quote: Niphty:
the first one, move the mouse looking for highlighted objects, applies to games like those made be sierra and others who followed suit....The reason in D&D that you rolled to see if someone finds something is because they CAN'T see it, there's no visual representation....Just because you put a visual thing down, doesn't mean they WILL see it....I'm sorry, but you can't expect people to enjoy something like that to where THEY have to find things.
Okay - I never said anything about moving the mouse around looking for highlighted objects. That is JUST for adventure games, not for RPGs. The idea is that the character visibly sees tracks in the ground where tracks are applicable. No one is going to leave tracks on asphalt unless they ARE noticeable ones made by mud or blood or something similar. We aren't looking at 2D scenes here that were pre drawn and you move a mouse around, nowadays we present the player with a moving world that presents to them all the visual details that 307200+ pixels can. We aren't using 64000 pixels anymore. There won't be any blotches on the screen, the reason we are suggesting this is because it's possible to do that nowadays without it being cumbersome and annoying - a la Sierra pixel hunts.
Furthermore - if the player is spending all his/her time looking up in the roof then it's quite possible that he/she won't see the tracks, but if the player knows that the game makes this possible, then he/she will look for the tracks, and will enjoy the tracks
Plus no one said they have to find things, this is where what we in the business call "clever design principles". If a player is not suited to the mode of play where they sit around looking for tracks, then don't make the tracks the only pathway to a solution. I mentioned before, TIME and TIME again that you cater as BEST as you *** **** well can for each type of player. Don't focus an RPG on the one style of play because that's not what the RPG genre is designed for. (sorry to sound frustrated in the last paragraph).
The Main idea of having these tracks is to cater for the kind of player that solves things in the more investigative manner. Thus allowing for a solution path for that type of player to get to where he/she needs to go without doing the normal - kill beast, search nearby chest for answer to entire plot.
quote: Niphty:
Now for the second one.. text based games. how many MUDs do you see people walking around going look this, look that, look these? There's a lot of people who are trying to find hidden passageways and such in games. Now, suppose you're walking and looking for these villan tracks. What, you're going to have a room description that reads "this is a quaint forest meadow with wide rolling hills in the distance, a peaceful babbling brook by your side, and oh yeah.. there's some evil villan footprints here leading to the west."? Is this how you plan on treating you characters to an "adventure"? If i recall correctly, i hated it when MUDs had things like "go down the path" and the path was some part of the room description sandwitched somewhere in 12 lines of fluffy room description! This forces people to wonder around looking at every room description typing go , go , etc ad infinitem!!! THAT is why we have stats, because no one simply wishes to walk around looking at ever blasted noun in your room description till they find the ONE thing you meant them to find. How fair is that? how FUN is that? wasn't that what we'd determined, the goal is to have FUN when playing our games? tell me how you would derive FUN from this.. cause if there's something i'm missing, i'm gonna go make this game myself and start marketing it right away!!!
Well don't use text based adventures to do this. The problem is, this thread is focussed more or less on the future of RPGs not the past. The past was just that, past - they used stats back then to solve the problems they had with not being able to show them the tracks without detracting from the gameplay. It's not a matter of having twelve lines of text, it's just bloody drawing some tracks on the ground, and you don't have to know or tell that the tracks are the evil villain's footprint, that's up to the player to decide. The character isn't going to know the evil villain's shoe size, or the shoe make. If the player decides to follow them, good for him! But he doesn't have to know where they lead, that's half the adventure in itself. You could be about to walk into the hands of a psycho ninja that'll kick your arse (although you wouldn't actually do that because that would throw the player into an impossible situation and reduce his faith in following the tracks later on if he/she does survive).
quote: Niphty:
Stats are there to make the player NOT have to spend countless hours trying to find things that are two pixels wide!!! And there's no gaurentee that if you TOLD THE PLAYER OUTRIGHT "go find the villan tracks in the forest meadow" that they would remember it or actually DO it, or even talk to the guy who's supposed to tell them this!!! Is it realistic to have this guy try to find the player? and regardless of where the player is just pop up at the same time in every game saying "no no, ninny, the evil guy's tracks are THAT way!" And this is realistic how?
Already covered that first sentence, they aren't two pixels wide. It isn't even realistic to suggest that I'd tell the character to go find some tracks here. It's a ludicrous suggestion and totally detracts from gameplay. The tracks aren't going to be the focus and crux of a puzzle, they aren't even going to be a puzzle, finding tracks is a stupid puzzle - finding tracks and following them is a pathway - both literally and in terms of solving a situation that you put the character/player in.
*sigh* Such narrow vision. Think of future RPGs and possibilities Niphty, not of the past RPGs and taking their rigid structure and trying to implement this. These kind of ideas are new structures and require more thought than just putting them in an old RPG system. I can tell you it won't work - YOU can tell me it won't work, you've been doing that for the past few replies to the post.
And finally - if I were to take your stance on the topic of looking for tracks as a necessary task that an NPC has laid out for me and look at it in the old system - it's even damn worse. The player will sit around looking at a text screen going - "how the hell am I going to get my tracking skill up?" when they aren't a tracking type of player? They'll be even more frustrated than before. Things like this were never forced on players before and nor should they be. But in the old days, you could use tracking to find prey, or to perhaps find an alternate pathway. Basically - stats would be totally horrendous for this kind of situation, worse than visibly conveying them to the player. RPGs used to cater for many styles of play and they still will even without stats. It's not a matter of designing the stats system carefully - it's a matter of designing the puzzles and gameplay carefully.
And don't forget, the tracks are only an example, and no matter what the example is, it's a matter of doing it right - even with stats this is very important. You can't just blast away at an example because there may be flaws if you implement it "this way"...
Ugh - glad to get that all off my chest.
Edited by - Maitrek on July 14, 2000 3:38:22 AM