Re: Idea: Increased chance of spell failure and misses when gravely wounded I think the age of click and watch the damage per second reliant RPGs is outlived it's welcome and the boring old fart should just kick the bucket and leave space for new ideas. Anything living thing can take a surprising amount of punishment before dying, but grave wounds are also terribly easy to inflict if you're not faffing about. That's why I will say I do NOT like the almost infinite life given to you in games such as gears of war or call of duty 4, provided you can duck under a chair or something.
Having any number quantify a character's ability to take hits is really counter-effective to improving the atmosphere. I don't really know where I am going with this, but the idea of hit points is so literal and uncomplicated that when implemented into a game it drives down any game to a hit-points versus damage per second environment. While simplistic this is neither new nor exciting and considering it is the basis for almost the entire prospect of any game which chooses to include hit points, including it can put a drag on the whole production or is simply tolerated because that is the game.
Last edited by Eight-Bit : 07-13-08 at 10:07 PM.
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