Quote:Original post by Splinter of ChaosAnd how can you have a high score bourd when you're constantly raising and lowering players to give false representations of skill? |
The situation you describe may be impossible, but having a high score board with evolutionary DDA is possible. The point I've been trying to get across is that evolutionary DDA does not work by raising or lowering a static bar. It increases the challenge as players get better. But it doesn't wait around for you either. If you are playing badly, the enemies will learn to exploit your weak tactics and force you to learn something better! It's not about coddling weaker players, though it does allow for some flexibility in individual learning speed.
In our example of an evolutionary Space Invaders, score could be the number of kills made by the player before dying or reaching some time limit. This would be hard to exploit. If you are playing normally and killing as many enemies as you can, eventually the enemies will become too smart and overpower you, ending the game. If you try to manipulate the system by carefully killing the smarter enemies and only getting rid of stupid ones when there are no smart enemies left, you will still run into problems. First of all, that is not a very efficient way to get a lot of kills. Also, though you may be slowing the evolution, you are also slowing down your score, and eventually those aliens are going to catch up.
Nothing's ever perfect, but please don't dismiss this idea out of hand. If you have criticisms, at least give some concrete arguments about the system itself, not just expressions of incredulity.
Quote:Original post by Kest There are already many games that use the player's human skills instead of artificial "experience" and leveling. First person shooters, action adventures, platformers. IE, non-RPG titles. These game characters have very little or no computerized stats.
A good RPG should be made to do exactly the opposite of what you're suggesting. The game characters have skills, not the human player. The human player uses his brain to implement strategies, but everything else is left up to the character. You hold aim and press fire. The character uses reaction time and accuracy to put a bullet in the best place he can. You choose, he executes.
If you remove leveling from the RPG, you have an action-adventure with a good story. If you want to design or play an action adventure with a good story rather than an RPG, then do so. There's no reason to flush out RPGs, or to force the RPG sub-title onto every game made. |
It seems like several other threads here also touch on the same issues:
How about items that grow?Instead of choosing your class in an RPG...What I was saying is that maybe it would be a good idea to use the skill-based gameplay of action games in RPGs. But apparently you think that the idea is incompatible with RPGs. I'm not an RPG expert, so you are probably right that RPGs focus on other things, and skill-based skills would only be a distraction. However, I have several different points to make in response to that.
One is that I was thinking more in terms of MMOs than RPGs, which is a newer genre and has not been explored very much yet. You may still think that skill-based MMOs won't work, but in this case I will not defer to your experience and instead request that you give some reasons for your position!
Also, when I say "RPG" I am not necessarily thinking only of the current state of the genre. Remember that it stands for "Role Playing Game". If there is a better way to convey the experience of playing the role of another person, then who is to say that it shouldn't be called an RPG? From what I've read, including GameDev's own
The Future of RPGs, it seems that RPGs have not been very true to their supposed purpose.
And finally, I would like to expand on your idea that RPGs should encapsulate skill into the player's avatar so it doesn't distract from essential RPG elements. This could be compatible with evolutionary DDA if the player's avatar had skill not based on stats, but on AI like a neural net that can truly learn. That way player expectation about how skills are learned and improved in the real world would actually hold in the game world! Let me know how you like this idea. If what you say is true, avatar skill in RPGs may never rely on player skill, but at least it doesn't have to depend on stats either!
Quote:Original post by Splinter of Chaos I just want to double check on that. Does dying really frustrate people? |
Yes. I am less interested in beating levels and I care more about the experience of interacting with the game world. Dying is not my favorite experience.
That is probably partly because I am interested in game design, so I look at levels as mere content added on after the important parts of the game are finished. :D Well, not quite, but I definitely do see levels as artificial challenges to be played or not played based on how much I enjoy playing them, not because I have to beat them. It's a little different when they are part of a storyline. But when I play games like N, I wish for more open levels where I can play around and feel the exhiliration of soaring through the air and dodging machine gun bullets, not memorize a sequence of precise button presses.