You talked mostly about customization and gameplay, but I'd even push it a step farther: there's something great about games that put in lots of content that the player may likely never even see unless they're putting in the effort. In addition to different styles of playthroughs, I'm talking about bizzar dialog or hidden decorations in the environment or rare enemies. These are things most players won't ever see, so therefore are a "waste" of money from a business standpoint, but which become the stuff of legends.
I also can't believe you made it through this blog without mentioning Dark Souls even once, given that it fits your theme perfectly. Perhaps at this point it feels like beating a dead horse? Didn't want to be too predictable? ;)
The way the stats work and the way you have choices whether or not to level up at all makes for an absurd amount of replayability through customization of your build, giving a vastly different feel to two different playthroughs. With some of the nerfs in the PC version, this also helps eliminate some of the sameness we've seen in builds lately.
Awesome stuff, man! FP this, I say.
I feel I've been slighted and short-changed. You sir have lost my business.
Talking about non-Souls games... I never.
Nah, but for real, great post and I agree whole-heartedly. Particularly in the case of a big sandbox style game, balancing the upgrade path in such a way that late-game characters all possess nearly the same skills and attributes seems like a giant sodding waste, compared to the ownership that comes from being forced to choose exactly what kind of character you want to play.
FWIW, I thought Skyrim struck a fine balance overall. A high-level character could be something like a master of all from a skill point perspective, being functional in nearly all skills. Bethesda, however, limited perk points to one-per-level, and gated desirable, gameplay-experience changing perks behind deep skill investment and perk prerequisites. The result was that specialization in a few skills of the player's choosing would be a more rewarding style of play.
If you want the cool archery abilities, you need the high tier perks like slow-time-zoom-aiming and chance-to-paralyze -- simply having 70+ in archery just provides a linear improvement to damage (and maybe range?, I don't recall for certain). If you wanted to tank up damage, just grinding your heavy armour skill would only provide modest return in damage mitigation, where going down the perk tree can make you a titan of defence and reduce the weight penalty, and other flavourful boons.
Until then: This was a fucking awesome blog.
Also, totally agree with your points about Fallout 3 and New Vegas.
If you play the Metal Gear games on their hardest difficulty they can be like this, especially Snake Eater, not in that you’re highly specialised, but they really limit your ammo and you have to think outside the box (or inside!) and use the obscure methods to get through, and the stamina meter wears out much faster and it really becomes about survival. I’d really recommend anybody try it out.
This was great by the way.
Anyway, this blog has got me thinking about all new ways I could be playing certain games. I need to start paying closer attention go stats!
I really hope to have a reason to jump right back into Dishonored when I beat it.
Also, FUCK the swampfolk. I loved the exploration of Point Lookout, I hated those guys. It seemed like they were wearing camouflaged power armor.
Faptastical... I want that written on my tombstone. Thanks man!
@Knutaf
You know me so well buddy, I had a HUGE chunk about Dark Souls I cut out! Figured I didn't need to bust out the Souls for EVERY blog I write, and it was getting to be a pretty big slab of text so I cropped it.
DkS is so interesting in this discussion though! One of the things I wanted to talk about was the unofficial PvP lv cap of 120. Not only does it fulfil the practical function of giving like-minded players a idea of what lv they should be to connect to other worlds, but it is also a lv that allows for powerful, but specialized characters. 120 will let you reach the soft-cap of 40 in your main attack/utility skill and accumulate a decent amount of End/Vit, but it isn't enough for much more. If you want to use both sorcery and miracles for example, those points have to come out of your weapon damage or health bar.
The community could have just as easily decided the PvP lv range was 180, or 200, but whether consciously or not, players recognized the need to put some limitations on the power level. Otherwise we would have just ended up with a fleet of identical characters all flipping around with maxed Str/Dex and magic flying out of their butts. It is a great example of players taking the game into their own hands and the idea of this blog working organically.
DkS is also cool because it never forces you to level up at all, the game is completely skill indexed and all challenges can be defeated with player ability rather than numbers, and, and... You know what, I gotta stop before I end up writing another blog in the comments! Thanks for the kind words man!
@Stahlbrand
"ownership" is such a great term for what I'm talking about, making an experience unique and personalized. I will definitely be using that in the future.
Skyrim did a much better job or rationing player power thank Oblivion did. Having the real game changing skills/abilities gated behind perks was an elegant way to avoid the God-mode high lv characters of the first game. I have to get back into Skyrim, never did get through the main quest.
@Andy
Fapping 50 times in one day, ahhhh to be 15 again. Thanks!
@RedSeedMoidas
I think Dishonored is going to be my big game of the season. It and Borderlands 2 are probably going to be my next few months (if I can break the DkS addiction).
@Handy
Indeed! New Vegas made you wait a lot longer before handing you the best equipment in the game. If you really wanted to ROFLstomp Fallout 3, all you had to do was visit Rivetcity early in the game and get AC's plasma gun out of a single non-combat quest that could be wrapped up in under 15 minutes. After that you could just melt all your problems into a puddle of goo. New Vegas has its share of super-powered equipment, but at least you have to progress through some late story content to get them.
MGS3 is one of my favourites. Playing it on the hardest settings really makes it a different game. I found I had trouble with running out of ammo in boss fights! The higher difficulty demanded a whole new level of accuracy and skill, kinda edging the game away from a super-spy fantasy towards survival horror. Interesting observation!
@Flintmech
Thanks!
@Scissors
I've always wanted a game where I could play as Crispin Glover. In fact, why isn't he making games? (Oh yeah, he's insane.)
@Arttemis
I could talk about the Souls games all day. Some of the best design work in modern gaming. I wouldn't want every game to be like them, but I think developers can learn a lot of lessons looking at them.
@bbain
I'm a huge nerd so I usually make my characters to fit a certain personality, theme, or style. In fact, I have a small stable of recurring characters I like to re-make in different games and settings. It's a blast to see Kit-Bash as a robot mastermind in CoH and Fallout, a necromancer in Skyrim, a pet-focused Witch-Doctor in Diablo 3, and a drummer in Rockband :p
It was something I started a few years ago to combat my tendency to make super-balanced "optimal" characters. I used to get so hung up on making the "best" choices I would spend more time dithering about stat/equipment choices than I did playing the game. Having a few stock-characters that don't necessarily play in optimal ways really helped me loosen up and have more fun with games. I say give it a try sometime! There is nothing wrong with making balanced characters, but it can be fun to throw conventional wisdom out the window and make a weirdo sometimes!
@Smurfee
In some of the dev interviews they've said it is possible to go through the ENTIRE game without killing anyone! I have a feeling that challenge alone is going to keep me coming back (after a good rat-murder filled play through or two of course)
@Corduroy
Thanks man, I really appreciate that! "Deep-dicking" is just the kind of professional turn of phrase I'm thinking will take me far in the industry :p
@Scarrit
I know eh? There is no reason an emaciated hillbilly with radiation poisoning should soak up more bullets than an Super Mutant!
Congrats on the promotion! :D
And well done on the front page. ;)
I am also excited for Dishonored, but I'm surprised you didn't mention another feature that's been underplayed. Apparently the game gives you random charms you can find throughout the game that some act as skill bonuses, and others give you unique abilities. The catch is that what charms you find are completely random, and you can only find around 1/3 or 1/4 of the total charms that exist in the game in a single playthrough. This kind of design could completely change the way you thought a run would go, and encourages replays with the possibility of more variety, as if the game didn't have enough variety already.
Maybe letting other developers in is the key? I'll have to play through New Vegas soon.
Anyway, you are absolutely correct in this blog. Most newer games are afraid of locking players out of any content created. I understand that the developers want gamers to see everything they've poured hours into creating, but sometimes giving us different paths encourages multiple playthroughs.
I'm surprised you didn't mention "The Witcher 2." At the end of act 1, a choice you are given sends you on a completely different act 2. It's very surprising as the game doesn't even tell you that you're in a different area. That's the kind of choice I like seeing in games.
To kinda continue the discussion... With AAA budgets, I feel different experiences are going to be more and more relegated to DLC packs. When EActiBlizz spends millions making some levels, they'll want everyone to experience it the 'best' way. At least, that's my fear, and I think Dead Space 3's co-op will be an example of that, with added "optional" material and dialog when you download the DLC.
But everything else was a perfect hit. I swear in Deus Ex they had to set it up for when you could use a double takedown and in a way, it forced you to play stealth for the best score.
@hushlorentz
Can't believe I missed you in the mega-reply, I suck!
Like I was saying to bbain I used to get really uptight making a balanced character with well rounded stats in games like Fallout. But I've had way more fun since making weirdo characters with very specialized builds. Who cares if you miss one or two things because you can't hack a door? More fun than sweating every time the level up screen appears.
And I didnt know that about Deus Ex, I stopped playing 'cause I got to a point my few skills were useless and gave up on it. Should have tried more.
Hey, excellent blog, beautiful header image too!
I want to replay fallout 3 cause I missed the dlc. And I havent played new vegas. Man, cant wait to fix up my pc so I can get me the bethesda complete pack.
Awesome to see you're still putting out that Grade-A USDA Choice Blog, Wrenchfarm. I still remember your stuff from when I was blogging regularly and it's only gotten better.
As a side note, I've been playing the ever-loving shit out of Mark of the Ninja, which is a game that offers pretty much exactly what you want. Each style plays radically differently, offers unique options and restrictions, and limits your use of equipment.
Will you be your enemy's Nightmare, embodying their greatest fears, striking terror and steel into men's hearts at the cost of your ability to carry distraction items? Or the consummate hunter, carrying double the attack items but unable to restock at checkpoints? Or the invisible man, able to run silently but never fight? Maybe strait confrontation and less focus is what you're all about. What attack item will you choose, a mine which drives a spike up directly through a man's torso? Perhaps a cloud of ravenous flesh-eating bugs to devour your foes. Or you could be the type to use a poisoned dagger that drives a man insane, until he finally can't take it any longer and saves you the trouble of cleaning his blood off your sword.
All of it's useful, all of it changes the way you play the game, and there is never any one right answer. It's a wonderful thing.
Excellent article, I wish whoever is in charge of the next Fallout-type game would read this.
Games are really good when you are forced to adapt to the game at first to overcome the game at a later point.
Reader of Sandman and Perry Bible Fellowship and agreeing with this article? You must be a good human being. :)
I recently thought of going further with this, especially in the Fallout context of a nuclear apocalypse, your character would have certain amazing skills, but one or two major deformities or deficiencies. Having one sensory organ be completely cut out, or having one or more limbs either be crippled or completely gone from mutation, mental deficiencies in certain areas that make you socially volatile, gullible and submissive, a paranoid schizophrenic. and these would come with their (think Rain Man) equivalents.
The catch would be that the more deformities you pick, and the more severe they are, the more numerous and incredible your savant-like advantages would be respectively. It'd make for a really cool array and pallet of anti-heroes (not in the bad-ass Man With No Name way, but in the Walter White way, where they are kind of pathetic to a degree and have to work even harder to overcome challenges because (and you mentioned this) having to approach situations from a very nuanced way to get out alive. They're very limited in some regard, have vulnerabilities, but also ways in which to compensate and have to find completely different ways to survive and adapt.
Anyway, it`s super-ambitious and pretty well undoable with most engines or frameworks that video games use, it`d either have to be text-based or in a D&D (shut up) set-up. Just something that could be a rad foundation for something along the lines of what you're talking about but, not just based on abilities, but disabilities as well.
Again, great read, and I too am stupid-excited for Dishonored.
At some point, it seems like RPGs stopped being Role-Playing Games and started being Mary Sue Creation Kits. I suppose I can see how that appeals to some people, but having to make hard choices about the direction in which to develop your character adds to the immersion and encourages replaying with a different approach rather than trying to see everything in a single massive playthrough. Shit, I've put 120 hours into Skyrim and I still haven't finished the main campaign or seen probably half the content available in the main game, never mind the DLC.
Also, we need a new kind of RPG.
I am sick and tired of the following formulas:
-Medieval fantasy settings, and medieval-styled GUI.
-Managing inventories and endless loot
-Diffculty spikes forcing you to backtack and grind to level up your character
-Obscure alchemy/crafting/cooking systems .
-Cutscenes before bosses that cannot be skipped.
-"Action RPGs" in which the combat still feels turn-based: long animations that cannot be interrupted while your character takes damage because you didn't wait for your turn to attack or block.
-Unimaginative quests involving you to kill somebody or something, and/or fetch an item. Everything is based on killing successively stronger enemies. At heart most of these games are glorified fighting games. You have to power up so as to defat that boss, etc. It would seem that game developers all try to play it safe by sticking to what they believe will sell the most, i.e lone hero against all odds scenarios.
The recent Skyrim DLC is so sad. You can ADOPT a child.. wow... Because actually having a child would be too much ? How about training your child? How about breeding familiars/pets that can later assist you in quests? How about interesting puzzles and all kinds of other types of gameplay that are ignored in favour of the hack/slash/shoot'em kind?
Nice one, sir.

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