The Numbers that Shape Our Lives
There are a couple three threads going around dealing with skill caps and Numbers. I encourage you all to read them.
These are in fact some of the best discussions on the board in recent history. Several of the posts on the thread were near editorial quality. However, since I don't have rights to quote other people's posts, I'll just summarize by posting my quotes. This will be somewhat biased, but editorials often are.
The debates range from 'How do we know when we reach the cap?,' to 'How do we know anything?' I'll try to keep this coherent.
In most RPG's in recent history (the last 20 years,) everything is governed by numbers and the roll of the dice. Some people want this to continue in Horizons, and some people think it's time to move on. Guess which side I'm on.
I hate to disagree with SCAN, and usually it
doesn't do any good. But here we go.
Numbers ARE important. Look at D&D. You have to
know what your skill is and the damage the
weapon does, and the
health of the enemy. Then you take all the
numbers and do the calculations. It works great.
However, the player doesn't do the calculating
anymore. That's all in the computer. So, for the
same reason we don't see the formula the program
is using to calculate damage, I don't think we
need to see the numbers either.
I'm not saying, 'use text-based messages,' I'm
saying, "DON'T USE MESSAGES."
Any of you play Aliens VS Predator? Look at the
'health meter' for the alien. That was perfect.
It was a 'glowing area' on
your UI. If you were full health it had a bright
glow, if it got down to nothing, you're dead.
That's perfect. You can see the amount of life
you have by the glow. You can even see how much
damage the enemy is doing by how much 'the glow'
changes each time it hits you. You don't need
numbers. You never get to see the enemy's
numbers anyway, so that part doesn't matter.
(How effective your strikes are could be done
something like the "Lightning Orb" idea, but I
wouldn't want it to be amount damage, but rather
percentage of your total damage ability.)
I don't think skills should be quantified at
all. The computer knows the numbers, and if you
want to know if you have the
skills, try the task.
The only problem I've run into with the "No
blatant quantifying" method is judging the worth
of items. How do I know a
"Broad Sword of Slaying" is worth buying? I'm
working on that part. (Weight can have numbers.
As can clothing sizes. There's nothing wrong
with saying "That ax weighs 5 pounds." But you
can't say, "And does 50 points damage." IRL. So,
to sum up. I think games and technology have
passed 'beyond' the 'numbers game.' Since we
don't have to manipulate the numbers, we don't
have to see them.
That's a pretty revolutionary idea, so I had to defend it several times.
It would be cool if AE could be truly
revolutionary, and define a new idea. However, I
guess I understand that since they
are making a game that is 'massively
multiplayer' they have to appeal to the 'massive
market' and changing all the rules isn't the
best way to do that.
And Again:
That's what we are all saying. We don't want to know specifics. We don't
want to know that Monster
X hits for 5 damage, so if we have 4 hit points
we run, and if we have 6 hps we fight one more
round. What we want is excitement, not
calculations. We want to wonder, "Is that enough
health to survive one more hit, or should I take
off?" That's when the adrenaline kicks in, not
from some accounting assignment.
Also, Pyros didn't say the dagger 'was' lucky,
just that it 'seemed' lucky. You're right in
that there isn't a lucky dagger, but
if you only have approximations of damage dealt
and hit percentage, a certain dagger can
certainly 'seem' lucky.
Can't you see? With the simple change from hard,
cold numbers to a representation, graphical, and
somewhat 'im-precise'
view of what's going on, it can take this ho-hum
game and turn it into something where you play
by 'feel' and you can become attached to things
for no actual reason. It becomes personal, and
in my opinion, more fun.
And Again:
I don't think "descriptions" have any benefits
over straight numbers. They are tied directly to
numbers, or number ranges.
Also, as has been said 50 times, spoiler sites
will give you the numerical translations.
What I want to offer is a system without
messages at all. We save the chat window just
for chatting. (What a concept!)
Instead, we program graphical representations
that totally change the way we expect the
information to get to us.
I want to expand
on what Thuamok said... quote:
Everyone who is in favor of graphics in an
RPG is already in favor of masking
numbers. There are more
precise(and much uglier) ways of displaying
the information.
The first RPG's used lots of dice and lots of
numbers. The numbers were used as a precise and
impartial way to determine
the outcome, and the dice were used as a way to
create risk, diversity, and suspense. Without
dice it would have been purely math, and without
numbers it would have been completely arbitrary.
As time went on, we progressed. The first
was computers. Now, the dice aren't needed. The
computer supplies the random element. The
numbers are still important though, because
that's how the player sees what's going on.
A few years ago, we started the second
revolution. This time it's graphics. We used to
say, "You go west, you see a building and trees,
exits are north, east, and down." Can any of you
honestly say that it wouldn't be completely
stupid if every time you moved a message came up
in the chat window saying, "You just moved
north, your new position is 2343,123. You can
see trees and a river." That isn't needed now
because the graphics can display that
information. It's not as precise. We don't get a
list of the exits, we have to spin around and
look, but it works great, and many people will
never go back.
Take that same thought, but
apply it to the numbers that you all know and
love/hate. Graphics have progressed even
further. Now, instead of, "You hit an ogre for
50 hps." we can have a "Lightning Orb" (if you
will) that shows us the relative power of the
attack. Sure it's not as 'precise' as numbers.
We don't know it was exactly 50. However, it is
accurate. If done correctly, we could know
easily how we compare to this enemy after just
one hit. Plus, similar methods could tell us how
hard we are getting hit in return. It's not a
better system, or a worse system. It's a NEW
system, and a more 'advanced' system. We are
progressing BEYOND numbers. Technology allows us
to hide the ugly parts of the game mechanics.
That's exactly what a User Interface is for.
Fire Prevention FAQ -
Q: How do I know if I can kill Monster X if I don't know my numbers.
A: Without getting a cheat guide in Everquest, how did you know you could
kill Monster X? There was nothing that spelled
out the stats of the monsters. You just had to
fight them, and then after a while, the 'Lore'
was known, and you could ask other players.
- Q: How do I
know if my skill is high enough to make Item
B?
A: Trial and error! How did you learn to do
Math? When did you know you could solve 5 x 3?
When you could do 5 x 3 in you sleep, your
teacher said, 'Okay, now try 5 x 12.' There are
no magic numbers you look at. You look at 'what'
you can accomplish and compare that to how hard
the next step 'SEEMS.' Why should the game be
all about numbers when just taking away the
numbers would make it closer to they way we
behave naturally? -
Q: Wouldn't spoiler sites and "ShowEQ" tools
just make all the hidden numbers visible?
A: Maybe. But that's out of the game. In game,
if the numbers aren't visible, you can't see
them. Sure, you may know that it takes skill of
50 to make chainmail, but you can't see what
your skill is. You know that a grelk has 150
hitpoints, but you don't know how much damage
you do in a swing. Plus, look at it this way.
There are thieves that can break into your car
in less than 60 seconds. Does that mean that you
never bother locking it? -
Q: But isn't this different than the way we've
always done it.
A: Absolutely, and isn't it
beautiful.
But then people wanted to know about the skill caps. How will we know when we've reached maximum progression for the hour/day/week/month? This is a common bit of feedback. In EQ you got a notification every time a skill went up. Also, you got a message saying you went up a level. Some people lived for that.
Some of you don't seem to 'get it.'
You
said, "I need to know when to stop whacking the training dummy." When you
are able to go out into the woods and survive long enough to whack a giant
rat, you don't need to whack the dummy anymore. Training dummies aren't for
maxing your skills, they are for getting started enough to go do the real
thing.
And if you max a skill to the soft cap, and then start
practicing a different skill, you're entirely missing the point. The whole
reason there are softcaps is to reduce power-gaming, not encourage it.
This is not a race. I believe we have progressed to the point that all
stats can be completely hidden. Back in Pen and Paper, you had to see your
'numbers' because you had to do the calculations yourself. Now that the
computer is doing everything, we don't need numbers anymore.
How do
you know if your stats are high enough to kill something? Go try to kill
it! How do I know if I can make "Baked Alaska?" Get the ingredients and try
to bake it.
There should be no notification that you've 'reached a cap.'
There shouldn't even be a notification that you've gained skills. It's all
internal and all automatic.
It will be INCREDIBLY different from what
we're used to. However, it's new, it's progress, it's better.
The complaint with that is if we don't know where we are, we can't decide if we're able to do certain things.
I see what you mean. However, how do you know if you can dunk a basketball?
How do you know if you can
rocketjump to the quad? You just have to keep
trying. I think it's a little lazy to think that
a game should just tell you what you can and
can't do. People are used to experimenting in
life; it's even easier in a game.
I think
having no numbers would slow the game down.
People who want to accomplish everything as fast
as they can will be frustrated. People who want
to know the answer before they ask the question
will be frustrated. However, I think that once people
figure out that the game is just a little slower
paced than the others, they will appreciate
the immersion.
It's new and crazy. Might
not be a safe bet, but I think it's a great
idea.
But some people don't like risks. They don't like experimentation. They want to know ALL the details, and then make a calculation before they try something.
But think of it this way also. How do you find a dragon's weaknesses?
Do you hunt big lizards, then baby dragons, then
wounded dragons, then dragons? Or, do you look
it up in the manual or spreadsheet? I have
nothing against learning the best way to fight,
but I think you learn better from real fighting
than training dummies. If I can max my skills in
a training room, that's like putting on god mode
or something.
Or also:
How do you know you can't make a katana or a wedding cake? You don't have
any numbers telling you do you? You
know because you're you, you've grown up with
you, right? I think we can use the same method
with our characters. You create a character. For
the first bit you'd have to just try it and find
out. However, after a while, you'd get the
'feel' of your character, and you could start
making judgements. Now, lets talk about that
katana. You can make daggers every time, and
short swords one out of 3. Since Katana's are 3
times as hard as short swords I would assume I
had a 1 in 9 chance.
Basically, my point is
that if you are really playing your character,
you KNOW your character because you've been
there for his progression.
There are still
flaws, I admit it. For one...How do I know the
katana is 3 times as hard as a short sword.
Seems like a number to me. Maybe we'd fix that
by failing at different times. If you try to
make a katana and it's going to take 3 days, but
you fail after 15 minutes, then you can't do it.
But if you fail after 2 and a half days, you're
really close. I don't know. It's gets tough.
Finally someone mentioned that this would be a new 'paradigm' in game mechanics. That is what I had been waiting for.
You say you want to know when you hit the 'soft-cap' for the
day/week/month/year. You say it would be
pointless and
frustrating to continue working on a skill
when you've already maxed out your improvement
for a certain time range. And you say that you
don't want people telling you how to play the
game.
This is what I want.
-
I don't want a "DING" to come up and say I'm
wasting my time if I'm doing something for my
own enjoyment.
- I don't want someone to ask for my 'numbers'
and then have them brush me off if I refuse to
play the game 'by the
numbers'.
- I want to play a game, I don't want to feel
like I'm falling behind in some desperate race to increase my skills.
- And, I want Horizons to be a game where 'in-
game' matters more than 'out-of-game.'
It seems to me that all a definite skill-cap
notification would do is make it so you can
maximize your stats in the shortest
possible time without actually playing the game.
Is that what you're saying? Do you want Horizons
to be a measuring tape, or a statistics
experiment rather than a fantasy
game?
No notification doesn't mean you won't hit all
your soft-caps and level as fast as it is
theoretically possible. It just means
you'll have to derive your own motivation and
not rely on statistics.
Play however you
want, but the world should be developed for
those who actually want to play IN the world.
Then I continued:
This is about the "DING! You've reached your
daily limit."
I personally think this is an
easy answer, "Absolutely not." Here's why. Look at Tetris. The point of the
game is to clear away as many lines as possible. After you clear away 10
lines you get a reward, "DING! Welcome to level 2." Saying "DING! You
reached a soft cap," is exactly like saying the purpose of Horizons is to
max out all your skills. If that's so, why are they making all sorts of
different styles of monsters? Why are they making breath-taking scenery?
The people who want a notification want to know when to stop
practicing. What are you practicing for? One person wants to be the best
trained guild in all of Istaria? Why not just keep practicing? If you're a
guild known for your great training, doesn't it seem odd to want to do the
minimum necessary? Maybe every second you aren't saving the world you
should be training to save the world! It fits exactly with the character
you wanted, and it doesn't require a 'DING.'
The ONLY thing,
(undebatable) that a DING does is maximize the result with a minimum
effort. It sounds a little lazy to me.
And Finally:
So The Bonk wants 2 games in one?
1. A game where you just mindlessly and repetitively practice skills, for
no reason other than to reach your skill cap.
AND
2. A game where
you are finally free to actually enjoy the game and play it the way the
developers designed it.
I guess I'm really confused about the need
of the first type of game. Why don't you just
throw that out? You obviously don't like it, or
you wouldn't want to know exactly when you can
stop playing it.
It just seems really silly for AE to design a
feature for people who ADMIT they don't want to
play the game the way it's
designed.
And that's my final answer. Showing actual numbers, and giving notification on changes in these numbers seems to say this game is all about maximizing those numbers. With simple changes this game can be so much bigger than a hectic race to have the best numbers. As long as I have a voice, I'm going to keep saying that we should work for this 'better place.'
- Marc Hawke