[gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]

I've seen alot of stuff suggesting modeling this RPG after reality in alot
of ways, not to end the fun by any means but don't forget - games are fun,
real life is not fun!!! (:

ie modelling after reality is not the same as making a good game, some of
the funnest games are blatantly not modeled on reality.

for instance, ID software has deffinately shown that they realize this is
the case with quake 4.

In the quake series, because of how they did physics etc, various versions
would have various "physics exploits" such as "power running", "box jumping"
and "strafe jumping", not to mention rocket jumping and plasma surfing.

in q4 they fixed the box jumping, power running, strafe jumping etc - but
because they knew how much people loved these skill based abilities, they
coded them back in - ON PURPOSE! - into the multiplayer game.

They knew that real physics does not equal fun in this case.

I used to play half life team fortress and it was the best game ever - you
know why? one of the funnest things to do was to do concussion grenade
jumps. basicly you could use them to grenade jump but they didn't do any
damage and they had alot more kick that a standard grenade. There was one
map with a huge verticle wall on each side of a moat leading to each enemy
base with a couple windows near the top where snipers could shoot down from.
As a medic my favorite thing to do was to primme a conc grenade, drop it
when it was about to go off, swim over it and if you timed it right, it
would toss you right up into the window where you could poison or shoot the
snipers that were all zoomed in and they would flip out. It was great fun.

Similarly, you could have the most realistic system existing in your RPG
where strength points start to decay at the same rate someone's muscles in
real life atrophies. You could make it so if you get hit in the eye you are
blind for life and lose stat points permanently etc. But, the bottom line is
- is it fun?

I'm talking fun to play, not just fun to code (;

so don't lose sight of the fun when you go chasing after realism

On 10/20/05, Sami Näätänen <sn.ml@xxxxxxxxxxxx> wrote:
>
> On Wednesday 19 October 2005 10:03, Craig Chambers wrote:
> > > You might consider a hit point location system.
> > > Instead of "you just
> > > got hit for 11 points. Sorry, you are dead." to "You
> > > just got hit for
> > > 11 points in the right arm. Sorry, you will have to
> > > fight with your
> > > left arm at reduced capability." A hit point
> > > location system is
> > > somewhat of a pain to manage in a paper and dice
> > > game, but a computer
> > > game would have no problem at all managing it.
> >
> > this is what i'm planning to do anyway. the 'hit
> > points' would be a function of the muscle and bone in
> > the location. i had to include bone because there
> > isn't much muscle in the head.... except for maybe
> > body builders (AKA 'muscle heads')...he he...just
> > kidding:)
> >
> > this means that when you get hit in a location it
> > reduces the 'strength' for that location until the
> > wound heals. if a wound is not properly healed, the
> > loss may be permanent or need exercise to fully
> > recover.
> >
> > wait for my next post, probably tomorrow, it will
> > explain this a little better (I hope).
> >
>
> I don't play RPG's, so my comments are just some mumbling to be
> ignored. :)
>
>
> How about to make it possible for the charater to escape from batle?
>
> If the opponent is superior (ie no chance of wining it right now) the
> character would gain some inteligence points. The earlier the escape
> hapens the more inteligence points one would gain.
>
> It also could be possible to escape pass the opponent. This should fail
> almost all the time, but for example great agility and inteligence
> could make it more probable if the opponent is slow.
>
> If one escapes a matching or weaker opponent, one would loose courage
> points. Due the lack of courage one would gain attack points etc slower
> than when courage is higher.
>
>
>
> This kind of system is of course much harder to balance than the simpler
> ones, but I bet this kind of system would gather players if it is
> correctly balanced.
>
>
>
>
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