100 Tons of Steel Wool
by obscure
The inclusion of re-spec's has been the single greatest improvement in modern RPGs. I downloaded a free copy of MechWarrior 4 recently and had a go at tinkering in the old MechLab. I fondly remember the MechWarrior video game series because I spent hours at a time in there, tweaking my load outs to match my conception of an ideal war machine. There is no best way to deal with the barrage of opt...
The inclusion of re-spec's has been the single greatest improvement in modern RPGs.
I
downloaded a free copy of MechWarrior 4 recently and had a go at
tinkering in the old MechLab. I fondly remember the MechWarrior video
game series because I spent hours at a time in there, tweaking my load
outs to match my conception of an ideal war machine. There is no best
way to deal with the barrage of options presented by chassis selection,
weapon load-out, armour and engine tonnage - it is a matter of
preference, strategy, and the demands of the mission.
Many
games, especially RPGs, seek to provide a similar range of
customization, the goal of which is to give the player freedom to
overcome the obstacles in the game as they see fit by creating a
character unique to them. Ironically, this is typically achieved by
actually restricting the player's freedom. In an RPG, one often has to
pick a character class, which pigeonholes the player into a specific
style of play for the rest of the game. This isn't often bothersome to
the player, who perceives the act of self-restriction as an expression
of free choice.
In a game devoid of customization the player is
given constant access to all of the possible play strategies (exempli
gratia, the different guns of Half-Life) that they have acquired so far,
and is never required to pick specialization. This makes the player
much more free in how they wish to approach obstacles without ever
requiring them to make an irreversible choice. Hypothetically, this is
the same net effect as having a class system, but without the need for a
player to replay the entire game in order to try new strategies.
However,
requiring the player to make a self-restricting choice can cause them
to become invested in the choice that they make. Having to pick one or a
smaller selection of abilities to the exclusion of all others forces
the player to think about the strengths and weaknesses of their build,
making them strategize and making the decision of one method over
another more meaningful.
The best customization occurs in games
like MechWarrior, where there is a massive breadth and depth unmatched
by the options of a customization-free title, and where your choices are
never irreversible (as is often the case with RPGs). You can pick your
BattleMech and it's load-out before every mission, meaning that if you
want to change things up, it's easy to do so - but your choice remains
ever-important to how the mission will proceed.