Why do we always deal in small numbers?

Katana314

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Oct 4, 2007
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Primary offender: Oblivion. But it really is widespread.
Let's say you coded in a new piece of armor in the game before it shipped. It's an Elven Wodrack, a gauntlet that grants 3 additional armor points higher than normal Elven Gauntlets. However, you fail to notice a bug in the code that causes the game to mostly recognize it as Elven Gauntlets, so the armor bonus is negated.

And then...

ABSOLUTELY NO ONE NOTICES EVER.

This is a criminal offense I see in so many RPGs and even beyond. Anytime you get a chance to upgrade your weapon, or swap out your armor for a better piece, the numbers have to stack endlessly before they're honestly noticable. Sure, a rogue wearing a studded leather armor is going to be less protected than a knight with full chainmail set plus two protection buffs and an enchantment that protects from physical damage. But that's a lot stacking up, and it's still not even an immediate difference. Worse, when you're dealing miserable damage to someone or taking quite a lot, there's no clear player connection that says "Oh, I must not have enough armor!" Heck, I might just think that bandit is using an incredibly strong rusty dagger.

Where I see this worst is in the elemental effects. In Oblivion, I would find these scrolls labelled "Increase resistance to fire damage 30% for 15 seconds". I honestly would like to know if anybody ever used these. It's incredibly situational as most cannot even recognize when an enemy's attacks are fire-based, and then the reward of using such a situational weapon is mostly negligible. Would you ever see a little red flash around an enemy and think "OH FUDGE-KNUCKERS! HE JUST TURNED ON +20% FIRE DAMAGE! RUN! RUN LIKE THE WIND!!"

I'd really like to see fewer upgrades, but make the ones that are there REALLY worth it, and VERY obvious. One RPG that I saw nail it well was Chrono Trigger. The game introduces magic and the elements relatively late, and the ensuing enemies just afterwards have absurdly high physical defense. The result? Magic attacks will utterly destroy them. Then, the famous Magus fight has the elements as its centerpiece. Magus shifts his elemental state often, letting you predict which element he'll use (so you can use armor that 90%, or even COMPLETELY, negates damage of that element). And, if you use the right element on him in a certain state, he'll take massiv-er...a lot of damage.

Even better is TF2. The Medic's medigun will slowly charge over time, letting you unleash a very brief, but very powerful, "ubercharge". This protects you from 50% of damage, and blocks the other 50%. YOUR ARE INVINCIBLE. His alternate charge, the Kritzkrieg, causes the charged ally to deal FOUR TIMES his original damage in each shot. That practically lets a Sniper run-and-gun with his SMG at the stopping power of a minigun.

A game that has less resounding, but definitely noticable success in the area is Mass Effect 2. It still falls prey to multiples of 10% for the weapon upgrades, but there are relatively few actual weapons of each category. The only reason you're given new ones are for massive changes in power level.

The ultimate failure here is that as Valve states in their commentaries, it's a good idea to make rewards infrequent, but massive. So in their games, rather than one health kit every 50 feet, you'd find a bunch of health kits and a pile of ammo every 500 feet. It's a much better emotional reward.

Your thoughts? Are there people who genuinely enjoy and see the benefit of a stack of beneficial armor, in which the numbers are only strong once they're added up? Or are you too questioning why you have a sword that deals 53 damage, and another sword that deals 57?
 

TheNumber1Zero

Forgot to Remember
Jul 23, 2009
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Big jumps can be useful and are more noticable, but the period between them can get dangerous at times. In Chrono Trigger I found my self trashing everything I saw, then I ran out of money. Next set of enemies I found had such a huge difference that I got slaughtered.

A small upgrade may not be all that noticable, but it can make quite a difference.
My guess is you think more along the lines off "Immediate" rather than long term. 20% more fire damage may not sound like that much per shot, but the extra damage adds up rather quick.
Small upgrades make sure your character is always getting stronger, always improving.

But that's just my opinion, you are welcome to yours.
 

FlyAwayAutumn

Rating: Negative Awesome
May 19, 2009
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Maybe a good balance of both? I agree a lot of the time the difference is small but it's still A difference so it's still good.
 

Swaki

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Apr 15, 2009
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it depends on the game and the setting, in a MMORPG i like small but constant upgrades so that i at all time can track my progress, and when it comes to single player games it really comes down to the setting, if its an rich sify universe small constant upgrades works best, where as games like half life and fallout, (very) apocalypse games, i want small upgrades or little ammunition rarely so that the setting works, and naturally in normal rpgs decent upgrades with a good space between them.

a good example of bad gear is Dragon Age, the gear upgrade from the gear you had 2 hours in and the gear you had 50 hours in where minimal.
 

dbltrouble89

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May 22, 2009
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Game balance. If a particular piece of armor were super strong, everyone would wear that one piece, even if it clashed with the rest of the outfit. It would also make not having the game too hard or having it make the game too easy.