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02-10-2018, 02:29 AM | #1 |
Join Date: Mar 2013
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How Would GURPS Rules Need To Be Changed For A Computer Game?
While unlikely to happen, I recently got to wondering what a company would need to change in the GURPS rules if they licensed them to make a video game, as has been done to D&D so many times over the years. I think, unless you can think of something really important, it would be best to keep examples to DF and things that can reasonably be expected to crop up in DF, as that parallels D&D and it's games.
So what I think would need changing or dropping? 1) Anything that requires lots of GM adjudication would have to go, so no Gadgeters and no Ritual Path Magic. 2) If building an MMO or other game where real time play is desired, then turn length would have to be made longer, as it would take longer then a second to input a second's worth of choices! |
02-10-2018, 03:28 AM | #2 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: How Would GURPS Rules Need To Be Changed For A Computer Game?
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GM adjudication can be handled by limiting what is available which is a setting matter. You aren't going to have the Enchantment college available if magic items are rare such as in Thundarr or Middle Earth. In fact some settings (such as the Slayers anime) are best modeled with the Ritual Magic system. Gadgeteering has such a time and money investment that next to no one would want to mess with it in an MMO so that is reason enough not to include it. |
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02-10-2018, 06:35 AM | #3 | |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Re: How Would GURPS Rules Need To Be Changed For A Computer Game?
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So you'd need to bring 'em back in some regard. Either by handing out points in batched packages (1 lvl = 5 points?) or the other way round (for each 5 points your level increases, level being both a feelgood statistic as well as a variable for some gameplay effects). Computer gamers being even worse min-maxers, level serving as some kind of skill cap wouldn't hurt, either. |
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02-10-2018, 08:02 AM | #4 | |
Join Date: Jul 2006
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Re: How Would GURPS Rules Need To Be Changed For A Computer Game?
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.). Quote:
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02-10-2018, 08:18 AM | #5 |
Join Date: Dec 2006
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Re: How Would GURPS Rules Need To Be Changed For A Computer Game?
The Elder Scrolls: Daggerfall and Morrowind would like to have a word with you regarding 'no RPM'
(Though from what I read apparently The Elder Scrolls: Arena was at the very least heavily inspired by GURPS) Of course it was completely possible to build utterly broken spells and with no GM to veto it, you had an utterly broken spell that radically unbalanced the game. Level vs 'you have 3 CP to spend' is a pretty arbitrary distinction and quite frankly about equivalent- many games use a slow progression system like this without too much incident (some of them also tie certain things to levels like extra HP or loot levels). Some advantages like Gadgeteering would either have to see their usefulness 'baked in' to the campaign (IE- it becomes an extra dialog option) or just not included- there is basically no way to allow that type of open ended use unless you were building say 'Minecraft: GURPS edition' (With gadgeteer being a requirement for a lot of the high end refinements, materials, and recipes) |
02-10-2018, 08:45 AM | #6 |
Join Date: Aug 2005
Location: Denmark
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Re: How Would GURPS Rules Need To Be Changed For A Computer Game?
Btw. what should the setting be?
Should it be PVP or PVE focus? Or single player? |
02-10-2018, 11:05 AM | #7 | |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Re: How Would GURPS Rules Need To Be Changed For A Computer Game?
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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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02-10-2018, 12:20 PM | #8 |
Join Date: Aug 2015
Location: Kenai, Alaska
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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. |
02-10-2018, 12:27 PM | #9 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: How Would GURPS Rules Need To Be Changed For A Computer Game?
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'Scores' and 'bragging rights' matter a lot to a vocal minority of the gaming populace. They do not matter ubiquitously. |
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02-10-2018, 04:46 AM | #10 |
Join Date: Mar 2008
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Re: How Would GURPS Rules Need To Be Changed For A Computer Game?
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.
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