Some things that some don't seem to understand about Classes

Post » Fri Jun 17, 2011 1:24 am

NOTE: this thread is in response to the class debate and is more or less based around the PAST games, not specifically Skyrim and Skyrim only.


Ok, so I've been basically lurking around here watching all the topics go by, and I got particularly interested in the classes issue today. So I thought I'd give my own responses to some common arguments against them that I saw. Sure I could go post in those topics (note that the ones I've been looking at are a little old) but due to this boards rate of posting, so to speak, it would likely get drowned out and pretty much go unheard. Plus, its a big post, so why not give it its own topic.

But anyway..

#1 - Defining yourself as you go


So, the basic argument here is that, when starting the game, you are forced to decide what you're character 'can' and 'cannot' do. You are forced to take up a class and decide on what skills you want to use for the rest of the game, when for most players who haven't already been through this situation a hundred times (as is the common thing for ES players to do) you don't even know if you'll end up using those skills or if they'll even be useful mid to end game, or even at all. Subsequent playthroughs more or less dissolve the problem but for those who use this argument the problem for them is still there.

Now, my response to this is that people who think like this have missed something very big about character creation. Character creation is not meant as a mechanic with which to limit your character with, but to give them a boost in a range of skills that you select, which due to the fact that all characters start out as advlts, we can reason to be that set of skills we spent our lives up until that point training, which comes to form our class.

Our characters start out with a significant portion of their lives already passed and unless you're trying to play a character that starts out as a simpleton who has all skills at level 5 (which is what Skyrim seems to be doing, but the same effect could have been had by the simple option of "No Class" and then letting us define our class as we go, giving us the option to change class names at will) , then you're naturally going to have a specific set of skills trained up until that point where you the player take control, and as such defining your class in the beginning not only serves a significant roleplaying (where was your character going? What did he do, why did he do it, for who or for what? Etc) and realism (even simpletons have some sort of skill) purpose, but also for gameplay purposes with the aforementioned boost mechanic.

In pure gameplay the class means nothing more than a simple boost in skills you think you will most likely use throughout the course of that character so that you don't have to spend time getting them up to such levels. And if you decide that you want to drop Long Blade and go for Blunt, but you only selected Long Blade as a Major Skill, then not all is lost. You simply sit and train blunt up to a comparable level to your Long Blade skill. The same thing is going to happen in Skyrim, but now we only have two (stupid) weapon skills. If you want to forgo one handed weapons for two handed weapons after having already maxed one handers you're going to fall in the same boat as if you decided on the same thing in Oblivion or Morrowind.

No matter what, you will always spend the same amount of time getting the skills you want to use up to usable levels whether theres a class system in place or not. So, I think, this issue of 'defining yourself as you go >> defining yourself in the beginning" is really just missing the point of the class system in the first place as no matter what the same amount of time is spent if you decide to use different skills compared to what you started out with. Truly, the only real problem with the class system is that it is fixed in the name area. And this is a simple matter of allowing Class Name/Descriptions to be changed at will.

The same arguments here can also be said about Birthsigns. True though it is that you shouldn't be able to change that at will, and thus this creates a problem of having a useless birthsign for your character, this issue can be more or less avoided by the fact that there are plenty of generic and less class specific birthsigns to choose which can benefit any character as equal as possible if you're one to be changing what skills you want to use on one character.

This brings us to another common issue:

#2 The Stat Grind


Now, the argument I sometimes see here is that the class system exacerbates the issue of the "stat grind", where a player tends to be overly focused on making their character be the best possible thing ever by end-game so that they don't die in five seconds. The reasons should be obvious as to players who worry about such things, choosing the right Majors and Minors can either spell disaster or bliss.

This issue was most apparent in Oblivion, due to its terrible level scaling, among other things, and was only slightly an issue in Morrowind. However, on the assumption that level scaling is fixed (as it rightfully should be), then the only problem that persists is the issue of health. Non-warriors, or at least those players who do not bother to train endurance to max as early as possible, have a very high possibility of being gimped out of having high health due to how the health system works.

But the thing is, non-warriors by tradition don't need to have high health to cope with taking damage. Mages have multiple abilities at their disposal, including the ability to raise health to astronomical levels, to deal with damage and stealth characters generally are not supposed to even get hit, having put the time that could have been spent on being able to absorb damage on avoiding even being hit altogether. And melee characters obviously deal with damage by just absorbing it. And even disregarding that, those players that still want to have high health for their character (even though they may be some scrawny mage or thief or whatever) can still just train an endurance skill (or skills) up early alongside their other skills. And if you decide not to do so (and on the assumption that you knew better. Newer players should naturally fall into this issue once or twice) then thats your own fault. You should have other methods of dealing with damage at this point and if you don't, too bad, because you probably tried creating a character that shouldn't even be fighting anyway.

Now, Skyrim's answer to this issue is by allowing you to just raise health up directly regardless of what skills you train. And not only is this massively unrealistic but its also removes a fairly core gameplay mechanic for no good reason at all other than to appease the great mass of players who all yelled "HEY BETH OBLIVION svck SFIX IT ASDRHA;ESRHAESIRASDRIAESNF;ASDIHF1". Problem is, they fixed the wrong thing. In Morrowind, I hardly ever worried about grinding out my health stat except when I was taking on monsters which were naturally out of my powers to defeat anyway. Even on higher difficulties I only worried about it ever so slightly and even then I wasn't obsesssing over it. I felt no need to max Endurance by level 10 or some such nonsense. But in Oblivion, I most certainly had to because by level 20 monsters were going to start hitting harder than I could to them, and if I didn't have Endurance already maxed 10 levels ago I was pretty much screwed. Even on characters which I reasoned didn't really need health to such a great degree had to worry about it, which is sad, as I shouldn't have to worry about maxing Heavy Armor with my Thief.

The problem here was level scaling and a great lack of other methods of dealing with damage. Not the health system.

But those are the two issues I thought I'd give my 2 cents on.


I will be posting some responses to some posts from the other topic that I missed.
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neil slattery
 
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Post » Thu Jun 16, 2011 9:57 pm

I also want to point out that the player character was doing something before they were imprisoned, namely cross into Skyrim and -then- captured.

one can elicit a plethorum of trades a person would be, from merchant, refugee, merc, healer etc etc all of these illicite a past and a personal trade

I personally do not buy the start as blank slate bit and there is only so much a player should "conjure" up as far as RP goes that wont even be reflected in the game.
Be anyone do anything eh.
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Mel E
 
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Post » Thu Jun 16, 2011 5:17 pm

My only issue is that everyone starts the same right off the bat. Nothing separates your character from mine in the first 20 minutes after the first dungeon.
Similar to fallout.

But meh, it's all the same
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john palmer
 
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Post » Thu Jun 16, 2011 6:03 pm

I also want to point out that the player character was doing something before they were imprisoned, namely cross into Skyrim and -then- captured.

one can elicit a plethorum of trades a person would be, from merchant, refugee, merc, healer etc etc all of these illicite a past and a personal trade

I personally do not buy the start as blank slate bit and there is only so much a player should "conjure" up as far as RP goes that wont even be reflected in the game.
Be anyone do anything eh.


At the beginning of Morrowind, you are a blank slate too (until you turn in your "papers"), and at the beginning of Oblivion it's the same thing, you are a blank slate until most of the way through the starter dungeon. Hell, at the beginning of Morrowind you don't even have a race until you get off the boat. So really it's no different if you start of as a blank slate again, for the third game in a row, with Skyrim. Just use your imagination to pretend you were a certain build before the game began if thats how you want to RP it,
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SUck MYdIck
 
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Post » Fri Jun 17, 2011 12:12 am

Just my own personal thoughts


In response to # 1 I feel that the class system is still very much present thanks to perks. That being said the same also applies to the old system as well. The great thing about TES games is that it allows a lot of freedom. You essentially build your own class the way you want it. The old system merely tried to structure that for people saying "Hey this is what you are". I think that system still applies to the perk system but since it is new (for elder scrolls) people do not yet realize that. IMO I think the perk system is far more restrictive and less immersive and organic. I would have dealt with these "hidden modifier" bonuses in a much better way.

# 2 in response to the grind - I'll leave this one simple. Some people actually like the grind. I guess it gives folks something to work toward while playing the game. I myself am definately glad the stat modifiers will be gone. It broke up gameplay to much.
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Quick draw II
 
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Post » Thu Jun 16, 2011 11:21 am

It prevents you RPing anything you want as backstory? Well yes, all TES, ALL RPGs did that. You cannot RP anything you want in the first place.


Actually, no, TES has never prevented you from RPing anything you want as a backstory, and many times the only limitations to RPing were just the circumstances you had to come up with to explain why you're in the custody of the Empire (or in the case of Daggerfall, working for the Empire). And mods made it possible to remove that one, tiny limitation.

Skyrim, on the other hand, forces the fact that we are simpletons from the get go. Which is not good for RPing. Yes, there will be mods, and cheats will soothe those who want to use them, but the fact of the matter is mods are never counted in on an actual game review. Mods can fix everything a player may find wrong with the game but the game will always be objectively judged on how it works out of the box (or how it works after mountains of patches, but even then). And because of that, Skyrim is always going to be the RPG that forces us to start out as simpletons.

Also classes did NOT allow you to build game start according to whatever backstory you wanted. You were still limited to building a mediocre barely dabbling with corresponding skills barely above the average.


And now we're limited to starting out as a know-nothing nobody simpleton. I like having some sort of ability to form a backstory as opposed to having none at all.

If Classes didn't come with any limitations, why did so many players feel like they had to start the game over after they discovered that they had made a "bad" character build?


Terrible leveling system, terrible level scaling, poor health mechanics, general lack of knowledge of the game. Take your pick.

So really it's no different if you start of as a blank slate again, for the third game in a row, with Skyrim. Just use your imagination to pretend you were a certain build before the game began if thats how you want to RP it,


Except thats not how it works at all. In Morrowind, you started out with no race, class, birthsign or even name because you had not yet defined these things in accordance with what you want. And whats more, you don't actually engage in any serious gameplay until you leave the Census and Excise Office, and at this point you have already defined your initial character. On the other side of the coin, however, in Skyrim you start playing but you have not yet defined anything about yourself and you pretty much can't without being severely limited by the circumstances of the game itself and how character generation starts.
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Laura Wilson
 
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Post » Fri Jun 17, 2011 3:24 am

Whilst I agree with nearly all of your points OP, remember that even on a very low level most characters can do things better than your average man. Just not well enough to bring down monsters. So in Oblivion for example, when a player starts the game he can swing a sword OK even if he hasn't invested any points in it. The same will go for Skyrim. Do we know if we will get to tag some skills yet? This means you can still roleplay any character and you are never a "blank slate"
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Christine
 
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Post » Fri Jun 17, 2011 3:30 am

At the beginning of Morrowind, you are a blank slate too (until you turn in your "papers"), and at the beginning of Oblivion it's the same thing, you are a blank slate until most of the way through the starter dungeon. Hell, at the beginning of Morrowind you don't even have a race until you get off the boat. So really it's no different if you start of as a blank slate again, for the third game in a row, with Skyrim. Just use your imagination to pretend you were a certain build before the game began if thats how you want to RP it,


Gotta say the hand holding of the masses bothers me the most with Bethesda's recent actions. I thought clairvoyance was a nice touch and well done but in a similar topic one poster whined about always starting with no backstory. I guess some people aren't built that way but most of the worlds population is somewhat sentient. Try to actually have fun and use your imagination!
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Tarka
 
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Post » Thu Jun 16, 2011 12:19 pm

Try to actually have fun and use your imagination!


If I was just going to rely on my imagination I wouldn't even care about Skyrim. I wouldn't need it to play out the characters I'd like to play out. The point of RPG's is to actually bring your character to a level where it isn't just in your head. Where you can literally turn your brain off and awe at your creation. And having every possible outlet to make this character possible is what TES has always been known for, but unfortunately this key feature of the games is slowly being cut out because the devs are apparently lazy and couldn't be bothered to fix what was wrong with the old systems and instead just made up a new one thats more restrictive than the other ones were.
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Cedric Pearson
 
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Post » Thu Jun 16, 2011 12:31 pm

ZzAr.:hu,

I very much disagree with your statement that
"Character creation is not meant as a mechanic with which to limit your character with, but to give them a boost in a range of skills that you select, . . ."

Ideally character builds should not just result in a boost of some skills . . . it should result in a reduction of other skills. In my opinion, the best character build system in a RPG is one that allows you to create a character with inherent strengths and weaknesses . . . not just strengths (because that unbalances the gameplay).

A unique character is only truly unique (and balanced) when they are above average in some areas, and below average in others. We are all better at some things than at others, and no one is better at everything.

To do this effectively, you would need a way to adjust your character Attributes (which could be done through Classes and Birthsigns). Attributes are not skills, but affect skills . . . and unlike skills, Attributes should rarely increase during the game itself (and increases, or decreases in Attributes would be temporary, as in shot-term bonuses and penalties). The part that was not done well in Oblivion and Morrowind was the inherent Strengths and Weaknesses . . . they were more like just initial trengths and Weaknesses, which became less and less significant as you leveled up. Attributes need to actually affect the maximum amount that their related Skills can increase.
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Nice one
 
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Post » Thu Jun 16, 2011 11:44 pm

And I agree with you on that. However, given the TES tradition of being able to do whatever you want and be whoever you want, I didn't bother going on about those sorts of systems. In a game that promotes 100% freedom, having build systems like those can hamper that ideal. Definitely great stuff to have in mods or something you can self-impose via simply ignoring stuff or through the console, but in the base game characters should never have to deal with weaknesses that cannot eventually be overcome.

Though I could stand to deal with attributes affecting the max skill level. And IIRC, isn't that how Morrowind worked?
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Gracie Dugdale
 
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Post » Fri Jun 17, 2011 12:11 am

Whilst I would like some ability to define character before beginning the game I don't want classes. Although TES classes were looser than D&D classes it was always assumed that the skills you had learnt prior to the game beginning were those you most talented in and would increase quickest. Classes are a straitjacket.

There are much better ways than classes to allow character to be defined before beginning - birthsigns, traits, advantages/disadvantages, prior experience, tag skills.
Any of these could be used without needing classes.
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Ian White
 
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Post » Thu Jun 16, 2011 10:54 pm

When skyrim was announced the forum was filled with threads of people worrying if the restriction to classes would still be part of the game and now it is the lack of restriction to classes that they are whining about. Seriously... people are gonna complain no matter what BGS does. It is 2 different styles to tackle the same issue.... character identity.
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Alex [AK]
 
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Post » Fri Jun 17, 2011 12:58 am

@ AQ Except tag skills is basically the class system without the ability to add a class name and description. Which is what I'm advocating.

I don't want the old "major skills are the only skills that level you up" nor the relatively large skill boosts from the old systems. I'm perfectly fine with those being gone. What I do want is to be able to say, in game, that I'm officially a "Dragon Slayer" or "Epic Sorcerer" with a nice little description text. I could care less if classes have any affect on gameplay or not so long as I get my UI for it.

Again, not everyone likes to leave such things up to the imagination.

When skyrim was announced the forum was filled with threads of people worrying if the restriction to classes would still be part of the game and now it is the lack of restriction to classes that they are whining about. Seriously... people are gonna complain no matter what BGS does.


Way to go on not reading the topic. This isn't a topic about whining.
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Kahli St Dennis
 
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Post » Thu Jun 16, 2011 10:58 pm

@ AQ Except tag skills is basically the class system without the ability to add a class name and description. Which is what I'm advocating.

I don't want the old "major skills are the only skills that level you up" nor the relatively large skill boosts from the old systems. I'm perfectly fine with those being gone. What I do want is to be able to say, in game, that I'm officially a "Dragon Slayer" or "Epic Sorcerer" with a nice little description text. I could care less if classes have any affect on gameplay or not so long as I get my UI for it.

Again, not everyone likes to leave such things up to the imagination.



Way to go on not reading the topic. This isn't a topic about whining.

So basically you want Bethesda to spend time developing features and user interface elements that do practically nothing of note in the game except existing? And how can you RP an Epic Sorcerer when you start with such a low magic skill you can hardly fry a mudcrab with your spells in the first place? You are not an Epic Sorcerer, you are a random guy that will maybe become an Epic Sorcerer somewhat later.
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Eilidh Brian
 
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Post » Fri Jun 17, 2011 2:21 am

I don't want the old "major skills are the only skills that level you up" nor the relatively large skill boosts from the old systems. I'm perfectly fine with those being gone. What I do want is to be able to say, in game, that I'm officially a "Dragon Slayer" or "Epic Sorcerer" with a nice little description text. I could care less if classes have any affect on gameplay or not so long as I get my UI for it.

Here's your solution:

  • Find a Post-It note or similar
  • Find a pen or pencil
  • Write down what your character is on the note
  • Stick the note up in the corner of your TV/monitor


Congratulations! You are now a [insert class here]!
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Darian Ennels
 
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Post » Thu Jun 16, 2011 12:55 pm

@ AQ Except tag skills is basically the class system without the ability to add a class name and description. Which is what I'm advocating.

I don't want the old "major skills are the only skills that level you up" nor the relatively large skill boosts from the old systems. I'm perfectly fine with those being gone. What I do want is to be able to say, in game, that I'm officially a "Dragon Slayer" or "Epic Sorcerer" with a nice little description text. I could care less if classes have any affect on gameplay or not so long as I get my UI for it.

Again, not everyone likes to leave such things up to the imagination.



Way to go on not reading the topic. This isn't a topic about whining.


#1 classes are not needed in order to choose proficiencies of a character. Classes restrict a character to a set of skills instead of choosing skills you want the character to have. I never used a pre-made class because they did not have the skills and attribute combinations that I wanted to use. That is part of the reason why classes are gone.... they feel that time spent making a list of classes that people will not use is a waste. Why do I need to attach a label to display in the character menu for the class? The game will be recognizing my 'class' by the skills I use the most instead of nothing at all like in Oblivion. If there is no option to apply a label to my character during creation it is probably so players do not become annoyed by NPCs who name the character by a different class.

2# I think the grind was manly about "chasing the 5's". If I played a character naturally in Oblivion I would almost NEVER have the option to put 5 points in an attribute. So if I wanted a really strong character to the exclusion of all else I HAD to use specific skills exclusively. The main attribute that 'grinding' was used for was endurance though, because the effects of that stat were NOT retroactive while every other attribute had retroactive effects. The character then can not possibly have as much health as another that focused on gaining endurance early on. The idea with the new system is that I gain perks as I use skills and there is no need to force myself to grind 1 skill for an entire level in order to achieve the bonus desired. I am pretty sure that I will be able to reach the skill caps before placing the maximum number of perks allowed in a skill. The statement at the end of your argument made no sense to me because why is it 'wrong' for me to want a mage who is hardier and more athletic at the expense of magicka. All magi should not be hardy or physically fit? Please rethink that part and edit the OP.

EDIT: Changed the wording so that it is more clear that this is my opinion.
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Andrea P
 
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Post » Thu Jun 16, 2011 9:07 pm

So basically you want Bethesda to spend time developing features and user interface elements that do practically nothing of note in the game except existing? And how can you RP an Epic Sorcerer when you start with such a low magic skill you can hardly fry a mudcrab with your spells in the first place? You are not an Epic Sorcerer, you are a random guy that will maybe become an Epic Sorcerer somewhat later.


Yes. Because unlike asking for Mounted Combat or Dual Wielding, my wants would take a day at the most. Not entire periods of the games development.

Congratulations! You are now a [insert class here]!


Annnnd yet another person misses the point entirely.

Classes restrict a character to a set of skills instead of choosing skills you want the character to have.


No, they don't. Just because you choose a bunch of magic skills as your majors doesn't mean you can't go pick up a sword and swing your way to level 100 Long Sword skill. It might not level you up any, but nothing else is stopping you. Classes should and for pretty much all purposes only carry meaning if we make them do so. Just because your class lists you as Simpleton doesn't mean you can't be an epic mage and vice versa.

Hence why I advocate having a dynamic class system that can be changed to whatever you want on the fly and doensn't affect gameplay beyond, may be, a small initial skill boost. You have to remember that skill levels are dramatically different in this game compared to the past games (or so we're being lead to believe anyway) and as such starting out at level 40 Destruction is going to be a much bigger boost than it was back in Morrowind, so any initial skill boosts do need to be scaled back if they are done in Skyrim.

The statement at the end of your argument made no sense to me because why is it 'wrong' for me to want a mage who is hardier and more athletic at the expense of magicka. All magi should not be hardy or physically fit?


Because in the context of what I said I was referring to pure archetypes. Not hybrids. Hybrid classes can be anything they want. But for your basic archetypes, that focus entirely on everything to do with that archetype and nothing else beyond it, nothing beyond it should matter for the player playing such a character. If I want to play a pure mage, then I shouldn't have to worry much about getting x5 endurance every level because not only should I not even need health gains at all, but I shouldn't have to sit and train a non-mage skill to do so. Magic is more than capable of allowing me to deal with damage.

And the same goes for the other two archetypes. Stealth characters deal with damage by avoiding it altogether with agility and speed (this has always been broken in TES games, but the point still stands), and warriors just take the hits via high health. For your hybrid characters, how you deal with damage depends on on what methods you want to use given what skills you're using.
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m Gardner
 
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Post » Thu Jun 16, 2011 9:42 pm

ZzAr.:hu,

I very much disagree with your statement that
Ideally character builds should not just result in a boost of some skills . . . it should result in a reduction of other skills. In my opinion, the best character build system in a RPG is one that allows you to create a character with inherent strengths and weaknesses . . . not just strengths (because that unbalances the gameplay).


Unbalanced against what? In a multiplayer game you may need to balance classes against each other but in a single player game the only balancing is between the character and his environment. I see no reason to impose weaknesses on him that limits his ability to deal with aspects of that environment on the bases of profession in a single player game since he isn't exactly able enlist the aid of others with different specializations. The game world is built for a single character to explore, so that character should have access to the tools he needs to do so.

As long as the quests and adventures are fun, challenging and not too easy then what more 'balance' is needed? It seems to me more likely that balance would be threatened not so much by the lack of weaknesses as by overpowered strengths ... being too deadly at combat, for example. I don't see how a class system serves to provide balance in a single player game. Classes seem most useful to me in distinguishing character roles in a multiplayer game.
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CHARLODDE
 
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Post » Thu Jun 16, 2011 11:28 am

Unbalanced against what? In a multiplayer game you may need to balance classes against each other but in a single player game the only balancing is between the character and his environment. I see no reason to impose weaknesses on him that limits his ability to deal with aspects of that environment on the bases of profession in a single player game since he isn't exactly able enlist the aid of others with different specializations. The game world is built for a single character to explore, so that character should have access to the tools he needs to do so.

As long as the quests and adventures are fun, challenging and not too easy then what more 'balance' is needed? It seems to me more likely that balance would be threatened not so much by the lack of weaknesses as by overpowered strengths ... being too deadly at combat, for example. I don't see how a class system serves to provide balance in a single player game. Classes seem most useful to me in distinguishing character roles in a multiplayer game.


Even single player games needs to be balanced . . . or the game becomes way too easy, way too fast. The game "environment" includes the NPCs and Creatures . . . even when single player RPGs don't include the ability to enlist companions, there are opposing factions that can be used to your advantage. Your "tools" include your character build, not only in making it fit the type of character you want to play, but on how effective you are at using your character's strengths to overcome your character's weaknesses.

Not all RP gamers enjoy having their character become god-like . . . some of us actually enjoy the challenge of surviving against tough opponents . . . through the entire game. In my opinion, the biggest issue in Bethesda RPGs (MW, OB, and Fallout 3) has been lack of balance, between the PC and the NPCs . . . particularly as the PC levels up. The player character is always given a huge advantage over the majority of the NPCs.

People get so hung up on the name Classes and of the idea that every Class is just a pre-built set of stats. The real strength of Classes is in the ability to create a truly unique character, by creating a custom class.
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Britney Lopez
 
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Post » Thu Jun 16, 2011 1:40 pm

Hopefully we can still name our characters 'class', profession, etc.
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Andrew Tarango
 
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Post » Thu Jun 16, 2011 5:09 pm

The player character is always given a huge advantage over the majority of the NPCs.


I think this is a good thing, to an extent. I think it should definitely be possible to become an almighty god amongst mortals but it shouldn't be easy. One shouldn't just be able to cast some low level destruction spells and be able to get all of his skills to 100 for mere pennies.
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evelina c
 
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Post » Thu Jun 16, 2011 1:56 pm

Actually, no, TES has never prevented you from RPing anything you want as a backstory, and many times the only limitations to RPing were just the circumstances you had to come up with to explain why you're in the custody of the Empire (or in the case of Daggerfall, working for the Empire). And mods made it possible to remove that one, tiny limitation.

Skyrim, on the other hand, forces the fact that we are simpletons from the get go. Which is not good for RPing. Yes, there will be mods, and cheats will soothe those who want to use them, but the fact of the matter is mods are never counted in on an actual game review. Mods can fix everything a player may find wrong with the game but the game will always be objectively judged on how it works out of the box (or how it works after mountains of patches, but even then). And because of that, Skyrim is always going to be the RPG that forces us to start out as simpletons.


How so , could I not say that my Dunmer was a Freedom Fighter who then fled for fear of being perecuted and was arrested in Skyrim.

Its not like in Oblivion you could've said you were king od the world anyways.
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des lynam
 
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Joined: Thu Jul 19, 2007 4:07 pm

Post » Thu Jun 16, 2011 2:56 pm

My only issue is that everyone starts the same right off the bat. Nothing separates your character from mine in the first 20 minutes after the first dungeon.
Similar to fallout.

But meh, it's all the same


Does it matter that much? Is it that game breaking for you that everyone else is starting off the same as you but will eventually branch out into a different play style or look? Don't worry about what other people look like, just focus on your character.
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Strawberry
 
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Post » Thu Jun 16, 2011 6:05 pm

How so , could I not say that my Dunmer was a Freedom Fighter who then fled for fear of being perecuted and was arrested in Skyrim.


How could you say that? Well yea, you can say it, but how is that any more meaningful than writing it on a post-it note for your own imagination? A backstory should be reflected in the character - your Dunmer freedom fighter should, well, have experience in the skills he has been using his entire life. Instead, SR is telling you that he's the same as every other person starting the game, whose backstories range from beggar to mage to merchant. Everything is the same when you start the game, even though your character has gained the experiences of twenty years of life and occupation.. The problem is that your backstory doesn't matter in anything but your mind.

You can say whatever you want, but the game won't reflect the slightest bit of it.
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Anna Watts
 
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