Nerevarine
Keeper of the Watch
- Joined
- November 18, 2010
- Messages
- 1,022
A continuation of the discussion started on the UnderWorld Ascension topic. I don't know how to properly quote posts from other threads, so I will simply copy and paste:
Nerevarine: Interesting systems > stats. By a wide margin, I would argue. The original Thief games, for example, don't have a single stat to manage, yet the systems in the game are so meaningful and interesting for the player to interact with that I would take a game designed with that methodology over a stats-fest any day.
The technology is so much better than when the UU games came out that they don't need to rely on stats so heavily to represent the design template for the gameplay.
There will always be a place for stat-heavy RPGs, and I don't believe that stats need to be done away with entirely, but it's time for someone to take the ball and move forward with new ideas rather than rehash what has been done to death already.
Nerevarine: Interesting systems > stats. By a wide margin, I would argue. The original Thief games, for example, don't have a single stat to manage, yet the systems in the game are so meaningful and interesting for the player to interact with that I would take a game designed with that methodology over a stats-fest any day.
The technology is so much better than when the UU games came out that they don't need to rely on stats so heavily to represent the design template for the gameplay.
There will always be a place for stat-heavy RPGs, and I don't believe that stats need to be done away with entirely, but it's time for someone to take the ball and move forward with new ideas rather than rehash what has been done to death already.
- Joined
- Nov 18, 2010
- Messages
- 1,022