Sub-Human said:
Read. The. Fucking. Manual.
Why? Given the capacity for effectively communicating important strategic and tactical information in the game, I don't see why players should be required to read the manual. Most information is effectively communicated to the player in actual gameplay, making manuals obsolete. Compare the manual for eg. Tiberian Dawn and Tiberium Wars: most information that was contained in the 1995 manual (tutorial, background on the conflict, unit descriptions etc.) are included in the game and are much more effective at communicating information relevant to gameplay than a printed manual.
WorstUsernameEver said:
I don't know, even if you disagree with the design opinions stated here, I'd prefer you avoid treating everyone else like an imbecile and quoting things that are already quoted both in the OP and the thread itself.
As for what
he means by strategic failures, he essentially doesn't want the players to be able to screw up their builds. The original SPECIAL definitely needed an overhaul when it came to clarity, but since his way to achieve that in Van Buren was to cut with an axe, some people understandably didn't like it.
I honestly don't think there's anything bad in pointing out that Sawyer designs games with a broad audience in mind when he stated it himself.
I believe quoting JES again was necessary, because many people here
behave like imbeciles and argue against points JES never raised or does not support.
Furthermore, what's wrong with creating games with a broad audience in mind? That's not a bad thing in itself. This design principle doesn't dictate lowering the difficulty or simplofying the game; it dictates making the game
accessible: explaining mechanics and the setting clearly, so that even people completely new to the game can understand its workings just as well as veteran players. If a player is supposed to make a character in a specific setting, in a specific RPG system, then he ought to have enough information to make informed decisions and plan the character out. JES argues that strategic failures shouldn't be the result of a player badly planning a character
because the developers failed to provide enough information and the player had to create his character blindly.
Fallout is an example of how is it possible to unintentionally screw up your character:
6 combat skills: Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, <s>Throwing</s>.
8 active skills: <s>First Aid, Doctor, Sneak,</s> Lockpick, Steal, <s>Traps,</s> Science, <s>Repair.</s>
4 passive skills: Speech, Barter, <s>Gambling, Outdoorsman.</s>
Making a crippled character build that includes crossed-out skills is entirely possible, because neither the game nor the manual explain that these are either useless skills or of little use during the game. Fallout 2 is marginally better in this aspect. New Vegas is pretty much the first truly functional SPECIAL implementation in an RPG setting. Tactics comes close, but it's hardly an RPG.