[project1dev] Re: almost completely on topic... :P

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 11:05:51 -0700

I do like that idea too

On Thu, Apr 30, 2009 at 11:01 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> its kind of funny they talk about the idea eric presented of injuries which
> temporarily decrease your max health :P
>
>
> On Thu, Apr 30, 2009 at 10:53 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> I agree that this is an issue. I personally like to lean toward the
>> rapidly regenerating smaller resource pool method. I think all battles and
>> traps and events should have meaning and not just be thrown out at you for
>> attrition. I think there should be a blend of the 2 concepts with a focus on
>> short term relevance to give each battle or trap extra meaning.
>>
>>
>> On Thu, Apr 30, 2009 at 10:43 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>
>>> "Many traditional RPGs have finite non-regenerating resources that are
>>> restored only at particular points (such as inns, etc.). Resource management
>>> is of long-term relevance, but rarely relevant within a single regular
>>> combat. This allows for less challenging battles to have meaningful
>>> consequences (consumption of resources), but often encourages a
>>> (subjectively) boring degree of resource conservation (eg: magic-users who
>>> avoid using any magic at all if they can help it)
>>>
>>> In RPGs with rapidly regenerating (but smaller) resource pools, resource
>>> management is of short-term relevance only. This may allow for greater
>>> tactical depth within a single combat since the player can be expected to
>>> use a range of abilities, rather than conserve them, and running dry during
>>> a single fight is plausible and must be managed. However, if resources
>>> regenerate between battles, any fight which does not present a reasonable
>>> chance of outright defeating the player is effectively just taking up time.
>>> Attrition is not possible. Moreover, I think you lose a significant degree
>>> of dramatic tension that can come from being deep in dangerous territory,
>>> and running low on resources. In such a system, no matter how many battles
>>> you slog through, you're still effectively as fresh as when you set out.
>>>
>>> Is it possible to design an RPG where resource management is relevant
>>> both in the short-term and long-term? Where excessive conservatism is not
>>> encouraged, but moderate-difficulty battles are not made irrelevant?
>>>
>>> What are some of your opinions are on the subject of resource management
>>> and attrition in RPGs (or even more generally)? How do you feel about
>>> systems with/without significant attrition? Are there any games that you
>>> think have done it unusually well?"
>>>
>>>
>>> More as well as other people responding at...
>>> http://www.gamedev.net/community/forums/topic.asp?topic_id=533360
>>>
>>
>>
>

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