Tom Selleck
Arcane
- Joined
- May 6, 2013
- Messages
- 1,206
"Carrie, why are you bad at writing?"
Last edited by a moderator:
j-soy has finally completely fucking lost it if he thinks disco is a benchmark for branching narratives
retire bitch
They're all valid in the sense that they have no effect on anything.j-soy has finally completely fucking lost it if he thinks disco is a benchmark for branching narratives
retire bitch
The talk was specifically about "choice architecture, player expression, and narrative design" in RPGs, particularly how in many RPGs going for the optimal response/outcome goes against being the kind of character you want to play as that's within supported range of expression. Appears to me that the commie/lib/fascist paths in DE are all valid, so it succeeded in that regard.
They're all valid in the sense that they have no effect on anything.
Balderdash, each political path allows the player access to copious quantities of flavor text, as with many other decisions in Disco Elysium, such as skill allocation or certain Thought Cabinet ideas, and we're all aware that flavor text is the essential component of RPGs.They're all valid in the sense that they have no effect on anything.
Thoughts have extra effects, outside of being another dialogue option you can pick during conversation. Just saying.They're all valid in the sense that they have no effect on anything.The talk was specifically about "choice architecture, player expression, and narrative design" in RPGs, particularly how in many RPGs going for the optimal response/outcome goes against being the kind of character you want to play as that's within supported range of expression. Appears to me that the commie/lib/fascist paths in DE are all valid, so it succeeded in that regard.
Balderdash, each political path allows the player access to copious quantities of flavor text, as with many other decisions in Disco Elysium, such as skill allocation or certain Thought Cabinet ideas, and we're all aware that flavor text is the essential component of RPGs.They're all valid in the sense that they have no effect on anything.
RPG stories shouldn't have rails
It maintains the illusion through the story
From a narrative standpoint, what matters is that you can shape your character through your different interactions in dialogue with your skills, other NPCs and the outside world. And in DE that develops your character to a much greater extent than the superficial branching storypaths and dialogue options of conventional RPGs.It maintains the illusion through the story
You find it fun to expect tangible choices and ultimately let down? "Best RPG of 2019" don't have combat and isn't even CYOA, lmao.
It maintains the illusion through the story
You find it fun to expect tangible choices and ultimately let down? "Best RPG of 2019" don't have combat and isn't even CYOA, lmao.
morrowind is a rather popular -- if a bit dated -- exampleRPG stories shouldn't have rails
O.K., then list a few role-playing game games that do not have a linear main story path?
How many RPGs have "tangible choices" though? How many games actually offer you a second playthrough that really, REALLY takes you somewhere else with another character/build? I could be wrong, but choices are an illusion in a vast majority of games. These "choices" are often just an alternate path to accomplish the same goal. Or it's a choice, but without any real long-term conseqences. And yet these games are still considered RPGs, some of them even are cult classics. That said, there are some "tangible choices", as you put it, in DE. If I correctly understood what you meant by that.It maintains the illusion through the story
You find it fun to expect tangible choices and ultimately let down? "Best RPG of 2019" don't have combat and isn't even CYOA, lmao.
You say it doesn't have combat. I disagree. And I am going to tell you why. What is combat?
Narrative stays the same. The difference lies in how much are you going to get out of it and from what perspective. But it's pretty much the same thing when it comes do Planescape: Torment. If you play it as high Wisdom and high Intelligence mage you are going to be able to get the majority of the game's secrets in a single playthrough, without knowing it. And going through again as a dumb warrior won't make your story any different, because you've already discovered all that was there to discover. You will merely get the more limited selection of choices, leading to the same outcome. With such approach The Witcher 2 is better RPG, because it offers quite significant changes in the story, depending on your choices (despite your character being the same old Geralt and your skills only affecting combat).Branching Narratives vs DE, there is no branching narrative in DE. /thread. Even the ones who replayed it admit that they did it to experience the same thing again.
Like all these PnP RPG aspects mentioned earlier, which you conviniently decided to ignore, because they didn't fit your story?Imagine liking a game so much you start to see it as gold standard for some feature it doesn't even represent.
Like all these PnP RPG aspects mentioned earlier, which you conviniently decided to ignore, because they didn't fit your story?
You mean, like Planescape: Torment?Like all these PnP RPG aspects mentioned earlier, which you conviniently decided to ignore, because they didn't fit your story?
Does DE's "PnP RPG aspects" change the fact that it doesn't have a branching narrative?