Vault Dweller said:
denizsi said:
Compelling argument. Epic win. I must flee in shame. Oh, talk about inability to handle sarcasm.
Sarcasm? You call typing butthurt 3 times in a row sarcasm?
Sorry I don't adhere to your understanding of sarcasm. People perceive things differently, who would've thought? Also sorry that I simply don't call you bullshit every time I notice that we perceive things differently. Honestly, I find little value in calling bullshit over stuff like that just because I can, but to each his own, I guess.
I just did name one RPG which did it unintentionally.
You said it was a board game.
No. Go back. Read again. I named one board game that did it intentionally. Then I named one non-board game that did it unintentionally. Go. Back. Read. Again.
You want names of hundreds of games where you can move objects around the level to block passage to enemies?
Not hundreds. I naively believe that building barricades in an RPG is a pretty innovative feature that hasn't been done before, would require a lot of work and its own interface, and is probably out of scope of a small indie team. It looks like you're shocked and possibly even flabbergasted that this simple must-have feature wasn't done, referring to it "well, it's ex-Obsidian developers, what do you expect?", which implies that pretty much everyone else would have done it. Hence my "name the RPGs" question.
Building barricades is just an improvement of "push boulder to block corridor" mechanic that can be found in so many games. Perhaps you're thinking of too many variables into it to the point of making it a barricading simulation, I don't know. But I don't.
The remark, "it's ex-Obsidian devs" is meant to imply that if anyone was even to try anything new, Obsidian would be the last to do it, which wasn't exactly fair to be honest considering what they did with MOTB, but it was at least a little fair for everything else they so far done (BioWare copy-pasta).
Sure, honey, that is a chair, and yes, that is a door you see there. Aren't you such a smart boy. Good boy, good boy!
...
Be a nice boy and play along. I make the effort to reply to your nonsense with nonsense. Keep the fun, will you?
I beg to differ but talking to you is futile, obviously. Mini games? Its own interface? What the fuck? I pile up boxes in Deus Ex to block passage to enemies. Show me where the mini game with its own interface is.
:facepalm:
Unless you want the gameworld be filled with stackable boxes, conveniently located everywhere, it would require every object to be rotatable, movable, destructible, fit together properly actually forming a barricade, have its own stats, a hell of physics engine, and a proper interface that goes with it. The issue of dragging objects from other places and building a super fucking fortress that zombies can never get through would have to be addressed as well. Besides, once you go this way, every object in the game would have to be movable to avoid questions like why can't I use this heavy metal safe or why can't I remove this metal door and use it. It's a huge fucking project.
Do I really have to explain these rather obvious things to you?
:facepalm³:
You obviously have a problem with thinking simple, because to you, obviously everything is a matter of immense complexion, judging from how anal you're taking that one example.
That example is meant to convey how, in a game where certain things are already in place, certain other things can be done to achieve certain ends despite not being intentional, to emphasize the simplicity involved for the latter once the former is already in place for every other reason.
Additionally, I already said that in a point & click game, such level of physics is irrelevant because, well, answer this: is there a basic physics beyond simple collision, in AoD to determine things as simple as where player can and can not go, where you can click in a level that will register as a move command, whether your character hits, misses or dodges blows or how animation is playbacked? I'm guessing no, because all of these are handled in a simpler system, only filtered through stat calculations, where such physics or anything equally complicated is simply irrelevant, right?
Adventure games have plenty of similar examples too. It's all illusion.
Yes, and that reason is either being unimaginative, being a lazy bum or I-don't-give-a-fuck-ness.
Because everything is so easy. All you have to do is wish really hard, eh?
Because everything is so impossible. You simply couldn't possibly do it ever, no matter what, eh?
Learn to read. He said that it would have been a priority if they were making a different game, but he sees no reason to do it in a TB game, especially since the design isn't focused on building fucking barricades.
I think it's pretty much established that you're the one with reading & comprehension disability (please see the second reply in this post). He said:
"If we were making a real-time action game, that might have been a priority"
How many ways can you read that? He did mention the scope of the game, so I have no problem with that. If they wanted to have barricades, they'd have begin the whole design from the very start with that in mind. But he also said that line, making a very particular association between a "real-time action game" and barricading, which is very much WTF material. Obviously, I lack the ability to twist and bend that line out of recognition like you've mastered to do.
Honestly, go find that game I mentioned, Zombie Night, and play it. It is, the underlying mechanics, are ridiculously simple, so much so that you can apply the same logic to even Morrowind, Oblivion or Fallout 3 with some creative scripting. It has nothing to do with physics. It has nothing to do with a shitload of stats or whatever. It has nothing to do with a special minigame with its own interface. And I'm surprised by how much more work you attribute to the idea than it requires. Ultima 6-7 did shitload of stuff with relatively "primitive" technology, as most people would call it today, and all of it in-game without any special minigames. Yet, if you pitch the idea around for modern games today, most people will think of minigames like you're doing it here for absolutely no legitimate reason.
Finally, I don't even know why it came to here at all. I'm not trying to pass the idea on everyone that Zombie setting without barricading is a no go, though it certainly is disappointing. I simply made a mocking observation and suddenly I'm lynched for being a "barricade lover" and for pointing out some nonsensical stuff Brian has said.