a game like Bard's Tale 1 or Wizardry or Elminage is equally as much of an RPG as something like Baldur's Gate. dialog-trees and fetch quests have little to do with RPG-quality.
I'm sorry but I'm gonna have to call you on this one.Wizardry [...] super easy, endless hordes of enemy combat
I'm sorry but I'm gonna have to call you on this one.Wizardry [...] super easy, endless hordes of enemy combat
Whatever, Roqua. You've made your personal preferences abundantly clear. Over and over. For years. We get it.
You said Wizardry, not Wizardry-clones. I object to that. I sincerely doubt it applies to Wizardry clones, either.I'm sorry but I'm gonna have to call you on this one.Wizardry [...] super easy, endless hordes of enemy combat
Are you saying this isn't prevalent in the Wizardry-clones Aweight loves? Because you can make all the calls you want, it is an objective fact.
You said Wizardry, not Wizardry-clones. I object to that. I sincerely doubt it applies to Wizardry clones, either.I'm sorry but I'm gonna have to call you on this one.Wizardry [...] super easy, endless hordes of enemy combat
Are you saying this isn't prevalent in the Wizardry-clones Aweight loves? Because you can make all the calls you want, it is an objective fact.
I agree that BT, Wizardry, Elminage Gothic, and Baldur's gate have the same focus on super easy, endless hordes of enemy combat. You could throw Dungeon Siege and Clicker Heroes in that group too.
Bully for you. I think you underestimate a small boy's patience, tenacity and intelligence. And it's only natural that the first few floors start you off with relatively easy encounters (mind you, many of them can still butcher an unsuspecting adventuring party). Wizardry to me is about the dungeoneering whole: fighting, looting, mapping, all with the knowledge that a misstep could prove disastrous not only to the party, but to the playthrough itself. You say you don't like mapping, and that's fine, it's certainly a niche within a niche. That said, there are some proper balls-to-the-wall encounters nearing the end, especially if you skip some of the floors.You are technically correct. I'm proud of you! But, even as a small boy playing Wizardry 1 on the NES, I didn't think most of the fights presented much of a challenge.
I lack the requisite autism to properly appreciate those games.
You say they require autism to appreciate. Maybe you're right. Could be I've had autism since I was 17 years old, sitting in my room and playing this game when it came out in 1985 on an Apple II+.
But I've played games like the ones you seem to prefer. Ones that have more "story", ones that focus more on "exploration" and are somehow thought of in your mind as more prestigious. And of all those games, of all the Grimrocks and all the try-hard re-makes like Roqua's favorite M&M X, none of them, and I repeat, none, have ever had me staying up way past any reasonable measure of when I should go to bed for God's sake, and none of them could possibly ever convince me to re-play them again over thirty years later in a loving re-make which is drawing universal high praise. The Bard's Tale always has been and always will be referred to as one of the most beloved computer roleplaying games series, and for deserved reason.
So you go and have fun with your wannabe, pretender, supposedly superior story-based blobber (lol). Us true grognards will be here, still popping into Garth's to identify that new armor we just found, as happy as ever.
A game like Bard's Tale 1 or Wizardry or Elminage is equally as much of an RPG as something like Baldur's Gate. dialog-trees and fetch quests have little to do with RPG-quality.
Also, I don't know what to tell ya about playing through games as I don't even know where you got this information about my playthroughs from...? one of the main things I did during my initial obsession with Elminage Gothic was make threads about my multiple playthroughs. E: Gothic to this day is the RPG i've most ever put hours in, with playthroughs of the PC version totaling around 400+ hours divided into 3 different runs, and about 120 hours or so put into the 3DS port in two different runs.
I would say E: Gothic has much more content than literally any other non-blobber RPG specifically because it doesn't consist of scripted interactions. A game like Wizardry 1 is inherently MORE replayable than your standard Adventure Game-Hybrid RPG.
EDIT: For reference the 2nd RPG I've put the most hours into was F: New Vegas. E: Gothic and FNV are the only 2 rpgs I've ever put hundreds of hours into. Anyway I don't see the relevance of amount of time or playthroughs on any of this, as this also has to do with the amount of time one sets aside for playing a video game...
I assume your point is that you don't particularly enjoy the combat aspects in Wiz-clones (or MM-clones for that matter), that you find the combat repetitive after a certain threshold and that it makes it hard for you to dedicate large chunks of time into playing through this "content" because you don't consider the party-building aspects and the itemization or the exploratory elements complex enough to adequately engross you: is this about right?
If so, dude, that's fucking fine. I agree that there are blobbers that are VERY different from the standard Wizardry formula (in fact there are probably more that deviate from the Wiz-blueprint than there are those that stick to it); what annoys me about blobber-related posts of this type is that no one ever sees any problem with the repetitious nature of THEIR preferred type of RPG, but this mostly stems from the fact that the Codex was never a "dungeon crawler friendly" forum, the Codex began as a pseudo-Fallout fansite and thus games like Fallout (the standard codexian Adventure Game-Hybrid RPG) is what's considered... well, the standard.
I mean, no one ever says "dungeon master games are too simple to be RPGs!!!!", or say that a game like Grimrock needs to "modernize". I've always found this very interesting because that type of real-time blobber is one I don't find enjoyable at all, yet it never gets any criticism, whereas the turn-based blobbers are always being criticized by people who don't enjoy the sub-genre.
First floor encounters are some of the most dangerous, in proportion to how the party is setup, especially for a first time player; add in a newbie player deciding to disarm every chest and that's a probable wipe right there.
EDIT: Also, the different ports of Wizardry 1 all have varying degrees of difficulty, though I thought everyone knew this. The hardest version is the original (Apple), followed by the slightly downtuned DOS version (throw in the PC-98 version here as well), which is then followed by the PSX versions and the SNES versions, then the Game Boy (and GB Color) versions, and in last place the NES version.
In any case I don't want to comment too much on the differences in the ports because that has little to do with what roqua is saying, which is that all combat in turn-based blobbers is repetitious and hollow because of lack of properly "complex" mechanical elements or other RPG aspects, so whether the encounter rate frequence and the enemy stats are tuned upwards or downwards would be irrelevant as the combat would remain "brainless".
To each their own, mang, I don't have the energy to try (or the want) to convince you that what you think isn't accurate; you simply don't enjoy RPGs that focus on gameplay, instead you want fetch quests and "Codexian C&C", and that's fine.
I remember when I was 13, setting my alarm for 3am so I could play a few hours of The Bard's Tale every day, before having to catch the bus to school.
BTW, is Grimoire worth playing? I wish that crackerjack had a goddamn manual for his shit.
a game like Bard's Tale 1 or Wizardry or Elminage is equally as much of an RPG as something like Baldur's Gate. dialog-trees and fetch quests have little to do with RPG-quality.
I agree that BT, Wizardry, Elminage Gothic, and Baldur's gate have the same focus on super easy, endless hordes of enemy combat. You could throw Dungeon Siege and Clicker Heroes in that group too.
In my opinion, all of those are vastly inferior to ToEE, MMX, Wiz8, RoA 1-3, both Buck Rogers, Arcanum, FO 1 and 2, WL2 DC, TToN, Underraill, etc.
You'll need to make a choice between exploration and combat. For the former, you should try Dungeon Master, Chaos Strikes Back, and their better imitators (more recently Legend of Grimrock I & II), which are real-time with more interaction that enhances exploration. For the latter, it seems you would prefer a turn-based game without random encounters, where every combat is a scripted event, which is highly unusual for turn-based blobbers.So I've been playing the remastered Bard's Tale and I realize the game is popamole on steroids. Dungeons are Skinner rat mazes for me to hack apart all manner of life until I get my pellet of food/level up.
Are there any top tier blobbers that have more focus on exploration and meaningful combat? I'm not a huge storyfag, but some story isn't a bad thing. I've played Grimcock and Wizardry.
Bard's Tale is like the Might & Magic series to me. It's just kill, kill, kill. It's like they're made to appeal to lobotomized dope fiends. I lack the requisite autism to properly appreciate those games.
a game like Bard's Tale 1 or Wizardry or Elminage is equally as much of an RPG as something like Baldur's Gate. dialog-trees and fetch quests have little to do with RPG-quality.
I agree that BT, Wizardry, Elminage Gothic, and Baldur's gate have the same focus on super easy, endless hordes of enemy combat. You could throw Dungeon Siege and Clicker Heroes in that group too.
In my opinion, all of those are vastly inferior to ToEE, MMX, Wiz8, RoA 1-3, both Buck Rogers, Arcanum, FO 1 and 2, WL2 DC, TToN, Underraill, etc.
BT, Wiz and EG have a strong focus on strategic challenge (dungeon spelunking as a whole) while keeping the individual battles short, while you seem to prefer in-depth tactical challenges that come with each battle in the games you like. Given the amount of combat in tb-based blobbers, this just wouldn't be much fun in the long run, but neither approach is superior, just different