Donations
GOG.com
Sorcerer's Place Home | Chatrooms | BoM Rules & FAQ
Sorcerer's Place Stores: Games, Books, DVDs, Merchandise
(buying via these links & our affiliated stores below helps support the site - thanks!)

Have you liked us yet?
Sorcerer's Place on Facebook


Boards o' Magick BoM Blogs!

Go Back   Boards o' Magick > News Forums > Game/SP News & Comments

Notices

Game/SP News & Comments For general game and Sorcerer's Place news, including your comments on them. All the news items posted here also appear on our front page.

PLEASE SUPPORT SORCERER'S PLACE BY BUYING FROM OUR NEW SHOP!

Reply
 
Thread Tools
Old Tue, 1st May '12, 12:02pm   #1
RPGWatch
SPS Account Holder
Watching...
 
RPGWatch's Avatar
 

Join Date: Jul 2010
Posts: 6,816
Like: 0
Liked 5 Times in 5 Posts
RPGWatch will become famous soon enoughRPGWatch will become famous soon enough
Default Joystiq - Why skills are in, attributes are out

Joystiq's Rowan Kaiser looks at the shift in modern RPGs that have embraced Skills to the exclusion of Attributes:
The importance of attributes comes directly from the computer RPG's origin as a representation of tabletop RPG combat systems. Wizardry, the game which really kicked off the genre, was mostly Dungeons & Dragons with the serial numbers filed off. By the late 1980s, Advanced Dungeons & Dragons games officially translated the tabletop rulesets to the screen. Creating a character was known as "rolling" because you threw the dice to discover his or her inherent Strength, Agility, Charisma, etc. In D&D, those statistics were largely permanent, defining the character through the entire game or campaign. Some video games, like Ultima, took advantage of the malleability of the medium to allow attribute increases. But apart from spells, attributes tended to be the bulk of character customization in terms of mechanics.

But computers and consoles can process information faster than a dungeon master with a set of dice, so more complicated statistics were introduced. Wizardry VI and Wizardry VII introduced a complex system, balancing permanent character race with dynamic class and attributes, using dozens of different skills as the primary mechanism for character progression. Other games in the early 1990s followed suit: Betrayal At Krondor made skills far more prominent than attributes (which only included Speed and Strength anyway). The Elder Scrolls: Arena, first in that series, used both skills and attributes.
__________________
RPGWatch - http://www.rpgwatch.com

Last edited by Taluntain; Wed, 2nd May '12 at 2:40am.
RPGWatch is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


Sorcerer's Place is an independent project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of time and money on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

All times are GMT +2. The time now is 9:34am.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.