Perspectives on Complexity

Post » Wed Jul 13, 2011 9:46 am

It seems to me that what people mean by "dumbing-down" is "removal of micromanaging aspects of gameplay", as in, quantifying character attributes into bloodlessly reductive real integers. Attributes, in other words.

If that's the case, I'm not really inclined to care.

That's all just game mechanics. Archaic mechanics at that, imported from pen-and-grid-paper games without the benefit of quad-core CPUs. In my opinion, managing stat numbers and placing bonemold greaves with an imperial chain cuirass doesn't provide for deep, vivid gameplay. That's just banaustic tedium.

Quickly: Define yourself.

Now, unless you're an android, AI, or just a very boring individual with a background in mathematics, I'm willing to bet that you didn't just list numbers. After all, how do you really quantify intelligence, willpower, or charisma? Even if you could with absolute precision, would that really mean anything to you as a human being? Would you feel happier, more alive, more fulfilled?

That being said, what concerns me is dumbing down in terms of character, setting, conflict. Oblivion was compromised in this regard. Character arcs were largely non-existent. Wacky Imperial China-Rome was rendered as sterile, white-bread Arthurian England. We never got the ideological, war-of-words confrontation between Mankar and Martin that the plot demanded.

In essence, I don't think we should mourn the loss of stat-heavy busy work. Character, writ-large, is far more important.


Man, I sure wish I understood half of the words you used there ("banaustic tedium"?). Good stuff, anyway.
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Joe Alvarado
 
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Post » Wed Jul 13, 2011 9:42 am

Hide the health bar and show physical damage or impairments on the character.


Oh great, now health bars are too number-y, now we need a fancy version of FPS jelly-vision
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cutiecute
 
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Post » Wed Jul 13, 2011 10:36 pm

Not really. Since there's no proof of what will be taken away, or added. Going by Beth track record and PR jargon, it will most likely give us less than its predecessors. if spell creation and H2H alone dont make it, Sky will be inferior to Ob.


Theres no proof, but just one minute ago

There's been Dumbing Down going on with Skyrim. Fact.


;\

Again, from interviews, there is tons of stuff added compared to removed.
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Ally Chimienti
 
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Post » Wed Jul 13, 2011 8:20 am

Theres no proof, but just one minute ago



;\

Again, from interviews, there is tons of stuff added compared to removed.

Yeah, the things they have confirmed removed has left Sky dumbed down in regard to its predecessors, in those areas.
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Love iz not
 
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Post » Wed Jul 13, 2011 4:42 pm

Combine this:

After all, how do you really quantify intelligence, willpower, or charisma?
I have some good news and some bad news.

The bad news is that your school, your employer, your peers, your government, 1,000s of magazines, advertising agencies, credit agencies ... and possibly even your lover grade your intelligence, willpower, charisma, assertiveness, effectiveness, athleticism, stamina, speed, strength, imagination, physical characteristics, shopping habits, internet usage, T.V. viewing habits, fashion sense, alcohol consumption, hair style, cosmetic use, food preferences... Every single aspect you and your life style is graded somewhere on a scale of A to F, or 0 to 10, or 1 to 100, or dinky, inky stinky, two cs in a k. This is the 21st century, everybody needs to understand ratings and gradings and how they they apply, denying they exist is futile, indeed understanding a simple metric and how it applies to a real world, or game world attribute should be second nature to anyone born in the past 60 years. The good news? I lied, there is none on this matter.


and this:

My god, sometimes a feel like we're in the Elder Scrolls right now with all these specters people are arguing against.

-Advocating the implementation of attributes does not mean implementing them in a way identical to those in past games
-Advocating for player distinction at creation does not necessitate a tradeoff between that and character distinction at level 50
-It does not mean we are okay with having every character able to reach level 100 in every attribute
-It does not mean we are okay with having every character able to reach level 100 in every skill
-It does not mean we are fundamentally against the inclusion of perks
-It does not mean we want every character to easily outpace any of the local fauna


and every spectral "argument" that's conjured whenever this subject comes up crumples back into the dust from whence it came.
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Sarah Evason
 
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Post » Wed Jul 13, 2011 3:56 pm

Two things that never cease to amuse me on these forums... the whole idea and over-use of the term "dumbing down" (which is a somewhat nebulous notion anyway) and the way people erroneously throw around words like "fact" all the time to describe something totally subjective.
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Jinx Sykes
 
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Post » Wed Jul 13, 2011 12:38 pm

YOU wouldn't describe yourself in terms of numbers, but your doctor might. Announcers at your championship bout might. Predator Aliens who've successfully hunted you and have you strung up on a vine might, although those numbers would be incomprehensible.

By your logic, all weapons should do the same damage, rather than reducing those variables to specific numerical values.

Defining the world in specific terms makes it complex, whether that is the statistics of weapons, armors, or characters. Removal of those make a simpler, more dumbed down game. I don't enjoy powergaming and trying to calculate how to get the biggest skill bonus by tweaking the system. I just enjoy knowing that my archer is going to be more nimble than a warrior, because his Agility and Speed are higher. Which then translates into running away faster, dodging more hits, and when you include Acrobatics, making a vertical escape, either onto terrain or buildings.

The right thing to do would be to add more complexity to this system. Have characters be able to climb, either based on those Attributes or a separate skill. Have characters who are running over rough terrain fall down if they have low Agility.

Instead, we are moving towards Halo with swords and magic, where every character moves with the same speed, jumps the same height, and uses weapons with equal proficiency.
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Umpyre Records
 
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Post » Thu Jul 14, 2011 12:03 am

;\

Again, from interviews, there is tons of stuff added compared to removed.


Adding things doesn't always makes things better nor do they make up for the things that were removed.
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Claudz
 
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Post » Wed Jul 13, 2011 10:15 am

Adding things doesn't always makes things better nor do they make up for the things that were removed.


It goes the other way too.
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Heather Stewart
 
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Post » Wed Jul 13, 2011 9:01 am

The new system hardly offers less...

People cry how entire playstyles are gone, how there are less options, but I certainly don't see any less options.
Your character can be considered a combination of warrior, mage and thief skills, just like before. The differences at the beginning were always minimal at best, I started a knight and a thief charcter in oblivion, and with both at first it was just about picking up a sword and killing people, the difference was only that I've used a shield as a knight, and I sneaked more as a thief, but the real difference came later on when the true powers of those skills appeared. As a thief I started to dodge blows as a knight I could block much better. It was never about how the stats tell you how your character works at the beginning, but your own choices, I could've made my thief a very good shield fighter too, but I did not wanted to go that way...
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Alexandra Ryan
 
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Post » Wed Jul 13, 2011 9:15 am

By your logic, all weapons should do the same damage, rather than reducing those variables to specific numerical values.


Speaking for myself here, I'd prefer weapons which have (for example) swing-speeds defined as "fast", "slow" and all the inbetweens than I would a list of stats. That's a personal preference though. I'm sure it'll make some people angry!

Stats break immersion. They're the bare mechanics. I don't see why people hang on to them so fiercely. It's a fine language for a sci-fi world where people speak in numbers. But I don't see the sense of Skyrim's inhabitants describing their sword as being "8" fast and needing "18" repairing. Use the in-game language! Do we really need values as specific as 1-100?
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Pat RiMsey
 
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Post » Wed Jul 13, 2011 3:37 pm

Stats break immersion. They're the bare mechanics. I don't see why people hang on to them so fiercely. It's a fine language for a sci-fi world where people speak in numbers. But I don't see the sense of Skyrim's inhabitants describing their sword as being "8" fast and needing "18" repairing. Use the in-game language! Do we really need values as specific as 1-100?

Probably becasue if you dont have stats, you dont have an RPG. I dont see how people can hate numbers so much. Numbers make up our world, its only logical that numbers would make up a human made world as well.
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Amelia Pritchard
 
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Post » Wed Jul 13, 2011 2:45 pm

Even ME and DiabloIII went the route of more skills/talents and practically took out stat allocation. THEY DO MORE FOR GAMEPLAY - they just do things attributes never could.

RPG's are evolving, deal with it.
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Isabella X
 
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Post » Wed Jul 13, 2011 12:32 pm

Probably becasue if you dont have stats, you dont have an RPG.


I suppose this is the definition of an RPG that has its roots in dice and character stats on pen and paper?

This kind of assertion is just too dogmatic to even begin to respond to.
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Jessica Thomson
 
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Post » Wed Jul 13, 2011 9:09 am

I suppose this is the definition of an RPG that has its roots in dice and character stats on pen and paper?

This kind of assertion is just too dogmatic to even begin to respond to.

Its the definition of a cRPG. Without stats there are no variables, without variables there is no RPG.
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Aaron Clark
 
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Post » Wed Jul 13, 2011 12:19 pm

Its the definition of a cRPG. Without stats there are no variables, without variables there is no RPG.


Variables don't have to be numerical. Inevitably they will be programmed that way, but you don't need to present them that way.
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Doniesha World
 
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Post » Wed Jul 13, 2011 8:43 am

Speaking for myself here, I'd prefer weapons which have (for example) swing-speeds defined as "fast", "slow" and all the inbetweens than I would a list of stats. That's a personal preference though. I'm sure it'll make some people angry!

Stats break immersion. They're the bare mechanics. I don't see why people hang on to them so fiercely. It's a fine language for a sci-fi world where people speak in numbers. But I don't see the sense of Skyrim's inhabitants describing their sword as being "8" fast and needing "18" repairing. Use the in-game language! Do we really need values as specific as 1-100?


I agree about the bare mechanics part. How much you reveal to the player IS important. What I'd really love to see is a game that only tells the player what his character would conceivably know. Have an expert swordsman? He'll tell you "that sword is finely made steel, recently sharpened." Of course this might have to be translated to a figure for player knowledge, even something simple such as 1-10, both for damage, speed, balance, w/e. A mage might look at it and say "that looks sharp" and have no idea what the damage/speed/balance were. Or he might guess wrong.
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Gemma Flanagan
 
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Post » Wed Jul 13, 2011 11:30 pm

Variables don't have to be numerical. Inevitably they will be programmed that way, but you don't need to present them that way.

All variables are numerical at their root. Whether its colors, or letters, they are all numbers. If you had a complex game like an ES and you didnt have displayed stats, the first thing everybody would be asking for are the displayed stats back. Stats are made for ease.
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Marcus Jordan
 
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Post » Wed Jul 13, 2011 3:19 pm

Not really. Since there's no proof of what will be taken away, or added. Going by Beth track record and PR jargon, it will most likely give us less than its predecessors. if spell creation and H2H alone dont make it, Sky will be inferior to Ob.


Inferior to oblivion? I doubt it.we will just have to wait and see.when they said the skill of hand to hand was taken out I felt indifferent I never really cared for it and when joining the forums around 10 monthes ago I found out that there are actually people who play with there fist instead of a weapon.how popular was hand to hand?.
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no_excuse
 
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Post » Wed Jul 13, 2011 8:14 pm

Inferior to oblivion? I doubt it.we will just have to wait and see.when they said the skill of hand to hand was taken out I felt indifferent I never really cared for it and when joining the forums around 10 monthes ago I found out that there are actually people who play with there fist instead of a weapon.how popular was hand to hand?.

Very popular. The Orc bare fist brawler, the Khajiit Rawlith Khaj master, etc. Its cool if people dont want to use X mechanic,but its no excuse to cut it for the people that did get everything out of the game(s).
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Sophie Morrell
 
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Post » Wed Jul 13, 2011 2:13 pm

All variables are numerical at their root. Whether its colors, or letters, they are all numbers. If you had a complex game like an ES and you didnt have displayed stats, the first thing everybody would be asking for are the displayed stats back. Stats are made for ease.


Numbers are an easy and precise way of measuring variables. They aren't at the root of anything as far as I can tell. Natural history is much messier than that, surely?

I agree lots of people probably want to keep numbers in their RPGs and would be upset if they were removed. I've just voicing a personal preference.


Keltic Viking: That's exactly how I imagine an ideal RPG myself.
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Brittany Abner
 
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Post » Wed Jul 13, 2011 9:57 am

Numbers are an easy and precise way of measuring variables. They aren't at the root of anything as far as I can tell. Natural history is much messier than that, surely?
I agree lots of people probably want to keep numbers in their RPGs and would be upset if they were removed. I've just voicing a personal preference.


Keltic Viking: That's exactly how I imagine an ideal RPG myself.

Pythagoras disagrees.

Define Immersion for me, at least your definition of it, please.
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Horse gal smithe
 
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Post » Wed Jul 13, 2011 9:32 am

Very popular. The Orc bare fist brawler, the Khajiit Rawlith Khaj master, etc. Its cool if people dont want to use X mechanic,but its no excuse to cut it for the people that did get everything out of the game(s).


The skill is cut out, but I recall in an interview it was said that hand-to-hand would be a viable combat option for the entire game.

As for stats, I'm pretty indifferent. They don't break immersion, and I'm not fond of complexity for complexities sake, so I could care less if their in or not.

At first I was a little distraught that I couldn't further define my character with my stats, but perks will fix that.
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danni Marchant
 
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Post » Wed Jul 13, 2011 1:08 pm

The skill is cut out, but I recall in an interview it was said that hand-to-hand would be a viable combat option for the entire game.

The only "confirmation" Ive heard was a sarcastic post by Hines on Twitter that said to the effect "No, we wont let the player punch things" (implying that there will be at least a way to Punch, whether we can actually build a character around this is unsure). That's all I have heard about it. I was talking more about the endless possibilities of spell creation though. H2H is great for a lot of builds, but SC truly adds depth and opens up a whole new class of abstract characters.
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Michelle Serenity Boss
 
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Post » Wed Jul 13, 2011 9:31 pm

Even ME and DiabloIII went the route of more skills/talents and practically took out stat allocation. THEY DO MORE FOR GAMEPLAY - they just do things attributes never could.

RPG's are evolving, deal with it.

While Diablo 3 took out manual allocation, the stats in D3 have much greater effect on your character's abilities than they had in D2. Diablo 3 is still just as numbertastic than Diablo 2 was. Mass Effect 3, took the criticism of ME 2 into account and added much better weapon customization. Taking numbers out of RPGs is not evolution, it's devolution back the days of arcade beat 'em ups.
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Brooks Hardison
 
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