Quote:
Original post by stimarco
(For example, most computer RPGs make the mistake of simulating hardcore table-top RPGs to the letter. Never mind that the _only_ reason to have all those tiresome formulae and reams of stats in the original game in the first place was because humans had to do the number crunching themselves. Computers make that side utterly trivial, yet most RPG designers still stick rigidly to their conservative, traditional views of What An RPG Should Be. Why? Because of some misplaced view that The Stats Must Be Crunched, And Must Be Seen To Be Crunched? When did this requirement get carved in stone?)
Now I wonder about what are you talking about.
However using a rules from PnP RPG is actually great idea. These are often self consistent, and these were actually play tested. The problems with implementors is just, they don't read discussion about these rules, and they don't think too much about them either. These rules sometimes have a problems with them, for example DnD 3.5 edition has problems with dispel. Nothing forces implementors to implement, without thinking, a broken rule.
There is nothing wrong with going into public library and create a some self consistent system yourself. I remember these hours I used Guinness book of records to derive a self consistent system, and do a factor analysis.
Attributes characters, and interaction with environment are connected. RPGs are about interaction of characters with environment. Thus the numbers are crunched by the definition of RPG. Of course it's up to developers if they would show the numbers, or not.
There are three types of RPGs.
For entertainment only. (as a simple just for laugh, or whatever)
Sandbox.
RPG with great story.
Sandbox requires very deep ruleset, and proper implementation of it, as it's about the freedom sandbox allows.
RPGs with great story also needs detailed, and selfconsistent rulesystem. It prevents questions like why they didn't jumped out of that cliff, if they had ...
From what I seen from the players, the main problems weren't with number crunching, at least if you talked to someone else than a person with attention span of ... , the main problems were with incomplete rule set and artificial restrictions. Inability of completing the quest as would the character want, was able to break immersion. Now some of RPG players are playing them for creating theirs own stories, not as an entertainment movie. If you will not show them what is happening behind the scenes, they might be disappointed. A sentence you missed by 2 is still much more clear than an animation of sword missing the head by 0.3 meter. As long as nobody would force a player to read the stats if you don't feel like so, it's fine. Otherwise he decided to play that game, so he would see some numbers.
Both Disgaea and Ogre Tactic are games with great story, however both of them have incredible amount of stats, number crunching, looking at different variables and so on. I very doubt they will become much better without all these numbers. Perhaps you like Fable approach more, I listened they would have a dog instead of a stat screen. I wonder what would happen if it would become lost. ^_^
Of course games should be about choice, and there might be a little switch, in the options, with worlds: "show exact calculations".