Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Saturday, December 01, 2007

the XP mistake

You know, doesn't the XP system of computer RPGs and many pen and paper RPGs seem odd sometimes? Doesn't it seem backwards?

I was reading an article my dad sent me about the role making mistakes has in learning. Consistently it was proven that those who think that doing things right was more important than struggling in the process i.e. being smart is better than trying hard, were more motivated to work hard and took on more challenging problems. In short, they learned better.

Playing and learning are intertwined, amirite?

So, shouldn't games reward players for trying rather than succeeding? And certainly XP is the appropriate bonus. A number that is supposed to be abstracting the total experience of the PC should be measuring the mistakes far more than victories. Giving the PC some badass scars would be cool too.

Methinks the "grind" would be discouraged, no?

'Course it requires and RPG where failure doesn't equal death and this is not exactly an original idea. Some RPGs do give XP for battle loses as well as gains, usually tactics games where its units who level up.

Though, I suggest that we do not give XP for successes. Especially if winning already confers enough game rewards. I can't think of any RPGs that do that.

also: this principle would work for use based skill systems.

Monday, July 09, 2007

Game Playing; some results

Well, I completed a campaign in Battle of Wesnoth; "Tale of 2 Brothers" I think it was called. The writing was atrocious, however the missions were immense fun. I really like the map design in some of the later missions, because it had some really crunchy strategic options and choices. My complaint was that it could have been longer, but whatever. There are plenty of campaigns to choose from. I play around with some more.

I also completed a 'world' in Which Way Is Up. 'World' meaning a set of level. The game is interesting for the rotate level mechanic, which while it created some cool experiences became rather gimmicky after awhile. And it one had one enemy type, so by the end it got rather monotonous. So I wasn't going to continue to world 2, but I got a what-the-heck attitude and decided to try out the second world. Oooo a new enemy type! Oooooo more puzzley level design! Maybe I'll play it some more. But......

I started playing Wilfred, The Hero. Holy crap, this is engrossing. The art design and level design are well done enough that just walking around (usually the boring part of RPGs) is fun. Wilfred also puts in a lot of side bits, which are impossible for you to get right now, but seem enticing enough to make you want to try to get the ability to get them. Treasure chests on islands just out of reach, or behind a big, scary monster. My only real complaint is that there perhaps a little too many treasure chests. They don't exactly feel like uncolored keys yet, but I'm worried that I might be seeing a bit too many chests and then they will bore me. However, for the moment I remain cautiously optimistic. Because seriously, if even I'm wrong, would treasure chest saturation really make this game much worse? I say no, but who knows? The story seems cool enough, but I'm worried it might become too hamfisted for me sit through. Though really, a very subtle RPG story might only exist in parallel universes.