A stat needed for a certain event or threshold. That's all that matters in gameplay terms.
Isn't this essentially at work under the hood of many CRPGs?Take for example, the d20 roll. It is random...but within a constrained range(1-20) and can be augmented by +/- alterations by the players.
That +10 to armor is just as well -10AC.
Not quality- too subjective. Depth of play is not. Depth of play can not logically go down by adding more stats to a stat driven rule system.Yes, it does. Because an increase in the number of stats does not directly correlate to an increase in gameplay quality or game enjoyment.
Unless for example a single or set of stats [attributes] undermine or contradict another. Though that would simply be an issue of poor design. Not a particular stat, resistance in this case, being "bad" in of itself.
What I am driving at here is implementation. I don't see any reason for players to balk at the concept as a matter of course.
Perhaps not. I don't want to bring in specific MMOs into the discussion because things go off track easily.This is one of those bell curve things. It is a not a perfect linear relation.
Though it should be consistent in any rules system based on stat +/-. Because the only way one can defeat the fire elemental with no legs is to meet X fire resistance, Y damage output, K blahblah, etc.
The gameplay isn't based, and doesn't even allow option, having a conversation or trapping the fire elemental dude in a bag of holding via ingenuity.
It's not. Gameplay is objective. I don't care about enjoyment at all.I'm sorry, but unless you have some sort of statistical backup to this, what you are saying here is your opinion.
The game presents a set of rules. Players work within those rules to accomplish a goal. The more variables those rules allow the greater the degree of options a player has to accomplish those goals.
In the case of EQ and the like those rules are completely numbers driven. One can not even interact with the game in a way that is not driven by stats in many cases.
I don't have too much argument with that honestly. And would tend to agree for the most part. Noting that some games or rules systems are driven by different factors.Perhaps I should have clarified. I do not think that number manipulation alone is grounds for better gameplay. There is a happy medium where there are enough stats to effectively represent in-game variables, but not so many as to overwhelm players, or too few to lose detail and some level of depth.
Many of the MMOs of modern era are drive by the factor of stats/gear.
But one is influencing the outcome of the dice. That is the entire point of these stats in many cases. +5 to your roll one way or the other. It doesn't matter if players find it fun or boring. In gameplay terms that is how you are expressing a sword swing, parry or constitution for a certain condition.There's essentially no input from the players in pure dice rolls, and when the entirety of the game is decided by something outside the player's control, then that's boring.
What if the game one was playing was not predicated on running down the field but on creating the variables that make running down the field a success.It's like if someone said you were playing football by watching someone else run down the field.
That is a valid gameplay model.