Stat based RPGs are duller in my opinion. (Stat based as in level some random thing up) Personally I like Role Play (It's like Fallout, the stats are a nice little side thing and the gameplay and life of your character are the main focus)
You are doing it wrong.Judgement101 said:Stat based RPGs are duller in my opinion. (Stat based as in level some random thing up) Personally I like Role Play (It's like Fallout, the stats are a nice little side thing and the gameplay and life of your character are the main focus)
I probably am doing it wrong, I just make my melee 100 and knife people....I tend to ignore range and speech skills...Trolldor said:You are doing it wrong.Judgement101 said:Stat based RPGs are duller in my opinion. (Stat based as in level some random thing up) Personally I like Role Play (It's like Fallout, the stats are a nice little side thing and the gameplay and life of your character are the main focus)
Fallout is very much about what stats you choose.
Your stats determine your interaction not just in battles but with the world.
I think what you are talking about is just one manifestation of RPG elements, that is, its one way to convey character differences and strengths/weaknesses. One must not confuse the first interpretation of RPG elements (numbers) as the only one, because its not the stats themselves that make a character unique, its the concept behind the RPG element that makes the difference.Traun said:Snipz
Thank you, i wish we could have more discussions that did not internally combust from all the flaming.Traun said:Let's not drag this into the thread, at least not in the first five pages.bob1052 said:Everything you said is completely correct, also, everything you said is "meaningless" and being cut from Mass Effect 3
Ranorak said:I've posted this a couple of times before, but I find it relevant here.
In the beginning, before anyone had heard be name RPG outside of the bedroom, there was Dungeons and Dragons.
Now, DnD had 2 major aspects in it's game.
You had your adventure, the story, the plot, the choices. The Role play.
and, The battles, the skill checks the +5 Hammer of Smiting. The Roll play.
Hyper-space said:Lets look at how this RPG element (dunno what to call it) could manifest itself differently: When creating a character, instead of putting stats into strength, you would adjust a slider than made your character more buff. This would be applied the same way if you wanted the character to be more agile, you would make him leaner. So f.x. if you want to make a character that is a fast runner, you would give him strong leg-muscles and a lean body and so on and so on.
By all means, I concur. If we limit ourselves to only one system we would have never had Fallout, Wasteland or The Elder Scrolls. I am all for innovation, this thread was meant to explain why numbers are good, not to say that anything without mathematics in it is bad.Hyper-space said:So you see, we could execute this RPG element in many wildly different and interesting ways, and this is what the industry and we as gamers loose out on if we continue to deny the genre evolution. We should encourage developers to push the envelope when it comes to what we think of RPG/FPS/RTS/whatever, we should be more accepting of experimentation when it comes to gameplay-concepts.
D&D is a type of stat system, not a definition. I agree - the dice rolls were a bad system not intended, or capable, of taking advantage of computational power. I want to see game which use statistics in a user friendly, easily understandable manner. Take WoW for example - no one ever had a problem with understanding statistics in WoW.The Abhorrent said:As for what most strongly defines RPGs as unique right now is the existence of D&D-derived stats and roll-based combat systems. From my perspective, this is rather unfortuante because it's not great gameplay; more like min/maxing until you break the system and the game becomes a cakewalk. Declaring that number-crunching is the end-all of entertainment sounds practically absurd, but different strokes for different folks I guess. I believe that developpers used D&D stat systems mostly because it allowed them to created a larger and more story-driven game, not because it was particularly fun.
My case is that numbers are a great too for customization. Let me give you an example. For this exercise we will use pure theory - imagine that you could increase power, speed, endurance for Shephard(since Mass Effect seems to be in the spotlight).The Abhorrent said:The RPG genre's trump cards are customization and choice, decisions which allow you to define your role (hence, role-playing). These predominantly come in two forms, choice of storyline and choice of gameplay.
While understanding the intent of stats in WoW is easy, the process of min/maxing has gotten unnecessarily complex at times. People routinely used spreadsheets to determine what's best, and there's a lot of peer pressure to optimize in WoW (and presumably other MMORPGs). These are a couple of the inherent issues with stat-based systems: min/maxing is usually considered mandatory rather than optional (especially prominent in group settings, and it ruins the entire point of customization), and that at times they can easily become excessively (and unnecessarily) complex.Traun said:D&D is a type of stat system, not a definition. I agree - the dice rolls were a bad system not intended, or capable, of taking advantage of computational power. I want to see game which use statistics in a user friendly, easily understandable manner. Take WoW for example - no one ever had a problem with understanding statistics in WoW.
There will always be some version of stats in games, it's mostly just a matter if how close they are to the foreground. D&D-style systems put them right in the player's face, and what I'm mostly trying to say is that particular approach isn't critical to the identity of an RPG (along with the dependence on dice-rolls). Numbers work great, but it doesn't have to be numbers onscreen which is the absolute determination of an RPG.Traun said:My case is that numbers are a great too for customization.
I thourght they were putting inventory management back in?bob1052 said:Everything you said is completely correct, also, everything you said is "meaningless" and being cut from Mass Effect 3
Rocket-propelled game? Role-playing Grenade?Guy Jackson said:![]()
Also...
^^manythings said:Last time I checked "Charging people with a shotgun" and "shooting people with a rifle at long range" were different things.
I haven't played Eve, but I just got off a 6 hour Warband session, so I definitely agree with that part.Plurralbles said:this, my friends, is why Mount and Blade is one of hte best RPG's of all time and EVE online is the single best.
They are the definition of an RPG and do hold stats as well.
This makes me happy. I mean, that was how I read the original announcement as well, but it is good to have confirmation.Magenera said:Mass Effect 3 isn't removing stats, it was a misinterpreted. Which I kinda figure that out on how vague it was from the first place. Not all stats are meaningful in RPG's. Many type of RPG's that uses a different mechanic and can't carry over.
Have to carry this over in the other thread.
I was misrepresented in an article recently, which made it sound like I
wanted to remove RPG elements and stats from combat. What I actually
said was, I wanted RPG progression to have a more meaningful impact on
combat, but that was misrepresented as "cutting rpg stats" we actually
have more stats in me3 that affect combat, and the overall impact of rpg
progress on combat is greater. Anyway sorry for the longish tweet but I
just wanted ot clear that up, and a few people were asking me what was
up!
-Christina Norman, Lead Gameplay Designer of Mass Effect 3
Twitter / @Christina Norman: I was misrepresented in an ...