My thoughts on having no attributes

Post » Sun Sep 25, 2011 11:46 am

I have read through all of your posts in my "No Attributes" thread. Thanks for all the answers and opinions on this matter. A lot of you have really shown me what this argument was all about (that's what the thread was for, clearing up arguments and misconceptions).

I have come to my own conclusion about attributes in this game. I believe that all attributes/skills/what have you that are based on a point or number system are unnecessary and unacceptable in a modern day gaming environment. The only reason why such systems were invented in the first place was due to technological limitations with the earliest of role playing games. When games first came out, they was no feasible way of making a realistic combat system. Creators could not portray how a real fighter would be wounded by a slash to the arm, or how a mage would be burnt by a fireball. Likewise, there was no way of illustrating how you character would learn new things and become better at certain things. The technology of these early games wasn't advanced enough to realistically portray how a thief would learn how to lockpick better, or how a warrior would learn a new type of block with his shield. The attribute/skill system was created to give a sense of realism to the role playing genre, which was and still is the most complicated genre for the player. By relegating such complexities to numbers and statistics, there was now a way to make a video game that contained these elements.

However, technology has come a long way since the first RPGs. While it may not be at the highest possible level of realism just yet, games can now realistically portray things such as combat and sneaking. Modern FPSs such as Red Orchestra 2 have systems which portray gunshot wounds to certain body areas, rather than having a HP number to represent such a complex system. Some games display a knight's armor being systematically damaged and chipped away rather than relegating that to a "armor condition" statistic. Skyrim is moving in a progressive and modern direction. In my opinion, the developers could have done much more to "update" it than what they have done. And while this is just pure speculation, I would guess that the developers wanted to make many new changes but decided against it solely because it would have garnered a negative response from the fanbase.

Skyrim has done much to modernize the TES series. By removing attributes and replacing them with perks, they have exemplified how a real person might learn something. For example, lets say I take up a sword fighting class. I wouldn't be very good against my first opponents, but as the class goes on, would I just start hurting my opponent more and more (doing more damage)? Or would I learn new moves and try new ways of attacking him? Perks that allow the player to use new moves and attacks are so much more realistic than just doing more damage over time. And from this example, we can also see that the entire system of leveling is quite ridiculous. Going back to the sword fighting example, after learning a bunch of new stuff, would I one day just "level up" and suddenly be so much better all at once? It doesn't make any sense. The entire system is kind of stupid if you really think about it.

I've seen many people say that attributes allow more customization and that their removal is somehow going to limit their character. I don't even understand how people are coming to this conclusion. It is just so out and out wrong it seems that people must be purposely ignoring the truth. Having "perks" instead of just numbers allows a player to choose how he wants his character to fight, sneak, cast spells etc. Before, the only way you could "customize" your character was by making him stronger with a sword, or more powerful with a spell. Now, you can define your character by how he fights. I could make a "defensive" character who specializes in counter attacks, and I could have him learn the two handed spell perk to make his defensive magic more powerful. The perk system allows for much more customization than just "My character is powerful with destruction magic. He is not good at using an axe. He is good at wearing light armor."

I think that the reason why lots of people are against having no numbers or attributes is because they associate such things with the RPG genre, when, in fact, there is no basis for such associations. RPG stands for role playing game. It means that you take on the role of a character and you decide their actions and maneuvers, either completely or partially. There is no need for pointless numbers or statistics. In fact, the closer an RPG is to real life, the better it will be because it allows the player to associate himself more with his character.

I'm not going to comment on the argument that "Skyrim is being dumbed down and streamlined for casual gamers and console players." because it's not worth my time arguing with troll or stupid people. Because those are the only two types of people that could believe such a thing. And please don't say that "TES isn't realistic there's magic and dragons." There is something called suspension of disbelief. It means that I am willing to accept that in this universe there are magical dragons and creatures, but I am not going to accept a useless and unrealistic system based on numbers when there is no real reason to have such a system. I realize that many of these types of threads have been made before. I realize that the moderators of these forums may not be happy with me making another one of those threads. However, I have been thinking about these ideas for a long time, and I believe that I have written some genuinely new information that can hopefully help some other people get a better idea about having no attributes and about Skyrim in general.

And yes, I realize that there are actually 3 attributes in Skyrim, but the system is so drastically different and it would be much harder to say "having no attributes except for 3".
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Jinx Sykes
 
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Post » Mon Sep 26, 2011 2:18 am

Holy wall of text batman :batman:

I definitely agree; as the technology of games increases, the genre will inevitably change to reflect this development.
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Lisa Robb
 
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Post » Sun Sep 25, 2011 5:46 pm

Basically, I more or less agree with you - especially on the perks vs. linear damage increase stat point by stat point.

And yeah, attributes were made to counter certain limitations of the framework, however, the game still must provide some form of character-based.. well.. measures? So that your character is what decides if you die here or survive, if you pick this or not, etc, and not your finger-twitching and mouse-pushing skill in real life. As long as the game accommodates for that, I've no problem with ditching the attributes.
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Brittany Abner
 
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Post » Sun Sep 25, 2011 3:29 pm

Interesting. I have to agree.
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keri seymour
 
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Post » Sun Sep 25, 2011 4:25 pm

Well realistically, the attributes are still there, they were just hidden from player view.
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Jade Barnes-Mackey
 
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Post » Sun Sep 25, 2011 9:33 pm

Basically, I more or less agree with you - especially on the perks vs. linear damage increase stat point by stat point.

And yeah, attributes were made to counter certain limitations of the framework, however, the game still must provide some form of character-based.. well.. measures? So that your character is what decides if you die here or survive, if you pick this or not, etc, and not your finger-twitching and mouse-pushing skill in real life. As long as the game accommodates for that, I've no problem with ditching the attributes.

Yes, of course, but this goes along with what I was saying. We are still not going to have a realistic representation of a character as long as we are restrained by "your finger-twitching and mouse-pushing skill in real life". Until we get somewhere where we can project our own minds into the character itself ,we are going to have to have some form of "measures" as you said.
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Catherine N
 
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Post » Sun Sep 25, 2011 7:55 pm

I agree that perk trees are a far better system.

I agree that the stats are extraneous.

I agree that perks offer far more customization and distinction.

I agree that they also offer a far more intriguing and different way to interact with the world. Especially compared with all previous Elder Scrolls games.


I do not agree that people that loved the attribute systems from the past are wrong or stupid. I think they have a different perspective on what will make this game great. And I find that completely normal.


I also think that people using "dumbed down" and other various insults to get their opinion across are rude and elementary. Because they have difficulty expressing themselves, they tend to chose provocative language because it gives them a reaction they are either craving or searching for.
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WTW
 
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Post » Sun Sep 25, 2011 10:45 am

I think that the reason why lots of people are against having no numbers or attributes is because they associate such things with the RPG genre, when, in fact, there is no basis for such associations. RPG stands for role playing game. It means that you take on the role of a character and you decide their actions and maneuvers, either completely or partially. There is no need for pointless numbers or statistics. In fact, the closer an RPG is to real life, the better it will be because it allows the player to associate himself more with his character.

I agree. I've been saying this for a long time. Not everyone wants to hear it though. Be prepared for hostility.
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Dagan Wilkin
 
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Post » Sun Sep 25, 2011 4:32 pm

Great post, Da Bomb76. I totally agree. People are just too used to numbers in their RPG's, that a "removal" triggers an emotional response, while there actually is nothing to worry about.
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^~LIL B0NE5~^
 
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Post » Mon Sep 26, 2011 12:01 am

Totally disagree.

"In fact, the closer an RPG is to real life, the better it will be because it allows the player to associate himself more with his character."

And for that, you need numbers. Ever wondered why we try to measure and quantify everything? "I am strong!" or "I am smart!" are meaningless without a frame of reference, which supposedly boring scales and numbers provide.
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cheryl wright
 
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Post » Sun Sep 25, 2011 3:52 pm

Interesting, I very much agree with the ominous wall of text.
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Dominic Vaughan
 
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Post » Sun Sep 25, 2011 10:02 pm

Totally disagree.

"In fact, the closer an RPG is to real life, the better it will be because it allows the player to associate himself more with his character."

And for that, you need numbers. Ever wondered why we try to measure and quantify everything? "I am strong!" or "I am smart!" are meaningless without a frame of reference, which supposedly boring scales and numbers provide.

There are still numbers, which is besides the point.

Instead of staring at a number to realize you are strong, you will instead bash a face in with a 2-handed hammer better than you did before. You will be able to block with a shield better. You will be able to carry more weight. You will be able to decapitate a head with a single swing.

It's a much more interactive way to feel stronger. Much more clearly defined than "74 Strength." What is 74 strength, anyway? What does that mean to me? An effective hammer bash to the face means so much more in my opinion.
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RAww DInsaww
 
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Post » Sun Sep 25, 2011 9:20 pm

Yay...another thread about attributes :)

I agree (I think...didn't read the whole thing).

No matter how much people argue and explain why the removal of attributes is SO bad, it's really all about emotions.
People can't really know how well it works or if it's missing, before playing the game.

But I guess we all have our way of dealing with the waiting time...
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Eduardo Rosas
 
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Post » Mon Sep 26, 2011 2:25 am

Pointless discussion. There will always be those who want and don't want attributes and stats and whatnot, no matter how hard you try to tell them different. If you want to know why, read http://www.gamesas.com/index.php?/topic/1166901-a-little-something-i-put-together/page__hl__little+something+put+together up. And try to respect the opinion of others next time, k?
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Jonathan Montero
 
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Post » Sun Sep 25, 2011 11:44 am

I have come to my own conclusion about attributes in this game.


Thanks for clearing much up for me, great post and it makes alot 'o sense! :goodjob:
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Samantha Jane Adams
 
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Post » Sun Sep 25, 2011 7:33 pm

Totally disagree.

"In fact, the closer an RPG is to real life, the better it will be because it allows the player to associate himself more with his character."

And for that, you need numbers. Ever wondered why we try to measure and quantify everything? "I am strong!" or "I am smart!" are meaningless without a frame of reference, which supposedly boring scales and numbers provide.


43.

Does that make you feel better?
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Sista Sila
 
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Post » Sun Sep 25, 2011 1:53 pm

Nope, cant have a cRPG with any depth that doesnt have displayed stats.
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vicki kitterman
 
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Post » Mon Sep 26, 2011 12:03 am

Some people are more in love with the mechanics of the system than the purpose of the system.

When stats and attributes were "invented" it was to facilitate roleplaying, a tool to help you roleplay. Nowadays there are two kinds of people who play roleplaying games, there are those that play them because they enjoy fiddling with the tools, not necessarily the roleplaying, powergamers for example. Then there are those that enjoy Roleplaying, the act of inventing a character, their manners, their history, those people are usually neutral to the tools, it's doesn't matter what kind of tools are used, because they aren't their for the tools, they are there for the roleplay.

I'm here for the roleplay, and I really don't care if that is achieved with the new or the old system, but I'm rather excited to see the new system in motion, because the old one didn't quite work the way it should have worked anyways, and the new one seems to have great potential. TES has always been unique among roleplaying games because they strayed from the usual formula right from the beginning.
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Franko AlVarado
 
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