Quote:Original post by MadsterQuote:from Nathan Baum:Since enjoyment is the reason for deciding about features, and some people don't like numbers in there, it can be deduced that it they don't like it, it detracts from their enjoyment, therefore making it a reason to decide removing them.
Since it's a game, the enjoyment of the people playing it is the only acceptable reason for making a decision about any feature.
And obviously the only real reason for hiding numbers is that some people don't like them.
You're missing the point. You said that the only real reason for not hiding numbers is that some people like them. My point is that the only real reason for hiding numbers is that some people don't like them.
If nobody liked numbers, then it would be reason to conclude that numbers should be removed from CRPGs. If you're making an RPG which is specifically targetted at people who don't like numbers, then it's obviously okay to hide numbers.
On the other hand, if you're making an RPG which you want to appeal to the widest possible audience, some of them will like numbers and some of them will not. Some of the people who do not like numbers may well come to find that they need numbers later on.
The logical approach is to offer a configurable interface where players can choose whether to see numbers or not.
Quote:Quote:from Nathan Baum:So i guess semaphores are a really bad idea.
Color is not well suited for this task, in an international context. The usual conception of the emotional effect that colors have just doesn't apply to all people.
Semaphores don't even communicate information by color. Even if they did, that wouldn't support your argument: if I'm standing with my arms wide open and a semaphore flag in each hand, do you intuitively know what letter I'm signalling? Not unless you've already learnt the semaphore alphabet. Similarly, somebody for whom 'red' usually represents positive concepts would have to learn that you were using it to represent negative concepts (such as being low in health).
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Colors have a single dimension (despite what the RGB model may lead you to believe. Check the "out of gamut" expression, and photon vibration frequencies)
Let's suppose that's true. Supposing rgb(0,0,0) is at 0 and rgb(255,255,255) is at 1 in this dimension, where is rgb(120,117,32) and rgb(34, 89, 203)?
Color hue is one-dimension, but that's only one aspect of color: the light's wavelength. The amplitude is also significant: would you typically describe the sun as 'light brown'?
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Plus as you stated yourself, there are problems with the sign.
The sign? You mean there are problems with the meaning of the colors? There are more problems than just that. Approximately 10% of people are color-blind, and most of them can't tell the difference between red and green.
Quote:Quote:from Nathan Baum:Again you're thinking in global terms. Tell me, if you climb 3 meters each day, measuring it with a 3-meter string: how high will you reach after 5 years? is it way out of the range of your measuring string?
You've hit the nail exactly on the head, here. It's a design thing. In some games, character progression leads to superhuman powers. In some other games, it doesn't. All you need to do is not play the former games, if you don't like them.
it's about the same gameplay with a different representation, NOT about changing the gameplay (at least, not overhauling it).
But you weren't talking about that. You were replying to tolaris's notion of replacing lone superheros with mobs. That's not even remotely the same gameplay. Which obviously makes it a design issue.
Quote:Quote:from Nathan Baum:But you can gauge the sharpness of a sword in a global numerical scale at a glance? that's highly inconsistent.
But you can't gauge in general how much damage you have inflicted upon somebody without a detailed medical examination. Perhaps that number would be based upon how long it would take to heal the wounds, or conversely how long it would take one to die from the wounds: not all wounds can heal.
At a glance? Who says you can do that? You can certainly gauge the sharpness of a sword that you just sharpened. But you don't do that with a glance at the end of your work. You are constantly checking the sharpness of your sword as you sharpen it. If you weren't, how would you know when to stop?
But then there are of course some things you might do to yourself and your equipment which you won't immediately know if they were successful. In pen-and-paper RPGs, the GM is recommended to not tell players about the outcome of applications of skills or feats until their characters would know.
For example, if your gun is jamming every 100 rounds, you could perform maintainance to try to fix it. You'd need to fire off 100 rounds to find out whether or not it was jamming every 100 rounds, but you'd never actually know if it was completely fixed.
CRPGs I've played don't do this, but again it's not an issue of "should numbers be shown to the player". It's an issue of "should the player see numbers that he can't possibly know about"? Obviously not. But neither should the player see text or color-coded representations of numbers that he can't possibly know about.
It appears obvious to me that the correct solution is to let the player decide how stats are to be shown. At the very least, the game should show stats via various means.
For example, it would be fine if the game showed one's health via a colored guage which was full and green when you were at maximum health, and became empty and red when you were at minimum health. (For best results, let the player choose the gradient: the standard guage is still be meaningful to people with red-green blindness, but would be maximally useful if they could actually see the color change) It would also be fine if the character model reflected its physical state, and if the character portrait, if one was visible, also reflected the physical state. The model changes don't have to be particularly comprehensive: it's just that the player is usually looking at the model. If it starts to look injured, then the player knows to look at the health meter for a more detailed reply.
What's important is that I want to be able to open my character sheet and see my exact hit points. In the case of health, two character's at 100% health are not necessarily equally healthy. If one has 30 hit points and the other has 80 hit points, it's clear which I'd rather expose to threats.