No Attribute examples?

Post » Thu May 06, 2010 11:21 am

Hardly, since it can be easily argued that the TES games can be classified as action/adventure as well. Your "definition", which didn't really define anything to begin with, is simply your opinion and not fact at all.


Well, yes, that was sort of the point.

And why try so hard to derail me from my opinion anyway?
Its not going to change because this is how I feel about gaming. I feel that I miss the RPG's like eye of the beholder like they used to make them. I feel that mass effect is an action/ adventure and not an RPG.
I come to this opinion through a lifetime of gaming, through what I approve and disaprove of in current trends in games.

There really is no point in going on and on about how my definition is wrong. That kind of nitpicking is hardly productive and it certainly doesnt make me go: 'Woops, you were right all along, now if only you could tell me what you think the defintion is (wich you havent) so I can follow suit.'

I dont present things as facts. I wrangle enough qualifiers as 'I feel' and 'I think' in there that it should be clear that Im presenting an opinion.
And hey, by all logical definitions of 'fact' thats all anyone on this forum ever does.

Learn that people may have different points of view and dont see every standpoint incongruous to yours as an invitation to convert please.
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Noraima Vega
 
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Post » Thu May 06, 2010 10:31 am

Problem is, if you go with the "in real RPGs you can create any character, without any restrictions", then there hardly would be any RPGs on the market...

And Eye of the Beholder being deeper than Mass Effect?! That's it, I quit...
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Tom Flanagan
 
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Post » Thu May 06, 2010 10:10 am

Folks, I don't think we should start the great attribute debate in this thread, we've already got other threads for that, instead I think we should concentrate on the thread topic, which is examples of attribute-less rpgs.

Well Mass Effect has been mentioned so what else.....

Drakan: the Ancients Gate doesn't have attributes instead you pick one of three skills to increase (melee, archery, magic) every time the Heroine Rynn goes up a level. Though I suppose you can consider that one more of an adventure game then a RPG.

Justice League Heroes also doesn't use attributes, instead it uses a power based system which I believe is similar to City of Heroes. That is to say every time you level up you pick which power or powers to increase, there are no actual attributes though there are passive powers that can give you hitpoint bonuses, bonuses to strike, etc.

Also I think City of Heroes might be attribute-less, but I'm not sure cause I've never actually played that game.
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cheryl wright
 
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Post » Fri May 07, 2010 2:28 am

I don't really think there has been any game that had a stat system quite like Skyrim's. But I can try to explain it as thoroughly as I can with the information we've been given. Sorry if you already know a lot of it:

- The primary/derived stats from the previous games (health, magicka, fatigue/stamina) are now called "attributes."
- There are 18 skills, categorized into combat, stealth, and magic, although any character can use any skill, and there are no major/minor skills.
- You still raise any skill purely by using it.
- Every time you raise any skill, it gives you some amount of "experience" that counts towards leveling. The amount of experience will be larger for higher skills, so raising a skill from 60 to 61 gives you more experience than raising a skill from 30 to 31.
- ^ This is complemented by having the experience requirement for the next level increase each time you level up, slowing down drastically by the time you reach level 50. You can keep leveling after this, but very slowly. The max level is somewhere in the 70s, based on whenever you can get all your skills to 100.
- Once you get to high levels, you will need to specialize and focus on raising your high skills in order to contribute much towards leveling.
- Every skill has what would be called a "skill tree" in other games, though many of them sound like they will be passive and are thus called "perk trees."
- Each perk tree has 12 to 20 perks, often grouped for specialization. For example 1H and 2H have perks for sword, axe, and mace specialization, and destruction will have perks for fire, ice, and lightning specialization. There are a total of over 280 perks.
- Every time you level, you get to choose one perk. There are also some requirements for choosing perks, so you can't pick a perk just because you already have the previous one in the tree. They are playing around with the details, but it's possible that you will only be able to get 50 perks max.
- In addition, every time you level, your health increases a bit. Then you get to choose to bonus health (further), magicka, or stamina.

Some things that attributes previously had an effect on will be solely handled by skills, others might have perks to handle them, and others might be dependent on health/magicka/stamina.

Pure speculation:

- There will possibly still be skill trainers, allowing you to pay to increase skills.
- My guess about the "requirements" for perks is simply that you will need a certain skill level for each perk in that skill. Others have suggested that you will only be able to choose perks from skills that you increased to contribute to your last level up. I don't think that is likely because that system would have the potential of level ups where you can't pick any perk, and I don't see Bethesda implementing a system where that can happen.
- With no willpower I'm guessing that magicka regen rate will be a fixed percentage of your total magicka per second, instead of being handled by perks or skills.
- I'm also guessing the same for stamina regen rate. If this is how it turns out, you can effectively raise your speed by increasing your stamina: sprinting will cost stamina, so raising it will allow you to sprint for longer periods of time, plus the increased stamina regen rate will decrease the time that it takes to start sprinting again.
- Some people have suggested that there will be perks that do not belong to any skill. I haven't really seen anything to support this, and the math seems to add up with perks being skill-related only (average of 16 perks per skill x 18 skills = ~288 perks)



So yeah, I can't think of any RPG that had a stat system that worked very similarly.


That's very well explained....kudos :)
I'm a lover of what i've heard about the new system,i personally think it will be much better than relying on 8 more or less useless attributes.
Another thing i might add also,not only will some perks cover what some attributes did,you get extra effects/moves too.....you really are getting more for character with new system...i believe.

Again,well explained deathcoffee. :)

Note: Another thing people need to be aware of is the perks aren't exactly like the were in fallout. It was stated in OXM UK,that perks are smaller and more meaningful. Fallout relied heavily on V.A.T.S. Most of the perks were for V.A.T.S. Now alot of people never used v.a.t.s,i myself eventually prefered not to use v.a.t.s.Don't get me wrong v.a.t.s was a good system,just needed more work. Now if you played fallout without v.a.t.s alot of the perks were useless.But skyrim does not have v.a.t.s so thye perks will be more meaningful in my opinion,because they are not tied to a system some people didn't use.I believe perks will be much,much better in skyrim. It's also been said that some death-moves/finishing moves maybe perks or they could be taught etc. The new system really does sound like we'll have alot more options with our characters,both skill-wise and probably visually-via moves unique spells etc......sounds much,much better to me.
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Elina
 
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Post » Thu May 06, 2010 5:11 pm

Oh I just remembered, Borderlands doesn't have an attribute system either, just skills.


And Eye of the Beholder being deeper than Mass Effect?! That's it, I quit...


Oh don't give up yet, you forgot how deep SSI Goldbox games where.

Hey look that thief just threw his only weapon at me! What a deep and insightful tactic that was!
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Sara Johanna Scenariste
 
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Post » Thu May 06, 2010 3:11 pm

Problem is, if you go with the "in real RPGs you can create any character, without any restrictions", then there hardly would be any RPGs on the market...


And then there's the fact that most of the "olden days" games where you could "create any character"..... well, you could do that because they were mostly fantasy-themed strategy games, with very little story or characterization.

Yeah, you could create any characters you wanted for your party in, say, Wizardry 1 or Bard's Tale - but those were dungeon crawls. "Beat up guys over there until you find out where the Big Bad's dungeon is, then go beat up him. Hooray! We're saved!"

Of course dungeon crawls have lots of attributes, gear, stats, etc...... that's pretty much all they have.
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..xX Vin Xx..
 
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Post » Thu May 06, 2010 11:35 am

And then there's the fact that most of the "olden days" games where you could "create any character"..... well, you could do that because they were mostly fantasy-themed strategy games, with very little story of characterization.

Yeah, you could create any characters you wanted for your party in, say, Wizardry 1 or Bard's Tale - but those were dungeon crawls. "Beat up guys over there until you find out where the Big Bad's dungeon is, then go beat up him. Hooray! We're saved!"

Of course dungeon crawls have lots of attributes, gear, stats, etc...... that's pretty much all they have.


My brother called Baldurs Gate Fantasy Squadleader:D
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Sara Lee
 
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Post » Thu May 06, 2010 10:32 pm

I never liked the attribute system in TES anyway.

It was worst of the worst:

1. The limit for stats was 100.
2. You had to keep distributing points every levelup.
3. The game was basically based on trying to get 100 everywhere.
4. There are ugly additional complications such as Endurance giving hitpoints every levelup and Luck only raisable by 1 every levelup.

So yeah, lots of complexity but in the end complete uniformity.

A good use of an attribute system would be:

1. Give a number of options (attributes) and an amount of points to distribute them according to your wishes.
2. Then play the resulting character without ever changing the initial choice again, thus making this choice actually matter (unlike the TES system where everybody ends up at 100 in all attributes anyway)

As a practical example, you could just have Strength, Dexterity, Intelligence and Wisdom as attributes between 1 and 10, and you start with 5 everywhere and can redistribute these points, but if you raise a stat above 7 you'll have to pay 2 points for every additional step, while lowering the value below 3 will only yield a half point.

Where Strength would be for direct fighting, endurance and social intimidation checks, Dexterity would be for evasion, trickery, ranged attacks and social bluff checks, Intelligence would be for complex spells, attack spells and social reasoning checks, and Wisdom would be for beneficial spells, mana regeneration and social sympathy checks.

So you could for example make a jack of all trades with just leaving everything at 5, or you could make a genius mage with Strength 1, Dexterity 3, Intelligence 10, Wisdom 1. Or you could make a good mage/cleric with Strength 3, Dexterity 3, Intelligence 7, Wisdom 7.

Skill levels would then be limited accordingly. Restoration and Illusion spells would for example be limited by Wisdom; more Wisdom would make them stronger and cheaper.

With such a scheme, attributes would actually be an important choice about your character that asserts balance (no more everyone can be best fighter, master thief, and archmage at the same time).
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Taylor Bakos
 
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Post » Thu May 06, 2010 10:31 pm

The role you play is set for you from a to z, its not like a TES game where you can be a peaceful healer. There is no way to play that game peacefully.


Huh? There is a way to play TES games peacefully?!! You are joking, right? One of the greatest flaws of TES games was that yes, you could make pacifist characters, but there was nothing for them to do, no way to fulfill quests (most of which were "kill X" affairs), no free-form good deeds to perform (and have them acknowledged by the game), etc. The only way you could "play" your healer was by LARPing. For which one doesn't need a game, really.

Unfortunately, instead of including proper gameplay for non-combat skills and an optional non-combative main quest path, Beth opted to prune the non-combat skills with each subsequent iteration. Which, IMHO, is a much greater lost opportunity than the attributes!
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Rebekah Rebekah Nicole
 
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Post » Fri May 07, 2010 3:41 am

Kind of hard to do "Destined Hero Saves The World And Defeats The Godlike Evil" (the general TES plotline) if you're not going to fight. :)
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LuBiE LoU
 
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Post » Thu May 06, 2010 12:29 pm

Huh? There is a way to play TES games peacefully?!! You are joking, right? One of the greatest flaws of TES games was that yes, you could make pacifist characters, but there was nothing for them to do, no way to fulfill quests (most of which were "kill X" affairs), no free-form good deeds to perform (and have them acknowledged by the game), etc. The only way you could "play" your healer was by LARPing. For which one doesn't need a game, really.

Unfortunately, instead of including proper gameplay for non-combat skills and an optional non-combative main quest path, Beth opted to prune the non-combat skills with each subsequent iteration. Which, IMHO, is a much greater lost opportunity than the attributes!


I got to level 30 on my peaceful Argonian healer on Morrowind.
Never once was I bored.
Completed many a quest through stealth.
Dont project your inability to roleplay on me.
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Laurenn Doylee
 
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Post » Fri May 07, 2010 2:25 am


I dont present things as facts.


Sorry, but when you say things like your definition is "foolproof", that pretty much implies that you are stating something as a fact, not an opinion. Which is the reason why I replied to your post in the first place.
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le GraiN
 
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Post » Fri May 07, 2010 3:19 am

Sorry, but when you say things like your definition is "foolproof", that pretty much implies that you are stating something as a fact, not an opinion. Which is the reason why I replied to your post in the first place.



"To my definition, it is not. Its an action/ adventure.
But I suppose that in the end RPG is just what I point at when I use the term, same as for everyone else."

Is what I said.
And then I said that was foolproof.

If you cant see the irony in that I pity you, good sir.
I also used the term 'my definition.' not 'the definition'

Anyway, get off my case please. Nitpicking about minor details while all the time if you actually read my posts instead of viewing them as something to insert a logic crowbar in you would have a pretty clear picture of what I am trying to communicate.
Ecxuse me for interjecting a little humour in there, sheesh.
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Honey Suckle
 
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Post » Thu May 06, 2010 2:37 pm

Baldur's Gate was one of the best action adventure games there is!
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Jarrett Willis
 
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Post » Thu May 06, 2010 12:51 pm

D&D has always had attributes, but they played a very tangible role in that system. I can't speak for anything before Oblivion, but there they just played a very minor role and seemed more like a throwback to the D&D system than a viable game mechanism. Far too many people, when they think of RPGs, think of some variation of the D&D system, which essentially started it all. But it's not really necessary when dealing with a computer based game.

Regardless of the effectiveness of attributes in TES or D&D, can we stop with the whole "attributes (or numbers) were necessary for PnP, but not for computers" meme? It's just plain silly.
Attributes in PnP were designed to model reality, specifically the physicality of a character. If you want to model that in a game, then you need those stats, period. Computers are not magical devices.
If you want to argue that that aspect of modeling is unnecessary, fine. But the recurring idea that computer games don't need stats to govern events scares me. Next we'll start arguing about whether the earth is flat.
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Donald Richards
 
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Post » Thu May 06, 2010 9:27 pm

If you want to model that in a game, then you need those stats, period... But the recurring idea that computer games don't need stats to govern events scares me.


As I mentioned in another post, there's hundreds of numbers in these games that operate in the background that the player is completely unaware of. Those stats you speak of are no different. The computer can deal with them perfectly fine on it's own without the player having to worry about any of that.
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Laurenn Doylee
 
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Post » Thu May 06, 2010 2:56 pm

As I mentioned in another post, there's hundreds of numbers in these games that operate in the background that the player is completely unaware of. Those stats you speak of are no different. The computer can deal with them perfectly fine on it's own without the player having to worry about any of that.

Sorry if I misunderstood you. I've seen too many posts that don't seem to think at all about the mechanics under the hood. Or posts that state that attributes like strength and speed don't exist in the real world. It makes me a little crazy.
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Jaki Birch
 
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Post » Fri May 07, 2010 2:05 am

Baldur's Gate was one of the best action adventure games there is!

Baldur's Gate: Dark Alliance was bad there is many examples of better action adventure games there, even old Diablo from PS1 is better. :teehee:

Regardless of the effectiveness of attributes in TES or D&D, can we stop with the whole "attributes (or numbers) were necessary for PnP, but not for computers" meme? It's just plain silly.
Attributes in PnP were designed to model reality, specifically the physicality of a character. If you want to model that in a game, then you need those stats, period. Computers are not magical devices.
If you want to argue that that aspect of modeling is unnecessary, fine. But the recurring idea that computer games don't need stats to govern events scares me. Next we'll start arguing about whether the earth is flat.

Indeed but until we cant test game we cant say thats Skyrim didn't have hidden from gamer mechanic or was simplified too much, devs already decide to remove attributes and unlikely they will change their decision, yes thats doubtful decision but thats one of ways how BGS fix flawed points in their games "Alexandrian solution", I hope new scripting engine powerful enough and there is much hidden variables left as ghosts of attributes to make some modding necromancy as we do before and return to life buried features from previous games.
I don't they take completely all modeling parameters thats have too much consequences, more likely mechanic was hidden but player can now manipulate Derived Attributes, but variables can be tied to amounts of Derived Attributes as well to perks and I hope to starting and racial traits also so instead of increasing by +5 it will be increased on more significant value only for effects thats was before involved in attribute formulas.
For example fatigue and health leveling is work as encumbrance limit increase but there also can be certain perks thats pull hidden variable thats before tied to Strength and significantly increase them so there can be perk in armor skills thats increase encumbrance limit because constant wearing such armors charter become stronger.

I don't know how mechanic will be implemented but I hope on best or at last on powerful modding tools.
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Tammie Flint
 
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Post » Fri May 07, 2010 5:23 am

Or posts that state that attributes like strength and speed don't exist in the real world.


Well they don't really. I base my strength on how much I can lift, and my speed on how fast I can run. I don't necessarily have a value of 50 Strength or Speed, my perceptions of my abilities are based on pounds lifted, or feet per second. There's other ways that a computer based game can handle those values without needing attributes that are visible to the player, yet holds very little meaning for him/her. If I look at my stats screen in Oblivion and see that I have a Strength of 60, that doesn't really mean very much to me in terms of my game. Yet if I look in my inventory screen and see how much weight I can carry, that has real value to me as a player.
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Vera Maslar
 
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Post » Fri May 07, 2010 12:18 am

Baldur's Gate: Dark Alliance was bad there is many examples of better action adventure games there, even old Diablo from PS1 is better. :teehee:


Yes, sometimes sarcasm doesn't translate very well over the internet. :whistling:
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TWITTER.COM
 
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Post » Thu May 06, 2010 6:41 pm

Nah, I forgot that there was a lame spin-off on the consoles...
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darnell waddington
 
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Post » Fri May 07, 2010 4:40 am

Yes, sometimes sarcasm doesn't translate very well over the internet. :whistling:

Nope my new sarcasm detector work well just testing some reflect sarcasm enchantment.
Nah, I forgot that there was a lame spin-off on the consoles...

I believe until modding support will not axed from Skyrim and furtherer games of series such a horrible fate does not befall TES series :whistling:
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Siobhan Thompson
 
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Post » Fri May 07, 2010 4:43 am

Well they don't really. I base my strength on how much I can lift, and my speed on how fast I can run. I don't necessarily have a value of 50 Strength or Speed, my perceptions of my abilities are based on pounds lifted, or feet per second. There's other ways that a computer based game can handle those values without needing attributes that are visible to the player, yet holds very little meaning for him/her. If I look at my stats screen in Oblivion and see that I have a Strength of 60, that doesn't really mean very much to me in terms of my game. Yet if I look in my inventory screen and see how much weight I can carry, that has real value to me as a player.

Normalizing data to come up with an arbitrary but meaningful scale is a common method in any fields that requires the use of metrics.

Any system that does any modeling, whether a wind tunnel or a game, is going to be settling for some level of abstraction. It would be more accurate to have 10 or 100 stats to describe strength (bench press, squat max, etc), but the question is where to draw the line, i.e. diminishing returns of the additional info.

But the real point is simple. Anyone who's ever done sports, martial arts, or any physical activity knows that some people are faster, stronger, etc. than others. A numbering scheme is just a precise way of describing that.

Attempting to dodge the issue with semantics seems pointless and misguided to me. Games don't have to model reality, so it's not like Todd's honor is at stake, requiring people to jump in and deny reality to protect him.
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lisa nuttall
 
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Post » Thu May 06, 2010 6:19 pm

Games don't have to model reality, so it's not like Todd's honor is at stake, requiring people to jump in and deny reality to protect him.


If I'm playing an RPG, I would like the game to model reality as much as possible. When I get into Oblivion or Fallout, I like to feel that it's me in that world, not that I'm simply controlling an avatar in a game. So any system that allows me to avoid the distraction of having to deal with numbers is going to feel much more realistic and organic to me than one where I have to be concerned with stats and values. For that reason alone I agree with the direction Skyrim is taking with character development, not simply that I'm worshiping at the altar of Todd. Frankly, I'm getting really tired of this kind of response and find it rather insulting. It's simply saying that people who might have a different viewpoint are simply too stupid or naive to come up with an independent and logical conclusion on their own.
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Jaylene Brower
 
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Post » Thu May 06, 2010 9:55 pm

If I'm playing an RPG, I would like the game to model reality as much as possible. When I get into Oblivion or Fallout, I like to feel that it's me in that world, not that I'm simply controlling an avatar in a game. So any system that allows me to avoid the distraction of having to deal with numbers is going to feel much more realistic and organic to me than one where I have to be concerned with stats and values. For that reason alone I agree with the direction Skyrim is taking with character development, not simply that I'm worshiping at the altar of Todd. Frankly, I'm getting really tired of this kind of response and find it rather insulting. It's simply saying that people who might have a different viewpoint are simply too stupid or naive to come up with an independent and logical conclusion on their own.

I apologize if I came off as harsh. Though I don't always agree with you, your posts are thoughtful and reasoned, so I usually pay attention to them. And we're all carrying baggage from previous threads/posts, so some of that baggage will get carried forward to new posts.

My paraphrased interpretation of the thread posts between us :
You: Attributes come from PnP, and are no longer necessary for computer games.
Me: They did come from PnP, but that came from trying to model reality, and they're just as relevant if that's what you want in a computer game.
You: Attributes aren't numbers to me, they're effects in the world. [Re-reading this, it's clear that I misinterpreted what you meant.]
Me: Attributes do exist in the real world. Why would any reasonable person argue otherwise?

So my post was not really responding to what you said. What I was talking about the whole time, was that: 1) attributes such as strength actually exist, and 2) both PnP and CRPGs can use them for the same purpose. You seem to have been talking about whether the attributes are displayed or manipulable in the game, a topic which I was trying to avoid. Also note that I said "can use them for the same purpose" not should. Because I'm trying to avoid this argument.
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Trish
 
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