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-   -   Frayed Knights 2 - Stripping (https://www.rpgwatch.com/forums/showthread.php?t=18163)

Dhruin September 28th, 2012 20:16

Frayed Knights 2 - Stripping
 
Jay Barnson writes about effort wasted with Frayed Knights on pursuing features that were unrealistic, or didn't add to the gameplay - and addressing that with Frayed Knights 2:
Quote:

While having all kinds of intricate detail sounds good and works well in a game where you may only have a dozen spells or items, it scales poorly. And in reality, in order to have a prayer of keeping things remotely balanced, I ended up with a ginormous spreadsheet full of formulas that I used to help me keep everything more-or-less balanced. In a sense, it calculated all the stats for me based on certain parameters, and then I’d fiddle with the final results. That was still a ton of work for a game with spell and item counts well in the triple digits (and monster counts very near to that).
But in the end – does it really matter than this spell does 5% more damage for 5% more endurance cost, with a -1 to its attack chance, over another spell? Not really. It was cool that I could do that (and a WHOLE LOT MORE), but those kinds of subtleties aren’t very interesting to players. To be honest, that’s not all that interesting to me, either, and I’m a junkie for that kind of detail. In many ways, my efforts to add so much flexibility actually obscured my end-goal: It’s easy to lose the forest for the trees when you are overwhelmed with stats, particularly when you (the designer) are up against deadlines and have to re-balance a bunch of monsters and equipment to fill a “hole” between levels 5 & 6 where there isn’t enough going on, etc.
More information.

Charles-cgr September 28th, 2012 20:16

Careful, stripped knights are vulnerable!

Evocative title for a post, if there ever was one :)

Complexity may not be depth but depth with simplicity is quite an ambitious goal! (Sometimes I say something serious).


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