How would you be able to see progress without the stats? Seeing "Level Up" 99 times without the stats is meaningless.Dense_Electric said:...?Crono1973 said:So you're saying "It's true it will be as boring as learning a guitar but atleast it won't take as long".Dense_Electric said:Obviously it would be sped up from real life. Look at GTA IV's map size - Liberty City feels massive, and yet the whole thing would fit inside real-life New York's Central Park. What I'm saying is that things are scaled differently in games (they're typically smaller and faster), because while doing something (walking, for example) for five minutes in real life doesn't feel like much, in a game it seems to take a lot longer.Crono1973 said:In real life, most people would give up on learning the guitar. That completion rate of games with this system would be low.CalPal said:I think the point is that there would be nothing to show that you did, in fact, level up. Think of it like a combination of Skyrim and EVE Online in regards to how you get abilities, only minus the numbers.Supah said:How would a level up be handled then? Unless they handled it well it could feel kind of like empty levels, although at the same time its an interesting idea.
It should work like in real life: for example, let's say you grab a guitar and try to practice with it. Obviously, if you're just starting out, you're not going to be very good at it - unless you're replaying the game or something, I don't know how replays would work. So you dedicate some time to practicing the guitar, and after a long while, you're actually good enough to perform in front of other people without even realizing or seeing the transition.
It should be like that with swords and leveling up: you don't see any of the transitions, but you know you're getting better, and it'd feel more realistic.
I think I'll stick with visible stats, thanks.
I'm sorry, I don't know how the hell you pulled that out of what I said.
Though you do realize that leveling in this hypothetical game would occur at the same rate as in a game with visible stats, yes?
I'd just wait for everything to be documented online and then use the wiki or GameFAQs.Velocity Eleven said:OT: it depends, if its a case of "go to shop, buy weapon, test it, reload save, buy different weapon, test it, reload save if the other was better" then I could see that being very boring
Stat numbers impose a mechanical system on something biological. As much as we love playing with math, any equation that attempts to accurately measure these things would be flawed to begin with.Crono1973 said: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.
Well, this is why some games have separated clothing and armor, like Phantasy Star Portable 2.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.
Wait, did you mean NOT too hard? If not, then I applaud your tolerance for punishment.Scarim Coral said:It sound like if LoZ had become MMO (I mean Link doesn't have much stats other than the heart meter) and abit of Monster Hunter (they only have body and weapon stats). In which case as long it's too hard to the point of frustration, I would like to try it out.
Sorry I mean not too hard, my bad with the typo (hey I get frustration as any other gamers).Moontouched-Moogle said:Wait, did you mean NOT too hard? If not, then I applaud your tolerance for punishment.Scarim Coral said:It sound like if LoZ had become MMO (I mean Link doesn't have much stats other than the heart meter) and abit of Monster Hunter (they only have body and weapon stats). In which case as long it's too hard to the point of frustration, I would like to try it out.
I would think the pursuit of making the character as best as they possibly could be very interesting... I'm confused, how does "a player tries to get the best they can" translate into boring?SnakeoilSage said:Stat numbers impose a mechanical system on something biological. As much as we love playing with math, any equation that attempts to accurately measure these things would be flawed to begin with.Crono1973 said: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.
And people who want to make the perfect character have to be the most boring gamers I can think of.
but that already exists as it is, in that you dont know exactly what your enemies can do, or you dont know a dungeon layout until after you've been through itCalPal said:@Supah: That's exactly the point. You're not 100% sure. You just kinda go into the fight or whatever, hoping you're really ready for what's ahead. That sense of vague vulnerability, I think, would lead to more exciting gameplay
Well, in the SNES and PS1 days they were the most open games and they were more open than they are now. They were just RPG's though, not JRPG's.Dense_Electric said:Obviously it would be sped up from real life. Look at GTA IV's map size - Liberty City feels massive, and yet the whole thing would fit inside real-life New York's Central Park. What I'm saying is that things are scaled differently in games (they're typically smaller and faster), because while doing something (walking, for example) for five minutes in real life doesn't feel like much, in a game it seems to take a lot longer.Crono1973 said:In real life, most people would give up on learning the guitar. That completion rate of games with this system would be low.CalPal said:I think the point is that there would be nothing to show that you did, in fact, level up. Think of it like a combination of Skyrim and EVE Online in regards to how you get abilities, only minus the numbers.Supah said:How would a level up be handled then? Unless they handled it well it could feel kind of like empty levels, although at the same time its an interesting idea.
It should work like in real life: for example, let's say you grab a guitar and try to practice with it. Obviously, if you're just starting out, you're not going to be very good at it - unless you're replaying the game or something, I don't know how replays would work. So you dedicate some time to practicing the guitar, and after a long while, you're actually good enough to perform in front of other people without even realizing or seeing the transition.
It should be like that with swords and leveling up: you don't see any of the transitions, but you know you're getting better, and it'd feel more realistic.
I don't consider JRPG's to be RPG's. One of the single biggest misnomers in the gaming in gaming, if you ask me. They tend to be more like interactive films, offering the player even less choice than your average first-person shooter.Crono1973 said:People say most JRPG's don't offer you choices but they are still recognized as RPG's.Dense_Electric said:Hardly. Role-playing games are, by definition, a game where you play a role - a game where you are forced to make decisions that alter the outcome of the game, just as they would in real life. Numbers and leveling are a staple of most RPGs, but they don't make an RPG an RPG. Bioshock had numbers, but I'm hardly going to call that an RPG because it offered the player no choice (Little Sisters aside, but all that did was change the ending cutscene).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.
Edit: People on this site seem very confused as to what is an RPG (video game). Sorry, but RPG may be a misnomer, but the numbers are still what make it so. "Role play", that is more akin to improv acting, is better suited to the other kind of RP - table top.
Remove the stats and it ceases to be an RPG.
@ OP - yes, in fact I was just talking with a friend yesterday about such a game and how it would feel a lot more natural. You'd get good with your sword or gun simply by using it, and would eventually notice the difference instead of simply watching your numbers tick up.