Over the years I remember how a popular single-player RPG series (Elder Scrolls) constantly reduced its stats down to 3 in Skyrim which was down from Oblivion. This carried over to Elder Scrolls Online the MMO.
Correct me if I am wrong on this but some MMOs like Vanilla WoW had more stats/Attributes (whatever that game calls them), and some of them I believe were scaled down or removed.
Is this better with the less stats/attributes or more. The thread talking about Horizontal Progression sparked my interest in this subject again, because I was self debating this in regards to how I feel about GW2's stats vs ESO stats. I believe more stats could make the gear in Horizontal Progression more interesting since more combos of gear stats to be rewarded.
Philosophy of MMO Game Design
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Your example of Skyrim is good for highlighting a minimalist system but don't forget that it also simultaneously had a large skills system separate from attributes where many of the things that are attribute dependent in other games were their own separate thing that could be increased independently.
Things like speechcraft, lockpicking, pickpocket, sneak, etc. were their own separate things that were not influenced by the magicka/health/stamina base attributes.
It works as an RPG system because it still had build diversity despite having the attribute system pared down to just 3. Just a different way to do it.
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It often involved combining powerful / unique gear with crafted items to round out the build.
Everything had resistence factors, rapiers did much less damage to skeletons than swords which were less than crushing maces and hammers.
I loved those older systems, even EVE had a complex ship fitting / character skilling system which again, often brought spreadsheets into play.
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If I know what my stats do in practice and have at least 3 viable options to customize my character then I'm happy.
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Many players complained about Morrowind's (keeping this in the Elder Scrolls games) spreadsheet stats where a player needed to keep track of their skill-ups to maximize each level up and think about what they were doing. I also liked Morrowind's major/minor skill system. I liked that skills were based off of your stats. It not only made sense, but also kept players from being Gods in everything, without considerable grinding
[OT]
Overall, how the game uses those stats means more than how many there are. Stats for stats sake is no better than a total lack of stats.
However for me, a character without stats is a blob of mud with no definition. How strong are they? How smart are they? How charismatic are they? How healthy are they? Without stats, we don't know.
On the flip side, Intelligence and Wisdom I'm unsure about. Players use their own intelligence and wisdom rather than RP their character's, which most RPGs make necessary by their very design. Many times a player cannot advance the story without choosing "the right" dialogue choice even if their character would have no clue about it.
Also, Charisma is basically about personality, which is usually defined by dialogue choices, not a stat. And those choices are VERY limited, at best, non-existent at worst.
As for physical stats, the way RPGs are headed (with some good, notable exceptions), even these don't matter any more. Action combat has taken over and it matters not how good your avatar is with a weapon or skill, but rather how good the player's controller or keyboard/mouse skills are. I also feel the same about "minigames" sprinkled throughout RPGs to keep the easily bored busy by using player skills/abilities instead of character skills/abilities. Lockpicking anyone?
So... I guess it's all moot now. We, the players are now our avatars...
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
As to Skyrim and becoming the leader of all the guilds, you can do that but I don't. I typically focus on Destruction, Stealth, Archery as my main. I do the thieve's guild, dark brotherhood and mage's guild but I ignore the companions. My skills fit what I do in the game.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I want ARTISTIC MERIT. Not some cookie cutter game, made in a hurry, or for the money, or in some random ass way.
If there needs to be a stat for something, such as climbing, sure.
but I think these games can go overboard as if they're created by people who don't so much as want a great adventure but really just want to read about it.
I remember, a loooong time ago, a D&D session where everything halted because we were mired in charts and rolls and before long the combat sequence ground down into drudgery. One of the reasons I gutted a lot of that stuff in the interest of storytelling.
I always liked the D&D original stats of Intelligence, Dexterity, etc as it boiled things down to important but simple guidelines for what a character could do.
I do agree that Charisma is usually dealt with less. Maybe the devs don't get it because they don't understand it?
I like how in the video game, Vampire the Masquerade, conversation options would open up depending on what clan you were part of. I think Charisma could work the same way. Of course that would mean more conversation options and it seems Role Playing games have done away with a lot of that.
to me that's the bigger pity.
Another odd example of conversation options not working is Neverwinter Nights 2 where at the start you are making your way through your town after an attack. All of a sudden I see an option to slit someone's throat. what? Why? What's my motivation? Because I'm "evil?"
"We need to have some evil options, throw something evil in there."
I guess, for me, as long as the stats and bits make sense, are easy to use and don't mire down the story telling in tedium then I'm ok with it.
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In the previous Elder Scrolls games, you didn't even have the choice, unless you did some skill grinding. You had to raise your skills in order to advance in the guilds, which makes sense to me
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
I guess Bethesda did this somewhat with some of their options in Fallout 3, but not to the extent that Obsidian did, that I recall.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Options should be robust and expansive
My character should play very differently than someone else using the same class.
Customizable options should be tangible, important individual choices
Choosing a skill or perk is tangible. A few points of stats is not.
Permanent choices should be simple, and impossible to fuck up.
IE: your choice of class. There is no "wrong answer" if balance is anything even remotely in the realm of acceptable, and "fixing" that choice is as simple as rolling an alt.
To elaborate, permanent stat allocation is bad game design
No, I don't want to permanently assign small amounts of stats that add up to a large margin of error. It's boring. It creates tons of room to ruin your character permanently. And there are far better ways to handle character building.
Logic, my dear, merely enables one to be wrong with great authority.
- Strength
- Weapon Damage
- Crit Chance
- Crit Multiplier
- Melee Power
- Weapon Skill
- (maybe more, im still relatively new to it!)
That's six stats just to determine how hard I hit. That is complex, which by itself is bad.I've watched quite a few streamers play RPGs and their dialogue choices are basically "go right down the list so I don't miss anything." That's not even roleplaying to me, it's "gaming the game."
Here's an example of Fallout: New Vegas's "dumb character" speech options
Unfortunately, the NPC doesn't seem to react to the choices...
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR