A little rant on 18 skills

Post » Wed Jun 23, 2010 6:04 am

Simplification can be a very bad thing. Everytime I've heard that or "accessibility" over the last 4 years it's meant "We're putting less in the game and hoping you don't notice."
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Wed Jun 23, 2010 8:37 am

^^Thanks for the info, as displeasing as it is
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Tue Jun 22, 2010 9:23 pm

It was gameplay that needed to be streamlined, not the skillset. Yeah, streamlining the skillset is good to get our feet wet with yet another new gameplay system, but we shouldn't keep using arm floaties if we already know how to swim. But then again this is more for after this game than anything else.

Expansion >>> Regression

Sometimes, sure, but we aren't talking about regression. This isn't a step back so much as a step in a different direction. And in general, expansion isn't always a good thing - it's nice to have more, but more skills means more useless skills and less differentiation between the skills and the systems that use them. Daggerfall had plenty of skills, but a huge amount of them did next to nothing and a fairly large amount more were mostly useless. Morrowind had fewer skills, but those skills were better-handled. Oblivion, again, had fewer skills, but the individual skills that they kept had far more depth to them than Morrowind's skills did and the gameplay systems designed around them were far more complex.

Skill consolidation allows them to put more focus on the individual skills and on differentiating those skills. That's a trade-off, but I really don't see why so many people take it to be an inherently bad trade.

I mean when game developers claim they are streamlining, from my experience I've found that they are actually dumbing [censored] down. Obviously we can all differentiate the two words
Dumbing down, on the other hand, is mainly a term people use to describe changes they don't like when they have no specific criticism to bring to the table.


Is Strength and Stamina the same? Why should it be? A strong person isn't neccessarily as fast a runner as somebody who is weak in their upper body. So doesn't it seem dumbed down to you?

See, again, what I've already said about "dumbed down". Also, why are you making the assumption that stamina is replacing or being treated like strength in Skyrim (it isn't)? Why are you making the assumption that things like running speed aren't going to be determined by your character's skills? Why are you... basically making several far-reaching (and in at least one case, wrong) assumptions to try and make this seem as bad as possible?
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Wed Jun 23, 2010 9:14 am

I've got still the hope they mean 18skills beside the magical skills.
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Wed Jun 23, 2010 6:13 am

They are trying to turn the game more user-friendly to please the masses... I′m rather curious on how this skill list will turn out
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Wed Jun 23, 2010 8:38 am

To me, dumbing down simply means losing game mechanics, especially those that enhance customizability
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Wed Jun 23, 2010 11:47 am

Dumbing down means taking away depth or a portion of the gameplay in favor of simplicity. Steam-lining preserve these depths or replaces them with something better in favor of ease. If they allocated some of these mechanics they are still preserved just somewhere else.
User avatar
Rhysa Hughes
 
Posts: 3438
Joined: Thu Nov 23, 2006 3:00 pm

Post » Wed Jun 23, 2010 2:41 am

^^Thanks for the info, as displeasing as it is

No problem. To put it in context:

"Use one-handed weapons and your skill with them will improve. Cast lots of illusion spells and your abilities with that school of magic will be amplified."

This very much sounds like 'blade' & 'blunt' will become 'one-handed' & 'two-handed'. However, that doesn't actually decrease the number of skills, so it doesn't really get us any closer to learning what else has been axed/absorbed from the OB skill set.
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Wed Jun 23, 2010 10:00 am

They are trying to turn the game more user-friendly to please the masses... I′m rather curious on how this skill list will turn out


They're trying to make the game that user-friendly that my little 7years old sister can play and understand it without problems.
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Wed Jun 23, 2010 3:57 am

Simplification can be a very bad thing. Everytime I've heard that or "accessibility" over the last 4 years it's meant "We're putting less in the game and hoping you don't notice."

Okay... let's run with Oblivion as an example, since I'm fairly certain that's the one people are thinking of. Does Oblivion have fewer skills than Morrowind? Yes... but the gameplay revolving around those skills is more complex, and those skills have certain "tiers" that unlock additional abilities (making the individual skills considerably more interesting than the ones in Morrowind). Does it have fewer factions? Yes... but those factions are (again) more complex in terms of quest design and variation. Does it have fewer quests? I haven't counted. I wouldn't be surprised. But those quests rarely boil down as far down to the pointless and basic A-to-B fetch-and-deliver that Morrowind so consistently used. There were quests like that, but they generally introduced some tweak or some element that at least made them stand out the slightest bit from the mold (and by design they had to - Oblivion couldn't pad game length with walking time and searching the way Morrowind could, mainly because of the compass and fast travel).

Basically, Oblivion's got (or at least, I'm fairly sure it's got) less content if you look at it in purely numerical terms... but to say that they put less in the game simply isn't true, because the content that it did have was considerably deeper and more well-developed than what they had in Morrowind (note: not in terms of writing, in terms of design). It's not about sheer numbers, it's about how they've developed the things those numbers represent.

I've got still the hope they mean 18skills beside the magical skills.

They don't.


To me, dumbing down simply means losing game mechanics, especially those that enhance customizability

Then I'm not really sure how that applies as plainly as you're trying to apply it here. The attributes were something used by a number of different game mechanics, but I'm not sure it's even fair to call them a game mechanic all on their own - they were basically just a sheet of numbers that influenced other things. If the new system works the way they claim that it does and the perks associated with it are varied and interesting enough, losing those numbers isn't a flat loss, nor is losing a very small portion of the skills in the game. You're doing more or less exactly what I said most people who use the phrase "dumbed down" are doing: you're claiming that something is "dumbed down" not because of an outright and overall loss of content, but because it's different.
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Wed Jun 23, 2010 1:15 pm


See, again, what I've already said about "dumbed down". Also, why are you making the assumption that stamina is replacing or being treated like strength in Skyrim (it isn't)? Why are you making the assumption that things like running speed aren't going to be determined by your character's skills? Why are you... basically making several far-reaching (and in at least one case, wrong) assumptions to try and make this seem as bad as possible?


So...you're telling me that's not simplified?
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Wed Jun 23, 2010 8:13 am

...Oblivion, again, had fewer skills, but the individual skills that they kept had far more depth to them than Morrowind's skills did and the gameplay systems designed around them were far more complex.

I know the point you were trying to make in terms of what we might see, but I very much disagree with this. OB was at critical mass, at the dangerously low end, of skill count determining depth.
[edit] Thanks for clarifying.


Tausig, not that it will all end in total despair, but there is little to go on other than a brief word that these set of skills will be handled particularly better.
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Wed Jun 23, 2010 12:46 am

You guys don't seem to understand. The skill system will be slightly more simple, not even that much more. And it will become more specialized with the perks.
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Wed Jun 23, 2010 11:12 am

From the skills they had in Oblivion and the way they were used:

Athletics and Acrobatics can be turned into perks easily (+x% to speed, jump higher, etc).
Speechcraft and Mercantile can be combined into a new skill, lets call it Streetwise.

Hand-to-hand could also be "scrapped" or "transformed" as well. Since Morrowind, it have been a bit ineffective.
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Wed Jun 23, 2010 1:33 am

So...you're telling me that's not simplified?

See, that's not at all what you asked me in your original post. And again, if the skills and perks are handled properly... no, that's not a simplification. It's just different.

I know the point you were trying to make in terms of what we might see, but I very much disagree with this. OB was at critical mass, at the dangerously low end, of skill count determining depth.

Not at all what I was actually saying with that. The actual skill levels, for the most part, didn't have a big enough impact on the gameplay in Oblivion. That was a design decision. But taken on their own, the skills themselves were far deeper and more varied than the ones in Morrowind. Particularly thanks to the bonuses you'd get from achieving those various tiers of advancement, increasing them had a considerably more tangible feel and a more apparent impact on the game than just "higher skill means more hits" or "higher skill means casting better".

I'm not saying that Oblivion used its skills well. I'm saying that the skills themselves were deeper and more complex.
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Wed Jun 23, 2010 8:51 am

You guys don't seem to understand. The skill system will be slightly more simple, not even that much more. And it will become more specialized with the perks.


Yes you gain perks, but (from what I can tell) I think I'd rather have attributes. Basically, I'm speculating that perks < attributes in complexity
User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Post » Wed Jun 23, 2010 11:42 am

That makes more sense. And I have actually thought similar things.

--------

Attributes are not gone for sure, just unmentioned.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Tue Jun 22, 2010 9:05 pm

You guys don't seem to understand. The skill system will be slightly more simple, not even that much more. And it will become more specialized with the perks.

I have a feeling we're gonna have to jam this idea into everyones head, like we did when we had to tell every new guy on the forum TESV wouldn't be an mmo.
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Wed Jun 23, 2010 10:18 am

Yes you gain perks, but (from what I can tell) I think I'd rather have attributes. Basically, I'm speculating that perks < attributes in complexity

In what sense? Perks are more numerous and typically represent clearer, far more specific, and more apparent changes to your character's abilities and to how the game actually plays. How is that less complex than a series of numbers being tossed into random dice rolls?
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Wed Jun 23, 2010 4:57 am

Now that you put it that way. it does seem pretty good
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Wed Jun 23, 2010 9:45 am

Okay... let's run with Oblivion as an example, since I'm fairly certain that's the one people are thinking of. Does Oblivion have fewer skills than Morrowind? Yes... but the gameplay revolving around those skills is more complex, and those skills have certain "tiers" that unlock additional abilities (making the individual skills considerably more interesting than the ones in Morrowind). Does it have fewer factions? Yes... but those factions are (again) more complex in terms of quest design and variation. Does it have fewer quests? I haven't counted. I wouldn't be surprised. But those quests rarely boil down as far down to the pointless and basic A-to-B fetch-and-deliver that Morrowind so consistently used. There were quests like that, but they generally introduced some tweak or some element that at least made them stand out the slightest bit from the mold (and by design they had to - Oblivion couldn't pad game length with walking time and searching the way Morrowind could, mainly because of the compass and fast travel).

Basically, Oblivion's got (or at least, I'm fairly sure it's got) less content if you look at it in purely numerical terms... but to say that they put less in the game simply isn't true, because the content that it did have was considerably deeper and more well-developed than what they had in Morrowind (note: not in terms of writing, in terms of design). It's not about sheer numbers, it's about how they've developed the things those numbers represent.




but to have skills like

axe ,spear , longbalde, shortblade, blunt weapon

equal to

one handed and two handed

is a big gamepalydifference
because you've to decide which weapon you want to use
User avatar
X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Wed Jun 23, 2010 11:39 am

We needed more skills, not less.
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Wed Jun 23, 2010 5:58 am


Speechcraft and Mercantile can be combined into a new skill, lets call it Streetwise.


Well since attributes are out, you can call it persuasion.
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Wed Jun 23, 2010 1:00 pm

In what sense? Perks are more numerous and typically represent clearer, far more specific, and more apparent changes to your character's abilities and to how the game actually plays. How is that less complex than a series of numbers being tossed into random dice rolls?


There are no objective criteria for complexity in this sense, so arguing is pointless
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Wed Jun 23, 2010 11:27 am

At lestiks kind of like having 18 major skills now... I would take so long picking my skills cuz I wanted them all lol
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

PreviousNext

Return to V - Skyrim