bor902
professional illiterate
- Location
- wherever i am at the moment
First thread that is not a story, tell me if I did something wrong and I can correct it.
Gamer interfaces are nice and all, but they are bound to the medium they were created for and that's stumping me a bit at the moment.
I want to create a realistic as possible gamer power, as far as that is feasible and I'm having difficulties deciding what would have to go, and what could stay to make it so.:headdesk:
Skills make sense, you can acquire those in reality as well, you just can't prescribe numbers to them. The only thing that the gamer interface really changes is the fact that it makes your progress clearly visible, and what skills you have learned in this manner do not atrophy from disuse.
Classes are a bit trickier. I would say that the ideal scenario would be that levelling up a certain skillset lets you acquire a class connected to that skillset.
The problem of too many classes could be solved by creating a tier list of classes and limiting the classes you can possess with those tiers.
For example: With level 10 in a martial art and level 10 in athletics you can gain the [Fighter] (Class). Which is a tier 1 class.
You are limited to one class of every tier. So you would have to evolve [Fighter] (tier 1) into [Martial artist] (tier 2), to be able to equip another tier 1 class that has its own skill prerequisites.
[Martial artist] requirements: level 20 in a martial art for example.
What's been a real bother to figure out is the existence of levels and attributes.
I haven't formed any clear opinions on how these issues are solvable and am therefore seeking out some opinions.
Experience and levels are in themselves very unrealistic. What is a level? Its an approximation of the threat level of an individual. But how do you gain levels realistically? Killing people and monsters maybe gives you experience in dealing with them, but how does that quantify as EXP.
Also Quests. The existence of Quests which grant EXP takes for granted, that the game system in itself, is sentient, and therefore capable of determining tasks and appropriate rewards for solving these.
I'm of the opinion that such a system should stay within operatory boundaries, and that such boundaries should not include sentience and the ability to grant people Exp, which basically changes the individual and therefore the world greatly.
The last issue I want to mention are attributes, STRENGTH, INTELLIGENCE and the like. Raising those stats manually makes sense, the problem comes with the fact that video games give you free stat points upon level ups, which I already see as problematic when going for realism.
How do you write a character that has 100 points in Intelligence? You can't, unless you define the stat as mana regen, instead of its name, intelligence.
The author is incapable of following and writing about the thought processes and decisions a character with 100 intelligence would make. Ignoring the issue of power progression entirely for now since its the same one as with levels.
In conclusion. I really like the idea of life being a game, but I like reality as well. Sadly, those two don't mesh well.
The only ideas I would keep from standard RPG's would therefore be.
You can see your stats grow on your character menu if you actually work on them. No free points.
Gain skills by actually learning the skill. No skill books.
Unlock classes that buff the specific set of skills that brought the class into existence.
I'm just looking for some feedback or discussion on how I should tailor administrating RPG mechanics to real life. Or just discussion on RPG mechanics in general.
I want to finalize a system I like before starting to write another story.
Gamer interfaces are nice and all, but they are bound to the medium they were created for and that's stumping me a bit at the moment.
I want to create a realistic as possible gamer power, as far as that is feasible and I'm having difficulties deciding what would have to go, and what could stay to make it so.:headdesk:
Skills make sense, you can acquire those in reality as well, you just can't prescribe numbers to them. The only thing that the gamer interface really changes is the fact that it makes your progress clearly visible, and what skills you have learned in this manner do not atrophy from disuse.
Classes are a bit trickier. I would say that the ideal scenario would be that levelling up a certain skillset lets you acquire a class connected to that skillset.
The problem of too many classes could be solved by creating a tier list of classes and limiting the classes you can possess with those tiers.
For example: With level 10 in a martial art and level 10 in athletics you can gain the [Fighter] (Class). Which is a tier 1 class.
You are limited to one class of every tier. So you would have to evolve [Fighter] (tier 1) into [Martial artist] (tier 2), to be able to equip another tier 1 class that has its own skill prerequisites.
[Martial artist] requirements: level 20 in a martial art for example.
What's been a real bother to figure out is the existence of levels and attributes.
I haven't formed any clear opinions on how these issues are solvable and am therefore seeking out some opinions.
Experience and levels are in themselves very unrealistic. What is a level? Its an approximation of the threat level of an individual. But how do you gain levels realistically? Killing people and monsters maybe gives you experience in dealing with them, but how does that quantify as EXP.
Also Quests. The existence of Quests which grant EXP takes for granted, that the game system in itself, is sentient, and therefore capable of determining tasks and appropriate rewards for solving these.
I'm of the opinion that such a system should stay within operatory boundaries, and that such boundaries should not include sentience and the ability to grant people Exp, which basically changes the individual and therefore the world greatly.
The last issue I want to mention are attributes, STRENGTH, INTELLIGENCE and the like. Raising those stats manually makes sense, the problem comes with the fact that video games give you free stat points upon level ups, which I already see as problematic when going for realism.
How do you write a character that has 100 points in Intelligence? You can't, unless you define the stat as mana regen, instead of its name, intelligence.
The author is incapable of following and writing about the thought processes and decisions a character with 100 intelligence would make. Ignoring the issue of power progression entirely for now since its the same one as with levels.
In conclusion. I really like the idea of life being a game, but I like reality as well. Sadly, those two don't mesh well.
The only ideas I would keep from standard RPG's would therefore be.
You can see your stats grow on your character menu if you actually work on them. No free points.
Gain skills by actually learning the skill. No skill books.
Unlock classes that buff the specific set of skills that brought the class into existence.
I'm just looking for some feedback or discussion on how I should tailor administrating RPG mechanics to real life. Or just discussion on RPG mechanics in general.
I want to finalize a system I like before starting to write another story.