Machocruz said:
Programming code, animation, and inputs are what allow you to perform the actions in a video game. Attributes in the CRPG sense describe the physical and mental composition of your character. They are visible information. Shit, Fallout 3 straight out ignored the attributes on your screen and let you do things at a skill level above what the numbers indicated you can do. Bethesda doesn't seem to agree with you. Your character sheet is not what enables the actions of a 3D model. It's not analagous to a battery in any way.
What an idiotic argument that completely ignores the entire original point!
Attributes in an RPG are what define if you pass or fail the arbitrary attribute checks littered around the gameworld, which control every major aspect of the game.
And no, Fallout 3 ignored nothing about the attributes on your screen in any way... really... where did you get such a preposterous idea from?
Machocruz said:
Thus attributes are still useful for presenting character ability to the player. Modern games have not replaced them with anything equal or better.
I would disagree.
Skyrim for example took the 1-100 attribute system, got rid of all the minor "upgrades" that added no visible development to your character, such as how increasing your STr by 5 points rarely had any noticeable effect on an enemy unless it had a million hp, and even then it was low, squished it down into a series of 5 main perks that offer 20 levels worth of improvement in one go, making them actually defining, and then filled in the now vacant progression areas with more perks that actually did something, not only allowing it to give the same damage increases the 1-100 STR attribute did, but also throw in tons of optional upgrades that were non-existent in past games.
Its far from perfect mind you, but Skyrim's system offers more total customization, at least, effective customization, then the bog standard 1-100 attribute system ever did.
Machocruz said:
In a system that only counts attributes up to 10 or 20, it can have a significant impact. But now we have crap going up to 99, so it is pointless for those games. Another ailment of modern game design.
Not really. Even in Fallout's 1-10 system, going from 1-2, or 2-3, or even 2-4, has little real impact on your character.
Its only going from like 2-5 do you see any real effective change. a lower number system has exactly the same problems the higher number systems do, only slightly lessened.
However, lower number systems often have even worse problems, in that, because they have such low numbers, they hardly let you actually level up your character's attributes, in order to prevent becoming god, which nullifies a lot of the point of character progression in RPGs.
Machocruz said:
In Skryim you have no measure or display of intellect to begin with, outside of haggling/persuasion; no knowledge of obscure lore or monsters greater or lesser than what the player has, being less intelligent doesn't hamper your conversational ability like it does in Fallout. Your character is as intelligent as everyone else's character, unless you choose to LARP, but then the game doesn't recognize that so it's pointless. You have no innate characteristics besides Health, Magicka, and Stamina. Not even a comprehensive measure of Strength. You have Encumberance, which doesn't say much about physical strength in its various dimensions. They simply needed a wider array of perks and skill to enable the kind of character build variety that was possible in Daggerfall, or even Morrowind.
Besides your total magicka.... which is based off of INT, aka however many point your put into magicka.
As for Daggerfall and Morrowind, those games actually had lesser numbers of total builds then Skyrim because of the broken attribute system. Due to past Es games +1/3/5 system, a player would always finish leveling their primary attributes by level 20, because all of their skills gave lager bonuses to said attribute when leveling up.
However, the game's max level was around 70+, so that means the player would then have around 50+ levels of forced level ups to their secondary attributes, and due to how attributes tarted off at around 20-30, this means everyone ended up with 70-80 in all their attributes.
While 20-30 in an attribute may seem like a lot, due to the way attributes calculated things, such as magicka, the difference was negligable. A mage with 100 INT, because he focused on it, and a warrior with 80 INT, because he was forced to level up his INT since all his other attirbutes were maxed, had a difference of 40 magicka, or 1-2 mid level spells.
The simple fact of the matter is, in Morrowind and Daggerfall, the most diverse your character ever was, was at level 1, and from there, you just became more of the same.
However, since Skyrim took the qualities of attributes such as STR, and split them up into their individual parts
-Melee damage going to the melee skill
-Carry weight going into stamina
-health increases going into Health itself
etc. etc.
and making raising each of these things 100% optional, it has utterly prevented the same problems the past game's attribute systems had, and allowed for more truly diverse character making then past games could ever offer.
Machocruz said:
Action games "let the player swing the sword, or shoot the gun, themselves." Those old RPGs didn't have attributes because they lacked the sufficient technology to allow the player to perform actions in real time, since that technology existed in action games, they had them because they were made by PnP fans who wanted to emulate PnP games. Same thing with turn-based combat, no matter how many times casuals repeat the easily torn apart "games were turn-based because technology wasn't there to do otherwise derpslurp" meme.
And you utterly ignore that PnP games are only the way they are because the real-world doesn't properly allow for anything else.
-You cant fight dragons, or orcs, or explore dungeons full of traps IRL, so you have to create a proxy world.
-You cant fight in this proxy world yourself, so you have to create a character to serve as a proxy for you.
-You cant control this proxy character in this proxy world yourself, so you need another system of proxies to simulate things like the ability to hit
-Thus exists attributes.
The emulation of PnP games is the emulation of the limits of PnP games, which is to say the same limitations as early computer games.
However, unlike the real world, which can never, unless we gain the godlike ability to create worlds and defy physics in the far future, remove these limitations, thus, will always need them, computer games are not forever limited, and thus, have no reason to keep them besides to pander to the nostalgic.
Machocruz said:
Again, I would have to disagree, I have yet to encounter a situation where I couldn't role play any believable role in a modern RPG
-Every single sidequest in Fallout 3, except Riley Rangers, offered at least 2 ways to complete it. And the main quests
--Following in His Footsteps
--Galaxy News Radio
--Scientific Persuits
offered three ways to beat them, do what the NPcs asks, persuade them to just give it up, or bypass it entirely by finding your dad.
--Tranquility lane had two ways to beat it(do what Braun says or activate the failsafe)
--Rescue from paradise had multiple ways to free the kids, and could be bypassed entirely just by using speech to make Mayor mcreedy let you in.
--The American dream lets you kill Eden or Spare him
--Take it Back let you either use the FEV or not.
the only main quests that dont have optional ways ot beat them are the waters of life, and picking up the trail.
-Except you could not as pure text lacks any sort of tone or implication in it, to say otherwise is an outright falsehood, and I never denied that Mass Effect had problems, just that it tended to be more clear a greater percentage of the time.
-Choice and consequence in New Vegas, the witcher, and deus Ex, consists of a bunch of post ending cutscenes telling you stuff, while the only real in-game effects being "group of generic NPcs and one named NPC from A faction get replaced by a bunch of generic NPCs and one named NPC from B faction"
In terms of in-game reactions, which are the only thing that matters, they really don't offer anything other games don't.
Machocruz said:
They didn't need the same level of notes and books to provide equal or greater density of information and story detail. Crafting robust,intertwining, and branching conversation threads requires more ingenuity and planning than writing linear passages in books. Books are not a satisfying replacement for dialogue exhcnages, unless you're one of the knuckleheads who think watching movies in GTA5 is an awesome feature
Crafting those dialog trees is also a entirely unneeded waste of resources when the vast majority of said information could, and in most cases would, come off more naturally from books then NPc dialog.
That it takes more skill or planning really doesn't negate how pointless it is, and how much it often does more harm then good by breaking the believability of the world by allowing your character to ask, and for NPCs to respond to, question on the level of asking what a car is in a game set in the modern day.
Books natural existence makes them a FAr better replacement for dialog about the world in most cases, because they do less to break the believability of the world.