On the General Gaming forum at Iplay, and not speaking about Fallout3 Ewen Brown asked this question:
<blockquote>are there any good alternatives to leveling
all the use to improve methods i've encountered pretty much sucked the thing is leveling doesn't completely make sense
any ideas?</blockquote>
In the thread, when someone mentioned darklands,JE Sawyer replied by saying:
<blockquote>Yes. No levels and a learn-by-doing system that never seemed to get in the way of the game. It also almost never resulted in abuse. However, I'd take their learn-by-doing system a step further and reward the player more for failure than success. It would help slow the progress of a single skill.</blockquote>
G3N13 didn't agree with Sawyer, and stated that powergamers would just reload picking locks until they failed at it, to which Sawyer replied with:
<blockquote>And, properly designed, the tradeoff is that the lock now cannot be picked. Success has inherent rewards, and failure brings the potential for rewards. That's the thing. Failure doesn't insure progress, but it helps. I used this in a pen and paper system a long time ago, and it worked very well. Players wanted their characters to succeed, not fail, but failure did help them advance their skills from session to session.</blockquote>
G3N13 pushed his point further on the topic of reloading, to which Sawyer said:
<blockquote>Again, failure doesn't guarantee that the character will improve, and any individual failure need not inform the player of its effect on their chance to improve. The goal is to get players to simply play the game and sort of forget about the "gamey" aspects of it. This is something Darklands did very well.</blockquote>
Link to thread
This is not related to Fallout3, just an inside look on the gaming design ideas of J.E. Sawyer.
And some other threads of lesser interest:
Thread about rotating camera angles
Thread about armors, in which Sawyer again noted his intention to balance the power armor to prevent it from becoming an uber-armor
<blockquote>are there any good alternatives to leveling
all the use to improve methods i've encountered pretty much sucked the thing is leveling doesn't completely make sense
any ideas?</blockquote>
In the thread, when someone mentioned darklands,JE Sawyer replied by saying:
<blockquote>Yes. No levels and a learn-by-doing system that never seemed to get in the way of the game. It also almost never resulted in abuse. However, I'd take their learn-by-doing system a step further and reward the player more for failure than success. It would help slow the progress of a single skill.</blockquote>
G3N13 didn't agree with Sawyer, and stated that powergamers would just reload picking locks until they failed at it, to which Sawyer replied with:
<blockquote>And, properly designed, the tradeoff is that the lock now cannot be picked. Success has inherent rewards, and failure brings the potential for rewards. That's the thing. Failure doesn't insure progress, but it helps. I used this in a pen and paper system a long time ago, and it worked very well. Players wanted their characters to succeed, not fail, but failure did help them advance their skills from session to session.</blockquote>
G3N13 pushed his point further on the topic of reloading, to which Sawyer said:
<blockquote>Again, failure doesn't guarantee that the character will improve, and any individual failure need not inform the player of its effect on their chance to improve. The goal is to get players to simply play the game and sort of forget about the "gamey" aspects of it. This is something Darklands did very well.</blockquote>
Link to thread
This is not related to Fallout3, just an inside look on the gaming design ideas of J.E. Sawyer.
And some other threads of lesser interest:
Thread about rotating camera angles
Thread about armors, in which Sawyer again noted his intention to balance the power armor to prevent it from becoming an uber-armor