Non-Combat Character Development In RPGs? 53
Thanks to Tleaves.com for their article discussing RPGs that tinker with the basic hack n' slash formula to "try to provide incentives for non-combat development." The author comments on combat-heavy RPGs: "Sometimes my best friend sees me playing Angband and asks me what I'm doing. 'Knitting,' I say, and this is pretty accurate - it's repetitive, mindless, and somehow comforting." But he suggests that, while levelling up via combat is great fun, "...there is room (and indeed desire among players) for higher aspirations as well", referencing Ultima IV ("most of the interesting parts of the game were actually unlocked by ethical development") and The Witch's Wake module for Neverwinter Nights ("Experience is meted out specifically for reaching various narrative goals. Combat yields no experience whatsoever.")
fallouts.. (Score:2)
indeed playing them through with a very non violent character can be great fun!(blowing the cathedral up with the nuke for example, instead of killing the boss in battle)
Re:fallouts.. (Score:1)
[I have to add this part, because I screwed up before and posted my reply as new comment
Re:fallouts.. (Score:1)
Re:fallouts.. (Score:2)
Often you could still go back and kill everyone anyway, and get extra XP from killing the critters.
nonviolent, eh? (Score:1)
Re:nonviolent, eh? (Score:1)
Grrrr..arrrgh! (Score:3, Funny)
Like improving your Cooking skill by grinding the bones of your foes into bread?
It's a strange new idea, but I like it!
Hmm...warrior stew (Score:1)
Seriously though, if you were making a game in which the PCs were trolls or giants or ogres, I would think cooking would be a good skill to have and develop. If nothing else, such a game should give you prestige, reputation, or experience, if you can come up with new and ingenious methods to create dishes of your enemies.
(And you have to
Character Development != Levelling up. (Score:2)
As long as we pretend we can measure "character development" in terms of XP, levels, stats and skill points we ill always end up with a mediocre Diablo clone (that was in turn a rogue clone).
Re:Character Development != Levelling up. (Score:2)
Hell, most IF isn't really interactive fiction; they're mostly text adventures, a distinct genre all its own. I'm all in favor of changing how XP is doled out, and love games like Planescape and Fallout and Morrowind and Arcanum, which all succeed on some level at doing this, but let's not try to make an apple into an orange here.
Yes, but... (Score:1)
Beyond Zork is an example of IF that blurs the line between RPG and text adventure, at least somewhat. You get stats, you get combat, the stats have an effect on your interactions with the story, and you get the benefits of interactive fiction: a text parser, multiple solutions to at least some of the problems you encounter in the story (at least some of which tend to be non-violent), and fairly descriptive and well-written text descriptions. I'm sure there might be others, but this game immediately springs
Yeah, but wait a minute...(long) (Score:1)
I think, to a large extent, you can't really compare the modern narrative structure to the structure employed in telling or playing an RPG; it is an apples-to-oranges comparison. Yes, the standard literary tools can help to advance an RPG campaign; however, one of the differences of the RPG versus a traditional narrative is that the RPG's story is not predetermined; the traditional narrative is. Also, the idea that the characters of an RPG's story will have an effect on the story is something that is foreig
It's not non-combat (Score:2)
It just makes more sense to me, that someone who has spent their life throwing spells at people probably wouldn't be able to say they got much stronger from it.
Spell-slinging for fun and profit (Score:1)
Yeah, magic in CRPGs tends to be underwhelming at best (except as buffing or fire support for your front-line fighters...).
I always liked the idea of being able to make a spell more or less difficult to cast, depending on how powerful the spell was; i.e., if you trying to do 6d of damage on a 3d spell, that would be more difficult...or if you were trying to do 1d of damage on the same 3d spell that would be less difficult. I think you can do that in GURPS; I can't think of any computer games at the moment
Re:Spell-slinging for fun and profit (Score:2)
I'm not familiar with the PnP rules, but Neverwinter has at least some feats that allow you cast spells in different ways.
The Sims? (Score:2)
Conscientious Objector claim (Score:3, Funny)
The computer as subjective judge (Score:2)
Now if a h
Re:The computer as subjective judge (Score:2)
Neverwinter Nights fits the bill quite nicely. Despite the fact that tehre were some issues with the initial released version of the game, and that it had been hyped up so much that there was no possible way it could live up to it, it does a very good job of
Re:The computer as subjective judge (Score:1)
Re:The computer as subjective judge (Score:2)
Doing this you dont use the full extent of the game engine, of course, but you gain in flexibily.
A Tale in the Desert (Score:4, Interesting)
Its a MMORPG that has no combat in it whatsoever, its more politcs than fighting. (heh).
Very interesting concept, has a lot of neat ideas too like the players get to vote on what features the game devs work on next.
The pricing model is interesting for a MMORPG style game as well. You download the client for free and only pay the monthly ($14 I believe) subscription fee.
I haven't played since beta closed because I personally like combat, especially the kind where you kill other players.
No Combat Experience - Taking it too far (Score:1)
Re:No Combat Experience - Taking it too far (Score:2)
What is this "leveling up" thing? (Score:1)
I may have been playing the wrong games (mostly the Final Fantasy series) but I have never had a need to be any stronger than I was. Granted, I always take the long route through any dungeons to make sure I get all the treasure, but generally I have found that the storyline combined with the random battles make you exactly strong enough to face what's up ahead. If you're not strong enou
Re:What is this "leveling up" thing? (Score:1)
Re:What is this "leveling up" thing? (Score:2)
EQ was all about mind-numbing tasks (pulling monsters back to a "camp" was one of the more offensive ones).
Re:What is this "leveling up" thing? (Score:1)
Exactly. Ideally, an RPG should have a monster-power/level-up curve such that the random battles you have are just enough to get you as powerful as you need, and excess levelling is only needed if you the sort of person who gets off on getting a party of gods. Paladin's Quest was a horrible offender here, if I recall correctly. So wa
Re:What is this "leveling up" thing? (Score:1)
My favorite tactic in FF Tactics was having two thieves steal experience from each other while walking around with MoveJP(gain job points while moving). They were essentially passing a piece of paper with "14 xp" written on it, and gaining experience.
Re:More examples in MUDS. (Score:2)
*nods* I remember this MUD - I played it for a while, and quite enjoyed it, but I stopped once the creator started giving in-game benefits for donations. I remember that he claimed to have developed the entire game by himself though (including
I like non-fighter characters (Score:3, Interesting)
Problem is most games really penalise you if you do this. Even the ones that do allow you to finish some quests without combat, usually don't award the same XP as for the violent solution.
Example : You have to find some kind of treasure, you play sweet talk a guard to let you in and sneak past all the other enemies. You finish the quest and get 1000XP. The brute force player kills the guard and everything/one else. He also gets 1000XP for the quest, but he also gets another 1000 form combat.
Hadly seems fair, and it makes the game so much more difficult for non fighting characters.
A few games have been better than the rest. Fallout I & II stand out. A big portion of quests had non/minimal fighing solutions
I also liked Morrowind leveling up mechanism - instead of having on big pool of XP you develop skills individually. If you use a skill (like sneak, security of speechcraft) successfully, it improves. But at the end of the day you still had to do quite a bit of fighting.
Re:I like non-fighter characters (Score:1)
Well isn't the character always limited by intelligence of the player?
-m
Recognizing Intelligent Game Play (Score:3, Interesting)
RPGs should try to recognize intelligent behavior patterns. Experience should be gained for rapidly defeating an area, finding secrets, and making efficient use of ammo and special items. I know some action games offer bonus points for defeating enemies in a cool way (Ex: IF the last hit is a jumping melee attack, rather than just hiding and shooting from a corner). This would work with experience as well.
Re:Recognizing Intelligent Game Play (Score:1)
eGenesis (Score:2)
Quest for Glory games (Score:2)
You have 3 character classes to pick from: Fighter, Magic User, and Thief. In the later games you can also be a Paladin, however, you have to earn that right in the earlier games first.
Your character has 20-30 abilities. Strength, intelligence, dodge, parry, vitality, magic, lock picking, climbing, and various others. At the start of the game, your character is assigned points to each attribute based on his cla
More than stats... (Score:4, Insightful)
Though you still have to train killing small monsters to get skills, there's some points i'd like to develop about this game, and more generally about other rpg. This is probably obvious to everybody playing such games, but in fact they're actually rewarding and giving you some kind of 'XP', while perhaps not shown in your stats. I wanted to write about it, because peoples dont often think about it. While you could go killing other peoples, looting, or training alone, quests are a good way to get the 'XP' i'm thinking about. Of course, they give you some reason to be playing the game, you must solve them, find a special object, kill a hord of mutants, or save some princess (which is always captured by the same phoenix that keep resurecting), and more.
- It may be a riddle, the quest is a challenge to your mind, you have to solve a puzzle, understand what the devolopers were thinking about, perhaps refer to some litteracy [ibiblio.org] you may find on the web. For example i remember of a quest that let you (hardly) find a secret scroll with strange characters on it and which was signed by "Geoffrey Chaucer [google.com]". It's rewarding because you had to search and find more infos about him to understand the message. The whole point is while doing that you learn new things.
- Killing monsters while solving the quest of course get you some XP in your stats anyway. But some other 'XP' you get here are when the quest is too hard for you. You learn to find friends [google.com] (socialize), make associations or work for some peoples [google.com] (trade), or even manipulate other players [google.com] (politics).
Socializing and politics are a good way to learn how to meet peoples (especially if you're a geek scotched on your computer the whole day). You learn how to present yourself, how you create [a list of] contacts which can be usefull -at one time or another- between themselves, giving you the benefit to know what's going on in other fields of [real or virtual] society because you are contacted first when someone needs something. And this gives you a "first turn", you can act before others. And, IRL, to find a job
Trading is also a good way to get better skills in and out of the game. You learn where and how to buy or sell, and know how to make benifits from small/large towns markets. I got really suspicious about the prices that real life merchants where giving me, and i'm now really hard when trading, looking for other merchants, and what does it costs me to buy/sell stuff. I nearly saved 25,000 euros when i arranged my new house, and it makes a real difference -- trust me.
Though those two are of course about getting 'XP' in real life, you still get the following one for in game playing, the goal of the quest often brings you something. First is getting an item which may be useful to you (modifying some of your stats), or that you can sell at a good
Re:More than stats... (Out of topic) (Score:2)
No risk = no reward (Score:2)
The reason for this is simple: If you give players a way to 'level up' without some sort of risk, then all the 'cheaters/hackers/macroers' will never fight and will find whichever trade skill grants the most xp and develop a macro or cheat program that allows them to 'level up' until they are the highest level possible in the game so they can:
a) Tell everyone they 'won'.
b) becom
ultima IV still combat-oriented (Score:2)
The storyline was advanced by noncombat means, but every single point of experience was awarded for combat, and the path to almost every goal was littered with monsters for you to hack your way through. Ultima VII actually had a great deal less combat, though it really failed to challenge me in any way...
I don't know that I can call being combat-oriented a bad thing any longer, it's just the
Not without a GM, or at least a linear plot (Score:2)
Basically any system that tried to make this really work would need to have one of two things:
-- quite linear plotlines, so that the "quests" or whatever you wanted to call them would be intelligible and fun to play toward; or
-- actively involved "GMs" who could recognize and reward interesting styles of play.
This is why MMORPGs don't turn my crank right now. The oversight of the admins isn't enough to keep up with abusers of the system, leave alone reward cool styles of play. Any 14-year-old D&D G
I'd love to run a store in one of these big worlds (Score:2)
Character advancement = doing things in character (Score:1)
If a wizard defeats a monster with magic (or at least
Action-RPGs are the way to go! (Score:2, Interesting)
I like the way these games play: no hours planning your battle strategy, no menu-based combat, but still as much story developement as regular RPGs.
If they only followed AD&D a bit closer... (Score:2)
I'm sure you've all read stories about characters in the AD&D worlds that have small adventures, but don't actually battle things. I would like a game to closely mimic this. Say, a theif would get equivalent experience to killing monsters by picking locks and pockets. The harder / bigger the individual you pick/pickpocket, the more experience you gain.
Another issue that I have with current RPG's is the difficulty of raising a magic based character. Magical ability should be more a mixture of magica
Subjective and Objective Scoring in RPGs (Score:2)
Sometimes that can be fun.
However, IIRC at some point late in high-school most of us managed to grow up. Suddenly it just didn'