In Fallout 2 I think you had to fight the last boss, even though it could be easier with more party memmbrs and with using the turrets. In Planescape: Torment there are a few mandatory boss fights as well such asDeathByTheSword said:I finished System Shock 2 without cheating!!!! It was easy once you figured out how to kill everyone with melee.
Some other games that use what Yahtzee said are Planescape Torment and the first two Fallout games. That further proves my point that the game industry has been getting worse and worse while under some stupid illusion that games are getting better. I mean, how retarded must you be to think that today's games are getting better?
One class may contribute more, but one class making things slightly easier doesn't mean that the encounter should otherwise be punishing. The encounter is simply different.Arisato-kun said:But what's choice without consequence? I'm not for complete realism in games but if I can make a choice I'd like it to really mean something. I'm not saying make it so it's impossible to finish the game but at least make it so our encounters are different because of it. If I was able to kill a dragon easily with ice magic on my first playthrough of a game it should be far more difficult to take down next time if I opted for a melee class. perhaps instead of nuking it with magic I need to fire balistas like in Dragon Age.RvLeshrac said:Wait, wait, I know this one!thepj said:But would it be fun?Arisato-kun said:I've got to completely agree with this. There are some skills that are going to be useless in any given situation. I think it's be more immersion breaking to be prepared for every single boss than if you had some that you had to defeat with different tactics than you're used to.Seldon2639 said:Boy, he's gonna keep beating the "RPGs should be about universal choice for the player, about giving him unlimited options and letting him affect the world however he like" drum until people start marching, won't he?
In this case, though, it's bullshit.
Some skills are legitimately less useful than others. Some fights are unavoidable, and sometimes you have to use gunplay rather than stealth skills. If part of the "awesome-life simulation" aspect of an RPG is that you can make your character however you like, there's some realism in that if you chose to devote your energy to learning useless skills, you get bum-raped.
That's what I'm gonna call realism. If I decide to spend my time learning to be an expert in WoW playing, rather than an expert in Shotokan, those times when the latter would be useful, I'm getting my ass kicked. The irony of the Yahtzee-style RPG player (who wants to be able to do whatever he wants, and let his inner id run wild) is that they don't want any responsibility for what happens. Sure, they want the "this is so badassed" responsibility, but not the real "I pissed off all of my allies, and now I'm fucked" responsibility, or the "I faffed around for too long, and now the evil empire has won" responsibility, or even the "I decided to specialize in stealth, so I can't fight encounters where I have to fight straight-up". If RPGs are meant to be anything other than a simple succession of times when the player gets to feel awesome beating a boss only slightly more wimpy than he is, that's fine. But if RPGs are meant to actually be about role-playing, then there are going to be times when the suave, effete, faceman isn't going to be able to win in a shootout.
It's like how in most games the big bruiser with the massive guns, and even bigger firearms, isn't going to be able to pull off good social interaction.
Would it be nice if there were similar social "bosses" in such games, where you have to really work ten-times as hard at winning if you put your skills exclusively into gunplay? Absolutely, but no game should exist wherein you can "win" using any given "build", because that's not how life (even awesome, sci-fi, life) works.
Let me use Demon's Souls as a prime example. Sure you can build your character any way you want but all those points you put into melee that took out the Phalanx boss aren't going to work on the physically resistant Flamelurker boss 3 stages from now.
A truly immersive game and a series of immersive boss fights will mirror life IMO. Some challenges are easier to tackle with your unique set of skills than others. I think gamers should just accept that these kinds of fights will happen and try to find a way to deal with them instead of just bitching about a short spike in difficulty.
"No."
Seriously, if you want realism, DON'T PLAY A GOD-DAMNED FANTASY OR SCI-FI GAME. RPGs like Alpha Protocol posit themselves as "choose-your-own-ability" titles, when they're actually "choose-these-specific-abilities-or-we're-going-to-punish-you" titles. This would be perfectly acceptable if they made it clear that they expected you to, say, shoot everyone in the face. That, however, is not the case.
The game was advertised as providing the player with a number of options, all of which were equivalent methods by which you could finish the game. Instead, we have a game where direct, violent confrontation is the most effective course of action, while all other methods require that you make specific decisions demanded by the developers.
*edit*
Oh, and the problem with a line of thought that demands all builds be unequal is that it ignores the single longest-lasting bastion of modern gaming: (A)D&D. The DMG makes it clear that the DM should have a way for every single character class in the campaign to contribute to an event or encounter, and that's one of the primary *reasons* the system has passed through decades of competing rule systems nearly unscathed.
It's not that we want every boss to punish the player for their specific choices but some bosses should be easier and some should be more difficult based on choices as well.
Sure like you said, DnD has it so all classes can contribute but isn't one class going to contribute more to a given situation than others? That should translate to video games as well.
I think this is a very strange attitude to take. If a skill has no legitimate use in a game, or if only certain skills allow you to succeed, then it should not be an option for you to take the useless skills or avoid having the indispensable skills. It just clutters the game and makes it frustrating, and frustrating is not the kind of realism that people seek in games, unless they are gluttons for punishment or very, very stupid. I think we all experience enough frustration and setbacks in real life--is it too much to expect games to provide an escape from that?Seldon2639 said:Boy, he's gonna keep beating the "RPGs should be about universal choice for the player, about giving him unlimited options and letting him affect the world however he like" drum until people start marching, won't he?
In this case, though, it's bullshit.
Some skills are legitimately less useful than others. Some fights are unavoidable, and sometimes you have to use gunplay rather than stealth skills. If part of the "awesome-life simulation" aspect of an RPG is that you can make your character however you like, there's some realism in that if you chose to devote your energy to learning useless skills, you get bum-raped.
That's what I'm gonna call realism. If I decide to spend my time learning to be an expert in WoW playing, rather than an expert in Shotokan, those times when the latter would be useful, I'm getting my ass kicked. The irony of the Yahtzee-style RPG player (who wants to be able to do whatever he wants, and let his inner id run wild) is that they don't want any responsibility for what happens. Sure, they want the "this is so badassed" responsibility, but not the real "I pissed off all of my allies, and now I'm fucked" responsibility, or the "I faffed around for too long, and now the evil empire has won" responsibility, or even the "I decided to specialize in stealth, so I can't fight encounters where I have to fight straight-up". If RPGs are meant to be anything other than a simple succession of times when the player gets to feel awesome beating a boss only slightly more wimpy than he is, that's fine. But if RPGs are meant to actually be about role-playing, then there are going to be times when the suave, effete, faceman isn't going to be able to win in a shootout.
It's like how in most games the big bruiser with the massive guns, and even bigger firearms, isn't going to be able to pull off good social interaction.
Would it be nice if there were similar social "bosses" in such games, where you have to really work ten-times as hard at winning if you put your skills exclusively into gunplay? Absolutely, but no game should exist wherein you can "win" using any given "build", because that's not how life (even awesome, sci-fi, life) works.
Oh, and I agree with this. I just don't agree that it should be applied to every single game ever released.Arisato-kun said:Depends upon your own definitions. I find conquering the soul crushing difficulties of Mass Effect 2, Demon's Souls and Persona on Hard to be quite enjoyable. Sure I die a lot but the feeling of conquering these near impossible challenges far outweighs any sense of anger or frustration I had before. Gamers are getting complacent with easier games and I find that kind of sad. There are few that would even attempt to conquer games as difficult as Super Ghouls and Ghosts in this day and age. I think developers should go in the direction of From Software. make difficulty a draw like they did with Demon's Souls. Victory is always sweeter when it's harder to achieve.
I must agree with you there, however i don't beleive that deliberately setting out to make a difficult game is the way to go, that's why difficulty levels were invented. Having said that games that are too easy are no fun, sometimes easy modes or areas are just incredibly carthatic though, running through a building blowing everyone into tiny shreddy bits is possibly one of the best ways to blow off steam ever.Arisato-kun said:Depends upon your own definitions. I find conquering the soul crushing difficulties of Mass Effect 2, Demon's Souls and Persona on Hard to be quite enjoyable. Sure I die a lot but the feeling of conquering these near impossible challenges far outweighs any sense of anger or frustration I had before. Gamers are getting complacent with easier games and I find that kind of sad. There are few that would even attempt to conquer games as difficult as Super Ghouls and Ghosts in this day and age. I think developers should go in the direction of From Software. make difficulty a draw like they did with Demon's Souls. Victory is always sweeter when it's harder to achieve.thepj said:But would it be fun?Arisato-kun said:Snip.
As I said, if the point of any RPG is simply to provide that sort of escape, and allow you to beat enemies slightly less powerful than you over and over again, that's fine. But then it's also very shallow. I'm not saying that we should be allowed to take "useless" skills (nor do I believe skills should be "bought" with points, I'm a fan of "the more you use it, the better you get" mechanics), but the reality is that if I spend hours a day playing WoW, I'll get good at WoW. What that skill won't do is help me defend myself from a muggerHelmutye said:I think this is a very strange attitude to take. If a skill has no legitimate use in a game, or if only certain skills allow you to succeed, then it should not be an option for you to take the useless skills or avoid having the indispensable skills. It just clutters the game and makes it frustrating, and frustrating is not the kind of realism that people seek in games, unless they are gluttons for punishment or very, very stupid. I think we all experience enough frustration and setbacks in real life--is it too much to expect games to provide an escape from that?
Exactly. And you could master your skill in horseback riding by faffing about. Or become a master horseshoe player. But neither of those skills helps you fight battles or defeat enemies. Choices in games must have consequence. If I want to spend my time stealthing about and stealing money, that's great. But it should also mean that I don't get to be a big, brutish, tough-guy. If my choices are "badassed action hero, who happens to be stealthy" or "badassed action hero who happens to be attractive", I'm still the same guy either way.Helmutye said:If you think of a game as its own little world, then there would have to be a reason for the possible skills to exist in that world, otherwise nobody would have invented them. It would have to be possible for people to succeed with those skills, or they wouldn't exist. If there was a world where your survival depended solely on your ability to swing a sword, then everybody would spend all their time learning to swing a sword. The skill 'Left-Handed Doily Making' would not exist. But if it were possible in this world to become a master Doily Maker, earn money by doing so, and hire security guards to do your swordfighting for you, then Doily Making might be a skill that would exist.
Yes, the extent to which the game limits us should limit our skilsl. But that's not what's going on. Instead you have people (Yahtzee) insisting on complete creative control over a character, but who doesn't want to suffer the possible bad results of his choices. He figured stealth would be a good way to be a spy, so do lots of actual spies. But, if those spies don't also train in gunplay, they'll get shot up. It's more realistic if you can be punished for failing to properly plan for contingencies.Helmutye said:The problem we face these days is that games always attempt to fool the player into thinking the world is bigger and more detailed than it really is. Despite all the fancy graphics and massive hardware requirements, it is pretty rare to find a game where you can even break windows or open certain doors to get to areas of the map that you can see but that don't really exist. Just because there's something that looks like a sky above you doesn't mean you can go into space--it's just an illusion. In reality, that is a sky-textured ceiling set just high enough so that you shouldn't be able to bump into it (though there are plenty of games where you can actually "bump into the sky" if you manage to get somewhere the designers didn't think of). The real world doesn't have these kind of limitations. It is true that, in the real world, there are situations where certain skills aren't helpful, but in the real world you also have the freedom to try approaches that may take you through certain doors or windows, or up into the sky. If you lose total freedom to wander the world, it is only fair to make the skills you can choose relevant to the areas you can go to. And yes, I know that life isn't always fair. But as I said earlier, games are supposed to be a fun and interesting departure from our normal lives.
That's not the point, though, because nothing you do ever has really bad consequences in games. What I want is for everything to have real consequences. If I kill an innocent bystander, maybe I get arrested (for long enough that I miss some crucial part of the game, making it more difficult to proceed), maybe my friends abandon me for being such a bastard. The problem is that the games are giving us more and more choice, with less and less responsibility.Helmutye said:And as far as consequences go, it is strange to hear someone say that people who want to pursue non-violent alternatives need to understand consequences! Violence is generally not a good option to take in the real world because there are lots of consequences for it--getting arrested, getting killed by the relatives of whoever you beat up or kill, not having any friends because you're a jerk, etc. But in most video games, the usual consequences for violence are removed--rarely is there any real reason why you can't just kill your way through the world. Most games are in fact little more than that. If there's no reason not to kill somebody, and you can quickly become better than anyone else at killing, then violence and combat become the best way to get through life. No matter what other skill options are available, violence is always a legitimate way to get through an entire game. Isn't that weird? Isn't it weird to respond to a complaint that there are forced violent episodes in a game that supposedly advertises free choice with the statement that someone trying to get through it non-violently doesn't understand consequences? I just think it would be interesting to have a game where violence actually carries meaningful negative consequences in a game, rather than saying that the other skills need to have negative consequences.
Like the real world, there are many more possibilities to explore once we agree that violence is not the ultimate power.
This is an extreme take on what I'm getting at, but there are fantastic points here.Helmutye said:I think this is a very strange attitude to take. If a skill has no legitimate use in a game, or if only certain skills allow you to succeed, then it should not be an option for you to take the useless skills or avoid having the indispensable skills. It just clutters the game and makes it frustrating, and frustrating is not the kind of realism that people seek in games, unless they are gluttons for punishment or very, very stupid. I think we all experience enough frustration and setbacks in real life--is it too much to expect games to provide an escape from that?
If you think of a game as its own little world, then there would have to be a reason for the possible skills to exist in that world, otherwise nobody would have invented them. It would have to be possible for people to succeed with those skills, or they wouldn't exist. If there was a world where your survival depended solely on your ability to swing a sword, then everybody would spend all their time learning to swing a sword. The skill 'Left-Handed Doily Making' would not exist. But if it were possible in this world to become a master Doily Maker, earn money by doing so, and hire security guards to do your swordfighting for you, then Doily Making might be a skill that would exist.
The problem we face these days is that games always attempt to fool the player into thinking the world is bigger and more detailed than it really is. Despite all the fancy graphics and massive hardware requirements, it is pretty rare to find a game where you can even break windows or open certain doors to get to areas of the map that you can see but that don't really exist. Just because there's something that looks like a sky above you doesn't mean you can go into space--it's just an illusion. In reality, that is a sky-textured ceiling set just high enough so that you shouldn't be able to bump into it (though there are plenty of games where you can actually "bump into the sky" if you manage to get somewhere the designers didn't think of). The real world doesn't have these kind of limitations. It is true that, in the real world, there are situations where certain skills aren't helpful, but in the real world you also have the freedom to try approaches that may take you through certain doors or windows, or up into the sky. If you lose total freedom to wander the world, it is only fair to make the skills you can choose relevant to the areas you can go to. And yes, I know that life isn't always fair. But as I said earlier, games are supposed to be a fun and interesting departure from our normal lives.
And as far as consequences go, it is strange to hear someone say that people who want to pursue non-violent alternatives need to understand consequences! Violence is generally not a good option to take in the real world because there are lots of consequences for it--getting arrested, getting killed by the relatives of whoever you beat up or kill, not having any friends because you're a jerk, etc. But in most video games, the usual consequences for violence are removed--rarely is there any real reason why you can't just kill your way through the world. Most games are in fact little more than that. If there's no reason not to kill somebody, and you can quickly become better than anyone else at killing, then violence and combat become the best way to get through life. No matter what other skill options are available, violence is always a legitimate way to get through an entire game. Isn't that weird? Isn't it weird to respond to a complaint that there are forced violent episodes in a game that supposedly advertises free choice with the statement that someone trying to get through it non-violently doesn't understand consequences? I just think it would be interesting to have a game where violence actually carries meaningful negative consequences in a game, rather than saying that the other skills need to have negative consequences.
Like the real world, there are many more possibilities to explore once we agree that violence is not the ultimate power.
... And my book.Yes, you, in the stupid shirt. Sort yourself out, for god's sake. And buy nicer clothes.
Yahtzee's point is that the game makes you choose between Stealth and Gunplay, with no real balance. You can't be someone who is sneaky and a good shot, despite the fact that weapons training hardly takes up a particularly large amount of time. Several hours a week on the range is more than enough to develop excellent marksmanship.Seldon2639 said:Yes, the extent to which the game limits us should limit our skilsl. But that's not what's going on. Instead you have people (Yahtzee) insisting on complete creative control over a character, but who doesn't want to suffer the possible bad results of his choices. He figured stealth would be a good way to be a spy, so do lots of actual spies. But, if those spies don't also train in gunplay, they'll get shot up. It's more realistic if you can be punished for failing to properly plan for contingencies.
Choices can most certainly have meaning even if they can't fuck you over! Not everything is about either success or failure. The way something is achieved is very important, almost more important than whether you succeed or fail. The means tells you who you really are. If your goal is to make a million dollars, it matters a great deal how you go about doing that--a person who invents and markets a new medical tool is very different than a person who contract kills for a living. Even if the contract killer succeeds and is never caught, there is a meaningful difference between them. But in most games you either win or lose. Some games try to get tricky and give you a "good ending" or a "bad ending," but the game is still more about getting to the end rather than choosing how you get to the end. A game that is nothing but success or failure is the game that is shallow.Seldon2639 said:As I said, if the point of any RPG is simply to provide that sort of escape, and allow you to beat enemies slightly less powerful than you over and over again, that's fine. But then it's also very shallow. I'm not saying that we should be allowed to take "useless" skills (nor do I believe skills should be "bought" with points, I'm a fan of "the more you use it, the better you get" mechanics), but the reality is that if I spend hours a day playing WoW, I'll get good at WoW. What that skill won't do is help me defend myself from a mugger
It's games as pure escapism versus games as something deeper. If I want choice, I want the choices to mean something. Choices can't have meaning if they can't fuck you over.