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Game_Exile wrote:Avoid pen and paper like the plague. Wasteland 2 is a video game, and advancements in the CRPG genre will move away from pen and paper rules (i.e. character creation rules) and into more complex "quest" system rules. Focus first on what the player will be doing in the game world instead of making a character ruleset that attempts to simulate everything and the kitchen sink (and then haphazardly throwing a bunch of arbitrary scenarios at these character rules). To reiterate, devs should think about overall game "world" and "quest" mechanics first, and then character rules to complement and flesh out these mechanics.
BubbaBrown wrote:And your focus on the world and quest mechanics first is putting the carriage before the horse. It is really hard to model the world and quests if you don't have a good idea of what the actors will be. It is like trying to setup a theatrical play, but you have no idea who or where the audience will be. You can't motivate a player's character if the player doesn't know what actually motivates the character.
BubbaBrown wrote:You also need to figure out how the character can interact with the world before you completely figure out how the world should be presented and how quests are made...--->>>Edit:and what your character rules are going to be like.
BubbaBrown wrote:I'd suggest taking time and really looking into a few pen and paper RPG's out there to really see what it actually encompasses. You may have not seen the entire range they actually do cover.
BubbaBrown wrote:How do you think many developers model systems before they code them? With pen and paper. If you start coding first and then design later, you are setting yourself up for disaster.
Game_Exile wrote:Replace the word "character" with the word player and you get my point. Like I said in my last post, focus first on what the player will be doing in the game world.
Game_Exile wrote:because some role players pathetically wish to feel as if they are somebody else half the time
Game_Exile wrote:Replace the word "character" with the word player and you get my point. Like I said in my last post, focus first on what the player will be doing in the game world.
Game_Exile wrote:There will be no dungeon masters in Wasteland 2 and it will be only ONE game, so the devs should design as much of it as they can from the ground up, in a way that makes better sense than what dungeon masters do.
Game_Exile wrote:The devs should put more emphasis on what the overall game mechanics will look like, instead of designing everything around a rulebook.
Game_Exile wrote:Make the specifics about the rules after you know what the game is going to look like, and try to make a good video game first instead of just trying to simulate pen and paper shit in a video game format.
Game_Exile wrote:Some people are asking for an inferior video game because they don't have the imagination to see anything better than past CRPGs, or anything much different from pen and paper style rules.
Game_Exile wrote:Also, fuck the mod tools.
Drool wrote:I thought this thread was about releasing the PnP version of the game they're going to be creating anyway. I'm not sure I get Game Exile's point.
Game_Exile wrote:There will be no dungeon masters in Wasteland 2 and it will be only ONE game, so the devs should design as much of it as they can from the ground up, in a way that makes better sense than what dungeon masters do.
cmagruder wrote:All "avoid pen and paper" aside, they've already said they plan on starting that way. If you're so set against it you should make a thread in the Must Avoid category.
cmagruder wrote:That's the point of a CRPG.. it's a paper and pencil game that the players don't have to do the legwork of tracking the stats for.
cmagruder wrote:I hate to break it to you, but there are still lots of people who like to roleplay. I'm not heavy into it myself, but I do like having a sense of character in an RPG.
BubbaBrown wrote:You seem to be arguing that the presentation should come first before the content the presentation is on.
Game_Exile wrote:
What creates a better sense of character: allocating stat points or doing the things that your characters are doing? Is it better to gain a strategic advantage by gaining the favor of a certain faction's VIPs? Or is it better to just collect XP? Is it better to manipulate the economic systems in the region to make your stronghold more powerful? Or is it better to just collect XP? Is it better to think about how to fend off enemies at strategically important locations in order to keep them from reaching their goals? Or is it better to just collect XP? You don't need to have all these things, but it is better to start implementing more complex mechanics. That is the way forward.
"Is it better to gain a strategic advantage by gaining the favor of a certain faction's VIPs?"
"Is it better to manipulate the economic systems in the region to make your stronghold more powerful?"
Is it better to think about how to fend off enemies at strategically important locations in order to keep them from reaching their goals?
Zigmar wrote:I agree it could be awesome, I but I would definitely against producing such a spin-off game during the main game production time and/or using an original game budget. It's quite a large task to create such game, and while nice in theory, it see it totally out of scope of the current project.
Lantander wrote:Sounds like something to do when WL2 is finished and selling well...

deus wrote:"Is it better to gain a strategic advantage by gaining the favor of a certain faction's VIPs?"
How would your character do this, and is he capable do it?
deus wrote:You seem to want the a complete world and setting dynamic without any of the interactions that actually makes it a game.
deus wrote:But really, I don't think this as anything todo with your banal point where character mechanics gets in the way of World Dynamics(which is...a fucking weird argument to make since you can't create those without defining what interactions exists to begin with)
Balls Out 3 wrote:Game_Exile, I don't know why you continue to insist that character mechanics and world mechanics are at odds. It's not either/or, they work together.
Game_Exile wrote:Some people are asking for an inferior video game because they don't have the imagination to see anything better than past CRPGs, or anything much different from pen and paper style rules.
Game_Exile wrote:Why would you design a (more or less) turn based game where all the long term thinking and planning the player does, can be done from [just] reading the instruction manual?
Balls Out 3 wrote:You're just coming up with all sorts of strange arguments to try and justify your taste in RPGs. If you don't like character mechanics, that's fine. But just say so and quit trying to convince everyone that your way is better. It's another area where you're going to have to agree to disagree.
Game_Exile wrote:I have not made "all sorts of strange arguments". You are just misinterpreting everything I write.
BubbaBrown wrote:From what I can sort from the dismissive and ad homihem commentary is this...
BubbaBrown wrote:What defines design from a "video game" perspective in contrast to other perspectives? This could be the UI, graphics, sounds, layout, etc... This is basically the presentation layer of the system. The only difference between Pong and Air Hockey is the presentation of game, they both operate on the same theory.
BubbaBrown wrote:I really get the feeling your are trying to argue against something you really don't know much about with theory you don't fully grasp.
BubbaBrown wrote:If you are arguing that designers should consider what the player does in the game, that is included in the whole "pen and paper" rulebook concept.
Game_Exile wrote:What creates a better sense of character: allocating stat points or doing the things that your characters are doing? Is it better to gain a strategic advantage by gaining the favor of a certain faction's VIPs? Or is it better to just collect XP? Is it better to manipulate the economic systems in the region to make your stronghold more powerful? Or is it better to just collect XP? Is it better to think about how to fend off enemies at strategically important locations in order to keep them from reaching their goals? Or is it better to just collect XP? You don't need to have all these things, but it is better to start implementing more complex mechanics. That is the way forward.
BentSea wrote:Every GAME needs a core set of rules running under the hood, unless it is a 100% pure adventure game, and that is even MORE important when it comes to ROLEPLAYING GAMES.
BentSea wrote:It's just patently SILLY that you would argue that a computer roleplaying game not have a solid and functional system working under the hood when you program it and design it so that players can interact with it.
Game_Exile wrote:And to all you stupid heads, I do NOT mean that they should just start drawing pictures, writing stories, and writing code, for no good reason, before they've actually DESIGNED the fucking game.
BentSea wrote:When you're making a game system for a game, it only needs to function inside the confines of the Game master's world(the developers) and their story, but when you release it on its own, it needs to stand up to players having much much more freedom. The game can't tell them that they can't do something because the developers didn't program for you to be able to.
BentSea wrote:But that the main game shouldn't have a fundamentally fun and playtested engine running underneath the UI and for the devs to engineer the story on top of? Man. That is just silly.
Game_Exile wrote:I understand what you are saying, and I don't disagree with the sentiment. But I'm going to pick apart this (stupid) first sentence quoted here, to pay you back for all the fun you've had misrepresenting my arguments.
1) What is the "main game"? There is only ONE game, moron.
2) Nothing is "fundamentally" fun. A ruleset can only be fun or not fun in the context of a game.
3) How do you "playtest" something before you have implemented the UI and, more importantly, the story (i.e., the fucking game)? Moron.
deus wrote:When you have a well balanced character system...you don't NEED to balance the quest or levels, they should be set in stone.
deus wrote:The difficulty of the encounter and level design might be upped based on geographical locations and progression(that is the further you travel then you will meet harder opponents and challenges).
But nothing uniformly.
deus wrote:You should enter a quest, encounter or area with what you have...and if the designer isn't molly coddling you then he will make the level and challenges as fanciful as he can get away with, and let the players figure out how to survive (because the designer certainly can't predict what a player char with a multitude of skills can come up with)
deus wrote:Its the emergent solutions which you don't seem to appreciate, designing the gameplay from the level/quest design first is more reminiscent of an adventure game then anything else.
SagaDC wrote:If this is really the direction you want to take things, then it's probably best just to drop the whole matter, because it goes against the intent of this forum.
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