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Joystiq - Why skills are in, attributes are out
Joystiq's Rowan Kaiser looks at the shift in modern RPGs that have embraced Skills to the exclusion of Attributes:
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I don't need to read the article to know the answer to that question.
Early RPGs were designed for geeks… Modern RPGs are designed for dimwits. |
If you think about it a little, attributes are just bundles of skills that use a similar physical quality. They are a convenience for minimizing the number of stats you need to describe a character. Splitting out the attributes into a multitude of skills gives you more flexibility in building your character, but at a cost in added complexity. Skill trees are an alternative approach, but really they serve a similar purpose as abilities.
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Yeah attributes and skills aren't really all that different. In one game you might have a constitution attribute that raises your hp. In another game you might have a toughness skill that does the same thing. In one game you might have a strength attribute for damage, and in another game a sword mastery skill might have the same effect.
I generally found the early attribute based games to be far more simplistic. If you were a fighter you put your points in strength. If you were a mage you put them into intelligence. It wasn't exactly rocket science and you generally had 0 customization options beyond that. |
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Actually only very few games had just attributes and most had multiple parts like skills, abilities, ect. along with attributes. It has been a while since I played Realms of Arkania but I think it had 3 parts that made up the character build.
PS. I think most of the games that only had attributes were either very early rpgs or console rpgs. |
Yes, Realms of Arkania had skills and attributes… but simple, it was not…
http://www.youtube.com/watch?v=7kytI…eature=related |
Realms of Arkania was not an attribute based game. It did have attributes, but the primary method of customizing your character was through skills. For it's time it had a pretty advanced skill system, although it didn't always do a good job of integrating them into the game.
Games like the wizardry series, and the infinity engine games (ie Baldur's Gate, Planescape, Icewind Dale) were far more attribute based. Although some later versions of both did start to add some minor skills. Then of course there was Ultima, Bard's Tale, Might and Magic, the Gold Box series such as Pool of Radiance. There were some games that used skills during this time, but for the most part it was the era of stats and classes as being the only customizable character features. Quote:
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In the end game it actually becomes just as easy by attributes/spells/magic items due to the difficulty of making the success skill increase rolls. I found that one of the most frustrating parts of the game once a skill gets to around 10 and it becomes less than 50% chance of making the increase. It is certainly no fun when your main fighter fails his main combat skill increase roll 3 levels in a row. Meanwhile attribute rolls always succeed. |
while not every game adhered to this premise, the basic conceptual difference of attributes is that they define your character's potential - they were fixed numbers or followed a preset progression. modern systems allow more flexibility, tho they scrap the old ideas of storytelling through numbers. i used to do weird stuff like imagine a klutz who wanted to be a great thief etc. i remember the old ways fondly, and would still enjoy them, but think it generally makes more sense to assume that we are playing games, not engaging in character simulations, and so the respec-able and attributeless, classless systems make sense (while often reducing replayability).
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I'll tell you what though. I hate that RPGs nowadays changed 'character creation' systems to just appearance. So basically you always start the game as 'Joe the schmuck'. One of the things I enjoyed a lot in old games was creating my character(s), and that meant initial stats, skills, spells, etc.
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You could customize your robot using spare parts from those you slay, upgrading the transport, weapons, armor, shields, sensors, cpu, etc. |
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