How to improve abilities

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35 comments, last by grbrg 20 years ago
quote:Original post by TechnoGoth
Thats is what is commonly refered to as a minigame. The problem with what your suggesting is that it has nothing to do with skill it a reflex test.


It is not a minigame by any definition. Would you call the lock picking in Splinter Cell a minigame? How about the attack meters in Gladius? Is sniping in Metal Gear Solid 2 a minigame? You get the point. Its gameplay enhancement.

As far as reflex tests, that is exactly the point of a dexterity test. Intelligence tests for casting a spell for example, would require a more cerebral action. An example might be a basic "shift the pieces puzzle" each time you cast a spell, you must organize the letters of the scroll for the spell you are casting into its actual form and then it is instantly cast. The idea would be to integrate the tests as closely into the actual game as possible. The classic case would be "Punch Out" on the NES. That game is nothing more than a series of basic pattern recognition + reflex actions. Its also one of the most entertaining games ever made. Other classic pattern games include "Excitebike". There were very few ways to orient your bike on ramps and landings. Perfection of this ability resulted in extremely well done races. This pursuit of perfect is what made these games fun.

There is no logical argument against this. All of these traits can be developed and improved over time. The idea would be to have an MMO that is guided by something other than how long you can play. If MMO''s had any level of skill required to play, they would open themselves up to an entirely new world of players. Right now they tend to have an audience largely made up of young boys who have significant amounts of wasted time on their hands. While a substantial demographic, this is far from the ''prime'' audience that MMOG''s could potentially attract.
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I agree with the MMOs there. Mostly the longer you play the better your character is. It has little to do with the skill of the actual players. Even though a player might know everything about a game, but if his character is a newbie, he will appear as a newbie. On the other hand, a player who just bought a character from eBay for $200, knows nothing about the game, can appear uber and kill those who are more familiar with the game.
quote:Original post by haro

There is no logical argument against this.


I have a logical argument against it. A human being may not be skilled enough to be as good at an ability as he wishes he could be. You may think, "Tuff", but that depends on the game. Sure, if you're playing a FPS a 9 year old kid with no reflexes shouldn't be able to own one of the best quake 3 players in the world, but i thought we're talking about RPGs here?

It is supposed to be fantasy, a type of escape. I want to play the "role" of someone else. If i needed to do a really hard word test to cast one of the cool spells and i am not smart enough to do it 90% of the time, this game sucks for me now and is totally annoying rather than fun.

There can be something fun about the repetitive style of leveling up. If the rewards of leveling are cool, then you want to go through that repitition. You simply make it so you get a cool spell every few levels.



[edited by - tieTYT on March 26, 2004 9:26:50 PM]
aren''t we forgetting something? developers WANT people to spend as much time on their mmo as they can (more time playing = more money through subscription, more players to interact with eachother at any given time which attracts more players.....) they achieve this by rewarding the people who play more frequently with more powerful characters. involving any sort of skill -nay gameplay in an mmo would be sacrilage to the players who think that because they jumped up and down a corridor for 12 hours straight they should have maxed acrobatics stat!
Well, I think ratings based on the skill of the player himself are quite fascinating. Look at Puzzle Pirates for example.. You have two different ratings, one just says how much you have played a certain puzzle and the other states how good you performed it.
This actually works really well, as you are improving your own skill, not just a number on the screen. However, it probably isn''t applicable to most mmorpgs, because combat would have to be mainly based around player skills which makes the rpg-aspect rather useless.

Also, I really like the concept that you raise those stats of your character that you use the most. It makes a lot more sense than distributing points or anything like that, and it actually gives me the feeling of really advancing (as it happens gradually).
However, raising HP for getting hit sounds very, very weird.. I mean, if you wanted to play perfectly and you met a weak monster, you''d benefit the most if you just stand around and let the monster hit you and just finish it when you are close to dead. That wouldn''t exactly be fun.. Plus, it is totally unrealistic as well. Most of the time, when you are badly hurt and healed from that again, you are lucky if you are as healthy as before. I''m not saying that serious wounds should permanently lower your constitution, but certainly not the opposite either.
i do like the op idea and had definitly been this way

some direction
1) rewards player for trying hard, the more risk you took the greater rewards you would have,
fighting a dragon whith sword +2345 is VERY EASY you would have poor rewards
fighting a dragon with a knife is NEAR IMPOSSIBLE you would have an ultimate things!! this encourage true heroic action and would create a lot of competition between player (you know i have make the cave of the north with a litle wooden sword and get alive to the exit, wow!)
it would also add a risk calculation gameplay that would make the player think more of strategy

2) create different gameplay for each class of skill, this would automatically create class of player without actually coding it because player would tend to specialise themself into their favorite one

3) create a limit amount of skill storage, skill would be ideally like equip object, you can equip or desequip them, this force to choose carefully and to plane more in fct of he playing style, if you have a compatibility chart it would be more complicate but funny for the stragical customize freak (at least some powerful or useful object would be use this kind of limitation), this also lead to custom class
this also make player to team up to cover their lack or specialisation

4) create an ecosystem in an loop imbalance, if A is required to have B and B is required to have C and C is required to have A, this would create an endless dinamic flow, the number of ressource of course is less than really needed, the more A is wanted the B you would have, this create an imbalance that would ceate for an inflation of B when it will became more availaible, of course each are more easy to get with DIFFERENT skill, that the player would have to organze beetwwen them

5) type of equipement, equipment would have bias on the skill, create the challenge more easy and more hard according to compatibility, a rod would make magic casting easier, that a player who like magic but don''t have real ability to cast it would get a magic compatible equip, BUT this has a price, the price of other skill which became less good (try to attack a dragon with a rod without using magic !)
really good player would have a fighter for ex and would cast magic with NEAR IMPOSSIBLE magic gameplay
these player would be rare and respect, the thing is that they may fail ofthen because the challenge would be near impossible but NOT impossible, this would create a tension among player battle, because it''s more risky to try a skill that didn''t fit our set of equip

6) make magic not based on power but on strategic success, the paper scisor is the most simple, it also a kind of ecosystem of skill, this would make poker like tension between player, guessin which skill the other hold accoding to his equipment style, and the kind, bluff and lying would be a good skill too in the game
to have an equilibrate equip, you have to would get medium effective coverage but prepare to all action, or you would have a more specialize equip with great strong part and great weak part, by putting twice a skill in a slot you make it more powerful but you lost one slot

all of these has been thought to encourage team, strategy, different style of playing, and to evacuate all the MMO flaws
the design is built that the player''s interaction would generate automatically some imbalance in the universe that by trying to get other this imbalance the game is kept dinamic (inspired from chaos theory and economics dinamic) if there is enough item and a complex ecology , gameplay would be emergent and quest beetween player also

it''s actually the base of many of future game i''m making, (but i''m a one man show, it would be old snes style gaming, the luck is that i don''t have to hired artist, the most rare item for team dev )

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quote:Original post by tieTYT
I have a logical argument against it. A human being may not be skilled enough to be as good at an ability as he wishes he could be. You may think, "Tuff", but i thought we''re talking about RPGs here? It is supposed to be fantasy, a type of escape. I want to play the "role" of someone else. If i needed to do a really hard word test to cast one of the cool spells and i am not smart enough to do it 90% of the time, this game sucks for me now and is totally annoying rather than fun.


Do you realize you''re being hypocritical here? Current MMORPG''s have a rediculous large time commitment. Most people are not willing to spend 20 hours a day playing a game so their character can be as strong as little Jimmy Dropout''s who still lives with his parents. This is where the current bias lies.

My suggestion is to turn this bias away from rediculous time commitments and into a skill commitment. Consider the FPS analogy. How would you like it if the more you played, the more HP and better weapons your character got? FPS''s would become completely pointless to play, it would be a test of who can stay online the longest as opposed to who was the best.

Are you starting to understand yet? People keep playing FPS because the fun is DEVELOPING HUMAN SKILLS. This is an infinitely more attractive system than ''do the exact same task which requires no skill, 10000000 times to make your character become good at it.'' This is also why FPS are much more popular/mainstream than MMO''s.

People often play FPS''s for years ( or until the next release in the series ). I know of extremely few people over the age of 20 that have played an MMO for more than 3 months. You''re natural retort will be the cash factor. If you actually believe this, then compare the number of people which still constantly play Diablo 2 ( a free repetitious style game with a hint of skill ) to the number of people that still play counterstrike. The skill based game always wins.

MMO''s will not expand their tiny niche auidience until the current trend of mindless repetition is remedied. The sims online is an interesting anomaly to consider.
How is raising your lockpicking skill by performing a million repations of a tumpler lock puzzle any less mindless then then picking a lock a millions times? It still breaks down to whoever spends the most time online will have the better character. Also many people don't want to be forced to play say a tile sliding puzzle whenever they want to cast a spell when what they wanted to play an rpg.


-----------------------------------------------------
Writer, Programer, Cook, I'm a Jack of all Trades
Current Design project: Ambitions Slave


[edited by - TechnoGoth on March 28, 2004 9:18:27 PM]
quote:Original post by TechnoGoth
How is raising your lockpicking skill by performing a million repations of a tumpler lock puzzle any less mindless then then picking a lock a millions times?


Is this an attempt at a flame or do you really just not get it? There is a challenge when you are forced to actually learn how to pick the lock, you become much more involved in your character and are forced to see things from his view rather than from an objective 3rd party "god-view" as current RPG''s stress.

Again with the FPS analogy, how is raising your auto-aim skill by shooting the same monster in the head 1,000,000 times and less mindless than actually learning how to aim well? I really hope you understand this.

quote:
It still breaks down to whoever spends the most time online will have the better character.


No clue where this conclusion came from. There will of course be a slight correlation between time::skill but time is by no means the deciding factor. Those that actually take the time to learn how to use their character''s abilities will have the better character. Another analogy here being chess. Many players play for decades yet still play at an extremely amateurish level simply because they never put much effort into it. Another player who has been playing for a year will probably be a much stronger player if he has actually worked at learning how to play the game correctly by study or with a coach for example. In game coaching opens up an entirely new world. How cool would it be if you could actually take swordry lessons from another player in the game and actually learn how to fight better with your character. The reward would be immense, as opposed to just raising yet another statistic.

quote:
Also many people don''t want to be forced to play say a tile sliding puzzle whenever they want to cast a spell when what they wanted to play an rpg.


I doubt many of the current MMO players would enjoy what I am suggesting. Current MMO players are a very niche audience who tend to have an affinity for mindless repetition. I am suggesting a redesign of the MMO genre to appeal to a more expansive audience. The reason many companies have not ventured into the MMO market is simply because profitability/success is extremely rare. A twist on the genre could really revolutionize it.
i also would not like having to rely on reflexes or anything else to play an RPG. one of the meters in Gladius (where you must push two buttons alternately really fast to try to get it to the red zone before time runs out) prevents me from using any skill or attack that uses that meter, because i just can''t do it. this annoys me to no end, because i have my character develop (with "job points") that skill just to find out that he can''t use it anyway!

sure, some games are great simply because they rely on human player skills, but that doesn''t mean it is appropriate for RPGs.

if the problem you are trying to solve is "time == 1337ness", perhaps a revamp of the entire design would be more appropriate. as it stands, you are suggesting that we replace the kiddies with too much time by people with excellent reflexes.

oh, to the OP: it kinda makes sense for strength, and maybe the dexterity-like abilities, but i''ve never heard of anyone becoming more intelligent by reading (although they do gain more knowledge, so maybe it can work). wisdom is a bitch though; that just takes time, and some people still never get it. i also liked the way Morrowind did it.
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])

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