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AoD recieves undue praise and favouritism from the Codex

Deleted Member 22431

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People for some reason got the idea that AoD is hardcore but you see, this is where you're wrong, whereas in better rpgs you generally have to use your own creativity, logical reasoning and mastery of the game mechanics in order to figure out how to solve a problem or finish a quest in AoD you basically just start a dialog or something, see what choices you have and click on the one that is suitable to your character build and POOF!!........ all your problems go away with one magical skill check. It's difficult to feel any pride for anything you do in AoD except for winning in combat because aside from that it's not really you who achieved anything, your character's stats effectively did it for you.
In “better” cRPG’s skill/stat checks are either inexistent or fluffy. It’s impossible to fail in any of them. Consequently, when players fail in a stat/skill check, that pisses them off. Then they start to make rationalisations and giant comments trying to downgrade the game because their precious egos are brutally violated by a hostile gameworld for the first time. It doesn’t matter that you have to achieve a number to pass in a skill/stat check. The point is that it feels like you have a hostile gameworld getting in the way, trying to make things difficult for you. That’s why is hardcore. You talk about requiring player’s intelligence is just a red herring to deny the truth: you don’t want a hostile gameworld where you are forced to make tough choices and fail. You want a playground where you can toy with NPCs and being “rewarded” for your intelligence. Besides, the notion that the moment to moment gameplay in a cRPG should be determined by the player’s ability is completely moronic. cRPGs are not strategy games or shooters. The only ability that should be required is the ability to master the character system, resource management and the combat system, and Age of Decadence does this in spades. If you can’t make a decent build, you die. If you don’t know how to position yourself, you die. Of course, there are also some situations where skill/stat checks will leave you in the dark and you have to make your own choices, e.g., with Cassius and Carinas at Teron where your perception will tell you that there is something odd about their behaviour. That’s right in the begging of the game, so the suggestion that this never happens is completely false and unjustified.

Once you learn how to specialize your character's stats correctly the game essentially plays itself for you, except if your playing as a combatant in which case you have to win the fights yourself.
Like every single cRPG existence.

And also i have to add, i am not saying i am against skill checks in general, those can be done correctly for example like how in fallout you can't really see which dialog options appeared because of what skill so you still have to choose the option that seems the most rational by yourself, unlike in AoD where you just press a success button and move on, this type of design is just insulting to be honest.
Read the counter-examples mentioned above about Cassius and Carinas. I’m sure there are other counter-examples, but these are just from the top of my head.
 

barghwata

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In “better” cRPG’s skill/stat checks are either inexistent or fluffy. It’s impossible to fail in any of them. Consequently, when players fail in a stat/skill check, that pisses them off. Then they start to make rationalisations and giant comments trying to downgrade the game because their precious egos are brutally violated by a hostile gameworld for the first time. It doesn’t matter that you have to achieve a number to pass in a skill/stat check. The point is that it feels like you have a hostile gameworld getting in the way, trying to make things difficult for you.

Once again this is where you are wrong, the world only feels "hostile" in the first playthrough, once you figure out how the game works it's so easy to make a specialised character and breeze through the game by passing skill checks designed for your character, the only challenging builds in the game are fighting builds, the rest are played like a more restrictive version of a visual novel, you pass a skillcheck, you move on, you pass another skill check, you move on again and it goes on and on untill the end of the game.
A game that allows the player to finish it easily by clicking one skill check after the other, isn't doing a very good job at conveying that the gameworld is quote on quote "hostile", also unlike actual C&C games where you have no idea which choice is good for you and which choice is gonna hurt you and where you're always nerve wrecked and worried about not making the right choice, in AoD as long as you're not an idiot and always follow the option that suits your character build you know that said option is almost always going to work, effectivley nullifying the whole "forced to make tough choices and fail" feel that you spoke of.

Like every single cRPG existence.

No, i am sorry this is just idiotic, not every CRPG plays itself for you, why can't AoD fans just enjoy the game for what it is instead of feeling the need to defend the things it does horribly.

Here is an example, let's say you're playing FO1 and you're given a quest to secretly assasinate a certain important person who has guards posted guarding his house 24/7, so you start trying to think of a way to do it, you wait untill night since you can't kill him publicly and you go to his house and start looking for a way to get in, maybe you bribe the guards, sweet talk them if you have speech (but without the game showing you the skill check), maybe you sneak in from the back door, maybe from a window, i don't know, once you're in you sneak around trying to find where your target is without getting caught by guards or the servants that live in the house, then you find the guy's office and remember that you have skill in explosives and you can just put a timed bomb under his office and leave so you do that, by the next morning you go take a visit to his house and find his entrails splattered eveywhere in the office and feel pride for having thought of all of this by yourself without the game explicitly telling you what to do.

Let's say we take the same scenario just this time, we execute it AoD style:

you go to the guy's house and a menu pops up:

1. [speechcraft] sweet talk the guard.
2. [dexterity] [sneak] climb and sneak in through a window.
3. [lockpick] unlock the back door and get in.

so you choose the lockpick option because you have lockpick and you succeed but the moment you get in you find a house servant facing you looking at you in shock, then this menu pops up:

1. [speechcraft] [trading] you convince him somehow to let it under the rug for a sum of money.
2. [critical hit] you stab him in the neck before he can react.
3. Attack.

so let's say you choose the critical hit option knowing that you invested points into that and it succeeds, in the next menu that pops up you find the guy's office and you are met with these two options:

1.[explosives] leave a timed bomb under the guy's office.
2.[sneak] hide somewhere in the office and wait for his arrival.

you know you have explosives so you choose the first one and you succeed, congratulations. You see it's the same scenario same method used same everything except for one important thing, in FO1 you thought of a way to kill the guy and then executed it yourself through the game mechanics, in AoD you clicked 3 menu options that SAY that you did all of those things and you only knew those specific options would work from your knowledge of your character build not because they're objectively the safest options or something.

I am sorry but this is just pathetic, the game isn't just playing itself for you it's effectivley thinking for you as well, this is not roleplaying, roleplaying means actively playing the role of a character yourself, not clicking a couple of menu options that play the role for you.
 

Deleted Member 22431

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Once again this is where you are wrong, the world only feels "hostile" in the first playthrough
The player needs at the very least a few dozen of playthroughs to unlock every choice available, and in every different scenario you will feel the pulling of the gameworld. If you try to impose yourself on the gameworld, it will push you back.

once you figure out how the game works it's so easy to make a specialised character
Please name one single cRPG that it is challenging after you mastered its ins and outs. That’s what happens when you master a cRPG. THEY ARE ALL LIKE THAT.

No, i am sorry this is just idiotic, not every CRPG plays itself for you
Then prove it with actual examples. Everything you are moaning about can be said about every fucking cRPG ever designed by mankind. Stop criticising the game with delusional standards that were never satisfied by mankind.

Here is an example, let's say you're playing FO1 and you're given a quest to secretly assasinate a certain important person who has guards posted guarding his house 24/7, so you start trying to think of a way to do it, you wait untill night since you can't kill him publicly and you go to his house and start looking for a way to get in, maybe you bribe the guards, sweet talk them if you have speech (but without the game showing you the skill check), maybe you sneak in from the back door, maybe from a window, i don't know, once you're in you sneak around trying to find where your target is without getting caught by guards or the servants that live in the house, then you find the guy's office and remember that you have skill in explosives and you can just put a timed bomb under his office and leave so you do that, by the next morning you go take a visit to his house and find his entrails splattered eveywhere in the office and feel pride for having thought of all of this by yourself without the game explicitly telling you what to do.

You are very proud of the choices previously determined by the developers. You think what they allowed you to think. You can’t go around their predetermined paths, and you can’t succeed if you don't have the proper skills. Yet in your delusional mind somehow this is different. How come?

You see it's the same scenario same method used same everything except for one important thing, in FO1 you thought of a way to kill the guy and then executed it yourself through the game mechanics, in AoD you clicked 3 menu options that SAY that you did all of those things and you only knew those specific options would work from your knowledge of your character build not because they're objectively the safest options or something.
So you are assuming without argument that when you make a skill/stat governed choice in a text-adventure screen you are not doing it trough the game mechanics. That you have less freedom. That’s the most stupid thing I ever heard. Not only AoD give you more choices, it also provides you with more interesting fail as you go scenarios, well thought out and more plausible consequences.

roleplaying means actively playing the role of a character yourself, not clicking a couple of menu options that play the role for you.
Your whole argumentation is based on the notion that in a genuine cRPG, skill and stat checks shouldn’t open in a text-adventure screen. That’s a matter of personal preference. It’s not objective or rationally sustainable by any stretch of imagination. Plenty of people enjoy both alternatives and you don’t speak for every single cRPG player out there. You don’t come across as a knowledgable cRPG player. Instead, you look like an egotistical know-it-all teenager who complains when all his arbitrary preferences are not satisfied or shared by everyone.
 

Vault Dweller

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Here is an example, let's say you're playing FO1 and you're given a quest to secretly assasinate a certain important person who has guards posted guarding his house 24/7, so you start trying to think of a way to do it, you wait untill night since you can't kill him publicly and you go to his house and start looking for a way to get in, maybe you bribe the guards, sweet talk them if you have speech (but without the game showing you the skill check), maybe you sneak in from the back door, maybe from a window, i don't know, once you're in you sneak around trying to find where your target is without getting caught by guards or the servants that live in the house, then you find the guy's office and remember that you have skill in explosives and you can just put a timed bomb under his office and leave so you do that, by the next morning you go take a visit to his house and find his entrails splattered eveywhere in the office and feel pride for having thought of all of this by yourself without the game explicitly telling you what to do.
It sounds awesome but in reality you walk in, plant explosives or use super stimpacks to overdose, walk out. While you use the stimpacks the target is just standing there, having a good time.

Fallout is a great game but it's not a game where your options are only limited by your imagination. It was scripted as heavily as any other comparable game, so you can only use explosives to seal one particular cave but not any other cave or manhole. Same goes for using Repair or Science.
 

barghwata

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Once again this is where you are wrong, the world only feels "hostile" in the first playthrough
The player needs at the very least a few dozen of playthroughs to unlock every choice available, and in every different scenario you will feel the pulling of the gameworld. If you try to impose yourself on the gameworld, it will push you back.

once you figure out how the game works it's so easy to make a specialised character
Please name one single cRPG that it is challenging after you mastered its ins and outs. That’s what happens when you master a cRPG. THEY ARE ALL LIKE THAT.

No, i am sorry this is just idiotic, not every CRPG plays itself for you
Then prove it with actual examples. Everything you are moaning about can be said about every fucking cRPG ever designed by mankind. Stop criticising the game with delusional standards that were never satisfied by mankind.

Here is an example, let's say you're playing FO1 and you're given a quest to secretly assasinate a certain important person who has guards posted guarding his house 24/7, so you start trying to think of a way to do it, you wait untill night since you can't kill him publicly and you go to his house and start looking for a way to get in, maybe you bribe the guards, sweet talk them if you have speech (but without the game showing you the skill check), maybe you sneak in from the back door, maybe from a window, i don't know, once you're in you sneak around trying to find where your target is without getting caught by guards or the servants that live in the house, then you find the guy's office and remember that you have skill in explosives and you can just put a timed bomb under his office and leave so you do that, by the next morning you go take a visit to his house and find his entrails splattered eveywhere in the office and feel pride for having thought of all of this by yourself without the game explicitly telling you what to do.

You are very proud of the choices previously determined by the developers. You think what they allowed you to think. You can’t go around their predetermined paths, and you can’t succeed if you don't have the proper skills. Yet in your delusional mind somehow this is different. How come?

You see it's the same scenario same method used same everything except for one important thing, in FO1 you thought of a way to kill the guy and then executed it yourself through the game mechanics, in AoD you clicked 3 menu options that SAY that you did all of those things and you only knew those specific options would work from your knowledge of your character build not because they're objectively the safest options or something.
So you are assuming without argument that when you make a skill/stat governed choice in a text-adventure screen you are not doing it trough the game mechanics. That you have less freedom. That’s the most stupid thing I ever heard. Not only AoD give you more choices, it also provides you with more interesting fail as you go scenarios, well thought out and more plausible consequences.

roleplaying means actively playing the role of a character yourself, not clicking a couple of menu options that play the role for you.
Your whole argumentation is based on the notion that in a genuine cRPG, skill and stat checks shouldn’t open in a text-adventure screen. That’s a matter of personal preference. It’s not objective or rationally sustainable by any stretch of imagination. Plenty of people enjoy both alternatives and you don’t speak for every single cRPG player out there. You don’t come across as a knowledgable cRPG player. Instead, you look like an egotistical know-it-all teenager who complains when all his arbitrary preferences are not satisfied or shared by everyone.

You completely misunderstand my point, i didn't say text-adventure style games suck in general or can't be good rpgs, those can be very good when well written and executed nor do i think AoD is a bad game and that people don't have the right to like it, AoD has a lot of strong points like great writng and good characters but the rpg mechanics are not one of them, and it's fine ......... you can like the game for what it is and for the the things that it does right, instead of claiming that it's one of the greatest games when it comes to roleplaying or whatever when it's clearly the weakest aspect of the game.

The problem with AoD isn't that it's a text adventure C&C game, the issue is that it has the big flaw of forcing you to make only the choices that the developper thought are good for your character, instead of thinking what the best choice might be for yourself instead, so you find yourself only opting for the choice where you're most confident of your stats, not necessarily because you think the choice is more logical or more suitable for the type of person you are roleplaying but only because you know it has the highest chance of success.

The truth is it could've been much better as a text adventure game as well. Look i am not saying people don't have the right to enjoy the game, i said it before i will say it again, there is much to like in AoD, it can be really fun, but why do so many AoD fans feel that it has to be great at being an RPG as well to be a good game, some of my favorite RPG games are much less RPGs then AoD and that doesn't stop me from liking them but i don't go around telling people that they're objectively good RPGs on top of their other qualities and that anyone who disagrees with this either didn't understand the game or is just an elitist moron who doesn't really know what roleplaying is, which is ironically an elitist point of view by itself .
 

barghwata

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Fallout is a great game but it's not a game where your options are only limited by your imagination. It was scripted as heavily as any other comparable game, so you can only use explosives to seal one particular cave but not any other cave or manhole. Same goes for using Repair or Science.

That's a very weak argument, regardles of how scripted you think fallout is, it can't beat Aod in this aspect.

In the example you brought up, notice how you have to actually find the spot in which you place the bomb yourself, you might miss it compeltely, which is impossible in AoD since the option will show up in a menu, you can't miss it unless you're blind.
And the great thing is that when you notice the spot where you can place the explosive and click on it, if you have enough perception your character will notice that the wall looks weak in that spot, the game doesn't tell you at all that you can place an explosive there, you have to think that for yourself, and this is at the beginning of the game in other words this isn't something that was already established or anything, you have to actually figure it out yourself.

In an Aod style game, you will probably just have a Perception skill check in a menu telling you there is something there and then a subsequent explosives skill check telling you that you can place a bomb.
 

barghwata

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You don’t come across as a knowledgable cRPG player. Instead, you look like an egotistical know-it-all teenager who complains when all his arbitrary preferences are not satisfied or shared by everyone.

Also i guess it's just that much easier to debate an imaginary strawman that you construct yourself then the person you're actually debating.
 

Vault Dweller

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In the example you brought up, notice how you have to actually find the spot in which you place the bomb yourself, you might miss it compeltely, which is impossible in AoD since the option will show up in a menu, you can't miss it unless you're blind.
So if the player is suffering from the carpal syndrome, he can't click on the spot right behind the target? Is that the argument? For the record, in AoD your success depends on your skill, so if your alchemy is low, your IED won't do much damage.

And the great thing is that when you notice the spot where you can place the explosive and click on it, if you have enough perception your character will notice that the wall looks weak in that spot, the game doesn't tell you at all that you can place an explosive there, you have to think that for yourself...
That's like a lot of thinking, eh? You see a weak wall near the entrance, it means you can bring it down somehow. Try a hammer or explosive. The most interesting thing about it is that a player who isn't paying attention will miss it completely, even if his character has PER 10, so here we come to the most important question: whose stats matter more? The player's or the character's? You clearly prefer the game catering to the player's skills. Other people prefer the character's skills.
 

toro

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Fallout is a great game but it's not a game where your options are only limited by your imagination. It was scripted as heavily as any other comparable game, so you can only use explosives to seal one particular cave but not any other cave or manhole. Same goes for using Repair or Science.

Please exemplify a game where your options are only limited by your imagination.
 

Delterius

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Entre a serra e o mar.
Merit doesn't get graded on a curve you stupid communist

If you honestly believed that, you wouldn’t be so quick to defend everything made by Spiders.

Anyway, you missed the point entirely, which is that this is a good thing! No one thinks to to hold AoD to a lower standard (like, say, Spiders) and that reflects very well on Iron Tower.
I never said spiders games deserve special consideration due to financial constraints, dumbass
that you give them any consideration at all speaks to your inner communism, comrade
 

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
I haven't read the thread or OP. I was at Oktoberfest from work so my typing is going to be dictated by my phone autocorrect.

I just want to note that I haven't noticed unusual favoritism for AoD. Me and many others have levied fair criticism based on our criticisms ever since the demos released. For me, the main issues are teleportation, engine and writing. I've never wavered in my criticism. Just like Grimoire, this is a game made for very specific tastes. A game VD wants to play. It fulfills its vision without compromise.

I don't like it that much, and many others don't, either. But it's understandable the game is beloved here. What game has been made in the Fallout-like genre besides Arcanum, Underrail and ATOM?
 

barghwata

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So if the player is suffering from the carpal syndrome, he can't click on the spot right behind the target? Is that the argument? For the record, in AoD your success depends on your skill, so if your alchemy is low, your IED won't do much damage.

You were talking about how the fallout is scripted weren't you? that's what i was responding to, it's not fully scripted as you say, AoD is 100% scripted when it comes to these interactions and you can't deny that.

That's like a lot of thinking, eh? You see a weak wall near the entrance, it means you can bring it down somehow. Try a hammer or explosive.

No, it's not a stroke of genuis to think of that i agree, but it's more thinking then anything AoD has to offer, honestly.

The most interesting thing about it is that a player who isn't paying attention will miss it completely, even if his character has PER 10, so here we come to the most important question: whose stats matter more? The player's or the character's? You clearly prefer the game catering to the player's skills. Other people prefer the character's skills.

I absolutely agree; you're quite perceptive, my argument all along has been, in AoD your input does't really matter at all, it's not you noticing or planning anything, your character stats will do that for you cuz they drive 100% of the game, in other words you are more or less relegated to the role of a bystander watching a very well written story unfold, which can be a lot of fun don't get me wrong, but for some reason suggesting this triggers a lot of people, i don't know.
 

Vault Dweller

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Fallout is a great game but it's not a game where your options are only limited by your imagination. It was scripted as heavily as any other comparable game, so you can only use explosives to seal one particular cave but not any other cave or manhole. Same goes for using Repair or Science.

Please exemplify a game where your options are only limited by your imagination.
Games built around exploration and vertical level design (such as Dishonored, for example) give you nearly unprecedented freedom and unscripted, occasionally unexpected, solutions.
 

toro

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Fallout is a great game but it's not a game where your options are only limited by your imagination. It was scripted as heavily as any other comparable game, so you can only use explosives to seal one particular cave but not any other cave or manhole. Same goes for using Repair or Science.

Please exemplify a game where your options are only limited by your imagination.
Games built around exploration and vertical level design (such as Dishonored, for example) give you nearly unprecedented freedom and unscripted, occasionally unexpected, solutions.

Unprecedented freedom limited by the world design and the non-existent branching narrative. Dishonored favours flavor C&C but nothing matters in the end because you are limited by the overall linear narrative imposed by the designer.

Anyway, my point is that your criticism of Fallout is unfounded: there is no game "where your options are only limited by your imagination". Claiming otherwise is retardo land territory.
 

Vault Dweller

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... in other words you are more or less relegated to the role of a bystander watching a very well written story unfold, which can be a lot of fun don't get me wrong, but for some reason suggesting this triggers a lot of people, i don't know.
Similarly, suggesting it's a good RPG (not my words) triggers a lot of people too. Just another day at the Codex, I guess.
 

barghwata

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... in other words you are more or less relegated to the role of a bystander watching a very well written story unfold, which can be a lot of fun don't get me wrong, but for some reason suggesting this triggers a lot of people, i don't know.
Similarly, suggesting it's a good RPG (not my words) triggers a lot of people too. Just another day at the Codex, I guess.

That's false equivalence, all i've been doing is giving arguments to explain my opinion so far, unlike other people who haul insults at you just for having different opinions.

for example:

You don’t come across as a knowledgable cRPG player. Instead, you look like an egotistical know-it-all teenager who complains when all his arbitrary preferences are not satisfied or shared by everyone.
 

Vault Dweller

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Unprecedented freedom limited by the world design and the non-existent branching narrative. Dishonored favours flavor C&C but nothing matters in the end because you are limited by the overall linear narrative imposed by the designer.
True, but that's a different discussion topic. Obviously, it's possible to add proper C&C and branching narrative but it's clearly not the goal for the developers.

Anyway, my point is that your criticism of Fallout is unfounded: there is no game "where your options are only limited by your imagination". Claiming otherwise is retardo land territory.
I'm not criticizing Fallout. The game is a masterpiece. I merely stated that it's a heavily scripted game and most solutions are provided by the developers, which doesn't lessen its quality or impact in any way.
 

barghwata

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I'm not criticizing Fallout. The game is a masterpiece. I merely stated that it's a heavily scripted game and most solutions are provided by the developers, which doesn't lessen its quality or impact in any way.

I disagree that it's that heavily scripted but you might be right, and in that case the illusion of making a player feel like they figured out a solution by themselves alone can be just as important, the problem in AoD for me personally is that it doesn't even provide that.
 

toro

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Anyway, my point is that your criticism of Fallout is unfounded: there is no game "where your options are only limited by your imagination". Claiming otherwise is retardo land territory.
I'm not criticizing Fallout. The game is a masterpiece. I merely stated that it's a heavily scripted game and most solutions are provided by the developers, which doesn't lessen its quality or impact in any way.

Nobody denied the fact that Fallout interactivity is scripted.

However most people are using Fallout as an example of "common-sense" scripting where the game designer respects the player's agency versus AoD where your vision is suffocating.

I think you know what I'm talking about. There is no point in repeating the same things over and over again.
 

barghwata

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However most people are using Fallout as an example of "common-sense" scripting where the game designer respects the player's agency versus AoD where your vision is suffocating.

Indeed, one of the things that made fallout and arcanum so fun, is that if something makes sense, and you try to do it, it is generally going to work, whereas in AoD as you said your vision suffocates.
 

thesecret1

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I didn't see AoD as "hardcore" or anything of the sort, I saw it as a game that doesn't accept the "every build should work" philosophy, and I liked that. What I disliked was the heavy railroading of sorts by the story. Sure, you could join different factions and do different things, but you ended up following the same line anyway. Went to the same cities in the same order, just to end up at the temple, no matter what you did. In fact, it seemed as though the game went for a symetric design story-wise; makes sure every line (or, well, almost every line) follows more or less the same course, leads to the same places, and most importantly, ends in that damned temple even if the line had little to do with it. I preffer assymetric design a lot more - some lines may be longer, some shorter, some will follow the "main" path, others will veer completely off course, some will be easy, some will be hard, etc. I find it a lot more fun and infinitely more interesting to replay. Of course, such an approach requires a lot more work, but I would urge at the very least offering different end game boss for different factions, because always ending up in the same place was what really pointed the symmetry of the design out.
 

Tigranes

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I saw it as a game that doesn't accept the "every build should work" philosophy, and I liked that. What I disliked was the heavy railroading of sorts by the story.

I think this is fair enough characterisation of how quite a few folks experienced the game, but it should also keep in mind:

(1) AOD has more nonlinear options than just about any RPG ever in history, joined by Alpha Protocol. This doesn't mean it's perfect, you could argue that this breadth is compromised by the way skills work or whatever. But it has a shitload of different ways things can play out that puts the majority of RPGs to dust.

(2) This was done, again, with some shitposting Codexer who said Ima make a vidya game and spent years in his spare time figuring out how to actually make a vidya game (and later getting some help from couple other people's spare time). And keep in mind the primary reason there's not more C&C and nonlinearity in RPGs is the prohibitive labour and cost.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,093
... snip ...

The thing with AoD is that it's a mediocre game at best. The only aspect which elevates the game from an absolute state of shite is the narrative but you need a strong stomach in order to actually find out. You probably know better than me because I did not bother with the game past the beginning.

Now the Commissar is one of the oldest members of this God forsaken place, he is the game's main designer but he is also an experienced and competent salesman ... which means that he wanted to grow an community for his game. Nothing wrong until here, to be honest there were few rpgs when AoD was announced and I was actually excited about the game before its release.

Well, the game did not reach the heights promised by the hype and the Commissar went overboard with his "community" grooming ... so much that the final result morphed into a trolling cult. Basically AoD's praise and favoritism on the codex is real and it's a simple case of astroturfing. Thank God nobody gives a shit about this place.

That being said I can guarantee to you that it's pointless to engage with Goral or Politician. They are not capable or interested in a honest debate. I know this because I got tags because of them :)

https://rpgcodex.net/forums/index.php?threads/game-shilling-on-codex-accepted-or-not.113594/

https://rpgcodex.net/forums/index.php?threads/goral-one-broken-man-courtesy-of-deep-caverns.112978/

https://rpgcodex.net/forums/index.php?threads/reason-for-tag.113658/

Bottom line: Any critical discussion about AoD on codex will be shutdown by Goral, Politician or Vault Dweller himself. The situation is supported by some mods therefore nothing will happen for the foreseeable future.

Codex is a great forum but it's not a forum where your shitposting is only limited by your imagination ;)





Edit: This is hilarious.
Ratings after 1 minute: Butthurt from Goral and retadred from Politician :)
Guys you deserve those shekels! Kudos to you. Thanks for making my point.
 
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