RavenialNoct
09-21-2008, 09:51 AM
Despite my always lingering question as to why this is often referred to as Forumfall instead of Darkforum, Hello Forumfall.
I think by now everyone understands, and most hail, this "player skill=win" over "player time=win" concept. However I also think "player skill" or the statement that "Darkfall will rely on player skill." is starting to get tossed around a lot, which is only to say: it's vague. I for one am not exactly sure anymore what people are imagining when they say "skill", because skill can manifest itself in a multitude of ways.
I have seen statements purporting DF's relationship to the mysterious phenomena of "player skill" most often in association with discussions about the function of FFA loot, PvP gear dependency, and, the ever demonized through what has become literal tomes of accumulated DF forumer knowledge (aka hearsey) about the apparently singularly definable "WoW players".
So, for those using this phrase, "DF is a game that relies on player skill, not invested time." does this mean the following:
Because DF is "skill" based, can I start a new char and, by using my FPS skills (which were developed outside of time apparently in games like Oblivion, Arx Fatalis, Mount and Blade, and Counter Strike ), kill almost anyone I find if my FPS twitch skill>opponents FPS twitch skills.
I don't really think many would answer yes. I feel that gear is going to matter slightly more than the difference between Counter-Strike's AK-47, AWP, Mp5, and whether or not you are wearing body armor. This culminates into simply the statment that,
"The time between spawning and dying in DF is not called a "round."
The point I'm trying to make is that we will not escape player invested time having an impact (as there are 0 games in which this is the case), least of all in an RPG. Whether we look at this in terms of individuals or guilds, entities which have existed in the game longer will probably be more powerful. This is in fact a key element of the RPG (which has traditionally been the tale of one becoming a hero, becoming more powerful, advancing through discovery and evolution). Not to be confused with: characters who have been grinding the same raid bosses in the same instances for the most hours. The traditional single player RPG has always been dynamic because it involves a plot line. The MMORPG has attempted to be dynamic. DF could be dynamically dynamic because it could have an ever evolving plot line in which characters evolve (sandbox sandbox sandbox).
I feel that in DF to say "player skill" is to invoke something a little deeper than quick hands on the keyboard and "l337 h34d sh0T pwn4ge skillz" and that it is certainly not synonymous with, as some posters seem to be pushing, "gear doesn't matter".
Equipment variation has always been a mark of character evolution in the RPG, I do not think DF is trying to do away with this in the least. I think they are trying to shift it back to a place of balance from where it currently is in the treadmill MMO market.
Player skill is a term that balloons out therefore to encompass all aspects of a game. One's ability to manage in a dynamic economy is also an aspect of player skill, one's ability to arrange a good battlefield strat and execute a well timed siege could be called skill.
I think that the nuts and bolts of the real time fighting system will also require skill, but I don't think that it won't depend on time invested in at least a few other areas. This might include finding the right materials for equipment, learning the land (exploring), or involving oneself in the social structure which develops.
In any case, I suppose I just want to try to make clear my ideas on what "player skill" means because I was starting to find it in contexts which I feel did not do the term justice.
FOR TLDR
http://books.google.com/books?id=R1QRAAAACAAJ&dq=Hooked+on+Phonics&hl=en&sa=X&oi=book_result&resnum=1&ct=result
I think by now everyone understands, and most hail, this "player skill=win" over "player time=win" concept. However I also think "player skill" or the statement that "Darkfall will rely on player skill." is starting to get tossed around a lot, which is only to say: it's vague. I for one am not exactly sure anymore what people are imagining when they say "skill", because skill can manifest itself in a multitude of ways.
I have seen statements purporting DF's relationship to the mysterious phenomena of "player skill" most often in association with discussions about the function of FFA loot, PvP gear dependency, and, the ever demonized through what has become literal tomes of accumulated DF forumer knowledge (aka hearsey) about the apparently singularly definable "WoW players".
So, for those using this phrase, "DF is a game that relies on player skill, not invested time." does this mean the following:
Because DF is "skill" based, can I start a new char and, by using my FPS skills (which were developed outside of time apparently in games like Oblivion, Arx Fatalis, Mount and Blade, and Counter Strike ), kill almost anyone I find if my FPS twitch skill>opponents FPS twitch skills.
I don't really think many would answer yes. I feel that gear is going to matter slightly more than the difference between Counter-Strike's AK-47, AWP, Mp5, and whether or not you are wearing body armor. This culminates into simply the statment that,
"The time between spawning and dying in DF is not called a "round."
The point I'm trying to make is that we will not escape player invested time having an impact (as there are 0 games in which this is the case), least of all in an RPG. Whether we look at this in terms of individuals or guilds, entities which have existed in the game longer will probably be more powerful. This is in fact a key element of the RPG (which has traditionally been the tale of one becoming a hero, becoming more powerful, advancing through discovery and evolution). Not to be confused with: characters who have been grinding the same raid bosses in the same instances for the most hours. The traditional single player RPG has always been dynamic because it involves a plot line. The MMORPG has attempted to be dynamic. DF could be dynamically dynamic because it could have an ever evolving plot line in which characters evolve (sandbox sandbox sandbox).
I feel that in DF to say "player skill" is to invoke something a little deeper than quick hands on the keyboard and "l337 h34d sh0T pwn4ge skillz" and that it is certainly not synonymous with, as some posters seem to be pushing, "gear doesn't matter".
Equipment variation has always been a mark of character evolution in the RPG, I do not think DF is trying to do away with this in the least. I think they are trying to shift it back to a place of balance from where it currently is in the treadmill MMO market.
Player skill is a term that balloons out therefore to encompass all aspects of a game. One's ability to manage in a dynamic economy is also an aspect of player skill, one's ability to arrange a good battlefield strat and execute a well timed siege could be called skill.
I think that the nuts and bolts of the real time fighting system will also require skill, but I don't think that it won't depend on time invested in at least a few other areas. This might include finding the right materials for equipment, learning the land (exploring), or involving oneself in the social structure which develops.
In any case, I suppose I just want to try to make clear my ideas on what "player skill" means because I was starting to find it in contexts which I feel did not do the term justice.
FOR TLDR
http://books.google.com/books?id=R1QRAAAACAAJ&dq=Hooked+on+Phonics&hl=en&sa=X&oi=book_result&resnum=1&ct=result