Nom
10-28-2002, 07:02 PM
On interesting factor that many game designers forget to consider is scaling. Scaling asks the question: When we move outside 'standard' parameters, does the system still work?
Many systems are locked around 'normal human' parameters. When scores start moving outside these parameters, everything goes wacko.
An easy to understand example:
The RuneQuest system (which IMO is a very playable simulation system) has ability scores which for a normal human lie in a 3-18 range (yes, 3d6). Ability scores can be trained by spending a number of training hours equal to the current score * 25.
This works generally OK for a normal human.
Now consider a troll (strength say 15-30) and a pixie (strength 2-8) {note: numbers demonstration only, and may note correspond to known monsters}. For a pixie, training from strength 5 to strength 6 represents a massive increase (% wise), and yet takes only 125 hours. Meanwhile, for a troll to go from 22 to 23 (a moderate increase for a troll) takes 450 hours.
Scaling can often become a problem in ability vs ability contests, where abilities become very high or very low. If I successfully hit 98% of the time and you successfully block 98% of the time, the contest tends to degenerate. Similarly if we both have scores in the <10% range. There are various mechanisms for doing contests to overcome this, but that's another discussion.
And what if my 98% to-hit mortal fights a demi-god? How do I adjust the scores to sensibly model the battle? What if two demi-gods fight?
In general, any system that uses bounded absolute values will be susceptible to scaling problems.
Sometimes, scaling is a problem at one end only. The Hero Wars (http://www.glorantha.com/) system uses a mastery concept, where each mastery level is basically an order of magnitude better than the previous. In a contests, masteries are first cancelled against each other, and then an advantage is given to whoever has the higher remaining. The mechanics of two apprentice swordsmen fighting are substantially identical as to when two demi-gods duel. Moreover, we can meaningfully express a demi-god vs an apprentice in the same system.
There is still a scaling problem with really low scores, but the upper end scales nicely. Addmittedly, Hero Wars is more cinematic / storytelling than simulation, which offers an immediate complexity advantage.
Many systems are locked around 'normal human' parameters. When scores start moving outside these parameters, everything goes wacko.
An easy to understand example:
The RuneQuest system (which IMO is a very playable simulation system) has ability scores which for a normal human lie in a 3-18 range (yes, 3d6). Ability scores can be trained by spending a number of training hours equal to the current score * 25.
This works generally OK for a normal human.
Now consider a troll (strength say 15-30) and a pixie (strength 2-8) {note: numbers demonstration only, and may note correspond to known monsters}. For a pixie, training from strength 5 to strength 6 represents a massive increase (% wise), and yet takes only 125 hours. Meanwhile, for a troll to go from 22 to 23 (a moderate increase for a troll) takes 450 hours.
Scaling can often become a problem in ability vs ability contests, where abilities become very high or very low. If I successfully hit 98% of the time and you successfully block 98% of the time, the contest tends to degenerate. Similarly if we both have scores in the <10% range. There are various mechanisms for doing contests to overcome this, but that's another discussion.
And what if my 98% to-hit mortal fights a demi-god? How do I adjust the scores to sensibly model the battle? What if two demi-gods fight?
In general, any system that uses bounded absolute values will be susceptible to scaling problems.
Sometimes, scaling is a problem at one end only. The Hero Wars (http://www.glorantha.com/) system uses a mastery concept, where each mastery level is basically an order of magnitude better than the previous. In a contests, masteries are first cancelled against each other, and then an advantage is given to whoever has the higher remaining. The mechanics of two apprentice swordsmen fighting are substantially identical as to when two demi-gods duel. Moreover, we can meaningfully express a demi-god vs an apprentice in the same system.
There is still a scaling problem with really low scores, but the upper end scales nicely. Addmittedly, Hero Wars is more cinematic / storytelling than simulation, which offers an immediate complexity advantage.