Fallout: Character System

By Shamus Posted Friday Jan 25, 2008

Filed under: Game Reviews 71 comments

The Fallout character screen.
The Fallout character screen.
The discussion on Eschalon’s character system was pretty interesting. Several people mentioned other game systems, some with numerous attributes that define your character, and some with very few. Opinions ranged from “you should only need mind / body / spirit” to “let’s track every possible aspect of your being using linked stats and floating-point numbers”.

Of all the (computer) RPG’s I’ve played over the years, my favorite character progression system is still the one found in the 1997 classic Fallout. Why I love this system:

It’s a classless system. You can be a “rogue” or a “melee fighter” or a “gunslinger”, but the particulars of doing so are up to you. You aren’t locked into choices where being good at fighting makes you bad at conversation, or being good at stealth implies you want to steal stuff. Being classless means it’s skill-based. When you level up, your skills improve, not the base attributes. I never liked games where you can become “smarter” or “more charismatic” by fighting and leveling up. Leveling up shouldn’t change your core attributes, (or at least, not by much) it should simply allow you to better use what you were born with.

You’re so SPECIAL.
You’re so SPECIAL.
There are seven core attributes in the game: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck, which spell SPECIAL. That’s clever and makes them easy to remember. Seven is a lot of attributes, but they are clearly delineated and easy to understand. There aren’t any ambiguous stats, or stats which overlap. Nebulous, personality-driven concepts like wisdom are left off the list entirely. I’ve always disliked games where things which should be emergent during roleplaying end up assigned a hard numerical value. How “wise” or “foolish” I am should be determined by the choices I make in the game, not my character sheet.

Every attribute is meaningful for every character, and there aren’t any obvious “dump stats”. Creating a character is a matter of balancing tradeoffs, not min-maxing the crap out of your stats. You can if you want, but you will regret that 3 charisma or 2 intelligence before you get very far.

The list of in-game skills.
The list of in-game skills.
The skills aren’t quite as well-devised as the attributes. There is a large list of skills in the game (top right region) and you can pick any three to be “tag” skills. When you level up, you get a few points to spread around, raising any skills you like. Tag skills go up faster, but you can distribute the points wherever you need.

First aid and doctor skills overlap far too much. (How could I be a master doctor and yet be inept at first aid?) Likewise, the division of weapons into six different categories seems needless, and doesn’t really lead to any interesting choices in the game. “Bare handed” and “melee combat” should really have been merged into a single skill. Also, in all my many trips through the world of Fallout, I’ve never put points into thrown weapons. For the price of one grenade you can buy enough bullets to kill a dozen foes. Grenades aren’t really helpful until you sink a lot of precious skill points into them, and they are useless if a foe is right in your face – which happens pretty often. If your skills are low, you risk hurting allies or yourself.

Steal is a neat idea, but the majority of the people in the game don’t have much worth stealing. Gambling is also a neat idea, and at higher levels you can use your master gambling skills to make good money, but it’s probably faster and more useful to just put those same points into barter. Also, I don’t know how being “skilled” can help at roulette / craps, which is what most of the gambling dens in the game seem to feature. It does help, but it shouldn’t, from a realism / simulation standpoint.

Nitpicks aside, the skill system is still rewarding. Speech is genuinely useful, and neglecting this skill will eliminate a lot of interesting in-game opportunities. It’s even possible to win the game via dialog (instead of fighting the final boss) if you have the intelligence and speech skill to convince him his plans are fatally flawed.

This is the list of optional traits. You can pick any two of these at the start of the game.  Every three levels, you’ll be offered a list of perks to choose from. I’ve been through this game a lot of times, and I’ve still never seen them all.
This is the list of optional traits. You can pick any two of these at the start of the game. Every three levels, you’ll be offered a list of perks to choose from. I’ve been through this game a lot of times, and I’ve still never seen them all.
This is enough to make a great system, but it also has “perks” which your character can acquire, which roughly correlate to “feats” in D&D. Every three levels you get to pick a new perk. These are fun abilities that let you further customize your character as he or she develops. It adds a nice bit of spice to an already fun system, and really encourages you to replay the game with different character designs in order to check out the roads not taken your first time through.

The list of available perks changes based on your attributes. So, if your agility is high enough you might be offered a perk that lets you move more spaces during your combat turn, or if your intelligence is high enough you could get one that will aid you in using B.S. to get your way in conversations.

It’s an interesting, varied, robust, well-balanced system. I doubt we’ll ever see its like again. Bethesda is coming out with a new Fallout title. They’re keeping the SPECIAL system, but moving the combat to real-time. Since a great deal of the original system was built around turn-based combat using “action points”, a lot of the usefulness of the original attributes and perks will be lost. But hey, who needs depth and gameplay when you have OMG LOOKIT THE PRETTY PIXULS SWEET GRAFIX!!!!!!111!!

Sigh.

(To be fair, a turn-based game would be a fantastic gamble for them, while “Oblivion, but in a post-nuclear wasteland” is pretty much a slam-dunk. It’s not their fault my favorite gameplay mechanics are unpopular. Executive Producer Todd Howard is taking the game very seriously. He knows the game has big shoes to fill. Turn based or not, I know I’ll buy the game if they don’t put the thing out of my reach with outrageous system specs.)

A bit of frivolity below the fold. Continue reading ⟩⟩ “Fallout: Character System”

 


 

Eleven Years Ago Today

By Shamus Posted Friday Jan 25, 2008

Filed under: Personal 63 comments


She got me a book and a sexy new set of dice for our anniversary. I have a great wife.

 


 

Crysis Review

By Shamus Posted Wednesday Jan 23, 2008

Filed under: Links 39 comments

I was sent a link to an interesting article. It was on one of those sites that don’t offer a “back to the main page” link. I wanted to see what other stuff the website might have to offer, so I just started URL bashing. I never did find the front page of the site, but while browsing around the directory (note to webmasters: you really should turn off directory browsing or use default documents) I stumbled on a couple of gems.

This is probably the best game review I’ve read in ages. It tells you everything you need to know about Crysis. It’s pretty much what I expected. It’s Far Cry with More Better graphics, which is odd because I don’t think the graphics in Far Cry needed any work. The gameplay did. “Try to sneak up on a group of heavily armed, poorly voiced soldiers with telescopic eyesight and advanced paranoia, who all have nothing better to do than to peer into the jungle ceaslessly and shoot anything that moves.” Whee. The game has its fans, but I am not among them. I cheated my way through Far Cry and found that the game felt more like work than anything else.

Looks like Crysis is Far Cry, only more so. Still, the review was fun to read. I like the comic-book style approach. I’d be tempted to do the same thing, but the bandwidth costs would muder me.

On that same site I also found this gigantic, wonderfully drawn montage of videogames characters from the last 20 years. (Mildly NSFW.)

 


 

Who Needs Sleep?

By Shamus Posted Tuesday Jan 22, 2008

Filed under: Personal 45 comments

Ah! So here’s where I left my blog! I knew it was around here someplace.

This is the first time I’ve had a four-day gap on my blog in a long, long time. I realize this isn’t a big deal to most people, but not posting at this point feels really strange.

Part of the gap was caused by a week long stretch of strange sleep. My internal clock was convinced, with a zealous and unwavering certainty, that 9am was was the right and proper time for sleep. I was unable to to convince it otherwise during a miserable week-long struggle. I’d fight to stay awake during the day. Work hours were long stretches of bleary-eyed stumbling and staring. As soon as quitting time arrived, I’d run to my bed and pass out the moment I hit the pillow.

And then I’d wake up three hours later.

I’d find myself wide awake at 8pm, unable to sleep further. I’d shuffle around the house for the next twelve hours, feeling oddly tired but not sleepy. Once the sun rose, the hammer would fall and I’d be up against yet another day of fighting sleep, even harder than the preceeding one.

I tried exercise before sleep. No effect. I tried a sleeping pill before going to bed. Little effect. I tried the usual folk remedies involving food / showers / body temperature, regulating light intake, and the like. No measurable effect. By Thursday I was still getting four hours at a stretch, and by that point I needed ten or twelve just to catch up. My internal clock didn’t want me to sleep unless it was time for work. By Friday I found myself wishing that my internal clock was a physical object onto which I could visit my vigorous displeasure. Certainly if I owned a conventional clock that caused this much misery I would have smashed it to pieces by now.

My sleep is sort of fixed now. I go to bed at 4am and at 4pm, and on both occasions I sleep for four hours. This is stupid and inconvenient, but at least I’m getting enough sleep.

My boss was a really good sport about my low output last week, although I’m really pushing to make up for it now.

What a strange thing to have happen.

 


 

Eschalon Book I: Ending

By Shamus Posted Thursday Jan 17, 2008

Filed under: Game Reviews 32 comments

This game is more about stats than story, so I don’t have too much to say about the tale this game tells.

Spoilers follow. Click here to skip the spoilers and jump to my wrap-up thoughts.


Nice map.  Remember: The shortest distance between any two points goes right through the friggin’ enemy base.
Nice map. Remember: The shortest distance between any two points goes right through the friggin’ enemy base.
This is as much of the plot as I was able to sort out on my first-and-a-half trip through the game:

The plot centers on a gigantic gem called the “Crux of Ages”. It has magical powers, although its powers are of no direct use to you in the game. Its magic is intended to protect the king from external magical influences. A powerful Goblin wizard nicked it, which left the king open to his powers. The Goblin then proceeded to dominate the mind of the king, compelling him to launch a war with an otherwise harmless third party who live a good distance away.

The main character and his brother stole the Crux from the Goblin, but the Goblin could sort of see “through” the Crux to him. This vision wasn’t perfect. It was a very indirect sort of scrying, but it was impossible to remain hidden forever. His memories linked him to the Crux, and thus the wizard would eventually see where the protagonist had taken the Crux and what he was doing with it. As long as the main character knew where the Crux was, so would the Goblin.

THREE POUNDS? Well, that certainly limits us in where we can hide it. Ahem.
THREE POUNDS? Well, that certainly limits us in where we can hide it. Ahem.
So he came up with a plan to hide the Crux and then erase his own memories. He stowed it in a safe place, left himself some clues, and then drank a potion of Plot Device. The game begins as you wake up and wonder where and who you are.

You then have to re-trace your steps, and re-claim the Crux. The erased memory created a break in continuity for the Goblin Wizard that he couldn’t follow. The upshot was that you could now safely own the Crux without him spying on you.

It was explained much better in the game. I’ve kind of butchered it by shaving it down to mere synopsis.

Once you reclaim the Crux you have to hammer your way deep into Goblin territory and confront the Goblin Wizard. There are a lot of ways this can play out, as the game gives you a number of choices.

Piss off, kid.  You’re not gettin’ into the castle until you complete your assigned quests.
Piss off, kid. You’re not gettin’ into the castle until you complete your assigned quests.
My major complaint is how you have to fight all the way to the heart of the Goblin fortress, kill their leader, and then use a teleport to get to the king’s castle, where you can return the Crux to its rightful place. The nearby castle is “impenetrable”, but the far-off Goblin fortress isn’t? This was too much of a stretch for me. It makes sense from a gameplay perspective, but I would have liked a better justification for storming the Goblin’s place. Considering that all you really need is to drop the Crux into its pedestal, it seems like walking up to the front gate and giving the guards a peek at the THREE POUND JEWEL OF MAGICAL AWESOME SPARKLE POWER should have been enough to get in the door. The Crux is famous, after all.

End spoilers.


I’m probably being unfair. Eschalon is designed to be old-school, and the old games were notoriously sloppy with justifications for doing all sorts of crazy stuff in the world. The classic “Gather up the Seven Magic Keys of Evil-Thwarting, which have been hidden for no good reason” was about par for the course back then, and Eschalon is miles ahead of that sort of thing.

I was a bit wary about the ending, since this is Echalon: Book I. I was worried we were going to get left at some wretched “buy the next game!” cliffhanger. But no, this game is self-contained and wraps things up nicely.

I had fun with the game. I’ll be looking forward to Eschalon: Book II.

 


 

Feeding the Troll

By Shamus Posted Wednesday Jan 16, 2008

Filed under: Links 49 comments

Just a quick note that that guy I lambasted yesterday got the Penny Arcade treatment, which is far crueler than anything I could have mustered despite my nigh-unquenchable rage.

He’s posted a follow-up and a semi-apology, which means more or less nothing to me. It sounds like we’re all buddies now, but he still wants M-rated games taken off the shelves. He can make all the noises he likes about “having a conversation” with the gaming community, but he’s no different than any other authoritarian book-burner out there, except he’s the hip new digital sort.

I shouldn’t even be giving the guy the exposure, but I’m weak. (Plus, I didn’t have time to write anything interesting for today.)

 


 

Eschalon Book I: Character Progression

By Shamus Posted Tuesday Jan 15, 2008

Filed under: Game Reviews 59 comments

Here we come to the nuts and bolts of character progression. This is where I’m likely to get really fussy and obsessive. If you’re one of those players who uses “auto level-up” in a game, or who hurries past the stats page to get to the more visceral parts of the experience, then this post is going to be as compelling as doing your taxes. Adjust your reading habits accordingly.

eschalon_levelup.jpg

Character progression in Eschalon is fun and interesting. My biggest complaint is that the much needed in-game minimap is bound to the “cartography” skill. That is, if you don’t spend skill points on it, you don’t have a minimap. The map is pretty limited until you’ve reached about five ranks in cartography. It costs three skill points to acquire a skill, and then an additional point point for each additional rank. So, it will cost you about seven skill points to make the minimap do what you want. Considering that you only get three skill points each time you level up, this represents a major investment of points. Once you know the game you’ll discover a few ways to acquire points without sacrificing so much of your potential performance in battle, but I still dislike this idea of spending in-game skill points to make the game interface more useful. I also don’t see a need for it from a gameplay perspective: There are already lots of great skills in the game. If the minimap just worked and the cartography skill was taken away you’d never miss it.

Aside from cartography, the skills are interesting and varied. I often found myself wishing for more skill points and agonizing over tradeoffs. The points you spend at level up matter. This scarcity forces you to focus on a few core skills and forego most of the rest, or augment these lesser skills with NPC training and magical gear. I like that the system is tight and that choices feel meaningful. It pretty much demands that you give the game more than one play-through if you really want to see everything. This is as it should be.

In comparing Eschalon to other roleplaying systems, the ubiquitous D&D has six attributes that define your character. (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) Most other RPG’s have that many or less. Fallout was a bit of a renegade and introduced us to a deliciously complex system of seven attributes. Eschalon’s system is broader still, with an astounding eight attributes in the game: Strength, Dexterity, Endurance, Speed, Intelligence, Wisdom, Perception, and Concentration. Eight in all, and it doesn’t even include Charisma, which is good because it’s very often a complete waste in a computer RPG.

The division of Dexterity and Speed confused me at first. Most games combine these two concepts. But I can imagine cases where you’d have one but not the other. A jeweler or a locksmith might be capable of lots of fine detail work even if they have slow reflexes. A boxer might be very quick yet imprecise. The distinction makes sense, although I’m still unclear on how it works in practice. Since this is a turn-based game and everyone gets a single turn no matter how high or low their speed is, I have trouble understand exactly what the payoff is for putting points into speed.

Mental prowess is now spread out over three attributes: Intelligence, Perception, and Concentration. There’s certainly some overlap with these concepts, but I don’t mind the division if it leads to interesting gameplay and compelling character choices. My first character to go through the game was a dumb-as-a-box-of-rocks fighter who neglected or ignored all three of the mental stats. I haven’t finished my second run through the game yet. So, I don’t really feel qualified to judge on how these stats behave yet.

(You could also make the argument that Wisdom is another form of the intelligence stat, since it’s merely applied intelligence. At any rate, I’ve never been a fan of the “wisdom” stat in any game, because wisdom is a matter of behavior and therefore should be an emergent part of roleplaying. Like alignment, this should be something to guide you in playing your character, not resolve dice rolls. The way it ends up getting used in most games it should be renamed to “devotion”, “faithfulness”, or “tenacity”. The word “wisdom” implies all sorts of things to which you can’t assign a hard numerical value.)

Eschalon gives you three attribute points (different from skill points) to spend at level up. If you read the forums you’ll see lots of (usually conflicting) advice on how to best spend these. Dump them all into the stats you directly use in combat? Or spread them around and round out your character? My secret shame is that I’m a min-maxer at heart, so I can’t really comment on the usefulness of spreading the points around.

The last few posts on the game have spawned some lively discussions of strategies for character development. That says a lot about the appeal of the underlying system. I like it.