ALT914 said:
So what is it praised for, exactly? And more to point if it has very weak game system and very weak dialog what kind of RPG is it anyway?
You're not making a great case for codex intelligence with comments like this. Gothic is about as dumbed down as a game can get.
Assuming that you're referring to Gothic 2, to which Mastermind originally referred to and which is generally liked around here, and not the less-popular Gothic 3 (which was stripped of many of the strengths of the previous games without adding much in the bargain), it's praised for several reasons:
* It has decent-to-good combat. This is pretty rare in action RPGs, a genre where combat is still generally as simple as clicking until everything is dead (although these days you sometimes have to take aim first).
* It's actually challenging until you reach a pretty high level. Most recent games follow the philosophy of making it hard for players to lose because they might be discouraged or not feel special and powerful, whereas Gothic throws the player into a harsh world where he will most likely die several times before getting the hang of it and most NPCs are much tougher than him for a good portion of the game.
* The exploration is better than most ARPGs; the world is open with few restrictions on where you can go, items and monsters are hand-placed, and the game rewards you for finding out-of-the-way places and making your way through tough areas early in the game.
* It has about a Deus Ex-level of choices and consequences: most of the effects of your choices are largely cosmetic, affecting how people react to you and such, but as far as cosmetic consequences go, they're well-realized. It has fewer choices than Deus Ex, boiling mainly down to the faction you choose, but more non-cosmetic consequences such as limiting your access to certain quests and the most powerful weapons, armor, and magic, making them about even in my book. (I should note that in making this statement, I'm considering choices that you make within the gameworld - such as who to kill or ally with - as separate from metagame choices that affect how you play the game - such as the PC's class or skills - and only referring to the former. In some cases these are inextricably linked, of course, but Deus Ex isn't one of them.)
* Speaking of armor and weapons, they make a huge difference in how effective the player is in combat, which many find preferable to other games' systems in which armor, especially, usually makes a pretty minor difference.
* Another purely cosmetic but nice touch is that NPCs actually have lives and will spend their days doing things like sawing wood, hammering at anvils, etc. instead of standing around waiting for the PC to show up so they can dispense quests. No (A)RPG since Ultima 7 had made more than a half-hearted attempt at this when the Gothics first came out, and no (A)RPG since the Gothics has done it better.
Also, the first Gothic also had a far more original setting than most RPGs, despite relying heavily on typical fantasy tropes.
While I wouldn't call them great RPGs, Gothic 1 and 2 are still some of the better
action RPGs around. And if you think that they're about as dumbed down as a game can get, you obviously haven't played many other ARPGs. Dumbing down doesn't just pertain to lowering the number of skills and options in a game or simplifying stories and interactions with other characters; it also includes things like making games easier so that they will be accessible to more people, telling players where to go next and what points of interest are nearby with mechanics like the quest compass, letting players excel at everything instead of requiring them to specialize in a few areas or be a jack of all trades, master of none, and so on.
Anyway, this is all beside the point. Mastermind brought up liking Gothic 2 as an example of hypocrisy because it has less skills than other games that are popular on the Codex:
Mastermind said:
Only on the codex do you see retardedness like praising gothic 2 which has about 10 skills and complaining that Skyrim has "only" 18 even though 18 is about as many as the holy trinity's Fallout 1 had. It's pure unadulterated
.
The point is that the reasons the Gothics are liked - whether or not you actually agree with them - have nothing to do with the way skills factor into gameplay. It's like saying that it's hypocritical how some Codexers like adventure games while complaining that Skyrim has only 18 skills because adventure games have no skills at all.
CrunchHemmorhoids said:
Vault Dweller said:
Where is the "much needed variation"?
In Morrowind, in case you've forgotten, you could perform Chopping, Slashing, and Thrusting attacks, which actually worked better for certain weapons (axes are good for chopping and slashing, spears (you remember spears, don't you?) for thrusting, long blades for slashing and chopping, etc.
Automatically using the highest damage attack type isn't variation.
Vault Dweller said:
Only if you pick the "always use the best attack" option.
Technically true, as you would only
automatically use the highest damage attack if you chose to do so in the options menu. But the problem is that Morrowind gave you no reason to do anything but use the best attack all the time, whether you selected that option or not. If some armors had been stronger against certain types of attacks and weaker against others, if some attacks were more likely to miss as in Daggerfall, if some attacks were weaker but fast enough that they could make up for the difference against lightly armored opponents or enemies good at dodging, or if any other similar mechanic were in play, that would have been one thing. The player would then have to assess the situation and decide what type of attack to use. But as it was, Morrowind might as well have left out the non-optimal attacks altogether. If a game gives you several choices but one is clearly the best from all possible angles (including roleplaying your character), it might as well not have given you a choice.
Edit: I suppose there is one reason you might use the weaker attacks: to level up your weapon skill faster. But that seems a little too metagame-y and unrealistic (why would you get better at using a weapon by repeatedly using it poorly rather than you would by using it less, but in the way it is meant to be used? Why would your character use suboptimal attacks like stabbing with a mace in a life-or-death situation?). It's rather like the idea of using weak spells over and over to level up the associated skill quicker. That's one of the nicer improvements I've heard about for Skyrim; supposedly, casting more powerful spells will be required to level up your skill past a certain point.