, always assuming the game design is proper. Stats will always drag your skills down if you jump trains, and untagged skills will advance at ½ rate -- meaning that only with huge chunks of time will an impossible feat like that be realized, and as such it runs well by me.

Quote:
Feats or perks as an inevitable function of levelling is pretty lame.


Yes. Alot more could be added as rewards for quests. Nevertheless, level f/p's work well, with the basic analysis of how you played the game and what you've achieved so far as a theme for the selectable few.

Quote:
Your brain doesn't shrink from body building. Your agility does.


The brain is a blob of fat, and constant excersise dries it out and reduces it's functionality. I wouldn't say Strength equals Muscles. Constitution would perhaps be more appropriate for how well your body fares, modified by either Dex or Str (High D= Slim and durable,High S= Huge and bulletstopping).


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PostPosted: Sat Jul 08, 2006 6:52 pm    Post subject: Re: Thoughts on attributes and limitations Report this post / user! Reply with quote

galsiah wrote:
That makes 10 an "artificial" limit though, does it not? I'm not saying that's bad, since you're not going for ultra-realism. However, any strict limit is arbitrary - whether it's 8, 10, 25 or whatever.

True in theory, however, I see such limits as the definition of a system. What we are discussing is the limits within a system.

Quote:
A question on this - is it ever possible to increase attributes in game in AoD?

No.
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PostPosted: Sat Jul 08, 2006 7:37 pm    Post subject: Re: Thoughts on attributes and limitations Report this post / user! Reply with quote

Vault Dweller wrote:
True in theory, however, I see such limits as the definition of a system. What we are discussing is the limits within a system.
Sure, but when you allow stats to increase in game, limits matter - whether they define the system, or restrict it. Since AoD attributes don't increase (a good thing IMO, given the general setup), this isn't a problem.
For skills it would be an issue, but presumably it will rarely be sensible to reach the limit (is there one?) in any skill, since points would be better spent elsewhere(??).
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PostPosted: Sat Jul 08, 2006 7:40 pm    Post subject: Re: Thoughts on attributes and limitations Report this post / user! Reply with quote

galsiah wrote:
For skills it would be an issue, but presumably it will rarely be sensible to reach the limit (is there one?) in any skill, since points would be better spent elsewhere(??).

The limit is 300. There are reasons both to spend your points elsewhere and to reach the mastery in any skill (which was one of the weaknesses in Fallout). Your call.
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PostPosted: Sat Jul 08, 2006 7:49 pm    Post subject: Report this post / user! Reply with quote

Monolith wrote:
Same with constitution and dexterity, though these are all attributes I can apply this idea to.

It totally works for intelligence and charisma, dude. lol


sheek wrote:
The reason characters in RPG quickly become so unbelievably powerful is that most of the rewards for completing quests, killing enemies and survival comes in the form of attribute/skill points.

Except many RPGs feature attributes as largely static properties, such as D&D (at least the version I knew), Fallout, Cyberpunk 2020 etc.

Of course you're right where it applies, but the inital example was Fallout, so..
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PostPosted: Sat Jul 08, 2006 8:15 pm    Post subject: Report this post / user! Reply with quote

So I'm reading sheek et al's posts where they decry the notion of XP and level advancement and suggest that instead, the character should get all rewards in terms of things that exist in the gameworld (money, information, equipment, etc.). It's an interesting notion. But what would it mean for gameplay? Your character would stay on a pretty much static level of competence of skills and abilities (except for some specific things where a given quest might have him find out that a particular modification to your blaster lets you shoot through the Presidential Guard's force fields). So then would the challenges the character faces stay the same, too?

One of the neat things about levels is that it's a great way to have a character start out by doing small stuff and eventually do really cool shit by the end of the game. Then again, all sorts of games manage to get harder and cooler without levels. Usually, though, these will demand an increase in player skill, which usually boils down to reaction time and clicking fast, which maybe isn't how we want to make RPGs difficult. They'll also tend to give the character better equipment (trade in your pistol for a plasma rifle, Space Marine!), but if we implement this in an RPG, what's the difference between levelling up your gear to get a 5% better chance of a successful hit and levelling up your character to get the same?

I do think it would be cool to have an RPG start off with the PC being reasonably good at what he does, because the rat killing paradigm gets old. I do think there's potential to the idea, but the idea needs to be elaborated:

Does it mean no character advancement at all?
How do you scale up the difficulty of the tasks the player undertakes?
How do you stop progression of gear from just replacing progression of character?
What does the character system look like when there's no progression coming? Could there still be contextual perks not gained due to some arbitrary gain of a level but because you actually learned something in game?

As for capping one ability's value based on another's, that I don't like. It seems like the only reason it's been proposed is realism, and realism shouldn't be what a designer worries about. And besides, like VD says: in most systems, the tradeoff is already there. Maybe your high strength and agility costs you low scores in different stats, or fewer skills, or whatever. Besides, trying to quantify things like these will just get you into the same kind of trouble we had with the discussion on modifiers for female characters.
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PostPosted: Sat Jul 08, 2006 8:19 pm    Post subject: Report this post / user! Reply with quote

The problem with attributes is that they try to digitize something that should not be digital. "He is a brilliant physics professor" means something. "He has intelligence of 9" does not. There are physics professors who do amateur sports, althout I never heard of professional athlete who teached physics in spare time.

In other words, the actual relationships and meanings of things represented by attributes are very complex in real life. It would be interesting to see a game that accounts for that complexity.

Quote:
One of the neat things about levels is that it's a great way to have a character start out by doing small stuff and eventually do really cool shit by the end of the game.

IMO, it's not cool at all. Adventure games never had any levelling or stats system, but they frequently were interesting nevertheless. LBA was much more captivating that any loot-n-level game I've ever seen.
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PostPosted: Sun Jul 09, 2006 12:26 am    Post subject: Re: Thoughts on attributes and limitations Report this post / user! Reply with quote

Vault Dweller wrote:
RPGs deal in (often abstract) concepts, not reality. Your character rarely need to sleep, eat, or drink. He/she is the fastest learner the world has ever seen, and can master pretty much anything in a matter of weeks, from electronics to spellcasting. It is often expected from your character to kill armies and save worlds, all by his/her lonely self, succeeding where everyone else had failed. Like a tirtle, you can carry a small warehouse on your back, travelling miles every day. You can be almost dead (1HP left) and still fight as good as a well rested, very healthy man. Your recovery rate is a medical miracle. Etc.

Comparing to all that, the issue of you being both super strong and super fast at the same time is very minor. I do see your point though, but I prefer natural limits instead of artificial ones. In AoD, for example, you have the same 6 attributes and only 40 points to distribute. Nothing stops you from bumping up Str and Dex to 10, but that means that you have only 20 points left for 4 remaining attributes. It's my job as a designer to make sure that your choice will come with ass-biting consequences. So, this issue only becomes a problem when the other stats are meaningless, like in BG/IWD games where you'd be literally wasting points on Charisma.

I see it as a more realistic approach of adding ass-biting consequences - and a more satisfying one (but that's just me, I guess). And why does it only become an issue when the other attributes are meaningless? Don't you think that the meaning of the other attributes depend on the character you want to play? The system I'm thinking about comes in when the player decides to play an extreme character. To make sure he won't be overly overpowered it tries to add some drawbacks.
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PostPosted: Sun Jul 09, 2006 12:56 am    Post subject: Report this post / user! Reply with quote

sheek wrote:

Depends what strength is. I don't see a character with strength 8 as necessarily having huge muscles. Strength is also knowing how to use your muscle and also conditioning. For example think of the martial artists who can break a slab of stone and knock the Schwarzenegger out with a jumping kic but from a distance look like anybody else.

And is a body builder like Schwarzenegger really stronger than say a martial artist? I am not so sure about that. I think when you have really huge muscles it's a result of the kind of training you do, a training that goes more into volume and less into 'density' and efficiency of muscle tissue. Big muscles will be good at some tasks like lifting a large boulder but the more 'naturally' strong person will have endurance.

Ever saw the fight of Muhammed Ali against Foreman (their last fight)? Ali was the agile type, Foreman was a monster. Foreman could deal devestating damage while Ali never got hit. Ali won by means of knock out. I can break a slab of stone as well, but I'm physically weaker than the average hobby body builder. There is a difference between physical strength and strike capability. The former determines how much you can lift, the latter is determined by both, your physical strength and your quickness. You can get a high strike capability by either being physically strong or quick (density and efficiency of muscle tissue). Jean-Claude Van Damme was the physically strong one, Bruce Lee relied on his quickness.

Therefore yes, Schwarznegger *is* stronger (or was, for all I know) than a martial artist. Although a martial artist should have better strike capabilities (depends on style - a swordfighter can be bulky as fuck but is still a martial artist).

When mentioning strength as a stat in RPGs then what I mean is physical strength, as it's an attribute (which define the physical and mental aspects of a characters body).

About the abstractness of these values:
This totally depends on the game designer. He can define every value. Strength 8: char can lift objects twice his weight. Strength 9: char can lift horses and throw them at enemies. Strength 10: char doesn't need doors, he/she can dash through walls.

Fallout didn't do that. Arcanum I guess did more or less.
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PostPosted: Sun Jul 09, 2006 1:01 am    Post subject: Report this post / user! Reply with quote

Claw wrote:
Monolith wrote:
Same with constitution and dexterity, though these are all attributes I can apply this idea to.

It totally works for intelligence and charisma, dude. lol

Oh yeah, I thought about that. But then I recalled a porn actress who has an IQ of about 150 or something. lol
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PostPosted: Sun Jul 09, 2006 2:18 am    Post subject: Report this post / user! Reply with quote

Quote:
In other words, the actual relationships and meanings of things represented by attributes are very complex in real life. It would be interesting to see a game that accounts for that complexity.


As everyone here probably does, I spend some time thinking, working on my imaginational RPG designs (of a actiony, but definitely not twitchy nor player-skill-dependant), with an emphasis on realism. In doing so, I often find myself struggling with the concept of strength attribute and speed and efficiency modifiers for various actions. Just what makes one run faster, punch or kick faster, what makes one punch or kick harder, what kind of relation is there between these, or what really is agility?

At one point, I commited the absurdity of dividing strength into more attributes based on body areas, like upper body, lower body or back to differentiate the actions which rely different kind of strengths your body manages, or based on averages of various muscle groups, like which muscles makes you better at common types of actions and if it would make any sense to categorize them down to a few groups for design purposes, and what kind of relation these would have with other attributes. Then I thought about talking to people like runners, martial artists or ex-military personnel for better insight. In the end I didn't. I'm still thinking about it, though.

Quote:
IMO, it's not cool at all. Adventure games never had any levelling or stats system, but they frequently were interesting nevertheless. LBA was much more captivating that any loot-n-level game I've ever seen.


Indeed. If the gameworld, game mechanics or story fails to appeal to the player and support his or her character, then what kind of value one can hope to achieve through character advancement or what sets it apart from the rest of the pile?

Just wondering, what are (all of) your ideal attributes, and the game type to be used with it (fps, fixed isometric, etc.)?
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Norfleet
 
 


Joined: 03 Jun 2005
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PostPosted: Sun Jul 09, 2006 5:10 am    Post subject: Report this post / user! Reply with quote

Monolith wrote:
There's something that always annoyed me a bit. From what I've experienced so far the usual attribute system doesn't have any limitations besides class limitations which is crap. For instance, a character in Fallout can have maxed out strength and agility - which in my opinion is far from reality. 10 points in strength represent the maximum a human being can achieve. Now imagine such a person. Schwarznegger^10. How on earth can such a guy reach the maximum a human being can achieve in agility as well!? That's impossible. He'd be clumsy and slow. Certainly not agile. But the system allows it - a drawback in my opinion.

If you genuinely believe that, you are in for a nasty, nasty surprise when you get into a fight with a big man. These people are not as slow and clumsy as they may appear. Nowhere close. Think F=ma. All that power translates into a lot of acceleration. Big, slow, and clumsy is by far the exception rather than the rule.

Monolith wrote:
That's anatomy. Your brain doesn't shrink from body building. Your agility does. Arnold Schwarznegger in his body building days could never be as quick and agile as Jacky Chan or Bruce Lee and stay so strong. Both Bruce Lee and Jacky Chan could never become as strong as Arnold without losing agility and quickness. That's natural.

Myth, myth, myth. As long as your strength-to-mass ratio continues to increase, you're going to get faster. The only time you start losing speed is when your muscles have become so swollen that you can't lower your arms anymore, as happens to people who use too many steroids.

bozia2012 wrote:
You're right with the strength thingie. Bodybuilders are heavier and more "swollen" than norm which slows their movement and lowers agility. Now why do you want to have a bodybuilder character? I see only one reason - to wear heavy armor and heavy weapons. Yes and in some cases it can help you intimidate your opponents (vide Torment). I'm sick tired of the rpg scheme where warrior = STR MAX. Why plate armor is always better than light/no armor?

Heavy armor is better than light/no armor in video games because video games are about combat. Having large amounts armor plate between you and incoming pain and death is a good thing. And in truth, armor gets a bad rap in video games. Armor is generally portrayed as bulky, clumsy, and an impediment to one's movement. This is very far from the truth. In real life, I always wear body armor. It feels naked to be without it. It fits like a second skin. Weight isn't even an issue, it's well distributed and when you're used to it, it feels like a part of you. The REAL drawbacks of body armor are generally not present in video games: It's hot. If you run around in the desert in a suit of full plate all day, you're going to pass out from the heat, as the Crusaders found out. Body armor as a suit is heavy, but that weight is distributed across your entire body, so the added mass to any single portion is relatively small and does not contribute greatly to slowing you down, particularly if you're used to it and had a decent strength-to-mass ratio already.

This, of course, is not present in games, which opt instead for the mobility myth.
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bozia2012
 
 


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PostPosted: Sun Jul 09, 2006 6:13 am    Post subject: Report this post / user! Reply with quote

Norfleet wrote:
Heavy armor is better than light/no armor in video games because video games are about combat. Having large amounts armor plate between you and incoming pain and death is a good thing. And in truth, armor gets a bad rap in video games. Armor is generally portrayed as bulky, clumsy, and an impediment to one's movement. This is very far from the truth. In real life, I always wear body armor. It feels naked to be without it. It fits like a second skin. Weight isn't even an issue, it's well distributed and when you're used to it, it feels like a part of you. The REAL drawbacks of body armor are generally not present in video games: It's hot. If you run around in the desert in a suit of full plate all day, you're going to pass out from the heat, as the Crusaders found out. Body armor as a suit is heavy, but that weight is distributed across your entire body, so the added mass to any single portion is relatively small and does not contribute greatly to slowing you down, particularly if you're used to it and had a decent strength-to-mass ratio already.

This, of course, is not present in games, which opt instead for the mobility myth.


Teh funnay!
Yes, of course running in full plate mail (weighing tens of kgs) all day isn't tiring at all. Also wearing full helm doesn't lower your perception. Yes, it's better to wait for the hit instead of evading it or countering it. And about that mass distribution - maybe it's true when you're standing or riding a horse... but when you make quicker moves or you move your limbs it doesn't look that good. Heavy armor is good in massive fights when you can't control everything around you. But in small fights IMHO mobility wins.
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EEVIAC
 
 


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PostPosted: Sun Jul 09, 2006 7:09 am    Post subject: Report this post / user! Reply with quote

Spazmo wrote:
I do think it would be cool to have an RPG start off with the PC being reasonably good at what he does, because the rat killing paradigm gets old. I do think there's potential to the idea, but the idea needs to be elaborated:

Does it mean no character advancement at all?


Attributes shouldn't increase at all because, to me at least, they represent base aptitude. Most of the stuff that games do with attribute increases can be handled by feats. Its probably easier in Supers games where you can have a Super-Strength perk that allows you to lift cars off burning children but you can scale it down for other games.

Experience goes towards improving skills and perhaps buying rudimentary perks.

Quote:
How do you scale up the difficulty of the tasks the player undertakes?


Same way you do in other games, except instead of matching level for level you're matching skill for skill. Calculate all the skill points that are applicable for a certain encounter (survival, conversation, combat) and give it a name like "threat level" or something.

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How do you stop progression of gear from just replacing progression of character?


The two should coexist, that's one of the reasons I like mech games. You build your character with certain skills and at the same time your building another character (mech, post-apoc dune buggy, liftwood gunboat.) Skill determines use, gear determines effect.

Quote:
What does the character system look like when there's no progression coming?


Well, in a sense there isn't any standardized character progression. You could use Bloodlines method of "per-task" XP awards or VtM:Redemption's "per-instance" method. Once you get enough points you just buy a skill upgrade (maybe not ideal but I can't think of a better system right now and I hate the raise-through-use system Bethesda uses.)

Quote:
Could there still be contextual perks not gained due to some arbitrary gain of a level but because you actually learned something in game?


Not necessarilly through knowing (because I think that leads to abstract existential wankery) but through doing. Say there's a big gladiatorial tournament. If you enter the tournament and win you get a combat related feat. If there was a group who thought it was barbaric and needed to be stopped, you could infiltrate the compound, poison the warriors and get a assassin/theives related feat. Or you could talk the warriors into forming a union, demanding health benefits and rostered days off and force a strike, gaining you a charisma/conversation related feat.
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