Hey kent, did you ever play ff6 without espers? Sent via BlackBerry from T-Mobile -----Original Message----- From: Kent Petersen <kentkmp@xxxxxxxxx> Date: Tue, 21 Apr 2009 13:32:35 To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: scenario ideas Wouldn't that still focus on stats and power building or am I missing something? Because, 2 warriors one strong with minimal sword skills and the other weak with great sword skills, still just have strength and sword skills stats, right? On Tue, Apr 21, 2009 at 1:26 PM, eric drewes <figarus@xxxxxxxxx> wrote: > in sports games, stats like strength, speed, stamina all affect gameplay > but just having 99 in those three doesn't make you a good player, > athleticism =/= skill. likewise a wizard could be super intelligence but > its like having potential, if you dont USE the potential, its worthless... > maybe thats where the balance could come from as far as stats and > balancing... just being strong doesn't make you a great warrior, but > strength could be a crutch for an unskilled player and being weak would be > compensated by skill in a savvy player... just thinking outloud > > > On Tue, Apr 21, 2009 at 4:04 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> 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) >>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >