amnnor wrote:Smaug wrote:
The vitality system is flawed and its bad game design. While many things in gaming have evolved to a negative, overcoming this mechanic was actually something from the positive side: Ensuring that the choice to raise VIT when the player has already progressed to the lategame is still a choice that will offer enough benefits thus making it a valid choice. Next to that, removing random character generation factors helps to design the game content, which is always good for someone balancing a game, and additionally it removes the odds of a player getting stuck, because of terrible bad luck.... ...computer RNGs can do funny things, and there will be people out there who roll extremely bad. The player experience will suffer but the player does not understand why, as it is a degenerating process and not a "good choice/bad choice" situation with a learning effect.
Yes, there is no bible for making games. And yes, you are entitled to vote for the oldschool VIT system, and defend it like a maniac (cause thats the impression you make here). If you like shit, you like shit. Its okay. Doesnt mean you have to convinve other people that shit is good.
Just because you don't like it doesn't mean it's flawed and bad game design, or that it is shit. It's the way they designed and balanced the game. I hadn't even noticed that it was this way until this topic was created. It's good to know, but I think it's good to know all the mechanics so you can make informed desicions at creation and level up.
If they add a check box similar to what they did for old school mode that's great for those that want it, but it's not something I will use. I think Baldur's Gate or Baldur's Gate 2 had an option like this, but I don't remember for sure.
No, I really like the system, but it is still flawed. I just love oldschool stuff. Because I am a gamer from the 80s. Though it is still bad game design.
Given the following situation:
The player is near the end of the game, around dungeon level 10+. He is about to level up for the last one or two times. Player's thought: I am going to face the endboss soon, and my tank is dying too quickly. I will raise VIT.
Player's expectation: This will have an impact on the survival of his tank.
Player's assumption: The game will not offer me a totally worthless character development option.
Player's actual experience: Character will not take much more of a beating than before.
Problems:
-No clear communication about this mechanic to the player (except for a tooltip) and no guidance by the game to raise player awareness about making a very bad choice (Usability / Accessibilty Issue = Bad
gamedesign).
-VIT is incosistent with other skills. Expectation are created by observing the other skills and applying that logic to VIT. A consistent system would raise attack value and damage value per level up, dependend on DEX respectively STR. (Incosistencies need to be explicitely pointed out = Bad gamedesign).
-In the lategame the player could maneuver himself into a frustrating game experience (loosing, facing a very harsh difficulty) not by having made bad choices, but by lack of knowledge and confusing incosistencies (Bad gamedesign).
However, there is no bad gamedesign. A game is a form of art, and art is subjective to the observer.
Yet, if you read the conventions that game designers agree on (google the books) this would indeed be generally seen as a bad game design in terms of usability and accessibility.
I have no problem with this "oldschool approach", as I played DM, CSB, EotB and all that stuff...but many new players haven't. And they expect the achievements of modern insights into making games to be applied to a game in 2012.
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