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Thread: Is it good to know an RPG's game mechanics?

  1. Is it good to know an RPG's game mechanics?

    Do u think that knowing the underlying mechanics in an RPG, for example, helps or hurts the experience of playing an RPG?

    For example in KOTOR you would know that your Ruby Sword does exactly 3-10 points of damage, and your Fire Sword does 10-20 points.

    But in othe RPGs you would just have a vague idea that the Fire Sword does more damage than the Ruby Sword, but you don't exactly how much.

    Or in KOTOR how you know exactly how the bonuses to attack, defense, etc are derived (ie your stat bonus + some other bonus), but in other RPGs, you have no idea how such mechanics work but can only make deductions from what you observe (hmm, after I put on this amulet I seem to be less affected by sleep spells...)
    Right, because if anything validates the existance of a handheld piece of shit, it's taking those shitty handheld games and placing them on a screen big enough so that the inherent flaws of the software is visible to all humans. Including Ray Charles.

  2. Quote Originally Posted by Gutsman
    Do u think that knowing the underlying mechanics in an RPG, for example, helps or hurts the experience of playing an RPG?
    How would it hurt? The more you know, the better you can apply that knowledge to make a good team.
    But in othe RPGs you would just have a vague idea that the Fire Sword does more damage than the Ruby Sword, but you don't exactly how much.
    Just watch what it does against enemies, they all have either an exact amount or a small range, it's not hard to figure out.
    Or in KOTOR how you know exactly how the bonuses to attack, defense, etc are derived (ie your stat bonus + some other bonus), but in other RPGs, you have no idea how such mechanics work but can only make deductions from what you observe (hmm, after I put on this amulet I seem to be less affected by sleep spells...)
    Most RPGs blatantly tell you what equippable items do whereas in KOTOR it's based on a skill and in turn there's a chance it won't work. Most console RPGs an item that protects against something is 100% guaranteed, like equipping a Ribbon in FF means the enemy absolutely cannot at any time no matter how strong they are ever put that character to sleep, but having an item that protects against Force in KOTOR only means your chances of Force power getting stopped went up, they can can still get through.

    Ignorance never helps.

  3. Traditional? You mean Japanese. Western RPGs have been doing that since the beginning.

  4. Just watch what it does against enemies, they all have either an exact amount or a small range, it's not hard to figure out.
    Yeah, I noticed that in other RPGs, the amount of damage done by attacks is usually constant...for example if you see your lightning spell do 50 points to a giant moth, you can pretty much be sure that's how much it will be every single time...whereas in KOTOR the damage is variable...I guess the underlying game mechanics are different.

    Most console RPGs an item that protects against something is 100% guaranteed
    That's true, I guess that was a bad example, maybe a better example would be spells that enhance your abilities, in KOTOR you would know exactly how much bonus it adds, whereas in other RPGs you just have a vague idea that you became stronger.
    Right, because if anything validates the existance of a handheld piece of shit, it's taking those shitty handheld games and placing them on a screen big enough so that the inherent flaws of the software is visible to all humans. Including Ray Charles.

  5. How would it hurt? The more you know, the better you can apply that knowledge to make a good team.

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