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Escape From Ripag's Watch - A chaos Space Marine CYOA











I don't have guilty pleasure games because i don't feel guilty about liking something.

Ultimately, a game that only offers a single good playthrough is better than a game with several boring ones, but try telling that to RPG fans.

VD said:
I've always felt that difficulty should be integrated into the setting. Heroic fantasy calls for a mighty hero, He of the Oversized Sword. In such games you're filled to the brim with the Power of Awesome waiting to be unleashed.

If the setting is a bit gloomier, the sword is a bit smaller, and the only power you're filled with is that of unwarranted arrogance, well, maybe you shouldn't get into fights unless your character is built for war

The only actual reason I'm putting in those obscure references (disregarding the times I do it completely subconsciously) [in ATOM] is because the popular saying "People are alive as long as they are remembered" really hits home with me for some reason and I want to prolong the lives of things I like through it.

In my experience all people are just as stupid as everyone else. They're just stupid about different things.

Binky AOD is something of a refutation of the Fury Road / Fallout vision of the apocalypse as something that will bring about a bright new world in which rugged frontierfolk will create utopias (after dealing with the trollish remnants of the world that mostly perished in fire); those basically say, "If all the world were reduced to frontier days, the best qualities would emerge from a mix of benevolent men and feisty women to bring about the idealized frontier image of Little House on the Prairie" AOD says, "If all the world were reduced to frontier days, human greed, fear, shortsightedness, seflishness, and clannishness would push us the rest of the way to extinction." The inspiring (?) message of AOD is that you shouldn't think that the reset button can solve the world's problems; you ought to fix and save the world we have.

The Codex either brings the worst out of everyone or attracts the worst of mankind.

Classic games journolol, writing about games they don't understand on a platform they don't care about for an audience they despise out of a sense of misplaced superiority. All that because no conventional media company will hire them for their writing.

the reason why 'fallout' is so 'popular' in Russia: It's not really Fallout as a franchise but rather the story of a world that has been destroyed. The one without any sense of direction or substantive replacement for the things that are gone now.

As I see it, it's mostly an unconscious feeling that has to do with USSR's dissolution and Perestroika. 'Russian fallout' is usually a setting soaked in Soviet nostalgia and the signifier of the era past. Usually, nobody is rebuilding anything in it. People are kinda caught in the perpetual state of trance, reliving the realities of the time long gone (agitprop, social realism, the elements of everyday life).

Psychologically, it's a much deeper topic than the western postapoc. For Russia, apocalypse was very much real, and they're still getting over it. It's too early to let the history go and move on. Until then, people are gonna cherish these ruins, an epoch done and gone. While Fallout is a trauma gotten from a threat of nuclear annihilation (hence Fallout's more rational and detached approach), things like ATOM or You Are Empty are the result of a very real trauma, the annihilation of the Soviet world. And since it was not very 'tangible' an annihilation (in the sense that the cultural death is not as tangible as the one caused by nuclear explosions), the consequences are more rooted in culture, art, and the psychology of people that are shaped by said art.


This is the Codex and to some it is unfiltered chaos but to others it is a gorgeous disaster.

nostalgia fans will really fall into three main categories:

1.) I want a game almost exactly like the old ones. Even all the UI quirks, gameplay, MIDI sound/music and artstyle of that era.

2.) I want a game very sinilar to the old ones, but I’m ok with some modern touches like 3D graphics, better UI, etc.

3.) I want a spirirtual sucessor that captures a lot of the feelz and lore of the old games but expands the gameplay and switches up the formula to not only modernize it but push the boundaries of design as if the series still continued today.

These groups of people have and will always exist. The only difference with kickstarter is that all three will have given money in advance for the thing they want. So naturally you’re going to get butthurt no matter what.

What can change the kidney of a man? Apparently, Codex.

Dat feel when you realize those "80s/90s cRPGs would have been like Skyrim/WoW if they had the technology" jokes are more true than you think :prosper:

If people call a game an artistic masterpiece and use it as an example to why games can be art, then its artistic value must come from its interactivity, because that's the medium's unique feature that contrasts it with every other medium. If you removed every single cutscene from the game, and then people stop calling it a masterpiece of art, the game failed at being game as art because its artistic elements relied on a wholly anti-game feature such as cutscenes.

The funny thing is I'm pretty sure the way [the VtMB 2 devs] portray Seattle in the game will be less awful than how it is in the real world.

Conservative [game] industry abandons old shit on the road all the time, when they feel that good parts of it are not worth the effort. Then kickstarters try to play nostalgia card and revive it, yet the things just crumble in their hands into a dust as if people never understood why these things worked

Yeat at the same time, people who do understand why these things worked manage to make them spring to life because they loved them for reals and have real passion.

I'm currently reading this update from a actual location on that map, the warp daemons are in full effect. Most bizarre thing i've seen in a game ever.

[On Jussie Smollet]That's why you never hire black people to do a white man's job.
This is truly a slav game. Selling :outrage: for 8 gp and longswords for 4.


Understand this, the Dark Side's true power is not in that it allowed Palpatine to hide his presence while holding regular meetings with the Jedi High Council. It lies in the fact that it allowed him to maintain his composure and not laugh in their faces.

Thank you for walking this road with us.

And let there always be ATOM!

Anthony Davis said:
I don't think ANYONE at this company would claim it is perfect, it isn't. I have been vocal and consistent about problem areas here
*sounds of Anthony Davis's health insurance documents being shredded in the background*


Ok guys, fun's over. This topic is getting too heated and people are clearly divulging information not intended for us. As a site, we have a duty to uphold good relations with developers so that we can all work together and have the kind of fun games that we all...

Oh wait, this is the Codex. Sorry, forgot for a minute there. Thought this was NeoGaf or something for a minute.

Oh wait, NeoGaf died. Just like our RPG dreams.

MCA 2008: Obsidian can't make good games because of publisher interference

MCA 2018: Publishers can't make good games because of Obsidian interference

We're all struggling in the same tar-pit, we're all tar-splattered, and we'll probably all sink, but we have no hope at all unless we spend our energies helping ourselves and others rather than shoving each other down deeper.

YOU ARE DEATH. REDEMPTION IS NOT FOR YOU TO FIND.

Oh, you know. [Fallout]'s scenery and general atmosphere reminds me of childhood. Gives you dat nostalgic vibe.

Just like my home town. :love:

law as a cultural patrimony, part of what defines us and binds us and protects us


Why do I even bother with you rascals? :argh:
Because we are adorable?
You misspelled "deplorable." :smug:


[writers should] discard the theme they had in mind and just write a story that got them excited – themes that they *really* cared about would arise naturally from the work

Yes [the DF and Rimworld IAs] do a better job than both monkeys with typewriters AND most video game writers

Anyway, [Unity] started development on OS X, so the fag factor was off the charts from the moment of conception. It was destined to turn everything to shit. It's the shit-Midas of game engines.

[anti-colonial and Communist] revolutions tend to end in disaster for the people and the land irrespective of the moral justification at the outset because the skillset needed to throw off a more powerful oppressor is almost entirely different from, and even exclusive of, the skillset needed to build a political order.

Gamejournalist collective change of heart about Primordia might have something to do with Steam's 97% positive and GOG 4.5/5 stars ratings from players. Just a theory, though.

Some of us actually like their hobbies and enjoy good games - including the challenge on the way - not just completing them like addicted junkies who just want to +1 their prestigious gaming experience. The Void was made to be enjoyed, and I enjoyed it the first three times even though I failed miserably until I actually learned how to play. Learning is part of the fun in this game, just like in many others. Do you also bitch how shit Dwarf Fortress is because you didn't win the game when you tried? Or that you didn't finish Crusader Kings 2 because not only you did not manage to conquer the whole world and convert everyone, but also you were thrown to prison, and died?

If people like their games casual and easy, fine, I can understand not everyone likes challenge. However, when you say something like "Games are meant to be finished" telling others their ways of enjoyment are wrong and games should be done to YOUR liking, because you are the only one who gets it right, then you are an idiot. I played D:OS three times but never actually finished it - even though the first time I reached the end boss. End fight was boring shit, so I just stopped playing. I could finish the game within 15 minutes, but it stopped being fun and I just stopped. Games are not meant to be finished, not for me at least, games are meant to be enjoyed.

You almost miss those types [random anti-game US conservative nut-cases] with the shit we have today in their place.
As someone wrote in GG thread, at least we had some genuinely worthwhile games back in the day when guys like him were actual threat.

The best game writers, like Avellone, know how to leverage the medium to maximize the benefits of agency and complicity

MRY, from http://www.cshpicone.com/interview-mark-and-vince:
the question with an RPG system – whether it’s inventory management, item variety, crafting, resting, whatever – is whether it gives the player interesting, meaningful, and enjoyable ways to engage with the game. If a mechanic doesn’t, if it only feeds player mania or encourages degenerate play styles (like rest-pre-buff-fight crawling, save-scumming, paper shuffling, shuttling back and forth from town, etc.), it shouldn’t be in the game

all the games that are given as examples and considered well-written by most people on the Codex are games which had just one auteur primarily responsible. PST is recognized as MCAs baby, AoD is VDs baby, Betrayal at Krondor is Hallfords, Geneforge is Vogels, and so on. And I doubt any those guys had professional editors nor did they need them. Much more important seems to me a clear vision for the game as a whole.
[...]
the tl;dr of this post is probably 'too many cooks'.

Coming up with a game that has a clear and consistent vision behind it appears to require either a strong guiding hand of a singular mind or it requires some extremely tight (and perhaps improbable) level of collaboration and converging creative ideas. The former might be impossible today for anything beyond smaller indie games, the latter must be incredibly difficult and thus incredibly rare.

I think the conventional answer is to say that the question ["What's a RPG"] can't be answered in the abstract because it would prejudge the issue should it arise in an actual case or controversy, which naturally would have to be evaluated on its own particular facts. Then when pressed on whether an already-released game is an RPG, I would insist on answering "under established usages." "IGN would call that an RPG, Mr. Senator." "But would you?" "I'm afraid I haven't played it sufficiently to form my own opinion."

By placing the development of the law over a millennium of problems and solutions and solutions to the problems created by the solutions (and cultural and social changes creating new problems addressed with repurposed old solutions amidst the intersection of multiple dispute resolution traditions [civil/anglo-saxon/danelaw]), it really humanized the idiosyncracies and helped me to see the law as a human achievement iterated over generations, like a city or a religion, representing the compromise of a million different perspectives rather than as a failed attempt at perfect organization (a paradigm which I think or project is at the heart of most cynicism about the law).

The reality of life at CIA is that for 99% of the people there, it's Office Space, only not as funny.

I find it amusing how many "Anarchists" are employed in often stable, secure jobs. I'm sure there's no connection whatsoever
99% = Angry at their parents who just want/ed them to work hard and enjoy life. (Grandparents probably escaped from oppression too :( )

I once read an article of how Russian punk music is low on talking about the greatness of anarchy vs western punk music and the author speculated that it was due to collapse of the soviet union and the period thereafter and the experience of real anarchy, not sure whether there's any truth to it, but yeah, most anarchists strike me as hilarious naive or just stupid

Did Nvidia Hire Online Actors to Promote Their Products?

Boing Boing Picks Up the Story:
'Hell, I heard about guys picking up little twelve year old girls on chat rooms. If they can get little girls to meet them in real life just from a chat room, you better believe we'll be able to sell speakers.'

The most likely outcome re: SJW in Bloodline 2.

1) The game will contain somewhat more "woke" content than, let's say, The Outer Worlds.
2) It still won't have enough of it to come across as an "SJW game". Few big budget productions are dumb enough to actually go all the way.
3) The people who obsess about such things will fixate on some particular example for a while, then move on.
4) At the end of the day, when people look back at the game and talk about its flaws, the SJW stuff won't be high up on their list of complaints. (See also: BattleTech)
I suppose there is a chance that this game could go full Sweden ala Wolfenstein: The New Colossus, but I don't think that's Paradox's style. They didn't get where they are today by being reckless.

What worries me is not 1) from your list or the projected consequences you list in 2) 3) and 4), to me it's not a matter of what they add to pander certain people, it's about the interesting and fun ideas that will be filtered out to avoid offending anyone.

Which is bound to happen. Not enough to affect overall quality? Maybe. Hopefully. I suspect we've reached a stage where anybody writing content for any media exerts self-censorship to stay out of trouble , to some degree even not consciously, so it's hard to say why the end result is the way it is.

If there's a common thread to the SJW, it's 'socialism minus class-consciousness'. If you had to sum it up, it's the theory that Michelle Obama is more oppressed than the straight white man that empties her trash can.

MRY, from https://v1.escapistmagazine.com/art.../issues/issue_100/554-A-Childhood-in-Hyrule.3
designers and players whose formative experience with roleplaying games is Baldur's Gate (or worse, Final Fantasy), not a tabletop adventure, will see the genre in a totally different light than did the designers who made those games in the first place. The designers of early computer roleplaying games drew from memories of collaborative storytelling with friends. They failed to mirror that experience in computer games, and as a result players and designers relying on those games for inspiration have come to think of RPGs as fantasy cartoons wrapped around random numbers.

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