EvoG said:
The point is for us to step back from numbers. I'm not saying lets make a game JUST like a traditional RPG but replace the numbers with names. You would be right, what WOULD be the point in THAT.
Why is, from what the bulk of what you are Gareth are talking about, based on assigning text or graphics on what is represented internally as numbers?
For example, from Gareth's last post:
Swordsmanship: I feel confident enough with a sword in my hand that I could defeat all but the most adept soldier.
Couldn't that simply be described as "Swordmanship: 8/10"? That way you would leave with less ambiguity, knowing, that, in a general sense, you'd have difficulty in a swordfight with a most adept swordfighter (9/10) or have little chance with the unbeatable world champion (10/10)
In this case, there isn't any real difference between using the numbers rather than a text description of essentially what the numbers are.
I do like, very muchly, relating those descriptions to events from the characters history though. I can see the potential in that.
Lets create a NEW paradigm.
The reason I mentioned those characters was actually rather subtle. Imagine, in comparison, you could create a character REASONABLY as rich as those characters, but ALL your own. Not numbers, but personality. Idiosyncrocies. History. Attitude. Then express that character through the game world. SURE he can grow and evolve. Get better at his skills. Have party memebers. Save the world(or not). But instead of driving to reach the "next level" and get a few more points on small arms skill so he can raise that 37% to 41%, you're driving to participate in the world. Watch it unfold. Influence the lives of the characters in it. The numbers are meaningless. It doesn't make the world less rich or the dialogue less robust.
Just to make sure I fully understand what would be going on here: we still have the numbers running under the hood, but they're effectively transparent to the user?
I've seen many CRPG's do this, to a point. I'm fairly certain that Fallout kept numerical NPC reactions to your character invisible, and some of Vogel's games have had a bunch of transparent skills that you use, but never see.
Basically, this worked fairly well, but in a limited sense. Because your character functions attached to him that you really didn't know about or understand, you couldn't try something for the purpose of finding out if your character could do it.
With a numerical, in depth character sheet, with action having a statistic attached to it, you can reasonably expect to know what your character can handle, in any given situation.
This also could work if you replaced the numbers with words, or graphics, but I think it would be somewhat less intuitive.
You couldn't manage as deep a character system, with words and graphics to convey the characters abilities, I think.
Why must you know the EXACT percentile to achieve a task, rather than a range of "easy, doable, challenging, difficult, impossible(but maybe!), no way!"? Why cant you use colors to abstract the difficulty of a task? Whats the difference between 50% and 51%? 1% and its meaningless. The difference between 50% and 60%. Quite a bit. Difference between green, yellow or red? Well aside from hue, it tells you that green you have a good chance at success, yellow has challenge to it and red is very hard or impossible. These are MERELY examples, but they work.
You're basically describing a completely different way of going about playing an RPG, I guess that's why some of us are having difficulty understanding where you're coming from.
You train in firearms, for example, in a traditional system, that will increase your to hit percentage a small bit, and you'll notice the next time you go to shoot something, that the to hit percentage is slightly higher, so you're now better at shooting things.
If we're using this fuzzy text based system, how do I know if my character is better at shooting things than he used to be? How do I know if my character is gaining new skills.
Also, an important question for myself, but one I don't feel like thinking about right now: Why do I need to know that my character is gaining new skills?
Perhaps you dont really need anything at all, at its most extreme. If you're trying to do something that you as a person know is difficult, you can expect that it may fail. Shooting someone running full speed across your path at 50 yards at night is a hard shot period. 12% chance to hit or red color or just empirically, its hard and you know it.
How do you graphically represent it? Maybe the character can handle it easily, how would you represent that graphically, how would the user get feedback that'd tell him first, if the character has a chance of making the shot, and second, why the character missed.
The point, again, is to get players to care more about their "character" and not just a spreadsheet. Thats it. A seamless way to interact with the world, and remove the things that remind you you're playing a game, rather than being immersed in a world.
I can agree that removing the spreadsheeting could make for an interesting game, however, I'm running into a wall imagining practical aspects of such a game
On the other side, I think that there is definitely still a lot to be said from the spreadsheeting game, as, while at a polar opposite to the suggested ideas, is still very attractive in it's carrot on a stick type gameplay
Pass the bong!