Stats and levels need to die in RPG

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LumbergTech

Diamond Member
Sep 15, 2005
3,622
1
0
I knew there would be outrage from the the current MMORPG crowd. I was concerned about stats being removed at first but after seeing how it would all work first hand I'm not anymore. The reason I posted what I did is I was recently contracted to work for a new MMORPG. I was told it would be something totally different from the current concepts and boy were they right. They plan to announce in June when the final team is complete. I'm not involved in the full project, I was contracted to do some mock ups for that June announcement.

I will not go into who is doing it or what it is based on, I value my income too much for that, but will say I have never seen anything like it. Their monthly fee is steep anywhere from $24.95 - $29.95 but I understand the reasoning behind that fee as they are going to do a lot that has never been done before like replacing most of the NPC with real people not scripts and it also is a one server world which can get costly. If I didn't know the companies involved I would say it was all a bit too big an undertaking but they have the talent and the resources so I think it will happen. Announcement coming June 2010

I personally think you are on to something with your original post. I'm not sure how it would be done effectively, but the whole +5 to this etc is just plain boring and cheesy. Current players are just having a hard time seeing outside of the modern formula.
 

Modelworks

Lifer
Feb 22, 2007
16,240
7
76
Sorry but stats/levels are right there next to involved story/dialog trees as things that define a CRPG. Maybe you don't like that definition but its the truth.

The only reason stats are used is because of the limitation on the technology and previous game designs that relied on them to convey when the player had advanced.

In a current rpg when you buy a sword you look at the stats to determine how good it is. Then you go out and use it a few times and kill the same monster several times with it. The next time you see that same monster do you pop open inventory and check the stats or do you attack the monster based on your experience with the weapon ?

Which would be better:
You could not kill a monster before but since the game has told you that you gained a level, the monster is now showing as easy to kill so you go kill it.

You could not kill a monster before but have been killing lots of slightly lower monsters and improved your sword skills some and notice that these monsters are no longer as tough as they were so you go and kill that higher level monster , not because the computer told you that you could but because you decided that your character was able to do it.

I would rather have discussions with players like " I tried to kill monster xx twice now and I couldn't do it, my sword is pretty good and I have been practicing on monster yyy" and someone reply , " You have to come from behind monster xx because it has weaker armor at the back than the front and retreat when it tries to bite"

Than discussions like " I tried to kill monster xx twice now and I was using the sword that has AGI+5, DEX+12 , STR+3, and it hit me for 300pts dmg several times" and someone reply " You need to go buy sword XXX with +20dmg and use the +50hp potions and remember to boost your stamina stats by +5"

One puts the player in the game, while the other pulls the player out, reminding them it is a game.
 

lifeobry

Golden Member
Oct 24, 2008
1,326
0
0
Finding a new item, looking at the stats and realizing it's better than what you have is one of the fun parts of RPG's.

When they nerfed stats in Oblivion so attack was just one number it severely dulled the excitement of finding a new weapon.
 

Fenixgoon

Lifer
Jun 30, 2003
31,819
10,359
136
The only reason stats are used is because of the limitation on the technology and previous game designs that relied on them to convey when the player had advanced.

In a current rpg when you buy a sword you look at the stats to determine how good it is. Then you go out and use it a few times and kill the same monster several times with it. The next time you see that same monster do you pop open inventory and check the stats or do you attack the monster based on your experience with the weapon ?

Which would be better:
You could not kill a monster before but since the game has told you that you gained a level, the monster is now showing as easy to kill so you go kill it.

You could not kill a monster before but have been killing lots of slightly lower monsters and improved your sword skills some and notice that these monsters are no longer as tough as they were so you go and kill that higher level monster , not because the computer told you that you could but because you decided that your character was able to do it.

I would rather have discussions with players like " I tried to kill monster xx twice now and I couldn't do it, my sword is pretty good and I have been practicing on monster yyy" and someone reply , " You have to come from behind monster xx because it has weaker armor at the back than the front and retreat when it tries to bite"

Than discussions like " I tried to kill monster xx twice now and I was using the sword that has AGI+5, DEX+12 , STR+3, and it hit me for 300pts dmg several times" and someone reply " You need to go buy sword XXX with +20dmg and use the +50hp potions and remember to boost your stamina stats by +5"

One puts the player in the game, while the other pulls the player out, reminding them it is a game.

so basically, you want all stats out of the game?

how are you supposed to get an indication of your character's strength (or weakness) without stats to relate your character to other players or monsters?

how do you find out which areas are good or bad for you? trial and error and getting your ass handed to you multiple times?

you can still include things like weak armor in the back (backstab / attacks of opportunity in DnD games).

stats take the game from completely random (no idea how strong you are relative to another player/monster) and give you a basis on which to compare.
 

Modelworks

Lifer
Feb 22, 2007
16,240
7
76
so basically, you want all stats out of the game?

how are you supposed to get an indication of your character's strength (or weakness) without stats to relate your character to other players or monsters?

How do you decide if you should fight the guy who pushes you inside a bar in the real world ?

how do you find out which areas are good or bad for you? trial and error and getting your ass handed to you multiple times?

How do you decide that the area of town you are in at whatever time it is and by how others are reacting to you might not be the best place to be ?



you can still include things like weak armor in the back (backstab / attacks of opportunity in DnD games).

stats take the game from completely random (no idea how strong you are relative to another player/monster) and give you a basis on which to compare.

They are used as a basis because the games had no other way to convey that to the players.


I admit there are a lot of challenges with implementing something like this and I have my doubts if the technology is there just yet, but it isn't my money and I can't wait to see if it can be pulled off.
 

spittledip

Diamond Member
Apr 23, 2005
4,480
1
81
How do you decide if you should fight the guy who pushes you inside a bar in the real world ?



How do you decide that the area of town you are in at whatever time it is and by how others are reacting to you might not be the best place to be ?





They are used as a basis because the games had no other way to convey that to the players.


I admit there are a lot of challenges with implementing something like this and I have my doubts if the technology is there just yet, but it isn't my money and I can't wait to see if it can be pulled off.

This makes alot of sense- the idea is just to make it more real-life- you learn by experience. Also, I am assuming that with weapons and armor etc, the real stats will be what it is made of, the sharpness of the blade, the thinness or thickness of the metal, etc. What else will be in place to determine the "stats" of weapons and armor and other items you come across and buy?
 

Fenixgoon

Lifer
Jun 30, 2003
31,819
10,359
136
How do you decide if you should fight the guy who pushes you inside a bar in the real world ?



How do you decide that the area of town you are in at whatever time it is and by how others are reacting to you might not be the best place to be ?





They are used as a basis because the games had no other way to convey that to the players.


I admit there are a lot of challenges with implementing something like this and I have my doubts if the technology is there just yet, but it isn't my money and I can't wait to see if it can be pulled off.

so i should size up enemies on the screen by trying to figure out how many muscle ripples they have? cmon now.....

there are also things called crime statistics that can tell you which areas to avoid in real life. fancy that, numbers to tell you what's good and bad
 

spittledip

Diamond Member
Apr 23, 2005
4,480
1
81
so i should size up enemies on the screen by trying to figure out how many muscle ripples they have? cmon now.....

there are also things called crime statistics that can tell you which areas to avoid in real life. fancy that, numbers to tell you what's good and bad

Probably how you size up an animal in real life- its size and ferocity and "abilities." Also, you might ask people in town, etc. to get info, like he suggested previously.
 

Modelworks

Lifer
Feb 22, 2007
16,240
7
76
so i should size up enemies on the screen by trying to figure out how many muscle ripples they have? cmon now.....

there are also things called crime statistics that can tell you which areas to avoid in real life. fancy that, numbers to tell you what's good and bad

That was my question as well and my concern that the tech might not be ready just yet, but I was reassured that had been addressed, so I guess we will see.

From what I understand release is sometime in 2013 so that is a long way off and maybe by then the hardware will be able to show things like how imposing a character is. I can't say I was just given the rough overview and was very skeptical until I talked it over. I guess you could say I have seen the light !


The way you would know where not to go is if everyone in game is going there and dying , you might want to tread lightly
 

Modelworks

Lifer
Feb 22, 2007
16,240
7
76
This makes alot of sense- the idea is just to make it more real-life- you learn by experience. Also, I am assuming that with weapons and armor etc, the real stats will be what it is made of, the sharpness of the blade, the thinness or thickness of the metal, etc. What else will be in place to determine the "stats" of weapons and armor and other items you come across and buy?

I really don't know how it will be done I am just doing some character workups and designs based on the theme they chose. I'm just explaining it the way it was explained to me . It sounds really good if it can be pulled off but I'm worried about the tech part of it.
 

coloumb

Diamond Member
Oct 9, 1999
4,096
0
81
You will always have "stats".

Current rpgs: "Dodging sword of undead death" [stats: +20 hit, +5 dex, +hit evil outsiders]
RPG without "stats" - sword made from hardened cast iron and sharpened by the most excellent swordsmith in your area.

Levels - they are needed unless you plan to keep every NPC at "level 1" with different capabilities [which really are nothing more than hidden "stats"]. In that type of RPG - you wouldn't see a health bar, you wouldn't know their weakness/strengths/techniques unless you either battled the npc or talked to other people who already have [ie: make sure you drink a 5 hour power energy drink because it's going to be a long fight - and if you snort some coke - it'll enhance your senses which will allow you to "dodge" better]. However, you would "learn" how to kill the enemy more quickly [through repetitive killing].

No matter what - "stats" will allways be a part of any RPG [and game for that matter] - whether they are "hidden" [hardened iron extra sharp sword] or in plain sight [+20 hit, +5 dex magic sword of dodging undead death].

Hell - everyone and everything in LIFE has stats...
 

ivan2

Diamond Member
Mar 6, 2000
5,808
0
0
www.heatware.com
there's already a game like this and it's the Witcher, no stats but some HP and MP, no time wasted trying to build your character at all. what u know is that if you swing the sword 4 times instead of 3 u deal more damages.
 

CountZero

Golden Member
Jul 10, 2001
1,796
36
86
That is why they are released and then people get bored. There is no substance, just mindless button pushing.

People don't get bored because there are stats. They get bored because there isn't always something interesting to do.

While the idea you are describing is a bit interesting I can only see it maybe working if 1) the game isn't meant to be exceptionally fantastical (ie all the weapons are realistic, not really magical) and 2) there are very few item upgrades.

If its fantastical then determining whether you want to wield the flaming sword or the sword with runes etched in it is largely indeterministic without going out and trying it. Armor gets even worse as most fantastical armor is ridiculous by regular standards and outside of adding a bunch of different metals and such I couldn't even guess how to tell armors apart (this is made of superdium and my old one was made of okdium so it must be better)

And at the end of the day if its a moderately successful MMO what stuff is better than what other stuff is knowledge that will be known, cataloged and passed on in and out of game within weeks of the game coming out (or earlier if they have an open beta or large closed beta).
 

Fenixgoon

Lifer
Jun 30, 2003
31,819
10,359
136
there's already a game like this and it's the Witcher, no stats but some HP and MP, no time wasted trying to build your character at all. what u know is that if you swing the sword 4 times instead of 3 u deal more damages.

true, stats are minimal in the witcher. they still exist though.

really enjoyed the game
 

rchiu

Diamond Member
Jun 8, 2002
3,846
0
0
The only reason stats are used is because of the limitation on the technology and previous game designs that relied on them to convey when the player had advanced.

In a current rpg when you buy a sword you look at the stats to determine how good it is. Then you go out and use it a few times and kill the same monster several times with it. The next time you see that same monster do you pop open inventory and check the stats or do you attack the monster based on your experience with the weapon ?

Which would be better:
You could not kill a monster before but since the game has told you that you gained a level, the monster is now showing as easy to kill so you go kill it.

You could not kill a monster before but have been killing lots of slightly lower monsters and improved your sword skills some and notice that these monsters are no longer as tough as they were so you go and kill that higher level monster , not because the computer told you that you could but because you decided that your character was able to do it.

I would rather have discussions with players like " I tried to kill monster xx twice now and I couldn't do it, my sword is pretty good and I have been practicing on monster yyy" and someone reply , " You have to come from behind monster xx because it has weaker armor at the back than the front and retreat when it tries to bite"

Than discussions like " I tried to kill monster xx twice now and I was using the sword that has AGI+5, DEX+12 , STR+3, and it hit me for 300pts dmg several times" and someone reply " You need to go buy sword XXX with +20dmg and use the +50hp potions and remember to boost your stamina stats by +5"

One puts the player in the game, while the other pulls the player out, reminding them it is a game.

You can also have a game that if you die the computer deletes your game and never allow you to play again, ever. Realistic? Sure, but fun? nope. RPG IS a game, it's not about how closely it mimics life. If it mimics life to add to the fun and ease of control, it's great. But if it mimics life for the sake of mimics life exactly, hey why play game when we all live a real life.

Not to say your idea is good or bad, but the bottom line is how good the implementation is and if the new idea adds to the fun and playability factor. If all the game trys to do is to be different and to make it as close to real life as possible, yet tedeous to play and don't have a compelling story, well good luck to the game.
 

JoshGuru7

Golden Member
Aug 18, 2001
1,020
0
0
How do you decide if you should fight the guy who pushes you inside a bar in the real world ?
Your idea might work for what you know about the other guy (simple physical description), but the difference is in how much you know about yourself. Your entire lifetime is filled with data points that you unconsciously use to make decisions and when you're stepping into the role of a character the statistics and levels you dislike are necessary to convey information that would otherwise be 500 volumes of biographical text.

For example, an archer firing at an animal would already have a pretty good idea of how accurate they are and how effective each type of arrow they carried was. They would also already know a lot about the world they lived in, and how dangerous various creatures were. I would find the learn-by-experimentation game you propose a.k.a. Bourne Identity far less realistic unless you had some sort of plot point that covered why your character suddenly lost their entire lifetime stock of knowledge (amnesia + strange planet?)
 

daishi5

Golden Member
Feb 17, 2005
1,196
0
76
The only reason stats are used is because of the limitation on the technology and previous game designs that relied on them to convey when the player had advanced.

In a current rpg when you buy a sword you look at the stats to determine how good it is. Then you go out and use it a few times and kill the same monster several times with it. The next time you see that same monster do you pop open inventory and check the stats or do you attack the monster based on your experience with the weapon ?

Which would be better:
You could not kill a monster before but since the game has told you that you gained a level, the monster is now showing as easy to kill so you go kill it.

You could not kill a monster before but have been killing lots of slightly lower monsters and improved your sword skills some and notice that these monsters are no longer as tough as they were so you go and kill that higher level monster , not because the computer told you that you could but because you decided that your character was able to do it.

I would rather have discussions with players like " I tried to kill monster xx twice now and I couldn't do it, my sword is pretty good and I have been practicing on monster yyy" and someone reply , " You have to come from behind monster xx because it has weaker armor at the back than the front and retreat when it tries to bite"

Than discussions like " I tried to kill monster xx twice now and I was using the sword that has AGI+5, DEX+12 , STR+3, and it hit me for 300pts dmg several times" and someone reply " You need to go buy sword XXX with +20dmg and use the +50hp potions and remember to boost your stamina stats by +5"

One puts the player in the game, while the other pulls the player out, reminding them it is a game.

You are trying to hide information that gives the player a knowledge advantage, but the stats are still going to be present. If you hide information that is valuable, and in rpgs stats are valuable to know, some players will dig that information out because knowing that information is valuable. Then those players who do the digging have an advantage. Those numbers have to be under the system, sword of ultimate stabbity has to have some form of stat for the computer to decide how well it worked. Good stat systems give good feedback to the players allowing all players to make well informed decisions. Bad stat systems hide or distort information from players, giving advantages to those who really dig into the system. If you think having a numerical hp bonus on an item ruins the feel of a game, how much do you think a player running 100 tests on items to determine the damage output difference between 2 weapons will affect the feel of a game?
 

brandonb

Diamond Member
Oct 17, 2006
3,731
2
0
Asheron's Call 1 had this system for weapons/armor. It had stats, etc, but you needed to have the skill to ID the stuff to see the stats. It was actually really cool, you could have certain classes created just with ID ability (and as they ID'd stuff they'd gain more skill in it) so you'd have ID characters running running to be able to ID your stuff. You'd give them the item, they would "inscribe it" with the stats so the player could know what the stats were.

But the better the armor/swords, etc, the harder it would be to ID and inscribe it, and you'd have people running around with swords that nobody knew the stats of, but you knew it was good because nobody could ID it... It was actually pretty fun!

My roommate at the time had a "Ruby Tachi" sword nobody could ID, but he could literally 1 hit monsters and slay them with one big hit... Everybody was like "Wow! That's awesome" but nobody ever knew the stats.

He quit playing Asheron's Call because he went into a tuff dungeon and got ganked by NPCS that had huge fireballs and got nuked by like 10 of them unexpectantly, and that game you lost your best items when you died (like the 2-3 best items) so there went his Ruby Tachi... He could go back into the dungeon to reclaim his items but kept getting ganked over and over until he was out of items... He was so pissed off... He deleted his character and broke the CD.

But it was a cool system anyways.
 

cloudzero

Member
Feb 18, 2009
36
0
0
Maybe descriptions of items could give enough information to the player to replace the numbered stats, but they might have to be detailed. It would be even better to have comparisons to other items, like 'This Razor Edge Axe looks much sharper and stronger than the Short Axe I'm using now.'

I remember leveling-up in Elder Scroll games and how there was a little description when you woke up after leveling, something about feeling smarter and stronger than you used to. It was just one line and was different from level to level up to a certain point, then it just said the same thing. Maybe dumb descriptions could work here too when you 'level-up', like 'Compared to yesterday, I feel much more swift when attacking and defending' or 'Over these last few days, I've learned so much and know more than I used to about medicine'. Something like that...I don't know.

Leveling would still have to happen behind the scenes, unless it's all weapon based and maybe increased hitpoints, sort of like The Witcher. Very few weapons to choose from, but one is better than the other for certain enemies. Even fewer armors to wear. I'm assuming alchemy provided the extra stats, but I didn't make too many potions myself.
 

JoshGuru7

Golden Member
Aug 18, 2001
1,020
0
0
Maybe dumb descriptions could work here too when you 'level-up', like 'Compared to yesterday, I feel much more swift when attacking and defending' or 'Over these last few days, I've learned so much and know more than I used to about medicine'. Something like that...I don't know.
The issue here is that you're keeping the stats and levels but just hiding from the player. Maybe this would make for a puzzle RPG where the player had to figure it all out through trial and error, but it wouldn't make for a more realistic RPG.

To use your example, in real life you know how skilled you are when it comes to medicine (presumably) and can fairly accurately estimate the risk of your performing invasive medical procedures (0% expected survival rates in my case). Knowing that your medical skill is 12/100 in an RPG is simpler but actually far less informative than real life and knowing that "you know something about medicine" would be even worse.
 

xboxist

Diamond Member
Jun 25, 2002
3,026
1
71
I'm not sure I understand the OPs idea.

RPGs already "show" you growth in your character by being able to hit things harder and add additional abilities as you progress. Your change is basically suggesting what already exists, but with simply stripping all of the stats/numbers that we equate progress to?

Who is asking for that and how does that improve the genre? That's taking away information from the players.
 
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