Thats a good point eric. What about this....if this helps the situation... Lets say you solve a problem that has multiple solutions by using magic. Maybe in doing so, you find a "seed of wisdom" which increases your wisdom stat? :P shrug, maybe im just mudying the waters though hehe (if so, sorry!) On Tue, Apr 21, 2009 at 12:59 PM, eric drewes <figarus@xxxxxxxxx> wrote: > argh i am so torn because i totally think its awesome to have stats hidden > and you kinda play to your own strengths and find what works for YOU and > YOUR CHARACTER... like that seesms really neat... but on the other hand, i > know people love stats and i obsess about them too... > > maybe not having stats would let people focus on having fun and having a > well rounded in depth character instead of just min/maxing and focusing only > on the most deadly skills... > > like, diablo 2 is a good game (i havent played in years!!!) but basically > people found the only worthwhile skills and maxed them out and the game was > balanced for having the best skills maxed out so hybrids or mutants with > quirky unique focuses became obsolete. this happened in gemstone too... > > i really think a lot of effort should be made on our part to balance the > game so that its fun without having the numerically perfect character... we > want people to make mistakes and enjoy the flaws their characters have by > compensating in intelligent and clever ways... > > On Tue, Apr 21, 2009 at 3:54 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> One gripe I have with games that let you pick your stats is that you never >> really know what your getting yourself into. There have been plenty of games >> I picked a "perfect" character and spent tons of time allocating points just >> to realize that the game didn't really play out as I had in mind or that >> stat I pumped was pretty useless. >> >> Do you think showing the stats to the player is even necessary? Does it >> really make a difference to know your strength is 1 or 10 as opposed to weak >> and strong? >> >> Throughout the course of the game you can have scenarios that modify your >> stats. If stats are adjustable throughout the game it's not as important to >> have that perfect set up at the beginning of the game. There could be mini >> games you could play to modify your stats. For example, there could be a >> game of chess. If you beat the computer in the game of chess not only do you >> move on to a harder opponent but you gain an intelligence. If you spend too >> much time playing chess your strength might go down from a lack of activity. >> To increase your strength back up you may need to do something more >> strenuous. I think if there are a lot of ways to lose and gain stats there >> will be less need to have it perfect and less reason to prompt restarting. >> >> Any thoughts? >> >> >> On Tue, Apr 21, 2009 at 12:20 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >> >>> It will be perfect timing since josh's storage system is going in before >>> the next milestone. >>> >>> We'll be able to store the decisions the player made so that later on we >>> can query the system to see what choices they made (: >>> On Tue, Apr 21, 2009 at 11:33 AM, eric drewes <figarus@xxxxxxxxx>wrote: >>> >>>> probably a hybrid of both... i forget if it was just me and alan >>>> discussing this or if it was a public conversation but here was my thought >>>> on it... >>>> >>>> ok so there will be a few mini scenarios that seem existential and >>>> unrelated in nature that basically test the player's personality, are they >>>> greedy? helpful? do they follow directions? do they think their way >>>> through >>>> problems or fight their way through? etc. >>>> >>>> there will be a few scenarios (i think this depends on how cool the >>>> first couple of ones turn out or if we decide this is 100% the way to do >>>> it... in my mind there is up to 10 or so.... but maybe less, depends on a >>>> lot of factors) for the sake of example lets say there are 6. >>>> >>>> the player will play through 3 of the 6 in random order, the way they >>>> work is that the player takes possession of a character in the scenario and >>>> will have to complete it... some examples might be a prisoner locked up and >>>> you have to escape, or a princess who has to decide which prince to marry, >>>> or a warlord who has to decide whether to burn a city he has conquered, >>>> etc. >>>> the player's actions in the scenarios will go into figuring out the perks >>>> and basic stats, as well as possibly gaining a sidekick in the scenario, or >>>> special perks, or the potential to use magic... >>>> >>>> furthermore, the player THINKS these are unrelated scenarios with no >>>> bearing on the game... not so, their decisions in the scenarios actually >>>> affect the story of the game... maybe later on you run into the escaped >>>> prisoner, or you stumble upon a burnt down town, or you meet a queen who is >>>> married to a vile tyrant - all things that the player unknowingly affected. >>>> i think this would be really neat :) plus it adds replayability... i think >>>> by having these types of things w/ the customized character and various >>>> methods of getting through levels, etc... it gives each person their own >>>> experience in the game and invites them to play the game over again using >>>> different styles and methods... >>>> >>>> plus the scenarios will be fun and let us explore some diverse >>>> situations/environments/characters >>>> >>>> On Tue, Apr 21, 2009 at 1:13 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> Are we going with playing the character creation process or >>>>> traditionally selecting stats n stuff from a list? >>>>> >>>>> >>>>> On Tue, Apr 21, 2009 at 8:57 AM, <figarus@xxxxxxxxx> wrote: >>>>> >>>>>> im writing up documents related to the mini-scenarios that will make >>>>>> up the intro/tutorial/character creation stuff... if anyone has any ideas >>>>>> for these, let me know... if you're not sure how they work yet, i'll post >>>>>> the first one soon so you get the gist of how it will work (assumign we >>>>>> roll >>>>>> w/ this method) >>>>> >>>>> >>>>> >>>> >>> >> >