Most RPG's use the system
of increasing hit points and damage ranges to increase design space,
but there are some fundamental flaws to this approach. While it can
be argued that games need to sacrifice realism for fun, we decided to
focus on making a fun game that didn't sacrifice realism. One problem
we felt was inherent in the traditional hit point system was that a
character could have, for example, 200 hit points and if he suffered
199 hit points of damage and had only 1 left, he'd still function the
same, yet would suddenly drop dead if something caused even 1 more
hit point of damage. From the very beginning, we wanted an injury
system in our game so that the character would suffer penalties
proportionate to the level of damage he had sustained.
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