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Diogo Ribeiro

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Blog Comments posted by Diogo Ribeiro

  1. But even using it as an actual mechanic eventually becomes less of an issue, no? A player who physically adapts to the environment and grows better has lesser chances of failing, and so does a character whose skill training increasingly reaches a point where a check is easier to succeed. Of course, I see what you mean and don't think you're wrong - simply pointing out that I find there isn't much, at least from a glance, that makes statistical probability worse.

     

    Flat stat checks may be an artifact we can do without but would their removal work in every case? Could we do the same with dialogue to a satisfying degree and let it be based solely around previous interactions with NPCs, as Deus Ex did?

  2. Many people (myself included) feel that this is more engaging and generally rewarding than clicking a "stealth" button and letting probability take over as D&D games like the Infinity Engine and NWN titles do.

     

    Except probability will always be a factor wheter we're discussing an abstract or direct control method. There's always a probability that a character will fail his Stealth check in NWN, just as there is the probability that I will fail to properly navigate surroundings and hide the avatar in Thief. Letting a player take over instead of an electronic and limited DM isn't much better when it's also prone to error - if not moreso. Now, I can understand the appeal of immediacy in certain aspects of gameplay; I certainly have a lot more fun sneaking in Metal Gear Solid or Splinter Cell games than I do in any CRPG. But I'm of the mind that part of this happens not because of the control method and its immediacy, but because the stealth mechanics of these games renders overall stealth in computer role-playing game obsolete.

     

    The CRPG genre is hailed as one of the best-selling genres which rose from basement geekdom to international superstardom, but it's vexing to see how limited it still is. It's being abused by developers and publishers who try to shove all possible technological novelties into it but it's still largely a glorified dungeon crawl. On the other hand, games like the Grand Theft Auto series have probably pushed for more methods of character development and gameworld interactivity than any best selling mainstream CRPG in the last years. I find it's a remarkable and ready-to-use role-playing template with a host of features which are indigineous to the CRPG genre, but is forgotten in favor of an overabundance of licensed titles, generic settings and simplified gameplay which only hurts the genre.

     

    I have no qualms with a more direct method of character control, so as long as player skill and character skill are not concocurrent to the point of deafeating each other. Curiously RPGWatch recently wrote an article about that concern of mine. Since I've already talked about this on Obsidian's forums I won't repeat them here, but I think they apply somewhat to your blog entry so if you're interested you can read them here.

     

    I guess in the end I don't disagree with you. But while I enjoyed your brief foray into that subject I think a more important theme of discussion would be - how do we get there? How do we shift the genre in positive ways while not forgetting the importance and fun that some of the 'traditional' elements still have?

     

    By the way, you definitely should get someone to kiss.

     

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