mr nobuddy
Educated
amulet of Oblivious HP +100/Sarc -34
Any writer who can develop such an amazingly deep and detailed character as Drizzt - beloved by millions, mind you - is a great writer in my book.mr nobuddy said:Vault Dweller said:Read a book. I've heard that Salvatore is a great author.The grey wizard doesnt die in some epic battle, but from a fluke of chance? Not so epic. Not so dramatic.
you're going to hell for saying that.
Again with the random stuff... Anyway, don't you understand that what you suggest is to make NPC practically immortal, making sure that they are never in real danger while you play... no, scratch that, while you follow the game from one cutscene to another? Why even bother playing a game? Watch a good movie instead.Naked Ninja said:@ VD : A stat could represent it you say? But....he died 2 hours ago fighting a random wolf while I was getting lost in the wilderness. Pity that.
You misunderstood. The stat makes the character act, makes him say whatever the designer wanted him to say when he fails a save, etc. That gives the player a chance to change the outcome, instead of having exactly the same thing happening at exactly the same moment REGARDLESS of what you do. When things start happening "regardless" in an RPG, I lose my interest.But, jokes aside, you think a number on your character sheet has more of an emotional impact than having that character perform actions and speak dialogue during the game that convey his personality/nature?
Now you are being stupid. First, nobody needs to announce anything, it should be a reaction to a certain event (for example, player using the ring). Second, when that happens, it could be a well designed situation with plenty of dialogues and options, not some lame one-liner and an insta-attack. I thought that was clear.Really? I can see the game in my minds eye now, instead of Boromir constantly staring longingly at the ring, and trying to take it, he just announces every so often that "Hey guys, my ring-corruption level has gone up 2%!! I am so not trustworthy, lol.". Yes, that would be AWESOME. A number and some dialogue options are not the same as a good, well writen and scripted plot point.
Vault Dweller said:Any writer who can develop such an amazingly deep and detailed character as Drizzt - beloved by millions, mind you - is a great writer in my book.mr nobuddy said:Vault Dweller said:Read a book. I've heard that Salvatore is a great author.The grey wizard doesnt die in some epic battle, but from a fluke of chance? Not so epic. Not so dramatic.
you're going to hell for saying that.
PS. If you want to know more about Drizzt, here is a handy link:
http://en.wikipedia.org/wiki/Drizzt_Do'Urden
I bet you didn't know that his eyes are a lavender hue and very unusual in general. And you said that Salvatore is a shitty writer. Shame on you!
What party members?Volourn said:Gothic 3.
You mean the party members that, upon dying, were to be found back at the temple resurrected free of charge along with a single line that went something like, "Wow! I was dead! But only for a moment!" Yes, very permanent.NWN1.
The fact that you feel the need to include this is pretty lame, sorry.pnp.
All of which had resurrection except for the occasional "chunky death".BG2.
BG1.
PST.
The_Pope said:Movies/books where the heroes die like dogs for no good reason are way better than ones where there has to be an epic meteorite of ultimate Armageddon plus emotional climax before they're even vaguely in danger. Saving private ryan kicked ass, and almost everyone in it died to an unnamed German soldier. I'd love to see that kind of thing in a game, maybe an Atilla the Hun game where you're just about to conquer Rome and then you die face down in your own vomit after having a bit too much to drink/getting poisioned. An ending cinematic where you're just about to finish the ritual to banish ultimate end foozle then get nailed through the back by a generic orc would be even better.
What party members?
Well, their role can't really be integral if it can be handed off to another character, can it? I think it really depends on what kind of story you want to tell, and in some cases either you are putting some of the story onto the NPC's or you are defining the player's character for him to an extant so that any PC fits into that role themselves (such as "you are the Bhaalspawn"). It's either one of those things or you make it all about the quests and the world, as you suggested, but in that case the player must be completely unconnected to it all.Twinfalls said:Do NPCs (and party members) have to be tangential to a story in order to be killable (or otherwise 'unforced')? Can they perhaps play a greater, more integral role in whatever story unfolds - in differing ways for different NPCs, yet remain realistically severable (individually) from the player's game arc?
I'm not a big fan of the "we put a lot of work into this thing so therefore every single player must see it" concept, if that's what you mean. I'm a big fan of optional content, though I admit when available content becomes limited it becomes much harder to justify putting it in places that don't lengthen the overall play length. In that respect, it will be interesting to see how the multiple origin chapters in Dragon Age go over.I think you're also troubled by the 'we don't want players to not see a lot of stuff' thing, about which I can only re-iterate that replayability is a great plus.
That is a choice, and it should remain a choice. Forcing something on players because "everyone will reload" anyway is as lame as not designing xbows and throwing weapons because "let's face it, everyone uses bows!".Naked Ninja said:The only danger anyone experiences in these games is the danger of experiencing a set back. They're not going to die, you are just going to reload.
Prove it.And why do you think having a planned set encounter means you have no input? Thats where branching comes in. All of planescapes encounters were carefully planned and scripted. Did you have no chance to roleplay? Come now, apply your own logic to your experience playing that game, and see the falsehood of your hypothesis.
Cop-out.About the stats, again, you seem to believe a scripted, set-up encounter means that it always turns out the same way. I've already gone over that above, so I'm not going to repeat myself here.
Is that a fact?As to the last paragraph, while I like to see options like that in games, you can only take that so far, especially if you can't guarantee where and when it happens.
Daggerfall vs MW/OB.Generated content can't match handcrafted stuff...
It's a choice, isn't it?If a player figures out that putting on the ring triggers event X, they'll just sit around in the tavern putting it on and taking it off until Boromir triggers and they get the payoff. There goes your nice pacing.
So is a good RPG.Computers can't match a good writers sense of timing, effect, setting etc. Computers couldn't generate a plot like PS:Ts through juggling stats and numbers. A good story is a work of art.
Naked Ninja said:No, I'm saying only the plot can kill the heroes.
So tell me, since I'm sure you disagree, which was the last RPG that you played, when your party members died, and where permantently gone?
Nothing can permanently remove your party members except a story point. Theres always a temple or something, and if there isn't theres always reload. A death that can be simply circumvented is meaningless to the experience and the story, and you may as well replace it with a "lying on the floor groaning" mechanic.
Tell me, do you guys also complain when in Mount and Blade, after combat, it gives you a message saying "You hide in the grass until they are gone, then get up to find your men, having lost some gold and gear."?
Does it totally ruin it for you? Does it remove all feeling of danger and thrill from the battle? I'm sure it must, given the sheer volume of whining on this subject.
Perhaps integral in a way that they enhance the storyline 75%, yet still are not necessary to complete the main plot. Though perhaps that's not what "integral" means. But anyhow, you can relate this to PST or Arcanum and the option of having a low Int or Wisdom character. If you have a low Int/Wis character in PST or a low Int character in Arcanum, you're basically missing out on 75% of the story. But you can still finish the game. So you could make the NPCs' dialogue and scenes make up 75% of the story in the same way, yet not be necessary for ending the game.Dgaider said:Well, their role can't really be integral if it can be handed off to another character, can it? I think it really depends on what kind of story you want to tell, and in some cases either you are putting some of the story onto the NPC's or you are defining the player's character for him to an extant so that any PC fits into that role themselves (such as "you are the Bhaalspawn"). It's either one of those things or you make it all about the quests and the world, as you suggested, but in that case the player must be completely unconnected to it all.\Twinfalls said:Do NPCs (and party members) have to be tangential to a story in order to be killable (or otherwise 'unforced')? Can they perhaps play a greater, more integral role in whatever story unfolds - in differing ways for different NPCs, yet remain realistically severable (individually) from the player's game arc?
Yoshimo can die before Spellhold and then the betrayal never happens. You don't sacrifice a great degree of realism like this just for a plot point.An example. In BG2, Hoshimo (or whatever his name is) betrays you at a certain part of the game. If you didn't see it coming, this probably elicited feelings of betrayal and anger. If you did, you probably felt that your suspicions about his shifty nature were confirmed. Both of these responses are emotional. They imply that the character has left an emotional impression on the player, and that you are responding to that connection and his actions, and its a sign of good writing.
In terms of books/movies, no shit. An author writes a book and things happen only when he says they happen. But in terms of the audience's perception when they read the book or watch the movie? Bullshit, they are never supposed to perceive that the plot can kill the heroes. Do you go into a movie saying to your friend, "Oh, don't worry, only the plot can kill the main characters"? Do you start a book not worrying about the livelihood of the main characters because you know they will only die when they're supposed to? No. In Saving Private Ryan, the audience fears for ALL the soldiers' lives when they storm the beach on D-Day, facing the stationary machine gun fire and grenade spam. In the Lord of the Rings, the reader fears for the hobbits' lives when they're trying to escape the Nazgul. The reader PERCEIVES that the deaths can happen at ANY moment.No, I'm saying only the plot can kill the heroes.
For a start, the idea that including resurrection can make "permadeath" good for gameplay is pretty much nonsense. Temporary permadeath is an interesting concept. [I think resurrection sucks btw]Dgaider said:but really it's mostly because we don't think that permadeath adds anything to the gameplay. Not without some kind of recovery like resurrection
Which wouldn't happen. Are you reading? (and do stop with the "random" - it's getting tiresome).Naked Ninja said:A main character dying under the attacks of some random goblin...
This can be done with permadeath. You just won't get to see all such "emotional" content on your first playthrough. Hence my suggestion that this would need to work for a shorter game with replay value a major selling point.An example. In BG2....
Again you use a bad implementation that makes no attempt to give character death any meaning. Again, this is no argument against a system which does make such an attempt. Again, you need to construct the best permadeath system you can imagine, then argue against that. Arguing against systems that aren't good / don't try to do what we're talking about is simply a waste of time.Compare it to Icewind Dale say, when one of your mute party members fails a saving throw or something and dies fighting Yuan-ti #22. What do you feel? Anything? Bullshit. All you feel is annoyance. That you're going to have to reload. There is no emotional weight to the characters death, plot wise. Its meaningless.
Good lord . Please stop it.It would be the same if during the Star Wars movies
No - I'm not wrong. I said that the options you need to cater for are not doubled - since many events are independent of others. You know what that means, right?Oh, and about your point about branch overlap, you are actually incorrect.
Not with independent events. Your example assumed doubling of work for each "choice". That only occurs when every event in the game world is related - i.e. when no two events are independent. This happens only when the choice results in two entirely different worlds (i.e. practically never), or when the choice affects every other possible event in the future game (i.e. never). In short: never.If they overlap it makes them HARDER to keep straight and debug.
I don't suppose you'd consider taking your own advice on this one? Sticking an extra choice in a game practically never doubles the work involved. Look at almost any choice in almost any game to see this.Get a fucking clue about what you're talking about before your shoot your mouth off dumbass.
The goblin example is stupid? You've never fought a horde of meaningless filler monsters in an RPG?
doctor_kaz said:I'm kind of looking forward to it being an actual real-time combat system from the ground up instead of the bastardized hybrid semi-turn-based-semi-real-time compromise system that has dominated D&D RPG's since Baldurs Gate 2.