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Old 02-10-2018, 09:40 AM   #11
AlexanderHowl
 
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Default Re: How Would GURPS Rules Need To Be Changed For A Computer Game?

Single player, though you could have multiplayer functionality. I think that a sandbox RPG would probably be the easiest fit, though something like a traditional JRPG would he interesting. Can you imagine playing a modern martial arts-action-rpg game similar to Shenmue using GURPS?
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Old 02-10-2018, 10:44 AM   #12
phayman53
 
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Default Re: How Would GURPS Rules Need To Be Changed For A Computer Game?

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Originally Posted by Maz View Post
There has never been made a RPG game that follows the D&D rules exactly. There are always lots of changes. The most important being real-time. You can not have the same rules if going for real-time.
Actually, there is one game that pretty much ported D&D 3.5 rules straight over, including turn-based combat: The Temple of Elemental Evil. While it did not have every D&D rule, nor every spell, it was pretty close to everything in core D&D. It played very similarly to tabletop D&D and was quite fun. However, I think it had a pretty limited appeal since its combat was not real-time, but it also clearly did not have the budget of something like Neverwinter Nights and only had 10 levels worth of play, which probably also limited its appeal (it was also a quite unforgiving game and very easy to end-up with a total party kill).
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Old 02-10-2018, 11:05 AM   #13
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Default Re: How Would GURPS Rules Need To Be Changed For A Computer Game?

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Originally Posted by DocRailgun View Post
There's no need for levels. Plenty of computer RPGs have skill webs. This could easily be expanded to spending points on increasing stats as well as skills or advantages.
There's no need for experience points per encounter, either - the PC takes a quest and when they complete it they get a certain number of character points they can spend on increasing whatever they like (stats, skills, perks, more advantages, etc.).
"Need" on a technical level, maybe. Games like Skyrim pretty much have levels in name only.

But from a marketing perspetive? Hell yes they need them. XPs and levels have appeared in friggin' TODO apps because they're the pillars of "gamification". They show you your progress towards some goal, be it ever so artificial, and they give you some bragging rights.

Scores matter a lot in games.
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Old 02-10-2018, 12:20 PM   #14
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Default Re: How Would GURPS Rules Need To Be Changed For A Computer Game?

If the game had MMO PvP aspects, I could see level being included as a metric to represent how dangerous an opponent.

If you're level 32 and your opponent is level 47 he's probably going to mop the floor with you unless he's a 47 accountant or some such.
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Old 02-10-2018, 12:27 PM   #15
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Default Re: How Would GURPS Rules Need To Be Changed For A Computer Game?

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Looking at S.P.E.C.I.A.L., I'd definitely disagree: One of the biggest changes it added was bringing back levels. And that hasn't changed a lot in the mean time. In computer gaming, D&D is still state of the art and "RPG" just means "has levels".
Levels are unnecessary. Many single player games have gone levelless, several MMOs as well.


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Scores matter a lot in games.
'Scores' and 'bragging rights' matter a lot to a vocal minority of the gaming populace. They do not matter ubiquitously.
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Old 02-10-2018, 12:54 PM   #16
AlexanderHowl
 
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Default Re: How Would GURPS Rules Need To Be Changed For A Computer Game?

You could very well have a game where only one character point is rewarded per minor mission, two character points per major mission, and five character points per story mission (with a missions taking an average of one hour of play to finish per character point awarded). You would just make it so that most of the rewards for missions were monetary rewards or social rewards. I would suggest starting characters with 200 character points and having 25 minor missions, 25 major missions, and 25 story missions (giving 200 hours of play from missions).

I would suggest a couple of changes to GURPS that would make the video game more interesting. Characters should gain social advantages and social disadvantages from social interactions with NPCs (with social rewards from missions also giving social advantages) and should not cost or give character points. Characters should also gain one Technique Point per Character Point invested in a skill, so players will not have to balance investing in skills versus investing in techniques.
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Old 02-10-2018, 01:12 PM   #17
scc
 
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Default Re: How Would GURPS Rules Need To Be Changed For A Computer Game?

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Originally Posted by dcarson View Post
You can have lots of base rituals and allow all the objective parameters like duration, target weight, etc. to change. Having someone write up a few hundred base rituals is a trivial expense compared to coding and artwork.
And then you'd need to code these rituals as well, which probably isn't that much of a problem, but what you'll be getting probably won't be considered RPM

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'Scores' and 'bragging rights' matter a lot to a vocal minority of the gaming populace. They do not matter ubiquitously.
Yep, just look at how scoring works in Minecraft.
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Old 02-10-2018, 01:13 PM   #18
Anthony
 
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Default Re: How Would GURPS Rules Need To Be Changed For A Computer Game?

In terms of the combat system, it would probably be necessary to eliminate the ability to choose active defenses, it would slow things down way too much.
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Old 02-10-2018, 02:36 PM   #19
AlexanderHowl
 
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Default Re: How Would GURPS Rules Need To Be Changed For A Computer Game?

You could map defenses to specific button combinations for consoles (LB could be left-handed parry/block, RB could be right-handed parry/block, LB+RB could be retreating parry/block, LT could be dodge left, RT could be dodge right, and LT+RT could be retreating dodge). Higher combat skills could slow down time perspective, allowing you to attack and defend more easily as a player.
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Old 02-10-2018, 04:12 PM   #20
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Default Re: How Would GURPS Rules Need To Be Changed For A Computer Game?

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Originally Posted by AlexanderHowl View Post
Higher combat skills could slow down time perspective, allowing you to attack and defend more easily as a player.
I was assuming multiplayer, not single player. There certainly are games that let you block, but they don't work much like GURPS.
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