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Paul Cunningham

RPG frag Statistics

19 posts in this topic

Who would like FPS style stats in a RPG. Stats like how many goblins, orcs, giants etc you have killed. How much money has gone through your hands. And how many different types of stats of this nature could you have? (what would they be?) I love Game Design and it loves me back. Our Goal is "Fun"!
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I am surprised that D2 didn''t have that. I know if I had a say, any game I worked on would have it.
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I think that''s a good idea so long as the type of game being designed has the intent of perpetuating muder-based gameplay such as Diablo.

However, if it''s a game more like what we''ve been discussing, wouldn''t that just make people want be the best at everything and concentrate on killing and getting more money than others, etc?
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quote:
Original post by Nazrix

I think that''s a good idea so long as the type of game being designed has the intent of perpetuating muder-based gameplay such as Diablo.

However, if it''s a game more like what we''ve been discussing, wouldn''t that just make people want be the best at everything and concentrate on killing and getting more money than others, etc?


Well, i think that would depend on the types of stats included. Some others that you''ve just brought to my mind could be:
1. Optimization Stats like Percentages
2. Quest completion stats
3. Communication stats (like gamedev.net forum stats)
4. Role Playing Stats/Awards



I love Game Design and it loves me back.

Our Goal is "Fun"!
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quote:
Original post by Paul Cunningham

Well, i think that would depend on the types of stats included. Some others that you''ve just brought to my mind could be:
1. Optimization Stats like Percentages
2. Quest completion stats
3. Communication stats (like gamedev.net forum stats)
4. Role Playing Stats/Awards

I love Game Design and it loves me back.

Our Goal is "Fun"!


That''s not a bad idea, but I think those sorts of stats would distance the player from the game that much more. The player would see their progress through numbers even more than they already do. Just my opinion...



"The road of excess leads to the palace of wisdom." --William Blake
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quote:
Original post by Nazrix
That''s not a bad idea, but I think those sorts of stats would distance the player from the game that much more. The player would see their progress through numbers even more than they already do. Just my opinion...



I guess thats why they are mainly used in Deathmatch games. Hmmm must think now :-)



I love Game Design and it loves me back.

Our Goal is "Fun"!
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quote:
Original post by Paul Cunningham

Who would like FPS style stats in a RPG. Stats like how many goblins, orcs, giants etc you have killed. How much money has gone through your hands.

And how many different types of stats of this nature could you have? (what would they be?)

I love Game Design and it loves me back.

Our Goal is "Fun"!


I think this is a really cool ideal. If these these stats were utilized in the combat system or for any other game decisions it would make them all the more important to track.
As an example:
If a player has killed 200 Trolls, then the next time he meets up with a troll... this would be utilized in the combat equation.



Dave "Dak Lozar" Loeser
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Even on good RPG games (Arena, Eye of the Beholder, etc) I would love to take a peak at those stats, or at least pop them up at the end game. As a development tool, it would be a great way to see if you are using too many of a certain monster in the game.

For the tree huggers, you could also add a ''trees hugged'' stat, ''dolphins not eatend'' stat, and ''animals saved'' stat. I''d probably get negative values on such a game.
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quote:
Original post by Dak Lozar


I think this is a really cool ideal. If these these stats were utilized in the combat system or for any other game decisions it would make them all the more important to track.
As an example:
If a player has killed 200 Trolls, then the next time he meets up with a troll... this would be utilized in the combat equation.



Dave "Dak Lozar" Loeser


It could also be used quite cleverly for promoting roleplaying. i.e. The troll (you mentioned) might react differently due to the fact that you've killed 200 of them and run away or attack you madly.



I love Game Design and it loves me back.

Our Goal is "Fun"!

Edited by - Paul Cunningham on July 7, 2000 1:10:04 PM
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quote:
Original post by Dak Lozar
I think this is a really cool ideal. If these these stats were utilized in the combat system or for any other game decisions it would make them all the more important to track.
As an example:
If a player has killed 200 Trolls, then the next time he meets up with a troll... this would be utilized in the combat equation.


Dave "Dak Lozar" Loeser


Sure, there''s nothing wrong w/ that fact that the player has killed 200 trolls affecting the combat equation, but I don''t think the player should nessessarily see that.

Maybe the player could notice that Trolls really, really hate them even more after killing so many of their kind, but I don''t think there should be a number telling the player that sort of info.

Granted, the player may remember how many enemies he killed etc, but it just seems too much like an arcade game when it''s like that...



"The road of excess leads to the palace of wisdom." --William Blake
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Hm, as a designer, the only way I would use that number 200 (slain Trolls) is to make sure that that player does not gain much more experience (or whatever progress system is used) for killing Trolls. I would certainly not give the number to the player. He can keep a list himself (it''s not like his character runs around with a note listing all his victims...and if the player thinks his character DOES, well let him make the list himself).

Silvermyst
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What i''d like to know is how would you collect stats for actual "Role-Playing". How can it be calculated?

Because if it can be done then you can show the player these stats which will lead the player to developing these stats futher. Eventually they won''t be interested in the stats becuase the idea would kill itself which would be a good thing for "Role Playing".

I love Game Design and it loves me back.

Our Goal is "Fun"!
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quote:
Original post by Paul Cunningham

What i'd like to know is how would you collect stats for actual "Role-Playing". How can it be calculated?

Because if it can be done then you can show the player these stats which will lead the player to developing these stats futher. Eventually they won't be interested in the stats becuase the idea would kill itself which would be a good thing for "Role Playing".

I love Game Design and it loves me back.

Our Goal is "Fun"!




Ah...I see where you are going w/ this now...

I think it would depend on the game, but I am thinking something like:

Assuming the player must choose some things at the beginning of the game like the char's skills and morality or something like that (trying to keep it general)...

If the player makes decisions that agree w/ these initial decisions, then the player would be role-playing basically. The game would have to be pretty free so that the player could make different decisons.

If the player is a thief, then the char would be rewarded for breaking into houses.

If the player chose to play a law-abiding char, and the char makes law-abiding choices then he/she should be rewarded.

Conversly, if the player chose to play a law-abiding char, and the char breaks the law there should be some sort of role-playing penalty.



As far as I can see, role-playing can be analyzed by a computer by comparing a player's actions w/ some decisions about what the character is like at the beginning of the game...



"The road of excess leads to the palace of wisdom." --William Blake



Edited by - Nazrix on July 8, 2000 4:09:50 PM
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quote:
Original post by Nazrix


As far as I can see, role-playing can be analyzed by a computer by comparing a player''s actions w/ some decisions about what the character is like at the beginning of the game...




I agree, but lets not forget role-development in-game. This is crucial to player freedom.
-------

I believe the fun should come from playing the role, remember playing superman or batman out the back yard when you were a kid? :-). This could be relived in a more mature way i believe.



I love Game Design and it loves me back.

Our Goal is "Fun"!
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quote:
Original post by Paul Cunningham

I believe the fun should come from playing the role, remember playing superman or batman out the back yard when you were a kid? :-). This could be relived in a more mature way i believe.




Would superman be faster than the flash?

I think that comparing roleplaying to child''s play is a wonderful way to get new ideas. Did you ever think "but superman couldn''t do something like this"? I know I didn''t. Subconsciously you limited yourself in some way, and if you got too far out of line, the other kids would tell you "HEY, you can''t do that!".
So what do we do? Simulate the other kids!




Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
ERROR: Your beta-version of Life1.0 has expired. Please upgrade to the full version. All important social functions will be disabled from now on.
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quote:
Original post by MadKeithV


Would superman be faster than the flash?



Hey, i was Superman first Get your own role.
quote:

I think that comparing roleplaying to child's play is a wonderful way to get new ideas. Did you ever think "but superman couldn't do something like this"? I know I didn't. Subconsciously you limited yourself in some way, and if you got too far out of line, the other kids would tell you "HEY, you can't do that!".
So what do we do? Simulate the other kids!


Just think back to when you were a kid. Then think of playing a computer game that could be a fun as running around the backyard with your friends. Just remember though... I'm superman ok


I love Game Design and it loves me back.

Our Goal is "Fun"!

Edited by - Paul Cunningham on July 10, 2000 4:28:24 AM
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Damn, I''ll be, umm, Spiderman!


What was it about playing cops and robbers, cowboys and indians, or Batman and Superman, that was so much fun?
The social part of it?
The part where you feel like you really ARE Spiderman for a while?

I''m not sure.


Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
ERROR: Your beta-version of Life1.0 has expired. Please upgrade to the full version. All important social functions will be disabled from now on.
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Damn, you took Spiderman...well, I''m calling Batman right now!

"The road of excess leads to the palace of wisdom." --William Blake
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I bet just about anyone can guess my stance on the inclusion of frag statistics in an RPG...
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