Any progress within a virtual system must be quantifiable, for it is the machine you run it on that calculates the outcome of your actions considering the characteristics of your avatar. It works using algorithms and as such must use a specific set of given data. The only form of data that the computer can work with are numerical values.If you have only an arbitrary character and then learn abilieties does it mean that,if you - let's say - learn to play piano, then he/she'll be as good at playing the piano as any other character that has ever been played within the copntext of the game.
If on the other hand you allow for a system like the one in F3, you may end up having to kill a lvl 200.93 dragon to put in 9 skill points into lockpicking so as to be able to open the door to a latrine in X,for you're shtrongg as bull but the game doesn't allow you to force the door open.
People saying that (nearly) every game is based on stats are right.An fps has them only more skill is involved, for you can use the the in-game physics to bunny-hop, maintain certain magnitude and direction of momentum, rocket jump etc.F3 is "stiff" in this aspect,deliberately(or at least I think so) crippling the players ability to use the game controls and manual skills to defeat the enemy and forcing you to build up the avatars characteristics to be able to smoothly progress in the games story.
Finally, if you try to hide the numerical nature of the games world by saying;"this guy was strong but he was killed by the other one because he is very strong" you can always put it like this; very strong>...>strong, so you might think that it allows for a more abstract, ambiguous and somewhat smoother system. But hey - if x and y, y=0 are any positive real numbers
and x>y, why not have a simple formula and so on.Make the intervals as small as you wish(x_2=x_1 + 10^-(some large number ;p )), n>x_(n-1)>...>x_(3)>[(x_(3)+x_(2))/2]>x_(2)...>0 make n be an upper bound of a subset of R+ to limit the abilities and you've got yourself a smooooooooth system, but it's still based on stats.In real life you make leaps, for everything you learn opens up new options at an exponential rate,for there are so many things that can be done.
Or something like that
If on the other hand you allow for a system like the one in F3, you may end up having to kill a lvl 200.93 dragon to put in 9 skill points into lockpicking so as to be able to open the door to a latrine in X,for you're shtrongg as bull but the game doesn't allow you to force the door open.
People saying that (nearly) every game is based on stats are right.An fps has them only more skill is involved, for you can use the the in-game physics to bunny-hop, maintain certain magnitude and direction of momentum, rocket jump etc.F3 is "stiff" in this aspect,deliberately(or at least I think so) crippling the players ability to use the game controls and manual skills to defeat the enemy and forcing you to build up the avatars characteristics to be able to smoothly progress in the games story.
Finally, if you try to hide the numerical nature of the games world by saying;"this guy was strong but he was killed by the other one because he is very strong" you can always put it like this; very strong>...>strong, so you might think that it allows for a more abstract, ambiguous and somewhat smoother system. But hey - if x and y, y=0 are any positive real numbers
and x>y, why not have a simple formula and so on.Make the intervals as small as you wish(x_2=x_1 + 10^-(some large number ;p )), n>x_(n-1)>...>x_(3)>[(x_(3)+x_(2))/2]>x_(2)...>0 make n be an upper bound of a subset of R+ to limit the abilities and you've got yourself a smooooooooth system, but it's still based on stats.In real life you make leaps, for everything you learn opens up new options at an exponential rate,for there are so many things that can be done.
Or something like that