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Programming / Re: Realism in Roguelikes
« on: November 20, 2013, 06:54:05 PM »
While I realize that you're saying you're done with attributes, one other thing I wanted to throw in:
The current discussion's been focused on getting carried away with excessive attributes to represent different things, either for flavor or gameplay purposes, but if we're trying to split up all the different gameplay mechanics into different attributes to avoid bundling unrelated gameplay concepts together (e.g. it's annoying when your wizard can't carry anything because he has low strength because it doesn't help him survive otherwise), do we need "attributes" in the "strength/dexterity/intelligence/etc" sense at all? Why not just have stats like "melee damage" or "carry amount"?
Part of this idea is coming from some games in a different genre entirely: League of Legends vs. Dota. In DotA, you have three attributes - Intelligence, Agility, and Strength. Strength boosts health and health regeneration, agility boosts attack speed and armor, intelligence boosts mana and mana regeneration, and one of them will also boost your attack damage depending on your character. You can also get items that directly boost certain stats like damage or attack speed, but many items work in terms of attributes.
In League of Legends, the stats are just named directly after what they do. There's no strength or dexterity or intelligence. There's just "attack damage" and "ability power" and "mana" and "health" and so on.
So the question is, from a gameplay standpoint, do we need to name attributes at all? I think one of the reasons having too many attributes can be a problem is that it can be hard to keep track of what each one does. If you've got 7 different attributes, you have to know what they're all for in order to decide which ones to raise. But it's much easier if one of your attributes is just called "attack damage". There's no question of "wait, what exactly does wisdom do again? Will that help on this character?" Just "I need more damage, I'm gonna put this point into that."
You lose flavor in the process, of course, but you get transparency. Some would accuse LoL's stat system of being overly simple or lacking in any flavor, but one of the things I really like about it is that it's extremely transparent. The effects of each stat follow very simple, easy-to-understand formulas. Even armor and magic resist function in such a way that makes it really easy to estimate off the top of your head how much difference they make (physical damage taken is damage/(100 + armor), and same for magic resist and magic damage).
The current discussion's been focused on getting carried away with excessive attributes to represent different things, either for flavor or gameplay purposes, but if we're trying to split up all the different gameplay mechanics into different attributes to avoid bundling unrelated gameplay concepts together (e.g. it's annoying when your wizard can't carry anything because he has low strength because it doesn't help him survive otherwise), do we need "attributes" in the "strength/dexterity/intelligence/etc" sense at all? Why not just have stats like "melee damage" or "carry amount"?
Part of this idea is coming from some games in a different genre entirely: League of Legends vs. Dota. In DotA, you have three attributes - Intelligence, Agility, and Strength. Strength boosts health and health regeneration, agility boosts attack speed and armor, intelligence boosts mana and mana regeneration, and one of them will also boost your attack damage depending on your character. You can also get items that directly boost certain stats like damage or attack speed, but many items work in terms of attributes.
In League of Legends, the stats are just named directly after what they do. There's no strength or dexterity or intelligence. There's just "attack damage" and "ability power" and "mana" and "health" and so on.
So the question is, from a gameplay standpoint, do we need to name attributes at all? I think one of the reasons having too many attributes can be a problem is that it can be hard to keep track of what each one does. If you've got 7 different attributes, you have to know what they're all for in order to decide which ones to raise. But it's much easier if one of your attributes is just called "attack damage". There's no question of "wait, what exactly does wisdom do again? Will that help on this character?" Just "I need more damage, I'm gonna put this point into that."
You lose flavor in the process, of course, but you get transparency. Some would accuse LoL's stat system of being overly simple or lacking in any flavor, but one of the things I really like about it is that it's extremely transparent. The effects of each stat follow very simple, easy-to-understand formulas. Even armor and magic resist function in such a way that makes it really easy to estimate off the top of your head how much difference they make (physical damage taken is damage/(100 + armor), and same for magic resist and magic damage).