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On Character Development In RPGs

Thanks to IGN RPGVault for their continuing series quizzing videogame creators about single-player RPG character development. Respondents include Chris Avellone of Black Isle/Obsidian, who rants on CRPG spell conventions: "Almost every spell system I have encountered in an RPG has done wonders for sucking all the mystery and enjoyment out of magic", and Star Wars:KOTOR producer Mike Gallo, who suggests: "I think that somewhere, at some time, a type of stat-less main player character development will make it into an RPG."

3 of 32 comments (clear)

  1. Stats vs Statsless by LordOfYourPants · · Score: 4, Interesting

    I don't really see the stats as being "tired" just as being something different.

    If I want to go the statsless RPG route, I play something like Zelda, where the focus is more on puzzle solving and quick fingers. Guys who once knocked off X amount of energy no longer do so once I understand their pattern.

    On the other hand, if I feel like getting gratification by fighting guys who would have annihilated me 20 game-hours ago thanks to my shiny new weapon, armour, and stats, I play a Final Fantasy or Baldur's Gate type of game.

    Is there a medium between the two? I dunno, it seems like a pretty clear line to me: Either you have in-game stats that empower you or you gain empowerment through getting better at playing the game itself. Is there a third option? I'm not saying there *isn't*, but I'd like to hear what the 3rd one is :)

    The only thing I can even come close to thinking of is a MMORPG scenario where real people imbue you with abilities based on how they feel you've contributed to the community (in the case of good alignment) or shit disturbing (in the case of evil alignment). You wouldn't KNOW what your stat is via a number or meter, you would just have to test your mettle once in a while to see if you "feel" any stronger in a certain ability.

    As far as magic goes, it's hard to say. Would FF7's magic system via Materia(?) be considered a more freeform type of magic? Linking types through putting them in weapon slots?

    To be honest, most of my satisfaction through playing mage-types in RPGs has been from having a rough ride starting off the game (and a steeper learning curve) but then being able to obliterate things later on. The spells themselves haven't felt boring to me, and I've been playing the games since Ultima III.

    The games that have impressed me lately don't really seem to have a specific genre. What are Deus Ex, Black and White, and Anachronox? Adventure? RPG? FPS? A puzzle game? (I know, I know.. B+W = Most overrated of all time :))

  2. Re:Don't blame us! by Lord_Dweomer · · Score: 4, Insightful
    " Blame yourself. Such spells have been in OD&D/AD&D/3E for over 20 years. It's your, and other game developers, fault that you do not program your games with a wider range of spells."

    Lets see you try to IMPLEMENT those other spells. Its been so far impossible without a live DM who makes the actual decisions. The reason why is that the outcomes of those spells rely on story telling. And to be truly dynamic in their usage, you would need someone live....as opposed to a scripted event.

    For example, Baldurs Gate. The Limited Wish spell. I drooled when I saw that included......and then when I got and cast it, I got a small selection of choices to choose from for the effects.......not quite the wish I wanted.

    I believe something like this could work perhaps in NWN, with a very complex toolkit for the DM to produce effects on the spot.

    --
    Buy Steampunk Clothing Online!
  3. Re:Don't blame us! by Anthony+Boyd · · Score: 4, Informative
    Spells that commune with spirits

    ...are in Planescape Torment. I found it to be slightly interesting at first, but it got far more interesting when I returned to the morgue and spoke to every dead thing there. I was impressed to find that they had bothered to script dialogues for something that very few people would use. Arcanum also has this, but they did skimp on the dialogues. The spell is almost worthless in Arcanum -- even when a major NPC was murdered and I was tasked with solving the mystery, communing with his spirit did nothing. I thought to myself, "wow, even in obvious places they neglected the spell, why even have it?" But Planescape used it well. It was enjoyable.