You really are an idiot, you know that?
Vault Dweller said:
For God's sake, learn to read. Dungeon crawler is not a true RPG, imo, it's focused purely on combat ignoring all the other RPG aspects. JA2, SS, ToEE, PoR are all dungeon crawlers. One must understand that and not confuse them with or expect games like Fallout and Arcanum. Do you think you can comprehend that? You may disagree, but that's my opinion and my definition of RPGs, and there are no contradictions there.
Vault Dweller said:
Well, that's because it was a dungeon crawler sub-class of RPGs.
I'm sorry if I got confused by your utter lack of consistancy!
Last I checked a sub-class of something could be considered that thing. A Honda Civic is a sub-class of a car, and it IS a car as well.
First, the current definition is so broad it could be put on any game with stats, including Deus Ex. Second, my definition is based on the existing games, not some wishful thinking. My goal, however, wasn't to cover all games with stats or inventory, but to isolate a group of games with very specific traits that, imo, represent true role-playing. Fallout, Arcanum, Geneforge, Prelude to Darkness, Darklands, to name a few. Third, it doesn't cover games like Deus Ex. Try again.
Sure it does, you can play a character the way you want in Deus Ex. You can play through without killing anyone, you can pick locks if you want, you can sneak past enemies instead of fighting them from what I hear. That's all your criteria.
Are you retarded? No, really? Can you maintain a discussion in its context without using rather childish and idiotic examples like that?
Are you retarded? You gave me an example of a few guys with superior weapons and training wiping out a village in 5 minutes, I gave you THE SAME EXAMPLE in a real life situation and it's suddenly out of context?
You really don't pay even attention to what you say do you? Let alone what other people are saying.
I explained it many times in this thread. Some people have even commented on that. It's becoming pointless to repeat it over and over again. I'm under the impression that you are not even reading or trying to understand my points, even if only to attack them better.
No you haven't. All you've said is that char development suddenly ends around the mid-levels. You implied, sort of, a couple times that getting new skills was character development... but you don't consider a completely new style of attack to count for that.
Again, inconsistant. Either new skills mean char development or they don't, you can't pull this "new skills are char development only if I say so for that specific skill" bullshit.
Or if you really want to, tell me right now what feats count for character development.
I doubt that. The standards you've set are way to high.
What, being right all the time? Being consistant? Not contradicting myself? Having actual logic for my arguments?
You are taking things way too literally. I don't. Deal with it.
You say character development stops for the Whirling Death class at level 15. He doesn't get a whirlwind attack until level 18, so you need to explain why Whirlwind Attack isn't "new" enough to a character to count as character development.
Yes, he learned a magic trick just a few days before he was killed.
Oh good retort there! Don't deal with the statement OR the point, just pretend it was ludicrously out of hand rather than just being evocative. You're taing things way too literally. Deal with it.
I'm not talking about role-playing Palpatine here, I'm trying to show you the absurdness of the suggestion you've made earlier. While you are free to role-play any character you want, you should also understand the nature of a character you are role-playing and his position. THAT's what role-playing is about, not about doing whatever the fuck you want 'cause u r roel-plaing here.
Yes you are. You are refusing to admit a character can have any motivations other than what you see in Palpatine. You say ALL Sith Lords wouldn't try to bring a hot chick over to the dark side because Palpatine wouldn't. Bull. Different Sith Lords will have different motivations, it's not as if they are brainwashed eunuchs after all!
You're trying to say developers can't come up with good scenarios to deal with past gaming decisions because you don't like the specific reasons I came up with. That hardly even proves anything anyway, I'm not a game designer (yet) and am certainly not going to come up with all possible ideas in a thread.
You are fighting the wrong battle, proving only that you don't like the specific examples I gave you while doing nothing to prove that it can't be made to work.
I'm giving examples of how it COULD be done, just because you don't LIKE the motivations I gave does not mean it can't be done.
Then give me a better example, the one that actually makes some sense.
No, I'm not going to bother. You will just claim that Palpatine wouldn't do it. There's no point.
A true Sith would gladly use his enemies to get at another enemy. No contradiction here. You may choose to RP a different character, but the above mentioned behavior is reasonable.
Not to me. Palpatine wouldn't do it!
You keep repeating that nonsense. How about some examples comparing a specific situation in a first game, and then the consequences of it in the second game? If all you can come up with is "they were destroyed anyway" or "they moved away and didn't leave a mailing address", then don't bother.
How's this: Take any quest from any game you want, take ALL the consequences from that quest you want. Then cut a LINE through the game RIGHT AFTER that quest and release everything before it as the first game and everything after that line as a second game.
THAT IS ALL WE ARE TALKING ABOUT.
Specific enough?
And once again, some examples proving me wrong would be nice.
Imagine any quest you want involving Sandpeople. Make it as complex as you wish. Then change Sandpeople to Jawas. Guess what, it probably still works.
And once again, developers who wanted to could make seperate quests for the different scenarios.
Wouldn't they haved to in a single game anyway? If you wipe out the Sandpeople in the first 1/4 of the game and then go back in the last 1/4 of the game and there's new quests you have <i>the exact same situation</i> as if it were divided up by two games.
But the non-fighting parts could easily be accounted for in a sequel, perhaps Return to the Temple of Elemental Evil.
Easily? I doubt that. The pirate town, the Loth agent, the temple factions, and last but not the least the way you dealt with Zuggtmoy - too many variables for CRPG, if properly done, of course.[/quote]
ROFL.
See, here's the thing. I think that taking so much complexity would be too much for a single RPG. That is why I argue so much about how it won't be done except in a very few games. It's the argument that earned me the Dumbfuck tag.
I'm saying it's no more difficult to do it over multiple games. If you think it is, then it is just as impossible in a single game.
Let's put it in a sort of timeline:
Events Happen
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More Events Happen
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Events happen that take into account the first two events.
Now, with multiple games.
Events Happen
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More Events Happen
Game Ends
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New Game Starts
Events Happen that take into account the first two events.
There is no fundamental difference except that the developers got to split things up a bit. They presented one part of the story to you and then kept working on the second part while you were playing the first.
There is no actual difference, other than the need to transport the information between the games.