Wish I could get that in Scrabble...
In RPGs today, there are a number of ways of getting characters to progress. The most common variant is standard EXP and levels, you do (kill) things, get points, and use those points to earn levels. Another method is purely equipment-based, in that your character has no or very little intrinsic ability, but the things they can collect and wear on their heads makes them stronger and capable of getting even prettier hats in different colors.
One of my favorites, however, is the fluid skill training system. Like our very own Dwarf Fortress, you have to do things to get better at them. Dungeon Siege, Illarion, heck even Runescape use this method. Every time you use a skill, you get better at using it. Makes sense.
However, after seeing some truly dreadful implementations of this particular system, and some of the problems that come from them, I've come to wonder if maybe there's a better way of doing things.
In standard skill training systems, whenever you correctly perform an action, the associated skill either has a chance to increase, or does increase by an incremental value. One of the peculiar things about this is that the completely uninitiated will have a terrible time learning due to their inability to successfully do that thing even once. The more experienced, the more you learn, which seemed a bit odd to me.
What if, instead, skill gains came from failing at an action? (This is where Nietszche comes in to make things sound fancy, "That which does not kill me, only makes me stronger")
Humans in reality often learn from mistakes... Or, rather, we learn a fair sight more from our mistakes than from our successes, generally speaking. If we were to attempt to implement this in a game, we'd potentially see a system where someone with no knowledge of a skill (say, swordfighting) would have no real concept of how things should be done, and would thus stand to learn the most. As they take a few practice fights and earn a few scars and bruises, they begin to develop an understanding for how the opponent can and will move to attack them (thus opening the way to learn how to defend against them, through trial and error), and how to wield the weapon in order to better put the opponent offguard, to wound, and eventually to kill. They would, through their many failings, quickly learn the basics of swordplay and develop a rudimentary grasp of the concept in very short time, while refining the skill would take more practice, and more enlightenment as to what can be refined.
Let's take our swordsman now and fast forward a bit... He's been hunting goblins for years and years, and knows everything about their combat style. He can perfectly dodge, parry and avoid their attacks, and knows exactly how and where to strike to gain the most efficacy from his movements. He is, at this point, perfect. And stands to learn nothing more. The pattern merely cements itself through practice, he will continue to be perfect at slaying goblins. He can't get any "more perfect", because he's not learning anything from this, he's just doing what he knows best.
Now, pit him against a seasoned knight, who has spent his life adventuring in far-off lands and crossing blades with far stranger and dangerous foes. Suddenly, our goblinslayer is pitted against a greater swordsman with new and entirely different tactics, and our swordsman finds his knowledge to be insufficient. But, again, learning from his failures to divert the knight's blade or penetrate his defenses, he soon grows to have a greater understanding of swordplay and matches the knight's skill.
This, I feel, makes more sense. It makes new skills easy to learn but difficult/dangerous to perfect, and performing repetitive, menial and "safe" actions will not serve to make you any better, because you're not challenging yourself. This forces players to seek out greater risks and challenges, or even impose restrictions on themselves ("I could take you all on with one hand tied behind my back!" ... "I am not left-handed!") in order to attain a higher degree of skill.
This also makes grinding, in some cases, a bit less spammy. I can recall all too clearly all the molotovs I had in HellMOO, all the wooden plates and iron daggers that were constructed and sold en masse in Illarion... It just serves to produce a vast amount of junk that nobody knows what to do with afterwards. Rather, if you learn by not getting it right, you don't get a vast amount of finished products lying around. In contrast, it also means producing for the sake of the product has to be done exactly for that reason, since you probably aren't getting any skill boosts out of it. And, as a consolation, every failure to make something helps you get better at making it next time.
Now, this idea obviously has its own flaws... One could simply grind away at the most complex, difficult task they could find and skill up that way. But it seems simple enough to make such actions fairly dangerous, or at least rather expensive. So, again, not impossible... Which it shouldn't be. Just discouraged.
Anyone care to voice their thoughts on the matter? Are there actually any titles out there that do something similar to this? Would you like to see this system in a game, and how do you think it could be improved or altered?