STATS ARE FOR SISSIES: ALTERNATIVES TO TRADITIONAL GROWTH MECHANICS

Posts

^ We're not here to talk about obfuscating math from character progression. We're here to talk about alternate forms of math to form the basis for character progression, mainly the forms that Craze just mentioned.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yeah, no one really was suggesting that stats should exist but be hidden. I mentioned a game that did that, but it wasn't my point. My point in mentioning that game was to bring up party size as an alternative method of growth.

We're talking about removing stat growth entirely. For example, uh... well, read the OP.

Just getting new abilities as you go that are more and more effective is another option. Firaga replaces Fira, which replaces Fire. That's improvement. Removing stats and making new skills be the primary method of improvement across the entire game has the potential to be interesting. I think you would still need either HP or defense to increase, though, because as power gradually ramps up you need enemies and players to still be able to survive.

Well, you don't strictly need HP or defense stats to increase. You can give the player and the enemies better defensive buffs and better healing spells as the game goes on. They'll only be in more danger on the first round.
Craze
why would i heal when i could equip a morningstar
15170
ArmorcladVampireBear_
Any decision to obfuscate math is a decision to shroud the player's ability to choose what's right for their character with the developer's own subjectivity in addition to the subjectivity that's inherent to the overall game mechanics and balance.

The entire point of the trait system is to remove any sort of opacity. I am shocked by your inability to understand this, especially when it was stated in the OP.

P.S.S. Please never bring up "stats in real life" ever again, as it adds nothing to any game design topic
User was warned for this post
Max McGee
with sorrow down past the fence
9159
The entire point of the trait system is to remove any sort of opacity.


I don't see how this is the case. It seems to me that the level of opacity is kind of unchanged from a standard system with stats to this.
Well, I think that "+20% damage with swords" is less opaque than say "+10% attack" since the former tells exactly what actually happens while the latter requires the player to go trough the middle-step of figuring out how much damage the +10% attack translates to. Heck, I've noticed that a lot of people in our community has a hard time with the latter, even when they are dealing with a game they made themselves.
Max McGee
with sorrow down past the fence
9159
Why are you using percents, though?
I came to think of Skyrim and that game uses percentage when it comes to bonus damage, at least as far as I've seen, so I went with it. My example works with "+10 damage" vs "+10 attack" as well though. Far from all games are as simple as +10 attack granting +10 damage.
Max McGee
with sorrow down past the fence
9159
Well that's because there's an important intermediating factor--defense.

+10 Damage and +10 Attack are different stat mods, they don't just have different opacity. One of them looks at damage before defenses, and one of them looks at it after. To me, at least.
I want to play as a diamond golem.
author=Max McGee
Well that's because there's an important intermediating factor--defense.

+10 Damage and +10 Attack are different stat mods, they don't just have different opacity. One of them looks at damage before defenses, and one of them looks at it after. To me, at least.

It's also because a lot of games don't make one point of attack equal to one point of damage in the first place.

Anyway, yes, they are different stat mods. I don't think I said it was not though.
Craze
why would i heal when i could equip a morningstar
15170
One of the major elements of both systems is that the progression is less "25 to 999 damage," and much more "I can better adapt to new situations and each of my characters is a specialized unit that I hand-crafted." Fireball damage might only raise from 150 to 200, but now that Carmilla absorbs 30% of magic thrown at her as MP, her critical spell hits automatically inflict Blind, and she restores 40 HP when she hits any enemy that has an ailment inflicted. Her ability to deal damage and ability to withstand damage have increased, especially against spellcasting foes, and yet the game has remained balanced and she isn't a supreme goddess that crushes everything.

If you want a gradual number progression, just allow level gains that... raise numbers over time. The Ogre doesn't have 345 Strength. Instead, the L52 Ogre deals (50 + 52 * 10) damage as its base, just like L52 Carmilla and L52 Leonidas do. The forms that damage takes and the modifiers it goes through are what make it feel so different for each character.
Versalia
must be all that rtp in your diet
1405
author=Craze
now that Carmilla absorbs 30% of magic thrown at her as MP, her critical spell hits automatically inflict Blind, and she restores 40 HP when she hits any enemy that has an ailment inflicted. Her ability to deal damage and ability to withstand damage have increased, especially against spellcasting foes, and yet the game has remained balanced and she isn't a supreme goddess that crushes everything.


GW2, for one, has eliminated "stats" in favor of traits like Craze is describing, even further than GW1 already did. Basically, you have your Death Shroud, and then you can invest points in things like "poison enemies who touch you while Death Shrouded." It really drives along a sense of emergent gameplay while completely ignoring character-specific statistics.

By the way, GW1 has an entire wiki full of info on the game, and their attack/defense formulas - though complicated - are posted and explained so as to be completely transparent. They already barely use 'stats', but have FURTHER gone out of their way to remove any mystery from the formulas in the wiki.

author=Max McGee
Well that's because there's an important intermediating factor--defense.

+10 Damage and +10 Attack are different stat mods, they don't just have different opacity. One of them looks at damage before defenses, and one of them looks at it after. To me, at least.


You're almost too genre-savvy (formula-savvy?) - my game in particular uses defense and attack both BEFORE final damage is calculated, meaning +10 ATK and +10 DEF are in fact the same stat mod/cancel each other out. Jumping to conclusions about how things are formulated is a really good way to make the game's numbers seem more opaque to you immediately (and is a good argument for Craze suggesting that this type of formula is unnecessary anyway).
I'm not 100% positive about this, but I think the video/computer game "Dungeon Master" was the first RPG to establish a standard of eschewing experience point level progression. In Dungeon Master, your characters would 'level up' their respective skills through actual use. For the time (1987) the system was very revolutionary, and variations of it are still used today.

While I think the system added a lot to the experience, I also think that the Dungeon Master system works better in action RPGs than in turn based ones. Generally, in an action RPG a player is invited to dynamically level up skills through immersive activities, such as casting a fireball spell on a group of enemies. Actions are quick and reactive, which means they seldom seem tedious. By contrast, having to level up individual abilities in a turn based RPG through battles can really come across as pointless busy work, as not having a necessary trait at a certain level can grind the game to halt. Furthermore, if characters in a turn based RPG are just grinding to improve their skills, there is no reason not to simplify things by just using traditional stats.

Having said that, the proliferation of MMOs and similar action RPGs means that skill-based gameplay isn't going away any time soon.
@Lucid: Sometimes you have to find a way to make something work instead of being content with knowing in advance that it will. Case in point, non-EXP/stat progression in turn-based combat, on the condition that the character growth system that replaces it is designed well enough to escape the pitfalls you mentioned.
@DBAce9Aura
I do try to be optimistic, but I haven't seen it 'work' in any commercial turn-based RPGs which tried it. That is of course a subjective thing to say, since some people might prefer skill based progression in a turn-based RPG to stat-based, but I've always felt that such a system came across as clunky and non-intuitive. I think it really works much better in action RPGs like MMOs, where the player can make actions quickly and build up skill points much faster than if they were engaged in turn-based combat.

I'm not saying that skill based progression can't work in a turn based game, and if somebody does end up making a game that uses said system that I like I will revise my opinion. As it stands now though, I can't think of any such games I've played that I have found fun, and I have played a lot of RPGs.
If the only problem would be grinding, just make the traits/skills rise quickly to avoid tediousness.
Craze
why would i heal when i could equip a morningstar
15170
Avee
If the only problem would be grinding, just make the traits/skills rise quickly to avoid tediousness.


Or don't rely on the RPG standby of trashy, weak enemy groups harassing you constantly. Fewer, more difficult battles all the way.
but I need the trashy groups to validate my numerical superiority! (I admit, I am a stat-sissy)
author=kentona
but I need the trashy groups to validate my numerical superiority! (I admit, I am a stat-sissy)


Then we could add a "general mastery" point for every skill rank the character increases. That way we can rate characters on a nominal scale.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Avee
If the only problem would be grinding, just make the traits/skills rise quickly to avoid tediousness.


This doesn't really make sense - the characters need to keep improving until near the end of the game. If your game is 20 hours long then of course it's going to take 18 hours or more to get everything to max power, or to the power needed for the final boss.

An interesting option, sort of how Chrono Cross works, would be to give skill levels (or stats for that matter, in an FF2j or SaGa style stat-earning system) very quick growth, but a cap that increases by a few points after defeating each boss. In Chrono Cross you can earn stats only for the first 3 or 4 battles after each boss, I think. After that you stop earning them until fighting another boss. That way the stat growth is not tedious, plus you as the designer have a pretty good idea of how strong the player is going to be. And you can have more trash battles if you want to, but they won't affect the stat growth curve. This would actually work better in a skill-growth system than a stat system: instead of semi-randomly allocated stats, you would just get the opportunity to earn one extra talent point or skill level by fighting a few battles after each boss.

(Chrono Cross actually has the counter reset after each boss rather than increasing the cap, so if you fight less than 3-4 battles between bosses you don't get your stat points and can never make them up, which is stupid, don't do that.)