Just replayed the best RPGs ever made.. lessons to be learne
Posted: November 16th, 2010, 8:18 pm
Just replayed Vampire: Bloodlines with Wesps patch. probably the best RPG ever except Planescape: Torment (though roughly equal).
Also, just played some more of Arcanum with the community patch
Add to this Fallout2 and you have the worlds 4 top RPGS.
What do they have in common that we can easily observe and learn from?
(aside from all being Black Isle games essentially)
1) Specific and unique setting that the game story AND MECHANICS are designed around to a very exacting degree.
Something that's new and not cookie cutter. Something refreshing, but not done half-assedly and with fear of innovation (like all other rpgs mostly).
All items, people, creatures, unique abilities and whatnot in these games is setting-based.
It's also easy to see in these games that the gameplay is designed around the setting, rather than taking 'stock gameplay' and hammering into any setting
2) Exceptionally good writing that stands out head and shoulders above everything else.
All characters in these games are CHARACTERS. They have their unique style, catch phrases and in short, character.
(I beg you all to go play vampire: bloodlines and see this again. it's incredible)
3) Mechanics that revolve around skills and player choice, rather than 'somewhat player affected' dice rolls especially outside combat.
Compared to other modern games (eschelon included) where skills just affect the chances of dice rolls when picking a lock or doing whatever other activity, in these games it's a very clear 'lock level 5 needs level 5 lockpicking skill'.
It appears limiting but in fact it's the other way around.
It's the chance mechanic kills the fun.
People drag themselves into a save/reload behavior when encountering chance games, and in addition it turns out that the skill point investments become very unsatisfying.
Yay, so now I have to save/reload 5% less, statistically, to beat that lock.
While with set skill checks, my choices actually matter.
I don't know where the hell computer game designers got the idea that random checks like this make any sense or are any fun. they are exactly the other way around.
They work for P&P where you can't save-reload and must move on constantly under DM pressure. In computer games it's total bullshit and I hope no game designer ever ever repeats this mistake (well, after book3 because it's designed on the same book2 engine. though I hope they change it for book3 too).
God, I hope they change it for book3.... it's such a small and simple change.
they already have specific named locks.. just set a SET difficulty level for them instead of a dice roll! so easy! so much better!
Also, just played some more of Arcanum with the community patch
Add to this Fallout2 and you have the worlds 4 top RPGS.
What do they have in common that we can easily observe and learn from?
(aside from all being Black Isle games essentially)
1) Specific and unique setting that the game story AND MECHANICS are designed around to a very exacting degree.
Something that's new and not cookie cutter. Something refreshing, but not done half-assedly and with fear of innovation (like all other rpgs mostly).
All items, people, creatures, unique abilities and whatnot in these games is setting-based.
It's also easy to see in these games that the gameplay is designed around the setting, rather than taking 'stock gameplay' and hammering into any setting
2) Exceptionally good writing that stands out head and shoulders above everything else.
All characters in these games are CHARACTERS. They have their unique style, catch phrases and in short, character.
(I beg you all to go play vampire: bloodlines and see this again. it's incredible)
3) Mechanics that revolve around skills and player choice, rather than 'somewhat player affected' dice rolls especially outside combat.
Compared to other modern games (eschelon included) where skills just affect the chances of dice rolls when picking a lock or doing whatever other activity, in these games it's a very clear 'lock level 5 needs level 5 lockpicking skill'.
It appears limiting but in fact it's the other way around.
It's the chance mechanic kills the fun.
People drag themselves into a save/reload behavior when encountering chance games, and in addition it turns out that the skill point investments become very unsatisfying.
Yay, so now I have to save/reload 5% less, statistically, to beat that lock.
While with set skill checks, my choices actually matter.
I don't know where the hell computer game designers got the idea that random checks like this make any sense or are any fun. they are exactly the other way around.
They work for P&P where you can't save-reload and must move on constantly under DM pressure. In computer games it's total bullshit and I hope no game designer ever ever repeats this mistake (well, after book3 because it's designed on the same book2 engine. though I hope they change it for book3 too).
God, I hope they change it for book3.... it's such a small and simple change.
they already have specific named locks.. just set a SET difficulty level for them instead of a dice roll! so easy! so much better!