JE's obsession

Odin

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JE answered a thread where someone asked why it seemed like he has an obsession to tamper with the Fallout rules/game design and here's JE's respons:<blockquote>I am concerned with all aspects of game design. Most of the questions on this board have revolved around the SPECIAL rule system. If you ask me to look at an equation that reads "2 + 2 = 7" and have me validate it, I'm not going to do it. When my mind works out the math and the practical game effects of something and the common feedback on that subject reinforces my conclusion, it's hard to avoid it and feel like I'm actually doing my job.

Gifted is a really poorly balanced trait. It doesn't compare with any of the other traits in Fallout or Fallout 2. A large number of people have stated that they barely even consider taking any trait other than Gifted, and that they usually play through the game with Gifted unless they "feel bad" about it. That seems like something that should be addressed.

It's my job to insure that people other than ultra power gamers can have a reasonable chance of success when playing our games.

It's interesting when I read commentary about the difficulty of IWD2 vs. IWD, BG, BG2, et al -- because the grouping of responses is far more uniform for IWD2 than the others. The people who complained the most about IWD2 were the powergamers -- not so much because it was hard, but beause it wasn't as easy. The original IWD was easy if you powergamed, and very difficult if you did not.

I had an IWD tester swear up and down that the battle with the Idol in Lower Dorn's Deep was, and I quote, "Impossible." This word was used specifically to describe a battle that K-Pak and I rolled through with little effort. Why? Because we abused 2nd Ed.'s rules to make monstrously powerful, ultra-buffed characters that annihilated everything. The tester in question did not know all of the secret tricks and tips to victory that we did. As a result, he was frustrated out of his mind and loathed that entire section of the game.

Though 2nd Ed. supporters will dispute it, 3E is generally less difficult to abuse than 2nd Ed. This is not to say that 3E cannot be abused -- it certainly can be -- but it generally takes a lot more work and produces a smaller margin of advantage over a "standard" character. Haste doesn't double your attacks, it just adds one. All ability score bonuses don't stack. Secondary and tertiary attacks don't have the same chance to hit as a primary attack. Ability score bonuses advance at a regular rate, every two points. Altogether, this produces a range of benefits and drawbacks that is more predictable and yes, more balanced. Not all players are ultra-keen system analysts. In fact, most of them are not. Unbalanced systems punish the inexperienced heavily and favor powergamers and system analysts to the point where the powergamers breeze on through.

When people say, "focus on the fun", sometimes they seem to forget that they aren't the only people playing this game. Have you ever watched someone who is unfamiliar with AD&D/D&D play an Infinity Engine game other than Torment? It is a sad, sad experience. It's like watching a chess novice play against a brutal opponent who repeatedly crushes them in four to twelve moves, never explains how they were beaten, and jumps up on the table, kicking all the pieces off when checkmate is inevitably reached. Do you think that person is having fun? That's the person who tags Doctor, Gambling, and Outdoorsman with Skilled and Jinxed as traits. Is it their fault that they chose those skills and traits, or is it my fault as a designer for making them suck so badly compared to other skills and traits?

EDIT: Tell you what: you and slowtrain and another person of your choosing can make a party of six 10th level AD&D/D&D characters to go against a party of six AD&D/D&D characters created by me, Sammael, and Karzack. I have a feeling that your definition of "fun" may quickly move away from the necessary inclusion of easily abused rules.</blockquote>It's a long post, but some good points here..
Link: Thread
 
Not all character types should have a chance to get through all battles or quests. That's what makes it interesting. However there should be alternative ways for various characters to finish the game without making it "impossible".
 
^Agreed. The truth of the rules changes will surface when QA gets the game. Then we'll start to see if the changes are fun, or just add headaches to the game. From our standpoint (the designers) they look fun. But we won't know 100% until we actually start playing the game through testing. But in the end, there will always be those who will hate any change.
 
I'm still unclear on how making the system less abusable by power gamers makes it easier for non power gamers or people who don't have experience with the game. Besides, I think the people who have such an impossible, frustrating time playing IE games or FO 1& 2 aren't going to pick up the game anyway, they're going to buy sports sims and FPS's.
 
Hmmm... And maybe other traits then gifted are unbalanced and simply sucks? You can't compare one trait to other becouse they're all different and it's matter of quality not quantity.

Oh, and who would ever expect some weak unarmed "healer" to win brutall toe to toe fight? But in the other hand he could poison water supply and kill whole army in time shorter than one day. "Gambler" propably wont win with stupid brutes but becouse he mastered art of bluff he can foll them ang go away freely. But hey, give them a chance to do this by developing different ways to complete game quests. And don't say that some quests are for certain characters. Use your imagination and everything will be posible :wink:

So here is my proposition. Make game witch allows complete quests to all posible characters by developing "thousand ways to solve one problem" or simply get rid of useless skils.
 
It seems to me that balance should be far less of an issue in a single player game.

Sure, JE's example from IWD makes sense, BUT his tester was right as well. Just because powergamers can and will figure out the mathematics of it all doesn't mean you have balance it.

If people out there want to exploit the game system, and thereby make the game too easy for them, that's really their perogative.

I think a lot of people have been confrontational with JE about his ideas because they are seemingly unprovoked. While I can understand his examples and his closing statement, about taking a party of D&D characters against his party. The thing is, in THIS GAME there is nobody taking their party against anyone elses. IT's single player.

Also, there's never been an uproar from any FO fans about the system. JE speaks as if it's just common knowledge and accepted that the FO system is flawed as it is. Well, the end users, the fanbase don't see it that way and have never complained about it. So, why fix what ain't broke?
 
Hmm...

That's the person who tags Doctor, Gambling, and Outdoorsman with Skilled and Jinxed as traits

Well, on skilled and Jinxed -- perhaps there's merit.

But I STILL, *STILL* contest, that the reason some of those skills "sucked" or weren't as useful, were resulant of the GAME and it's content/utilization of the skills in a thorough fashion, rather than problems with the actual skills themselves.
 
Puuk, it's good to see some developers starting to mingle with the fansites, more. We've got you here, and Briarius over at DaC. I'm wondering, though, is this some kind of concious effort to interact with the fans?
 
If you play any game and can get through it on the first try without having to restart, it's too easy. There is usually a learning curve with the interface and how best to appraoch the game. When I first played Fallout, the game style was brand new to me. Fallout 2 was smething familiar. I want FO3 to be new territory again.
 
gameart3d said:
Also, there's never been an uproar from any FO fans about the system. JE speaks as if it's just common knowledge and accepted that the FO system is flawed as it is. Well, the end users, the fanbase don't see it that way and have never complained about it. So, why fix what ain't broke?

He's the only one I've ever heard suggest that the system needed so much revamping - there might be some minor complaints from fans about certain things, but that's about it. No amount of gameplay changes are going to sell this game to people if the word of mouth from the first two couldn't, especially if those people don't enjoy RPG's to begin with. You can't idiot-proof an RPG, and most people aren't going to have an easy time through the first time they play any game. The "broke" and "power gaming" arguments for changing the game don't hold much water for Fallout anyway, especially when you're talking about people who have replayed the game 50 times.

JE - why don't you just say "These things need to be changed to better realize the story and world I'm creating for Fallout 3". I think you'd probably get a lot less grief.
 
Gwydion said:
Puuk, it's good to see some developers starting to mingle with the fansites, more. We've got you here, and Briarius over at DaC. I'm wondering, though, is this some kind of concious effort to interact with the fans?

Well, I was conscious when I signed up at NMA, but I don't know about my sanity. :P

But since there is SO much passion from the fans, it would be wrong not to interact, even with those who want to throw monkey feces at me.
 
I really don't care what JE's done with the system, it's still fundamentally the same SPECIAL system that those kooks from the original FO team thought up.
 
Puuk said:
Gwydion said:
Puuk, it's good to see some developers starting to mingle with the fansites, more. We've got you here, and Briarius over at DaC. I'm wondering, though, is this some kind of concious effort to interact with the fans?

Well, I was conscious when I signed up at NMA, but I don't know about my sanity. :P

But since there is SO much passion from the fans, it would be wrong not to interact, even with those who want to throw monkey feces at me.

Here's a question for you that may or may not have already been asked. Given that there will be less ammunition and therefore more of an emphasis on un-provisioned combat, what direction are you guys thinking of for the melee weaponry? I realize that unarmed is getting alot of improvements (depending on how you look at it), but what of melee weaponry? Will you be able to chain together a thrust, an overhead smash, and a side chop with a sledgehammer?
 
JJ86 said:
If you play any game and can get through it on the first try without having to restart, it's too easy. There is usually a learning curve with the interface and how best to appraoch the game. When I first played Fallout, the game style was brand new to me. Fallout 2 was smething familiar. I want FO3 to be new territory again.
I strongly agree with JJ86 on this. First time I ever played Civilization 1? Died horribly. I think my hoardes of militia men were over-run by chariots. Took me a while before I read how to change city build orders. :)

First Time at Fallout? I got through it, mainly because I tagged the combat skills (Small Guns, Energy Weapons) and had a 200% Energy Weapons skill by the time I hit the GunRunners. That may have been luck. Never got in to the Glow the first time around though, and so missed out on the BoS and T-51b.

The point is, any game has a learning curve and most games I play I died horribly a few times before I get it right. RPG's are a different kettle of fish from other games too, as right from the start, you're building up a character that NEEDS uber skills at the end to survive. Games like Quake just rely on you "finding a weapon" and any twad can finish the last level just as long as he finds the suit of armour and the 100+ health. On the other hand, games like Fallout and their kin rely on you not only finding the weapon, but having the right set of skills to be able to use that weapon and use it effectively. You need brain power.

If you dumb that down too much, you aren't so much as making a game, as making Diablo. Diablo is just fine for what it is, but please leave us more intellligent gamers with something we need to at least think about.

Puuk said:
The truth of the rules changes will surface when QA gets the game.
Can you make sure QA do a good job? With the recent release of the Lionheart demo, I can't help but think the QA department missed something. More importantly, make sure you listen to those boys and girls in there and make DAMN SURE they're giving you all the feedback they can.
 
DarkUnderlord said:
Can you make sure QA do a good job? With the recent release of the Lionheart demo, I can't help but think the QA department missed something. More importantly, make sure you listen to those boys and girls in there and make DAMN SURE they're giving you all the feedback they can.

It's more than possible that the QA department just weren't being listened to with Lionheart.
 
Personally, i think 'gifted' is a little to powerfull (it pains me to admit it) but the biggest reason i tag gifted every time is because pretty much all the other traits suck.
 
I used to play gifted almost exclusively. Recently, before this was an issue, I began playing without the trait and now I don't use it at all anymore. I used to believe like JE and some of you that the benefit far outweighed the cost, but I've changed my mind, now. The additional skill points, both per level and starting, have proven far more valuable to me than what usually amount to extraneous stat points, anyway.

However, since JE is having skills start at zero, there's no starting penalty and therefore more drastic penalties are necessary. If he didn't feel such a strong need to dick with the system, he could probably increase that initial penalty to -15% and be done with it.
 
TekkamanBlade said:
I really don't care what JE's done with the system, it's still fundamentally the same SPECIAL system that those kooks from the original FO team thought up.

The entire reason we're all arguing with him is that it doesn't sound like like same system.

Gwydion said:
I used to play gifted almost exclusively. Recently, before this was an issue, I began playing without the trait and now I don't use it at all anymore. I used to believe like JE and some of you that the benefit far outweighed the cost, but I've changed my mind, now. The additional skill points, both per level and starting, have proven far more valuable to me than what usually amount to extraneous stat points, anyway.

I agree. I didn't pick it my first couple times through because the skill cost just seemed like too much of a penalty - the only traits I picked were Bloody Mess and Small Frame, because all the others seemed like too much of a handicap considering I had no idea what the game was like. I only started taking gifted after reading arguments for it in walkthroughs, many replays later. People who read FAQs before playing and people replaying for the nth time are the only ones this trait is "broke" for, and neither should be taken into consideration when balancing a trait. As you say though, the way he's changing the system pretty much requires different penalties for it. I still don't understand exactly why he's setting the starting skills to zero, beyond change for change's sake. Did the main character grow up in a dark closet, only coming out for training in his/her three tag skills?
 
Overly Critical said:
Here's a question for you that may or may not have already been asked. Given that there will be less ammunition and therefore more of an emphasis on un-provisioned combat, what direction are you guys thinking of for the melee weaponry? I realize that unarmed is getting alot of improvements (depending on how you look at it), but what of melee weaponry? Will you be able to chain together a thrust, an overhead smash, and a side chop with a sledgehammer?

Since a lot of those animations were already in Jefferson, converting them to more "Van Buren-esque" melee weapon animations should be trivial (sorry, ScottE). So the short of it; yes, there should be different melee animations based on the weapon type.
 
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