Aesthetic effects that would not sufficiently replace stat numbers as they would not be as precise. You could have both and that would be fine but on it's own, your idea would pale in comparison to number based stats. Even a health bar type of stat system would be more precise than altering your avatar. Plus, it would not sit well with those who prefer to design the perfect character at the start of a game and not have that character altered outside of their control throughout the game.SnakeoilSage said:I'd enjoy it. If the stats were represented by physical appearances would be pretty cool. Strong characters have bigger muscles, agile characters get a sleeker look, smart characters get, I dunno, bushier eyebrows?
lol You can work with it. Say you only had five stats: Strength/Power, Agility, Toughness, Magic and Awareness.
Strong characters get stronger, agile get a sleeker and toned look, tough characters get covered with scars, magic characters get auras of energy around their hands and aware characters get a halo of light around their heads.
I defy anyone to play The Void and tell me they wouldn't.Brawndo said:I was inspired to make this thread while I was re-watching Yahtzee's bit on World of Warcraft, specifically the part where he talks about games being all about numbers instead of whether your sword of doom aesthetically clashes with your elite boss clogs.
In real life, if I was trying to pull together some friends to make a soccer team, it's not like I could know that Johnny has a Strength 6 and Speed 4, and Suzie has Strength 3 and Intelligence 8. Instead, I have to make inferences based on observing and interacting with them, and even then I might be wrong - Suzie might be stronger than Johnny even if he looks bigger.
Would you play an RPG that functioned the same way?
Obviously the numbers would still have to exist to do the necessary calculations behind the scenes, but they wouldn't be revealed to the player. You wouldn't know how good your "One-Handed Melee" skill really is until you start practicing with a sword, or how high your Charisma is until NPCs replied to you in a way that suggested that, perhaps, you really are a huge dick. You wouldn't know that shield A is better than shield B from numbers, but rather from common sense and gameplay experience: "Well, everyone knows wood is weaker than steel, so the steel shield is likely stronger. But I've also noticed from playing the game that my character moves slower with the steel shield, so maybe I should use the wooden shield if I want a skirmisher-type character."
To me, this system better captures the essence of "role-playing" a character than what we currently have. Because what we currently have encourages power-leveling and max-DPS spec-builds and all kinds of other ridiculous shit, like putting together giant statistical spreadsheets and complex formulas (people do this all the time, especially for WoW). So you're not so much selling an experience for players, but more of a challenge to see who can level their stats the fastest or most efficiently by best exploiting the game's mechanics.
EDIT: my "yes - no" poll got eaten somehow
Sounds like you care more about big numbers flashing up then things actually making sense in the context of the storygmaverick019 said:if that's what you truly mean, then personally i completely disagree, that seems insanely boring to me and i'd rather see all the insane numbers/stats that go along with everything i have and am working towards throughout the game.Macrobstar said:I think your missing the point, the stats are still there and all the complexity that comes with them its just that instead of saying "Level 18 sword" it would be "A high grade piece of military weaponry, clearly better than the average weapon" etc. In my mind this would make it much more complex and immersivegmaverick019 said:this, i play my rpg's because there is awesome stat building/charts that i can look at and ponder about deciding my next move/level on what i need to do here and there.s69-5 said:Again, too much hassle.Avatar Roku said:But the difference is that the numbers are still there and you still level them by extensive use. You just have to actually role-play to figure out where you stand.s69-5 said:Well, since the numbers are what make it an RPG, I'm gonna say: Emphatic no.
Who the hell plays an RPG to not understand the stats behind item A or character B. That would make it an action game... and not an RPG.
I'd rather know the stats at a glance so that I can better equip my character for whatever situation. Hiding that from me would be an excercise in frustration (and plenty of fail/re-loads) which would probably cause me to catapult the game into another time zone.
Edit: Even the purposefully cryptic Dark Souls gives you extensive stat screens for all equipment and yourself as a character.
there is nothing wrong with action games, but this certainly is less rpg than fable even is.
erm what? no, i prefer the option to see the stats, not have them hidden away turning it into an even more action streamed version of fable.Macrobstar said:Sounds like you care more about big numbers flashing up then things actually making sense in the context of the storygmaverick019 said:if that's what you truly mean, then personally i completely disagree, that seems insanely boring to me and i'd rather see all the insane numbers/stats that go along with everything i have and am working towards throughout the game.Macrobstar said:I think your missing the point, the stats are still there and all the complexity that comes with them its just that instead of saying "Level 18 sword" it would be "A high grade piece of military weaponry, clearly better than the average weapon" etc. In my mind this would make it much more complex and immersivegmaverick019 said:this, i play my rpg's because there is awesome stat building/charts that i can look at and ponder about deciding my next move/level on what i need to do here and there.s69-5 said:Again, too much hassle.Avatar Roku said:But the difference is that the numbers are still there and you still level them by extensive use. You just have to actually role-play to figure out where you stand.s69-5 said:Well, since the numbers are what make it an RPG, I'm gonna say: Emphatic no.
Who the hell plays an RPG to not understand the stats behind item A or character B. That would make it an action game... and not an RPG.
I'd rather know the stats at a glance so that I can better equip my character for whatever situation. Hiding that from me would be an excercise in frustration (and plenty of fail/re-loads) which would probably cause me to catapult the game into another time zone.
Edit: Even the purposefully cryptic Dark Souls gives you extensive stat screens for all equipment and yourself as a character.
there is nothing wrong with action games, but this certainly is less rpg than fable even is.
I have only played the DS Pokemon games so I can only go off of how the Pokemon games currently are. If they went from not showing stats at every level up to showing them then it shows that they apparently thought that's what people wanted. I think they were right about that.Jarlaxl said:Level-up statistics have nothing to do with what I said, and for the first generation or 2 of Pokemon, such statistics were not included.Crono1973 said:Making the stats available in a status window that can be easily ignored (for those who don't want to look at stats) is not forcing it on you. However, the reverse is not true. Hiding stats from everyone because a few people don't want to see them can't be fixed for those who want to see them.
Pokemon displays your stats at every level up BTW.
With regards to your first point, I'll reiterate what I said, hopefully with more clarity, since I addressed that point.
There exists, in the world of any given game, a system. This is the summary of, for the purposes of this discussion, three features:
1) Rules made known to the player
2) Rules kept hidden from the player
3) Ways the effects of the rules are made known to a player
In your typical RPG, feature 1 is laden with stats, abilities, numbers, etc.
Feature 1 also governs the player's experience with the world, which is huge, since that is essentially what a game is - a system of rules. I don't get the option to negotiate in Devil May Cry, for example. Whatever rules are given to the player - in the case of your typical RPG, stats - are how the player interacts with the world. These rules cannot be ignored, as you suggest, since that removes the interactivity element of games - in other words, it negates the point of a game.
Feature 2 typically has a few things going on (for instance, a sea serpent is resistance to fire spells), but nothing monumental - these are more flavorful than anything, which is perfectly acceptable. Feature 3 consists of spreadsheet-esque pages of stats and typewriter-style combat logs where you are told what happens.
Pokemon follows these features, but add individuality to any given Pokemon in the form of Effort Values (statistics added based on the sorts of Pokemon you defeat) and Individual Values (randomly generated additions to stats over the course of a Pokemon's life).
Now, what is being suggested is the shift of rules from feature 1 to feature 2 and, most likely, a change in feature 3. The ultimate effect is a new RPG experience where one must look for non-numerical signals of progress.
Given how numbers are the *only* indication of progress in your typical RPG, this is a proposal to play with that norm and find new, inventive, integrated (and I think better) methods of conveying information of progress to the player.
see, I love RPGs, but your "how RPGs are supposed to be" idea to me sounds like the antithesis of funskywolfblue said:Agree.Zhukov said:Sure.
Although I'd rather they just get rid of the stats altogether.
RPG's are suppose to be about talking to the characters, learning their stories, and acquiring spifftastic stuff that LOOKS cool. Stats just get in the way, making people go for ugly stuff simply because it's +1 damage. Sooner stats go away, the sooner people get to wear what they want to wear.
Those things aren't mutually exclusive. Big numbers don't have any effect on a story. Please don't pull the "why didn't they use a Phoenix Down on Aeris" out of your hat.Macrobstar said:Sounds like you care more about big numbers flashing up then things actually making sense in the context of the storygmaverick019 said:if that's what you truly mean, then personally i completely disagree, that seems insanely boring to me and i'd rather see all the insane numbers/stats that go along with everything i have and am working towards throughout the game.Macrobstar said:I think your missing the point, the stats are still there and all the complexity that comes with them its just that instead of saying "Level 18 sword" it would be "A high grade piece of military weaponry, clearly better than the average weapon" etc. In my mind this would make it much more complex and immersivegmaverick019 said:this, i play my rpg's because there is awesome stat building/charts that i can look at and ponder about deciding my next move/level on what i need to do here and there.s69-5 said:Again, too much hassle.Avatar Roku said:But the difference is that the numbers are still there and you still level them by extensive use. You just have to actually role-play to figure out where you stand.s69-5 said:Well, since the numbers are what make it an RPG, I'm gonna say: Emphatic no.
Who the hell plays an RPG to not understand the stats behind item A or character B. That would make it an action game... and not an RPG.
I'd rather know the stats at a glance so that I can better equip my character for whatever situation. Hiding that from me would be an excercise in frustration (and plenty of fail/re-loads) which would probably cause me to catapult the game into another time zone.
Edit: Even the purposefully cryptic Dark Souls gives you extensive stat screens for all equipment and yourself as a character.
there is nothing wrong with action games, but this certainly is less rpg than fable even is.
How is it more streamlined then fable? Picking things based off of numbers is as simple as something gets, whats really complex is having you decipher it by your characters knowledge. Also its not really a gameplay thing and more of a thing to make the story more immersivegmaverick019 said:erm what? no, i prefer the option to see the stats, not have them hidden away turning it into an even more action streamed version of fable.Macrobstar said:Sounds like you care more about big numbers flashing up then things actually making sense in the context of the storygmaverick019 said:if that's what you truly mean, then personally i completely disagree, that seems insanely boring to me and i'd rather see all the insane numbers/stats that go along with everything i have and am working towards throughout the game.Macrobstar said:I think your missing the point, the stats are still there and all the complexity that comes with them its just that instead of saying "Level 18 sword" it would be "A high grade piece of military weaponry, clearly better than the average weapon" etc. In my mind this would make it much more complex and immersivegmaverick019 said:this, i play my rpg's because there is awesome stat building/charts that i can look at and ponder about deciding my next move/level on what i need to do here and there.s69-5 said:Again, too much hassle.Avatar Roku said:But the difference is that the numbers are still there and you still level them by extensive use. You just have to actually role-play to figure out where you stand.s69-5 said:Well, since the numbers are what make it an RPG, I'm gonna say: Emphatic no.
Who the hell plays an RPG to not understand the stats behind item A or character B. That would make it an action game... and not an RPG.
I'd rather know the stats at a glance so that I can better equip my character for whatever situation. Hiding that from me would be an excercise in frustration (and plenty of fail/re-loads) which would probably cause me to catapult the game into another time zone.
Edit: Even the purposefully cryptic Dark Souls gives you extensive stat screens for all equipment and yourself as a character.
there is nothing wrong with action games, but this certainly is less rpg than fable even is.
see crono's responses if you really want an in depth reason as to why i dont want your cut off option.
it comes down to immersion thenw00tage said:Dude, the progress that should be triggering the reward is the accomplishment of a purpose like "I saved the kingdom!". Not the counting of the beans that you've gathered.vivster said:no i would not
it pretty much undermines the main gameplay mechanics and one of the big reasons why RPGs are so addictive
it's all about progress... seeing progress activates the reward receptors in your brain which makes you happy
and by seeing ever higher numbers you get the shots you need to keep playing
The fact that these people have to resort to substituting bean-counting for adventure and accomplishment means they have FAILED YOU as game designers. Please, consider trying a game where actually making a difference provides you with a feeling of accomplishment. Play games, don't let game companies play you.
Well that phoenix down thing is a huge plot hole, they mention it in an extra credits episode. How to numbers make sense in the context of the story? Unless your created character is a cyborg who gets information readings from his equipment about damage and shit. In skyrim nowhere does it say Dovakiin has the power to gauge weapon damage, granted its not a big deal, but it would be a nice change to see a game where everything you do has context within the world. It wouldn't be nice for every game, but for maybe just one or two to experience something completely immersiveCrono1973 said:Those things aren't mutually exclusive. Big numbers don't have any effect on a story. Please don't pull the "why didn't they use a Phoenix Down on Aeris" out of your hat.Macrobstar said:Sounds like you care more about big numbers flashing up then things actually making sense in the context of the storygmaverick019 said:if that's what you truly mean, then personally i completely disagree, that seems insanely boring to me and i'd rather see all the insane numbers/stats that go along with everything i have and am working towards throughout the game.Macrobstar said:I think your missing the point, the stats are still there and all the complexity that comes with them its just that instead of saying "Level 18 sword" it would be "A high grade piece of military weaponry, clearly better than the average weapon" etc. In my mind this would make it much more complex and immersivegmaverick019 said:this, i play my rpg's because there is awesome stat building/charts that i can look at and ponder about deciding my next move/level on what i need to do here and there.s69-5 said:Again, too much hassle.Avatar Roku said:But the difference is that the numbers are still there and you still level them by extensive use. You just have to actually role-play to figure out where you stand.s69-5 said:Well, since the numbers are what make it an RPG, I'm gonna say: Emphatic no.
Who the hell plays an RPG to not understand the stats behind item A or character B. That would make it an action game... and not an RPG.
I'd rather know the stats at a glance so that I can better equip my character for whatever situation. Hiding that from me would be an excercise in frustration (and plenty of fail/re-loads) which would probably cause me to catapult the game into another time zone.
Edit: Even the purposefully cryptic Dark Souls gives you extensive stat screens for all equipment and yourself as a character.
there is nothing wrong with action games, but this certainly is less rpg than fable even is.
That is a terrible idea. It would completely take away character progression.Zhukov said:Sure.
Although I'd rather they just get rid of the stats altogether.
Sounds like you want to play The Sims. Talking to characters is necessary in an RPG but most of the time the characters have nothing interesting to say. Acquiring stuff that LOOKS good...uh no. The character building (ie, the stats) is why I play RPG's.skywolfblue said:Agree.Zhukov said:Sure.
Although I'd rather they just get rid of the stats altogether.
RPG's are suppose to be about talking to the characters, learning their stories, and acquiring spifftastic stuff that LOOKS cool. Stats just get in the way, making people go for ugly stuff simply because it's +1 damage. Sooner stats go away, the sooner people get to wear what they want to wear.
its all about what you have overcome... building your characters and watching them grow, figuring out the best way to overcome each area, using your brain to mould the perfect team, and after many many hours, finally beating that one secret boss... all these things are very satisfying, whether the flavour-text is "save the world" or "collect 10 beans" makes no difference to mevivster said:it comes down to immersion thenw00tage said:Dude, the progress that should be triggering the reward is the accomplishment of a purpose like "I saved the kingdom!". Not the counting of the beans that you've gathered.vivster said:no i would not
it pretty much undermines the main gameplay mechanics and one of the big reasons why RPGs are so addictive
it's all about progress... seeing progress activates the reward receptors in your brain which makes you happy
and by seeing ever higher numbers you get the shots you need to keep playing
The fact that these people have to resort to substituting bean-counting for adventure and accomplishment means they have FAILED YOU as game designers. Please, consider trying a game where actually making a difference provides you with a feeling of accomplishment. Play games, don't let game companies play you.
when i wrote this i was mainly thinking about jrpgs
i will never be able to feel like that I accomplished something in that bizarre world of scripted events
the things i can see and grasp however are how my stats increased and that is something I did
i beat the games' challenges and was getting better and better
i look at the number of increased strength, i look at the number of defeated monsters, i look at the number of items i have collected and i look at the number of steps i made
those are all numbers that show me that i have accomplished something, that i have progressed
some saved world in a distant fantasy will never be as real to me as the numbers i directly influence
it's a bit different in wrpgs though
i'm a lot more immersed in them and all i do is for me and my character and the numbers are but just a little indicator to me on how i can progress further
Exactly!Velocity Eleven said:its all about what you have overcome... building your characters and watching them grow, figuring out the best way to overcome each area, using your brain to mould the perfect team, and after many many hours, finally beating that one secret boss... all these things are very satisfying, whether the flavour-text is "save the world" or "collect 10 beans" makes no difference to mevivster said:it comes down to immersion thenw00tage said:Dude, the progress that should be triggering the reward is the accomplishment of a purpose like "I saved the kingdom!". Not the counting of the beans that you've gathered.vivster said:no i would not
it pretty much undermines the main gameplay mechanics and one of the big reasons why RPGs are so addictive
it's all about progress... seeing progress activates the reward receptors in your brain which makes you happy
and by seeing ever higher numbers you get the shots you need to keep playing
The fact that these people have to resort to substituting bean-counting for adventure and accomplishment means they have FAILED YOU as game designers. Please, consider trying a game where actually making a difference provides you with a feeling of accomplishment. Play games, don't let game companies play you.
when i wrote this i was mainly thinking about jrpgs
i will never be able to feel like that I accomplished something in that bizarre world of scripted events
the things i can see and grasp however are how my stats increased and that is something I did
i beat the games' challenges and was getting better and better
i look at the number of increased strength, i look at the number of defeated monsters, i look at the number of items i have collected and i look at the number of steps i made
those are all numbers that show me that i have accomplished something, that i have progressed
some saved world in a distant fantasy will never be as real to me as the numbers i directly influence
it's a bit different in wrpgs though
i'm a lot more immersed in them and all i do is for me and my character and the numbers are but just a little indicator to me on how i can progress further