The Reason I'm Glad Attributes are Gone Part 3

Post » Wed Jun 09, 2010 12:44 am


There's more to RPG characters than just a bunch of numbers.

Do people still not understand representation? Seriously do people look at numbers and go 'derp, I have no idea what these squiggly lines mean?'
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k a t e
 
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Post » Tue Jun 08, 2010 7:19 pm


There's more to RPG characters than just a bunch of numbers.

I am not sure if you are a protagonist or not. But from the above statement, it would seem we both agree that an RPG has basis in numbers and more.
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Rebecca Dosch
 
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Post » Tue Jun 08, 2010 11:52 pm

The difference is that by deciding attributes, you create a map for the backstory that the game engine can understand and act upon; (Whether its pre-defined, or something you invented yourself).


No... I would play the game as the character I'd determined (or as it was given me) ~that's the role.

**I was never offered the dark brotherhood quest.


Again, that's too complex. 8 attributes wouldn't be enough for such a system. I could have my intelligence increased by many different ways and the game would recognize it the same way, which is wrong. And it still doesn't tell me why this can't be done without using displayed , increased on level up attributes.

The worst trend Im seeing is overt fanboyism. In past games when Beth made a stupid decision like removing something people used, there was backlash. Now people just bah like sheep and apparently dont care what they get.


Fanboyism? You're defending an old system with all you got, disregarding any and all opinions that differ of yours, accusing Bethesda of dumbing down the game and of the people defending the new system of not wanting to think. And WE are the [censored] (one's having fanboyism. Weird, the name is censored...)?
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Bonnie Clyde
 
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Post » Tue Jun 08, 2010 11:19 pm

Well Bethesda took them out cuz there not needed so that's how it is. They know what there doing better then everybody else so I trust them. Be sides its just more numbers that you have to figure out and noone wants to do that more just less.
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Blaine
 
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Post » Tue Jun 08, 2010 10:52 am

Well Bethesda took them out cuz there not needed so that's how it is. They know what there doing better then everybody else so I trust them. Be sides its just more numbers that you have to figure out and noone wants to do that more just less.

Action gamers dont want to figure them out, correct.


Fanboyism? You're defending an old system with all you got, disregarding any and all opinions that differ of yours, accusing Bethesda of dumbing down the game and of the people defending the new system of not wanting to think. And WE are the [censored] (one's having fanboyism. Weird, the name is censored...)?

Yes, fanboyism. If Todd would have came out and said they were adding in more attributes, people would be defending that instead.
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SiLa
 
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Post » Tue Jun 08, 2010 9:26 pm

-Supreme Bais-


He's thirteen...so...not really expecting a sweeping self thought statement instead of saying what -bethesda- is doing when they said no such thing. :P

I guess they knew what they were doing when they placed Level scaling everywhere?

again...As Todd states...Bethesda likes to experiment (I.E Link Xar gave me yesterday from the May interview) it works sometimes, and not in others.


and I've yet to see Xar or anyone else your arguing against refute and completely disregard opposing arguments....just making Counter points...
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Chelsea Head
 
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Post » Tue Jun 08, 2010 2:56 pm

Personally I would have said the major differences between these characters are their...
1) Personality
2) Worldly Experiences
3) Education and Training

I would never think of them in terms of characteristics. To me there is little observable difference in the physical strength, dexterity, health, intelligence, wisdom or even charisma between Cadfael and William. Rather one is an ex-man at arms with a multitude of secondary skills garnered from repeated changes of profession, who expresses a strong will, anachronistic pragmatism and inflexible sense of justice. The other is an ex-inquisitor with limited practical skills but a far greater classical education, subject to long periods of lethargy and is far more religious. Cadfael relies more heavily on his intuition and insight into human behaviour, whereas William is more empirically observant and logical in his deductions. Both are charming in different ways.

There's more to RPG characters than just a bunch of numbers.
There are; (and that's a great assessment of both monks). I would still say that their stats mattered.
(Extrapolating loosely: it just seems to me that Cadfael would notice a thing and ponder its meaning, while William would likely know its meaning once the thing was pointed out.) :happy:
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Lori Joe
 
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Post » Wed Jun 09, 2010 2:13 am

Just the opposite in fact, we won't have to break away from what we're doing to check our stats, nor will we feel we can't do something just because that particular attribute might be a little weaker than others.

I don't think anyone breaks away from the game to check if they can do it. They would try it and if they fail, they then try to better themselves to complete the task next time.

As far as not being able to do something because of an attribute. Yes, that can be the case sometimes. We all should not be able to complete the quest that has us race against the fastest man in the town. Especially if I haven't devoted anything to my speed attribute.
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Devin Sluis
 
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Post » Tue Jun 08, 2010 3:13 pm

No... I would play the game as the character I'd determined (or as it was given me) ~that's the role.


Exactly. So if you had a dialogue with an NPC where you had the option to respond in a polite and respectful manner or be a total jerk in your response, you would choose the option that best suited the way you envisioned your character to be. That's called role playing.
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Charles Mckinna
 
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Post » Tue Jun 08, 2010 4:49 pm

The worst trend Im seeing is overt fanboyism. In past games when Beth made a stupid decision like removing something people used, there was backlash. Now people just bah like sheep and apparently dont care what they get.


Not other than health and some linear crap. Seems like your type of game.


That's the last time I will answer with any respect with your person. You have done nothing attacking my personality and going "Blah Blah Blah, can't hear you" this whole time.
I called the system shallow. It was "fun", but not nearly TES fun, and not nearly as engaging, even with all the issues I had with attributes. I am not advocating a FAble like system, I'm advocating a complex but organic system.


Do people still not understand representation? Seriously do people look at numbers and go 'derp, I have no idea what these squiggly lines mean?'


Representation does not mean "show me the formulas and constants". I understood clearly what they mean, but I found myself too encased by them. The new system has the chance to give me flexibility.
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Alyesha Neufeld
 
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Post » Wed Jun 09, 2010 12:13 am

Exactly. So if you had a dialogue with an NPC where you had the option to respond in a polite and respectful manner or be a total jerk in your response, you would choose the option that best suited the way you envisioned your character to be. That's called role playing.

I think we can agree that there is a little Role Playing in the Action Adventure game that is called Skyrim. With the removal of attributes, your role is less defined and so is the RPG.
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Vicki Gunn
 
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Post » Tue Jun 08, 2010 10:22 pm

I'm advocating a complex but organic system.


And such a system with no displayed stats wouldnt work. There would be nothing organic about knowing absolutely nothing. Its the whole reason displayed stats were invented. I dont get it, are people above glancing at a menu? Is it too complex?
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yessenia hermosillo
 
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Post » Tue Jun 08, 2010 9:08 pm

Strenght controlled how much you can Carry,...Attriubtes are not in the game...H/M/S and perks are -supposed- to replace attributes.....but there are no -Carrying- skills...
I was -yay- close to withdrawing that statement..then I thought for a moment, and gave you this instead.

Well even in such situation can be found way,
For first there is still variables thats determine maximum encumbrance and before have Strength in calculation
for second certain fatigue levels determine encumbrance limit so investing additional points into it will increase limit but maximum of fatigue will be decreased or will be decreased speed of fatigue regeneration also.
for third there is can be starting trait Strong thats increase starting encumbrance limit and I hope can have some additional effects and be leveled at certain levels automatically.
for fourth there can be perks tied to armor skill thats increase encumbrance limit as well such perk can be achieved in Mercantile skill or work in synergy

Need sufficient fundamentals to model feature but there can be no need to show it for player
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Tamara Primo
 
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Post » Tue Jun 08, 2010 10:05 pm

Alright, makes sense, Bel I withdraw the statement you qouted last of me, thank you Stalker.

thats hoping there are actually traits, and racial perks are a generalization that opens up a whole other can of worms not all Nords are strong, not all Redguards kick ass with Swords..Not all Altmer a Magical geniuses....but again thats a whole other can of worms.
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Emma
 
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Post » Tue Jun 08, 2010 6:25 pm

Action gamers dont want to figure them out, correct.


I like my share of action games, and I figured them just fine. But do you know what? It wasn't fun. I was dissecting a game instead of roleplaying. Attributes forced me, less on Oblivion, more on Morrowind, to have a play style that didn't fit with the story I made for my character because I needed to get the attributes for his playstyle to minimally work.


Yes, fanboyism. If Todd would have came out and said they were adding in more attributes, people would be defending that instead.


I wouldn't. I always defended the loss of attributes even before Skyrim had been announced.

*
And such a system with no displayed stats wouldnt work. There would be nothing organic about knowing absolutely nothing. Its the whole reason displayed stats were invented. I dont get it, are people above glancing at a menu? Is it too complex?


But you would know something. You would know as soon as you tried doing stuff. I've been explaining that all along, and your statements just show laziness in reading a post completely.The reason displayed stats were invented was for people to have a way to simulate real time combat in a turn based system. We don't need simulation because we already HAVE real time combat.
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Anna Watts
 
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Post » Tue Jun 08, 2010 11:45 am

Exactly. So if you had a dialogue with an NPC where you had the option to respond in a polite and respectful manner or be a total jerk in your response, you would choose the option that best suited the way you envisioned your character to be. That's called role playing.
Determining the character as you play is not the same as playing the character as you determined (or as it was determined for you). Its a blurry line with lots of overlap.

Yes. If my PC was a jerk (and with the upper hand), he or she would go for the insult, but if my PC was a coward or trying to con the NPC, then the answer might be different.
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CArlos BArrera
 
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Post » Tue Jun 08, 2010 11:57 am

I like my share of action games, and I figured them just fine. But do you know what? It wasn't fun. I was dissecting a game instead of roleplaying. Attributes forced me, less on Oblivion, more on Morrowind, to have a play style that didn't fit with the story I made for my character because I needed to get the attributes for his playstyle to minimally work.




I wouldn't. I always defended the loss of attributes even before Skyrim had been announced.

It seems a lot of people are basing thier attribute discussion on what they were like in Oblivion/Morrowind. I can see where chasing attributes or blindly maxing all of them can lead to some displeasure, but that is not what we are promoting here.
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Ricky Rayner
 
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Post » Tue Jun 08, 2010 8:34 pm

I dont get it, are people above glancing at a menu? Is it too complex?
Its as if magic words suddenly floated in the air ~its not something that their PC* would see in front of them... therefore its an immursion breaker.
Its a non-issue for us, but its a problem for some players.

*For others, its not even their PC, its them, and that makes it worse for them, as it dispels the illusion.
I've come to understand it (I think), but its too far removed from me.
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Chase McAbee
 
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Post » Tue Jun 08, 2010 2:11 pm

We all should not be able to complete the quest that has us race against the fastest man in the town. Especially if I haven't devoted anything to my speed attribute.


For all you know, the quest may be scripted in such a way that there was a chance that he'll trip on a rock and fall flat on his face, allowing you to win. By fixating over a number, you just end up gimping your character in that situation.
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Eilidh Brian
 
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Post » Wed Jun 09, 2010 3:41 am

Its as if magic words suddenly floated in the air ~its not something that their PC* would see in front of them... therefore its an immursion breaker.
Its a non-issue for us, but its a problem for some players.

*For others, its not even their PC, its them, and that makes it worse for them, as it dispels the illusion.

So Broken Immersion=having to think? Interesting.
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Jonathan Egan
 
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Post » Tue Jun 08, 2010 8:58 pm

Its as if magic words suddenly floated in the air ~its not something that their PC* would see in front of them... therefore its an immursion breaker.
Its a non-issue for us, but its a problem for some players.

*For others, its not even their PC, its them, and that makes it worse for them, as it dispels the illusion.

I don't think that is it Gizmo. Everyone has to look at their inventory, quest log, skill tree, map at some time. So the argument that they don't want to see a menu is mute.
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Campbell
 
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Post » Tue Jun 08, 2010 12:17 pm

It seems a lot of people are basing thier attribute discussion on what they were like in Oblivion/Morrowind. I can see where chasing attributes or blindly maxing all of them can lead to some displeasure, but that is not what we are promoting here.


I didn't try to max them all. I didn't want a God-like character. But still, for my character to work, some manipulation had to be done, and it wasn't fun, just a chore, and very OOC. That's why I concentrated more on the lore and environment in Morrowind than gameplay.

Its as if magic words suddenly floated in the air ~its not something that their PC* would see in front of them... therefore its an immursion breaker.
Its a non-issue for us, but its a problem for some players.

*for others, its not even their PC, its them, and that makes it worse for them, as it dispels the illusion.


THANK YOU! At least someone in the opposition understands...
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jessica robson
 
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Post » Wed Jun 09, 2010 4:10 am

@Xarnac,
Are you roleplaying that grumpy old man in your avatar? :icecream:
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Siobhan Wallis-McRobert
 
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Post » Tue Jun 08, 2010 8:19 pm

For all you know, the quest may be scripted in such a way that there was a chance that he'll trip on a rock and fall flat on his face, allowing you to win.
Unforgivable.

So Broken Immersion=having to think? Interesting.
I don't think so. Its raw escapism ~disturbed.
(by the UI)


I don't think that is it Gizmo. Everyone has to look at their inventory, quest log, skill tree, map at some time. So the argument that they don't want to see a menu is mute.
For some, surely.
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Leah
 
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Post » Tue Jun 08, 2010 3:10 pm

Yeah ebsn but there should be less of that if there can be. You allready have enough menus to look at you shouldn't have to figure out all those numbers to. If I want to run I shouldn't need to worry about my speed number and it's not fair if I can't carry a bunch of stuff because a wizard isn't strong.
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Scared humanity
 
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