tag:blogger.com,1999:blog-5052387.post5714692101590080552..comments2024-03-17T16:13:55.262-07:00Comments on Blobs in Games: Following multiple paths in RPGsAmithttp://www.blogger.com/profile/12159325271882018300noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-5052387.post-442020584345115712012-08-02T06:03:03.943-07:002012-08-02T06:03:03.943-07:00I know its an old post but I like the blog so thou...I know its an old post but I like the blog so thought I'd weigh in here:<br /><br />Eve Online forgoes specialization of skills for specialization in equipment. Skills mostly unlock gear, and then slowly improve that gear, but since you have a limited number of slots you don't really have anyone as an 'omni' character. A team of gear specialized individuals in different roles is better than a team trying to do everything at once (at least at equivalent skill).<br /><br />Also, I find specialization in non-progression based games like League of Legends to be interesting, but I'm not sure it applies here.medwardshttp://walledcity.canoreply@blogger.comtag:blogger.com,1999:blog-5052387.post-55456246391681708912011-06-05T14:41:44.390-07:002011-06-05T14:41:44.390-07:00Hi Kevin, that might be an interesting approach. G...Hi Kevin, that might be an interesting approach. Guild Wars and Titan Quest both offer multi-tree systems. I believe Rift does something similar. On the other hand, it's useful for game design to have some more distinct roles to design around. The classes are also useful when you want to know what another player does — it's simpler to classify them as warrior, mage, priest, etc. than to try to understand a complex anything-goes system. It seems like it's worth experimenting with :)Amithttps://www.blogger.com/profile/12159325271882018300noreply@blogger.comtag:blogger.com,1999:blog-5052387.post-33272570843689812162011-06-05T14:03:13.731-07:002011-06-05T14:03:13.731-07:00You know how, in WoW, there are three talent trees...You know how, in WoW, there are three talent trees available to each class? I've often thought it would be interesting if all the trees from all the classes were available to every character. The trees themselves reward specialization, so players would still be likely to specialize, but with a greater variety of builds. And their roles could still be automatically classified based on their deepest trees (e.g., 50-point physical defensive, 30/20 physical offensive/magical offensive, etc.)Kevin Krumwiedehttps://www.blogger.com/profile/18086842418130914233noreply@blogger.comtag:blogger.com,1999:blog-5052387.post-38612141508337323112009-06-02T15:27:10.283-07:002009-06-02T15:27:10.283-07:00Hi Rafael, yes, that's definitely an issue. I thin...Hi Rafael, yes, that's definitely an issue. I think the second time through I want to go through faster. In some sense I want the “novelty rate” to stay constant, and the second time through the novelty is less, so the rate at which I go through the game needs to be faster. <br /><br />On the other hand, people *do* play some of these games more than once, so I don't think it's completely unreasonable to design a game that allows the replay. We just need to make it more fun somehow.Amithttps://www.blogger.com/profile/12159325271882018300noreply@blogger.comtag:blogger.com,1999:blog-5052387.post-82050609310826413052009-06-02T13:43:50.425-07:002009-06-02T13:43:50.425-07:00Hi. I played Morrowind and Ovlibion, Dungeon Siege...Hi. I played Morrowind and Ovlibion, Dungeon Siege, Diablo and some more. The replayability is very low.<br /><br />So, if you master sword and you want to master axe then you have level X and can kill monsters developers made for around level X with sword, but when you choose going back and play with axe in mind then you must kill monsters of level below the ones you can kill with sword. <br /><br />That could be replaying , and it would be boring.<br /><br />What do you think?Rafaelhttp://heimdall942.spaces.live.com/noreply@blogger.comtag:blogger.com,1999:blog-5052387.post-87160368449049348952009-06-02T12:48:30.138-07:002009-06-02T12:48:30.138-07:00Thanks for you comment. Well, the losing skills sy...Thanks for you comment. Well, the losing skills system is not my idea, I have read it someplace. The loosing will be slow. The idea is though everybody can get all abilities not everybody should be the best in all of them same time. The point is to prevent early joined players or "all the time online" players in MMO game to have too much advantage.<br /><br />You are right about the "distinct actions". But Diablo has them and still has some number based attributes anyway.Anonymoushttps://www.blogger.com/profile/05991124197592426552noreply@blogger.comtag:blogger.com,1999:blog-5052387.post-21876241555945680682009-06-02T11:53:44.200-07:002009-06-02T11:53:44.200-07:00The Final Fantasy Tactics games allowed a pretty i...The Final Fantasy Tactics games allowed a pretty interesting variation. You had a number of classes available. Each class had a skill set with a number of skills, which you used by using weapons. You can use two different sets of class skills, one from your current class, the other from any set you've partially learned so far. At any time outside of a battle, you can switch the secondary skillset or change classes to get a different primary skillset. The game is party-based, so you'd typically play around six characters per mission, from a set of up to 20 or so characters, which encouraged you to mix it up. Also, the skillsets themselves were relatively small--on average, each would have about 8 skills, and the vast majority of skills could be learned fairly quickly. This let you have time to experiment more.Rick Cnoreply@blogger.comtag:blogger.com,1999:blog-5052387.post-68784287645331564712009-06-01T16:44:19.747-07:002009-06-01T16:44:19.747-07:00Hi LeonardoCA, I believe Dungeon Siege I does a co...Hi LeonardoCA, I believe Dungeon Siege I does a completely classless system, and you could call Oblivion's system classless as well. I think it's not bad. However, Oblivion's system encouraged me to perform stupid actions to get skills; you have to be careful not to encourage mindless behavior.<br /><br />I've not seen the second part of your idea, that of losing skills over time. That could be interesting, although given how people feel about losing things (they react disproportionately to the loss), it might be tricky to make it work.<br /><br />A topic for a separate blog post: it's more exciting to get a few distinct actions than a continuous improvement over a numeric variable. For example, Diablo 2's Bash, Double Wield, and Taunt are more fun than having Strength go up from 1 to 10.Amithttps://www.blogger.com/profile/12159325271882018300noreply@blogger.comtag:blogger.com,1999:blog-5052387.post-52583344608284683582009-06-01T16:34:11.146-07:002009-06-01T16:34:11.146-07:00Hi, what would you think of classless system, wher...Hi, what would you think of classless system, where you do not choose any starting class, all characters have exactly same starting point and the development of abilities depends solely on player actions. Player useses melee skills he gets new abilities in melee, if he uses magic, he gets magic skills.<br /><br />The second level to this would be - high level skill loosing over the time if not used. This way will be granted that noone gets excelent in all skills because he slowly looses the skill level in his allready developed while he "trains" other skills. And noone gets superpowered actually, without any limitation to highest level of any skill, the level would be limited effectively by the speed of skill loosing on very high levels.<br /><br />I think this system is addressing all 3 complaints you mentioned above. You don't have to worry about what you decide to put your skill points in. Because you simply don't have any skill points to distribute. The skill grow as you do certain actions ...<br /><br />For example, the skills systems valued by numbers 0 - approx. 10. All skilles learned till level 5 would be permanent, but anything over lvl 5 will be affected by the rule of skill loosing when not used.<br /><br />I am currently working on a web RPG and this system I'd like to use...Anonymoushttps://www.blogger.com/profile/05991124197592426552noreply@blogger.com