On RPG stat systems
Posted: Sun May 08, 2011 4:40 pm
Hey guys!
First of all I'd like to say I'm sorry for basically not following the forum for a year or so
I found it through Halls' tutorial videos which introduced me to the the idea that it is in fact possible to create a browser MMO by yourself, followed most of the videos, and then real life kinda got in the way.
So, hello again, I guess! Now on to the subject.
Guess what? A year later I'm still struggling with game design. Turns out good design is actually more difficult than good coding. Who knew?
The thing is, I'm a perfectionist. Not the good kind either. So this time around, my OCD-like behavior led me to try and find a stat system that is as elegant as possible. What do I mean by elegant? I don't really know how to explain, but let's say:
For symmetry I have a good example. Remember Arcanum: Of Steamworks and Magick Obscura?
That game's stat system was based on Fallout's SPECIAL with a twist. Every stat had a physical/mental counterpart.
Strength/Intelligence
Dexterity/Perception
Endurance/Willpower
Beauty/Charisma
This tickles my fancy, although more than half of those were dump stats. I'd aim for something smaller (maybe two on each side?) that would affect a larger portion of smaller stats so that each one could more significantly affect game-play.
One other thing that bothers me but that I can't really find any work-around to is the fact that most stats always affect combat, in any RPG. Why is that? Why wouldn't there be an amount of stats just as relevant and important to the out-of-combat game? I don't know.
And I know it all depends on the game in question but somehow that answer doesn't satisfy me
Anyway, here's my caffeine-induced cerebral vomit. Am I raising a relevant question? Am I just making a big deal out of this?
Any input is appreciated!
First of all I'd like to say I'm sorry for basically not following the forum for a year or so
I found it through Halls' tutorial videos which introduced me to the the idea that it is in fact possible to create a browser MMO by yourself, followed most of the videos, and then real life kinda got in the way.
So, hello again, I guess! Now on to the subject.
Guess what? A year later I'm still struggling with game design. Turns out good design is actually more difficult than good coding. Who knew?
The thing is, I'm a perfectionist. Not the good kind either. So this time around, my OCD-like behavior led me to try and find a stat system that is as elegant as possible. What do I mean by elegant? I don't really know how to explain, but let's say:
- Coherent - The stats must make sense to the game, that is, they all must affect something specific to the game (Capt. Obvious strikes again, but bare with me, I'm getting somewhere with this).
Purposeful - This follows a bit from the previous bullet. What I mean with purposefulness is the complete and total absence of dump stats. I never got the dump stat thing (although I love it because I tend to become a min/max player at least on my second run if not sooner). If a stat is considered dump, then just remove it from the game!
Balanced - And I mean balanced! Every stat should govern skills or events or other smaller stats in an equivalent manner; ideally it should be done in such a way that improving one stat instead of another would drastically affect your game-play but NOT the difficulty of the game in any way at any point! All game styles should be viable, rich in content and mutually-exclusive (at least in the early stages of the game). I realize this is a huge challenge.
Symmetrical - To make things a tad more difficult, why not raise the bar even further and make it all beautiful and orderly? What I mean by symmetry is having a collection of stats that all sort of reflect each other in different aspects of game-play. Like... Strength represents your physical prowess and Intelligence represents your mental prowess. For Dexterity, there is Perception, for Endurance there is Willpower and so on and so forth.
For symmetry I have a good example. Remember Arcanum: Of Steamworks and Magick Obscura?
That game's stat system was based on Fallout's SPECIAL with a twist. Every stat had a physical/mental counterpart.
Strength/Intelligence
Dexterity/Perception
Endurance/Willpower
Beauty/Charisma
This tickles my fancy, although more than half of those were dump stats. I'd aim for something smaller (maybe two on each side?) that would affect a larger portion of smaller stats so that each one could more significantly affect game-play.
One other thing that bothers me but that I can't really find any work-around to is the fact that most stats always affect combat, in any RPG. Why is that? Why wouldn't there be an amount of stats just as relevant and important to the out-of-combat game? I don't know.
And I know it all depends on the game in question but somehow that answer doesn't satisfy me
Anyway, here's my caffeine-induced cerebral vomit. Am I raising a relevant question? Am I just making a big deal out of this?
Any input is appreciated!