Perspectives on Complexity

Post » Wed Jul 13, 2011 4:29 pm

My concern is that if the ending is some utterly cliché'd tripe like transforming into a dragon to fight Alduin, my impressions of the writing aren't going to be very favorable. :spotted owl:



Yeah, if only they would work the game as good as they do the Lore, its sad that the Lore is more interesting :P


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I understand that, I read your disclaimer but your not the only one who thinks that way and some are even more forceful with their views touting it as "better" and as noted by the thread, when given examples such as Perks Tech trees, Boxes, Quantitative stats, levels, and asks how is that anyless numeriacl/spreadsheety/immersion breaking, it all goes silent :confused:, completely ignored or somehow given exceptions to....
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SWagg KId
 
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Post » Wed Jul 13, 2011 3:33 pm

You know at first I see, I don't want to have to look at/ I don't see why people need numbers to tell them how their characters are. and then I ask...ok so how do you know your progressing? and in retrospect to not wanting to look at stats, I guess many people forgot how you'd get a little paragraph or so about your charater getting stronger. how about you just pay attention to that?


For my part, rest assured my opinion is totally personal, has no effect on the development team and is purely selfish in not presuming to speak for anyone else.

Yeah, I remember the little paragraghs. I liked them. I will continue to play RPGs and enjoy them as they are today (and probably will be forever), with numbers. I'm just stating a very personal preference. I guess because of the way Skyrim has gone, along with other action-RPGs, the so-called "simplification" has more actual significance than I considered. Not intending to rub salt in the wound for those who don't like these changes. Just my preference.
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Mizz.Jayy
 
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Post » Wed Jul 13, 2011 3:42 pm

I think, overall, we're going to have to wait and play the game.

The people for the "numbers," I really understand. When I heard the skill list for Oblivion, the first time I heard about it, I was shocked. "Surely, with all of this new tech, Beth wouldn't cut the skill list. Why not expand it?" Is what I said to myself.

But when I played Oblivion, I really loved it at first. All of my worries about the cutting of skills were washed away in about 3 hours. The skill list was fine. It wasn't as diverse as Morrowind, but it felt much better.

What I'm REALLY worried about, is the land of Skyrim itself. It wasn't the awesome skill list that made Morrowind one of the greatest games of all time. It wasn't the numbers. It was Morrowind itself. The strange land. The unsettling hostility that comes with being in the land of the Dunmer.

I didn't feel anything about Cyrodil. Nothing. Don't get me wrong, I really loved Oblivion. I really did. But Cyrodil was just so friggin bland. The sense of wonder was gone, and that is what makes Oblivion, imo, inferior to Morrowind. What I really want for Skyrim is a diverse, unique, and original setting. Don't just copy the feeling from Morrowind though, make it stand on its own right. Fallout 3 was a major step in the right direction, in terms of making the world interesting, and I hope that Beth continues in this direction.
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OJY
 
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Post » Wed Jul 13, 2011 9:19 pm

I think this is a good time to add that I don't think the OP was saying anything about numbers per se. The point is that all those statistics are arbitrary; that there is no good reason numerical attributes should be there if a better mechanic exists. This is not to say (though it might imply) that attributes are an inferior mechanic, or even that games should not contain numbers- these are very different arguments. Some posters, in this thread and elsewhere, seem to feel that their characters will not be 'whole' without a set of numberical attributes, and the OP was addressing this.

However, the recurring emphasis on "numerical" attributes is a diversion from the actual point. Yet again, the issue at hand is not whether or not "numerical" attributes should exist, but ultimately whether or not the attributes should exist AT ALL. Like it or not, the only way that a computer has to represent those things is numerically. It can certainly display them to you in some other form, but at heart, they HAVE TO be represented numerically - that's the only language a computer knows.

Contrary to the recurring assertions of all too many posters, those who advocate the retention of attributes generally don't do so because of any desire to have numbers specifically in the game. It's not really about the numbers - it's about the things those numbers represent. I don't want a number for "speed" in the game just so that I can have a number - I want a number for "speed" in the game so that my Khajiit can be faster than my Orc. And similarly, I don't want a number of "strength" in the game just so that I can have a number - I want a number of "strength" in the game so that my Orc can be stronger than my Khajiit.

Those distinctions add to the complexity and believeablity of the characters. Their lack diminishes those things, and really all this is about - all this has ever been about - is having those QUALITIES in the game. The numbers with which they're represented are simply a function of the unavoidable fact that that's the only way a computer can accomplish it. And the seemingly endless complaints on these threads about numbers in and of themselves is really nothing more than a red herring.
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DAVId Bryant
 
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Post » Wed Jul 13, 2011 5:46 pm

I don't know how to react, whether or not its good or bad.... I guess we'll all see on 11/11/11.
Until then we should focus on the POSITIVE.
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roxxii lenaghan
 
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Post » Wed Jul 13, 2011 10:05 pm

Ah, I don't believe I've been fully understood. I didn't mean to say that we should forgo game mechanics - making Skyrim and future titles into 'interactive movies' like Hard Rain - simply that role-playing should rely on progressive character interactions, not steadily increasing stat-numbers. What I enjoyed the the most about New Vegas were the companion quests. They simultaneously defined my courier and progressed his companions along their character-arcs.

Again, that's not to say that the numbers should be eliminated completely, without them you don't have a game. But I personally don't mourn the fact that they've been pushed into the background. Perhaps this does represent a "dumbing down", but that doesn't necessarily equate to a less enjoyable, satisfying experience.

Look to TF2 (the prime vanilla version, before unlocks and hats). It's game-play was severely reduced from TFC. Fewer weapons, no grenades, less player-side tinkering over all. Yet (prime vanilla) TF2 is/was arguably the better game. Why? Style and polish. It worked better, despite its simplicity and was easier to learn, but still hard to master. Further, it had character and characters.

Oh, and of course I didn't mean to say that the Matter of England (Arthurian legends) were sterile; OB's Cyrodiil was just presented as a sanitized themepark-Camelot. (Thank you, Byzantine)
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yermom
 
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Post » Wed Jul 13, 2011 6:27 pm

However, the recurring emphasis on "numerical" attributes is a diversion from the actual point. Yet again, the issue at hand is not whether or not "numerical" attributes should exist, but ultimately whether or not the attributes should exist AT ALL. Like it or not, the only way that a computer has to represent those things is numerically. It can certainly display them to you in some other form, but at heart, they HAVE TO be represented numerically - that's the only language a computer knows.

Contrary to the recurring assertions of all too many posters, those who advocate the retention of attributes generally don't do so because of any desire to have numbers specifically in the game. It's not really about the numbers - it's about the things those numbers represent. I don't want a number for "speed" in the game just so that I can have a number - I want a number for "speed" in the game so that my Khajiit can be faster than my Orc. And similarly, I don't want a number of "strength" in the game just so that I can have a number - I want a number of "strength" in the game so that my Orc can be stronger than my Khajiit.

Those distinctions add to the complexity and believeablity of the characters. Their lack diminishes those things, and really all this is about - all this has ever been about - is having those QUALITIES in the game. The numbers with which they're represented are simply a function of the unavoidable fact that that's the only way a computer can accomplish it. And the seemingly endless complaints on these threads about numbers in and of themselves is really nothing more than a red herring.


Perhaps I should not have prefaced the word 'attributes' with the word 'numerical'. Allow me to restate: 'speed' is arbitrary. In athletic contests, there are events for short, medium, long and very long (marathon) distance. Many athletes excel in one of these events but not all of them. None of these necessarily has anything to do with the ability to avoid being hit in combat, wear light armour, or what have you. Attributes are simply very crude generalisations about a character's capabilities, and have no basis in reality, unless they are so specific as to be meaningless. I agree entirely that the game should provide players with the ability to express their character's qualities- but why banol physical qualities, and why in this way?
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marie breen
 
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Post » Wed Jul 13, 2011 10:42 pm


Look to TF2 (the prime vanilla version, before unlocks and hats). It's game-play was severely reduced from TFC. Fewer weapons, no grenades, less player-side tinkering over all. Yet (prime vanilla) TF2 is/was arguably the better game. Why? Style and polish. It worked better, despite its simplicity and was easier to learn, but still hard to master. Further, it had character and characters.


I'd actually like the new TF2 if it had been designed that way from the start. In it's current state, it's a patchwork of conflicting styles and poorly implemented ideas.
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ILy- Forver
 
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Post » Wed Jul 13, 2011 11:14 am

Ah, I don't believe I've been fully understood. I didn't mean to say that we should forgo game mechanics - making Skyrim and future titles into 'interactive movies' like Hard Rain - simply that role-playing should rely on progressive character interactions, not steadily increasing stat-numbers. What I enjoyed the the most about New Vegas were the companion quests. They simultaneously defined my courier and progressed his companions along their character-arcs.

Here's the thing - stats are a vital feature of RPGs. Character interactions are not. You can have an RPG without any interaction with NPCs whatsoever, but you can't really have an RPG without stats... so stats should always come first.

As for how well polished a game feels, I would say that's a much higher priority in linear RPGs. In an open-world RPG like TES, the emphasis is on player freedom. Customization options like separate armour pieces should not be sacrificed for more style and polish, because that's just not what the series is about.
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Nathan Maughan
 
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Post » Wed Jul 13, 2011 8:21 pm

So I once heard someone state "Attributes arent in Lore, they don't matter and nothing says they need to remain"

I feel like stepping on that statement


The eleven fundamental attributes of natural and supernatural beings are agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, and magicka. scholars and sages of the six magic colleges are familiar with these fundamental attributes from the works of the earliest aldmeri philosophers and the concepts adopted by all the other scholarly disciplines of imperial culture.

An individuals agility is it's property of coordination and mobility. For example an agile creature is able to target it's blows accurately and effectively

An individuals endurance is it's property of sustained expenditure of physical energy and resisitance to bodily injury. an individual with greater endurance can withstand long periods of physical exertion without suffering exhaustion and is less likely to suffer permanent harm or death from disease or physical injuries

A persons health is a measure of its capacity to withstand physical punishment, an individual with weak health succumbs easily to disease or injury while one with exceptional health can endure and survive deadly disease and injuries.

intelligence is a property of reasoning, anolysis and retention of facts and experiences. Other then it's critical utility in problem solving this property is the most important for the comprehension and manipulation of the advance forces associated with magic, those with greater intelligence are proven to have a greater capacity to cast larger and more powerful spell effects


A creatures luck is it's property of aligning itself with the subtle currents of fate and destiny. This is the most subtle of fundamental attributes and can only be judged by observations the favorable and unfavorable outcome of the creatures actions over a long period of time. (OH SHID KARMA?)

A persons personality is it's property of exciting the emotions of intrest trust and loyalty in others, for example a person with a powerful personality is more than able to persuade and influence others through, speechcraft, gesture and demeanor

A persons speed is it's property of rapid physical articulation and body movements. A speedy individual is able to preform physical actions from equiping a weapon to running long distances in shorter periods of time.

A Persons willpower is it's property of maintaining it's purpose and identiy in the face of hardship and malign natural and supernatural forces. a creature with strong willpower is better able to resist the effects of hosile spells cast on it.

A persons strength is it's property of efficiently lifting carrying and manipulating objects a stronger creature can carry greater weight of armor and equipment and strike more powerful blows with hands and weapons

A persons magicka is a measure of it's reserves of supernatural energies. spellcasting creatures expend supernatural energies from their reservoirs and create magical effects. this is replenished by resting and by other arcane methods


Estirdalin Mages Guild


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Alkira rose Nankivell
 
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Post » Wed Jul 13, 2011 2:08 pm

It's streamlined if;

The end result is the same and depth remains

It's dumbed down if the;

end result is less and depth no longer remains

Technically removing spears is dumbing down; simply because it grants less options thus the end result is less. Same thing with less armor slots and mysticism.

The new leveling system is streamlined because the end result is the same.
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Michelle Chau
 
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Post » Wed Jul 13, 2011 2:22 pm



ITS A GAME the hell what do you expect to freewheel it in the game? there are still levels, quantitative Stats of health/Stamina/Magick how much weapons deal in damage, how many skill levels you need to pass for Perks. PERK RANKS..........Perks at add Percentages, like really 25% block increase? people come the ***k on and stop that garbage please....


I like the perks more. Simple as that. Good thing most good RPGs are moving towards skill/perk/traits over attributes.
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Prue
 
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Post » Wed Jul 13, 2011 1:53 pm

I like the perks more. Simple as that. Good thing most good RPGs are moving towards skill/perk/traits over attributes.



sooo basically Bias.


Prime example of, IDGAF that you don't like what they are doing, I like it, so your a whiner :teehee: excellent.
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Jessica Stokes
 
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Post » Wed Jul 13, 2011 3:40 pm

sooo basically Bias.


Prime example of, IDGAF that you don't like what they are doing, I like it, so your a whiner :teehee: excellent.


Because you're absolute need for attributes and anything less being "bad" isn't BIAS either.....DERP.



We get it, hipster old school rpgers are all the rage on the forums - thing is noone cares about your old ways, especially any good AAA capable developer.
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Georgine Lee
 
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Post » Wed Jul 13, 2011 12:52 pm

In terms of story complexity I just hope the mainquest contains even a semblance of decent writing and flair and that I don't see each plot twist coming from a mile away with a big sign on its' head saying "I am a plot twist now hear me roar!". The mainquest lines of tes games have always been pretty dire and I'm hoping skyrim rectifies that. On attributes, I honestly don't know if it will work, Im cautiously optimistic that perks could allow me to male lots of very unique charcters but attirubites are a very core part of RPGs and I'm not sure if I'll be able to define my character without them. I will however wait and see and if the new system works I'll be happy and if it doesn't I'll rage on the forum I guess.
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Jeff Tingler
 
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Post » Wed Jul 13, 2011 9:14 pm

Because you're absolute need for attributes and anything less being "bad" isn't BIAS either.....


herp derp. We get it, hipster old school rpgers are rampant here - noone cares.




not sure I ever made that statement but thanks for the fish :facepalm:
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Victoria Vasileva
 
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Post » Wed Jul 13, 2011 8:17 am

People talk about complexity and yet I've never seen any clear definition for it. Any definition would obviously be more or less subjective. One common mistake is to equate complexity with quality. High complexity doesn't automatically make a game better than a less complex one. This is especially true for the kind of complexity that never actually factors into the gameplay. The fact is that the more complex game is (and by complexity I mean that it has a lot of variables like skills, attributes etc.) more difficult it is to actually differentiate them from one another and succesfully factor them in to the gameplay. The complexity then just makes the game bloated with useless or trivial stuff. I think "less is more" is a very good dictum to go by in game design, to use it as a starting point and then increase the complexity if that is needed. That's how I view the "streamlining" in Skyrim - removing useless stuff and concentrating on differenting the remaining stuff from each other and factoring them into the gameplay as well as possible. That's elegant design and I like it.


Yes this is all fine and good but we are not talking about any old game here, we are talking Elder Scrolls.
And when you remove attributes, classes, spellmaking, birthsigns, armour customisation and who knows what else of TES staples, then it doesnt really matter doodly squat what other media define it as.
Elder scrolls is dumbed down more for Skyrim than it was for Oblivion, and that is just a sheer fact.

Let me put it this way, even though it might not be a popular opinion, but screw it.
Todd Howard is the worst thing to happen to Elder Scrolls ever and if he were to be fired ten years ago it wouldnt be soon enough.

I want Gary Noonan back!
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Mark
 
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Post » Wed Jul 13, 2011 1:18 pm

Perhaps I should not have prefaced the word 'attributes' with the word 'numerical'. Allow me to restate: 'speed' is arbitrary. In athletic contests, there are events for short, medium, long and very long (marathon) distance. Many athletes excel in one of these events but not all of them.

Yes, short distance races would be won with those who have a high speed attribute. Medium distance would require a balanced speed and endurance build. Long distance would require moderate speed, good endurance, and perhaps mild willpower. You're making the mistake of trying to tie a single attribute to a complex, multifaceted situation. Instead attributes should be combined (along with relevant skills) to accurately model the intricacies of the feats characters perform.

The same idea applies to this:
None of these necessarily has anything to do with the ability to avoid being hit in combat, wear light armour, or what have you.

Sure, but this is only an argument for refinement. Why limit each skill to a single governing attribute? Instead have primary, secondary, even tertiary attributes that, added together, will define success.
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Anthony Santillan
 
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Post » Wed Jul 13, 2011 8:35 am

Since when are attributes and perks mutually elusive, or even slightly redundant? D&D has had both for 11 years, from what I gather. Fallout had both in 1997.
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KRistina Karlsson
 
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Post » Wed Jul 13, 2011 9:47 am

Since when are attributes and perks mutually elusive, or even slightly redundant? D&D has had both for 11 years, from what I gather. Fallout had both in 1997.


Closer to 30 years than 11, but there you go.
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JERMAINE VIDAURRI
 
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Post » Wed Jul 13, 2011 9:35 am

Since when are attributes and perks mutually elusive, or even slightly redundant? D&D has had both for 11 years, from what I gather. Fallout had both in 1997.

They aren't, but a lot of people on this board have a soft spot for false dichotomies or something. :/
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sam
 
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