Risen 2 tries to do this. It still has points but each point gives you something useful so it's not really assigning points so much as gaining an ability.
An Action-RPG without RPG settings... No, sorry. Cannot work.kommando367 said:I've been thinking about the leveling system in the last 3 Elder Scrolls games and how it differs from most action-RPGs by making the player use skills to level up instead of leveling up to get skill points.
From what I've seen of that series, it seems to entirely possible to make an action-RPG without any point distribution or buying of skills/abilities/perks/attributes/upgrades whatsoever. A game where the player could gain different abilities, upgrades, skills, perks, and attributes based on how they play the game. In theory, this system would give the same sense of progression present in a normal action-RPG, but without the middleman. In theory, A game like this could automatically mold a character into one perfectly suited for a playstyle without actually needing to plan out stats for that playstyle.
For example, a character could gain strength by inflicting melee damage on enemies, health by taking a lot of damage, or agility by dodging enemy attacks. They could even gain perks by simply using the weapons and tactics that those perks benefit.
It seems to me like it would work, it could potentially be the ultimate way of streamlining an action-RPG while still making each character unique. It doesn't seem like it would be too difficult to curve exploitation either.
I'm not completely sure if a system like that could work or not though since I haven't seen a game or even a PC mod that uses a system like this, so I want to know what you guys think.
1. Do you think an action-RPG could work without the manual distribution of points or buying of skills, abilities, perks, attributes, or upgrades?
2. Do You think a system like this would work better or worse than the standard stat point distribution and ability/perk/upgrade buying systems?
What I meant by no leveling is a character growth system based entirely on the way Skyrim does it's skills (becuase skyrim still has leveling up and attribute points), as opposed to leveling up and using skill points.VoidWanderer said:An Action-RPG without RPG settings... No, sorry. Cannot work.kommando367 said:I've been thinking about the leveling system in the last 3 Elder Scrolls games and how it differs from most action-RPGs by making the player use skills to level up instead of leveling up to get skill points.
From what I've seen of that series, it seems to entirely possible to make an action-RPG without any point distribution or buying of skills/abilities/perks/attributes/upgrades whatsoever. A game where the player could gain different abilities, upgrades, skills, perks, and attributes based on how they play the game. In theory, this system would give the same sense of progression present in a normal action-RPG, but without the middleman. In theory, A game like this could automatically mold a character into one perfectly suited for a playstyle without actually needing to plan out stats for that playstyle.
For example, a character could gain strength by inflicting melee damage on enemies, health by taking a lot of damage, or agility by dodging enemy attacks. They could even gain perks by simply using the weapons and tactics that those perks benefit.
It seems to me like it would work, it could potentially be the ultimate way of streamlining an action-RPG while still making each character unique. It doesn't seem like it would be too difficult to curve exploitation either.
I'm not completely sure if a system like that could work or not though since I haven't seen a game or even a PC mod that uses a system like this, so I want to know what you guys think.
1. Do you think an action-RPG could work without the manual distribution of points or buying of skills, abilities, perks, attributes, or upgrades?
2. Do You think a system like this would work better or worse than the standard stat point distribution and ability/perk/upgrade buying systems?
The entire premise the RPG is character growth through increasing experience/skills. I cannot see how this would work in any way shape or form.
Getting better equipment doesn't make it an RPG, it makes it makes it like a dozen other games that give you better gear the more you advance.Souplex said:Your character advances and improves, and I was just using it to point out that it could work for Castlevania
I loved Human Revolutions, but I agree with the mods. At least in the original[footnote]I never played it, but I watched a playthrough, and got a decent idea of it.[/footnote], when ever you got a mod canister, you had to choose which type of mod you wanted for its slot. That felt more like an RPG.sunsetspawn said:BrotherRool said:Grinding is the real problem, you've got to move the player into a mindset where he doesn't want to grind and where the focus is on the playstyle rather than the leveling (and there's a small conflict there with the desire to level, but games like KotoR do a good job of getting rid of grinding, so it's not insurrmountable)
Basically these systems tend to be really unfun to grind. In fact any grinding system based on using abilities rather than focusing on the end result (FFX-2, LotR:Third Age etc) has this problem, because suddenly we've got conflicting goals. Sure you can kill the wolf, but to level you actually want to land as many hits on the wolf as possible instead, or take as much health damage as possible and the conflict of interests can make things boring or encourage people to stretch out battles.
This problem even goes a higher level up, really in RPGs you want experience for a quest on completing it's object rather than for completing it in a specific way (unless you want to encourage more difficult play ala Deus Ex: HR ). It feels bad if you get less XP for taking the diplomatic option than the kill everything option.
Still if the fun can be placed on playing the game rather than the levelling and grinding, the system should work well and be fun
Holy crap, you just nailed a shitload of my feelings in one post.
KOTOR was brilliant for many reasons, but you just reminded me of a big one. The gameplay was perfectly balanced. I think Dragon Age may also be this way.
Oblivion's stupid skill system is the SECOND big problem with that game. Even after the level scaling has been modded away, (in my case by adding the Nehrim conversion) you still want to fight enemies with a few different types of your weakest weapons (as well as your hands), taking as many swings as possible, so you can get that god-forsaken +5 bonus.
And stupid Deus Ex HR? I was always trying to maximize my experience, which meant sneak up on every 2 enemies and use the Three-Stooges-style double head bonk. You get all types of exp bonuses turning two 10 exp enemies into a 110 exp bonanza, so that's all the fuck I did for the whole game. And thus I was able to max out every mod because the game didn't make me specialize like the first two games did.
Oh dear God, not this argument again. Look, the reason I brought up Stalker is because it confers the idea of "levels", through quality tiers of weapons and equipment. Basically, you have Loner items, Bandit items, Millitary, Duty, Freedom, etc, and obtaining these boosts the effectiveness of combatants without using an xp bar. I'm not saying it's an rpg, but that it contains ideas and mechanics that could make an rpg work without a leveling system.Dr. McD said:It's survival, not an RPG, You are ALWAYS Strelok, an average looking man with short brown hair (yes, I mean average looking, not average for video games/hollywood but actually average).deathbydeath said:Umm, why has no one mentioned Stalker yet?
Basically it's like calling InFamous an RPG, even though no matter what you're still Cole McGrath.
Picking skills is not the sole element of an RPG.
1: Welcome to the world of competent video games, 2: What makes this notable is that it's unregulated, nonlinear, and at the player's discretion. Sure, certain things are unavailable until certain points or areas, but that's to prevent massive unbalancing. Besides, most rpg's can calculate what level a player will be upon entering a certain area, and create a difficulty curve through it, but Stalker is largely freeform except for the barest necessities.Dr. McD said:That's called a "difficulty curve", and most games have it.deathbydeath said:Oh dear God, not this argument again. Look, the reason I brought up Stalker is because it confers the idea of "levels", through quality tiers of weapons and equipment. Basically, you have Loner items, Bandit items, Millitary, Duty, Freedom, etc, and obtaining these boosts the effectiveness of combatants without using an xp bar. I'm not saying it's an rpg, but that it contains ideas and mechanics that could make an rpg work without a leveling system.Dr. McD said:It's survival, not an RPG, You are ALWAYS Strelok, an average looking man with short brown hair (yes, I mean average looking, not average for video games/hollywood but actually average).deathbydeath said:Umm, why has no one mentioned Stalker yet?
Basically it's like calling InFamous an RPG, even though no matter what you're still Cole McGrath.
Picking skills is not the sole element of an RPG.