Friday 9 January 2015

Real world

The problem I have with the RPG system is how to combine somewhat "realistic" physics of game world with character stats and creatures as game objects that have to follow the same rules of physics. It's been always a thing to talk about "more" realistic games, but actually it's strange when you try to design a game like that. Using simple numbers and calculations as in tabletop RPGs is both easier to program and also easier to understand as a player.

Well, maybe it is possible to use simple stats, but derive something more complex out of them. Maybe stats can just be hidden from the player to avoid unnecessary confusion. I know I'm confused right now, but I have to solve this problem, preferably soon.

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