Quote:Original post by Nytehauq [on "keyboard agility"]
|
With "keyboard agility" I mean the player's skill at using the controllers — your examples describe precisely what I mean. I don't really mean it to necessarily have negative connotations. However, I have to disagree that all rpgs with combat should strive to focus on "keyboard agility" as opposed to, say, statistical models in combat. The important thing is the difference between player-oriented and character-oriented gameplay.
In player-oriented gameplay it is the player's skills that count. You could say that player-oriented gameplay enforces the rule "the player is the character" in a sense. When the player becomes better, the character becomes better. However, the character's skills are limited by the player's own limitations. However, in my opinion, rpgs should be about the freedom of choice — you should be able to do something that is beyond your (as in you the player, not you the character) abilities. Someone with bad "keyboard agility" despite years of practicing can never play roles that require a lot of skill.
Or say you had good "keyboard agility" and you wanted to play a pure-mage character. Someone who has devoted his life for study of magic is not likely to be skilled with a sword. However, in a desperate situation when momentarily deprived of his magic the mage could still try to fight with a sword as a last resort. If character skill is based on player's "keyboard agility" alone, and "keyboard agility" was assumed to be good, the mage suddendly masters the intricacies of sword fighting. The mage wasn't supposed to be able to do that; I'd say it's quite out-of-character. How do you prevent this? By imposing penalties to the damage? This is against the maxim "if I stab this zombie in the eye, HE DIES. Period". By creating artificial rules such as "a mage cannot use a sword"? Even worse, I'd say.
Don't get me wrong. I'm not trying to attack the idea of player-oriented gameplay, but I simply do not see how you could overcome these problems. I might even go as far as to say that player-oriented gameplay makes roleplaying more difficult — in the sense that staying in-character will not be so simple. Feel free to prove me wrong, though.
In character-oriented gameplay it is the character's skills that count — the statistical model, or the stats, as people like to say. Character-oriented gameplay enforces the rule "the player is
not the character"; it separates the players and the pawns to different levels of abstraction. I know that if you take this to the limit, you will end up with Progress Quest, but that's usually not the case. With character-oriented gameplay the player's "keyboard agility" starts to have less meaning and the game becomes more like a game of strategy, tactics, and cunning. It is still a game requiring player skills, but those skills will be different. It will be a game about
choices rather than "keyboard agility".
The randomness of the combat represents the character's skill — if you get less damage than average it means the character merely slashed a minor wound to the leg, for instance. A critical hit means he punctured a lung. The player skills come from knowing what equipment, tactics, special moves, or the like to use and when. And if you indeed do have a Superior Crossbow of Smiting and 550 weapon skill, you (as in you the character) would know what to do with the crossbow. After all, the skill does somehow represent the character's aptitude with weapons. Your exemplary situation does not really sit well with the character-oriented mentality.
Utlimately, it's really a matter of opinion. I like the character-oriented approach, you like the player-oriented approach. I think there is enough room for both of us in this universe... [smile]