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Interview Age of Decadence - Defining RPGs Once Again

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
skyway said:
Vault Dweller said:
Let's say you play the demo now. Since that's all that's available you play the hell out of it, trying different options.
BIS released a demo of Fallout1 - it has nothing related to the original game except the one district - yet the people saw what they can expect - the whole mechanics of the game.
Unless my memory is playing tricks on me, the demo was basically a combat demo showing how awesome it is to blow holes in people. As for "full mechanics", the combat demo will have character creation, dialogues, trading, and a whole district with NPCs to give you a good idea of what the game looks and feels like. The only thing it won't have is quests.

Why will you release a game 6 months after the demo? How about releasing it one month after the demo?
I don't want to mention any dates. Step 1 - release the demo. Step 2 - evaluate. Step 3 will be announced.

And what if the demo will show that the game is shit?
Which demo? The combat one or the final, shareware one? If the combat system sucks, we gather feedback and tweak. If it's final one, well, it's unlikely. People seem to like quests a lot, so I don't worry about this aspect. Combat, stability, engine, etc will be taken care of by the combat demo.

VD you are talking much like big guys here - because it will be the same thing after the release - how 4 people will handle that feedback after that?
That's why we did everything in steps: screenshots, videos, sequence of screenshots, demo, etc.

For example, we've posted two combat videos. After the first video, we went through all suggestions, wrote them down, sorted, discussed, tweaked, changed, posted the second video, went through all suggestions... Now we're ready to show the game in action. Just another step.

Or maybe when you will get your "impulse" money from people blindly buying your game it won't matter anymore?
That's the plan. Fooled everyone but you.

Sometime ago you've said to me that the game is by far not combat oriented - yet then you plan to throw out a combat demo? A demo of the least important part of the game?
How did we get from "not combat oriented" to "combat is the least important part"?
 

Longshanks

Augur
Joined
Jul 28, 2004
Messages
897
Location
Australia.
skyway said:
Sometime ago you've said to me that the game is by far not combat oriented - yet then you plan to throw out a combat demo? A demo of the least important part of the game?
He's essentially "demo'd" quests and writing months ago through LPing the start of the game. Combat can not really be tested in the same way. Much better for others to actually play it and provide feedback, so a playable combat demo makes perfect sense. Combat is clearly an important and significant part of the game, and requires detailed testing. It's not as if this will be the only demo, the final demo, will allow you to play the first part of the game.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
"Bethesda. They make awful games that sell well"

You still didn't answer the question. This is basically a 'i don't likey their gamey so they must sucky wucky'. Pathetic.

Bethesda is a success. To claim they're a failure is pathetic. And, I LOATHE Bethesda.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
and your reputation in a city decreases

Fallout - town reputation.

and your virtue points plummet

Fallout - Karma

In Daggerfall, you keep sticking it up the mage guild's behind, and the competing whatever guild begins to hate you

Fallout 2 - Slavers + Rangers


Now, anything else you'd like to share with us?

Darklands or Daggerfall had 1000 times more choices and 10000 times more consequences than PST, TWitcher, Arcanum and both Fallouts all combined,

Is this an exact calculation? I'd like to know, please.

Just imagine interacting with NPCs without preprogrammed responses.

Just image them being cardboard cut-outs, with everyone having pretty much the same responses. Wut? Daggerfall? Morrowind? Awesome.
Hey, that's fine though if all you want is a dungeon crawler. And sometimes I do. However, I prefer something more than a monster whacking simulator.
 

Joe Krow

Erudite
Joined
Feb 16, 2007
Messages
1,162
Location
Den of stinking evil.
FeelTheRads said:
Just imagine interacting with NPCs without preprogrammed responses.

Just image them being cardboard cut-outs, with everyone having pretty much the same responses. Wut? Daggerfall? Morrowind? Awesome.
Hey, that's fine though if all you want is a dungeon crawler. And sometimes I do. However, I prefer something more than a monster whacking simulator.
Your lack of vision is serving you well then. A fear of change, a preference for linearity, and dumbing down? Didn't see that coming.
 

Krash

Arcane
Joined
Nov 26, 2008
Messages
3,057
Location
gengivitis
Davaris said:
Bethesda. They make awful games that sell well. They will go to their graves thinking, "I could have done something with my life, but instead I sold out."

Actually, I'm quite sure they think their games are the best thing since sliced bread. Many people who create completely awful creative abortions (in any genre) are genuinely convinced that their stuff is great.
 
Self-Ejected

Davaris

Self-Ejected
Developer
Joined
Mar 7, 2005
Messages
6,547
Location
Idiocracy
Volourn said:
"Bethesda. They make awful games that sell well"

You still didn't answer the question. This is basically a 'i don't likey their gamey so they must sucky wucky'. Pathetic.

Bethesda is a success. To claim they're a failure is pathetic. And, I LOATHE Bethesda.

>Bethesda is a success.

They are a financial success, but they have contributed nothing to the culture of gaming. Some people will be remembered long after they are dead for the work they did in life. What will Bethesda be remembered for? Making money? Will people be singing Bethesda's praises in 100 years because they made lots o cash?

>If a company like Troika isn't a failure... name a game company that is.

Your question - If a company like Troika isn't a failure, name a company that is a failure? Here is my answer again. Bethesda - They make bad games on purpose.

Krash said:
Actually, I'm quite sure they think their games are the best thing since sliced bread. Many people who create completely awful creative abortions (in any genre) are genuinely convinced that their stuff is great.

I worked for a games company for a very, very short time many years ago and the staff absolutely hated what they did. Of course they wouldn't admit that publicly, because it would be career suicide.

You may be right though and the Beth people may think their work is the best ever. Then again that would make them stupid, and that kind of stupid doesn't fit with the kind of brains that are required to make games.
 

made

Arcane
Joined
Dec 18, 2006
Messages
5,131
Location
Germany
Someone should take that Jade Raymond comic and photoshop
pitre.jpg
onto Jade's body. It would amuse me.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
A fear of change, a preference for linearity, and dumbing down? Didn't see that coming.

A completely nonsensical affirmation? REALLY didn't see that coming.

Listen, cockface. I've played plenty of text adventures, which tunguska mentioned and I know about their dialog system. I also know that behind typing your answers/questions instead of choosing them from a list there still was a flowchart. Because if you actually want to give character to an NPC you must give him some specific responses. If they'd be random like.. umm.. a chat bot, then that's all that NPC is gonna be - a chat bot.
IT IS a dumbing down having to select what you say from a list and I'd prefer having to search for what you must say (btw, Fallout had a tentative at that with the Ask About button, but was too underdeveloped unfortunately) and getting responses for stupid things you'd say like the "fuck you" already mentioned. It certainly make them feel more alive.
However, again, those...extra responses were programmed for each character, although most of the time they were the same for all. So, unless you are able to create a super AI with a different character for each NPC you'd either have to give each a set of responses or just have them pick them out of a hat resulting in everybody being the same.
 

Lonely Vazdru

Pimp my Title
Joined
Jan 10, 2007
Messages
6,701
Location
Agen
Davaris said:
What will Bethesda be remembered for?

I will remember them for Daggerfall. At the time it was really a worthy try at making an RPG on PC. After that, things went down and the company changed. I hardly touched Morrowind and didn't even bother with Oblivion or Fallout 3, I just watched some of my less elitist friends play them. So now Bethesda may be the symbol of dumbing down and poor games, but for me (and some other friends who quit playing years ago) it remains the name attached to one of the best tries at really making an RPG.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
And please, Joe, do give us an outline of your perfect system. That is if it's more than just a "oh oh i thoink itz can be dun!!!" wet dream. And keep in mind that it should take into account the attributes of the character at each step because, hey, that is your dream (although selecting keywords or typing has as much to do with those attributes as picking responses in a dialog tree) and the reason this discussion was started and also give personality to the NPCs because apparently if I don't think this can be done without predefined responses I'm just lacking vision.
Please do share YOUR vision with us.
 

Wyrmlord

Arcane
Joined
Feb 3, 2008
Messages
28,904
Davaris said:
They are a financial success, but they have contributed nothing to the culture of gaming.
Why do you lie?

They made fucking Terminator: Future Shock.

One of the most revolutionary shooters of the time, and one of the most atmospheric post apocalyptic games I have seen.

These were the people who conciled stats-based combat and first-person action combat in the most effective way possible with Arena and Daggerfall.

I have not a seen finer system, where the player, with mouse swing, can only influence the direction of the attack, and the entire outcome of the battle comes out in terms of only statistical calculations and the ruleset's mechanics. With its system of having armour classes for different parts of the body, hits on different parts of the body debilitating you and your opponents in different ways, and the weight of your armour and weapon affecting your speed of attack, it is far more of a roleplaying game than most pausable real-time crap we see.

Daggerfall has the most interesting character creation system to date. Where you balance out your abilities, customise and personalise your character's profile in so many ways, only the expanded Neverwinter Nights 2 system comes close in depth.

Their only major failure back in those times was the Where's Waldo game.
 

Joe Krow

Erudite
Joined
Feb 16, 2007
Messages
1,162
Location
Den of stinking evil.
FeelTheRads said:
And please, Joe, do give us an outline of your perfect system. That is if it's more than just a "oh oh i thoink itz can be dun!!!" wet dream. And keep in mind that it should take into account the attributes of the character at each step because, hey, that is your dream (although selecting keywords or typing has as much to do with those attributes as picking responses in a dialog tree) and the reason this discussion was started and also give personality to the NPCs because apparently if I don't think this can be done without predefined responses I'm just lacking vision.
Please do share YOUR vision with us.

My system heh? I'll take a crack. Let's see...

First of all, what you say and how you say it are two different things. What you say should be handled by the player. How the NPC feels about who's asking and the impact of the statements should be dependent on the character. Keep in mind though that dialogue is only talk. It can be used to gather information, elicit support, etc., but it should never dictate the character's actions. Actions take place outside of dialogue and should be governed by the appropriate attributes.

Whats said- to start I would create a simple vocabulary of maybe 40 keywords to build the foundation for interactions. NPC responses could be custom (for narrative or unique traits), randomized across all npcs (for trivial items), or specific to a template based on maybe 7-10 archetypal npcs (for factual or loosely personalized responses). The NPC can still ask the character a question but the response will not be binding on the players options going forward. Instead it will effect how that NPC regards the player. I admit this would be a fairly simple implementation but we have already moved dialogue off the flowchart and onto the spreadsheet (over by the combat). Every narrative you now enjoy in an rpg could still be told in this way but, because of its open format, this system would allow the player to go in new and interesting directions.

How and who is saying it- Every statement by the player should be filtered through his character. This could be done by selecting a demeanor or intent with each statement and then running it against the appropriate skill set (charisma for attempts to charm, intelligence for debate, strength for coercion, etc...). The response could be negative, neutral, or positive and would determine how the interaction progresses. Each would modify not only the immediate response but also the character's favoribilty with the NPC overall. This would dictate how willing they are to cooperate or "open up" to the PC.

Factors like prejudice, deceit, faction and trust would effect your influence and open/close avenues of discussion to the player. For instance if you agree to do something and then do the opposite you have not failed to complete a quest in your journal, you have pissed off an NPC. That person is not going to offer you any more assistance or information.

This system is bare bones but with some refining it would allow for real choice and keep the focus on the character. I admit it wouldn't be easy to implement. It might even take half as long as the combat system and a tenth of the time spent on shaders, still though, it would be a drastic improvement over dialogue trees.
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,704
Location
Ingrija
FeelTheRads said:
Fallout - town reputation.

Doesn't affect much.

and your virtue points plummet

Fallout - Karma

Affects even less. Simply a good/evil trigger. VP in Darklands is essentially a form of mana for clerical magic...except that it is fucking hard to restore. Insult some nasty bishop twice, and you can forget about praying to saints for like half of the game.

Fallout 2 - Slavers + Rangers

A generic pick-a-side quest not unlike choosing "good" or "evil" path in M&M7. In DF, there are many dozens of guilds (each temple is a separate guild, and there are like 20 different mages guilds in various locales), and all have attitudes towards one another.

Now, anything else you'd like to share with us?

Yes, note that Fallouts (and PTD) *are* the most proper RPGs among those affected with "C&C" meme.

Is this an exact calculation? I'd like to know, please.

Nah, but you can multiply the number of towns in either of the games with the number of actions you can partake in, add random encounters and draw your own conclusions.

But browsing hyperlinks is so much more roleplaying, yes.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,272
Lonely Vazdru said:
After that, things went down and the company changed.

Yeah, right about the time Todd Howard was given leadership. Sucking corporate cock pays off.
 

Radisshu

Prophet
Joined
Jul 16, 2007
Messages
5,623
Vault Dweller said:
skyway said:
Vault Dweller said:
Let's say you play the demo now. Since that's all that's available you play the hell out of it, trying different options.
BIS released a demo of Fallout1 - it has nothing related to the original game except the one district - yet the people saw what they can expect - the whole mechanics of the game.
Unless my memory is playing tricks on me, the demo was basically a combat demo showing how awesome it is to blow holes in people.

Not exactly. The demo (at least for the mac version) was pretty much a single quest. It took place in the junktown map, but it was called something else. You basically had to choose one of two gangs and fight it out, so yeah, it was mostly a combat showcase, although it showed off the dialouge as well. I don't remember if it let you create a character, though.

Hell, it made me want to buy the game, but I must've been around eleven years old at the time, so that can explain part of it.
 

sheek

Arbiter
Joined
Feb 17, 2006
Messages
8,659
Location
Cydonia
Joe Krow said:
FeelTheRads said:
And please, Joe, do give us an outline of your perfect system. That is if it's more than just a "oh oh i thoink itz can be dun!!!" wet dream. And keep in mind that it should take into account the attributes of the character at each step because, hey, that is your dream (although selecting keywords or typing has as much to do with those attributes as picking responses in a dialog tree) and the reason this discussion was started and also give personality to the NPCs because apparently if I don't think this can be done without predefined responses I'm just lacking vision.
Please do share YOUR vision with us.

My system heh? I'll take a crack. Let's see...

First of all, what you say and how you say it are two different things. What you say should be handled by the player. How the NPC feels about who's asking and the impact of the statements should be dependent on the character. Keep in mind though that dialogue is only talk. It can be used to gather information, elicit support, etc., but it should never dictate the character's actions. Actions take place outside of dialogue and should be governed by the appropriate attributes.

Whats said- to start I would create a simple vocabulary of maybe 40 keywords to build the foundation for interactions. NPC responses could be custom (for narrative or unique traits), randomized across all npcs (for trivial items), or specific to a template based on maybe 7-10 archetypal npcs (for factual or loosely personalized responses). The NPC can still ask the character a question but the response will not be binding on the players options going forward. Instead it will effect how that NPC regards the player. I admit this would be a fairly simple implementation but we have already moved dialogue off the flowchart and onto the spreadsheet (over by the combat). Every narrative you now enjoy in an rpg could still be told in this way but, because of its open format, this system would allow the player to go in new and interesting directions.

How and who is saying it- Every statement by the player should be filtered through his character. This could be done by selecting a demeanor or intent with each statement and then running it against the appropriate skill set (charisma for attempts to charm, intelligence for debate, strength for coercion, etc...). The response could be negative, neutral, or positive and would determine how the interaction progresses. Each would modify not only the immediate response but also the character's favoribilty with the NPC overall. This would dictate how willing they are to cooperate or "open up" to the PC.

Factors like prejudice, deceit, faction and trust would effect your influence and open/close avenues of discussion to the player. For instance if you agree to do something and then do the opposite you have not failed to complete a quest in your journal, you have pissed off an NPC. That person is not going to offer you any more assistance or information.

This system is bare bones but with some refining it would allow for real choice and keep the focus on the character. I admit it wouldn't be easy to implement. It might even take half as long as the combat system and a tenth of the time spent on shaders, still though, it would be a drastic improvement over dialogue trees.
We have actually had discussions about systems like this in RPG Design. It seems the Fallout/PST fans don't visit there because it might challenge their delusion that their favorite games aren't liek the most PERFECT rpgs ever, and that if only Bethesda/Bioware began making Fallout clones everything would be right with the universe.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
df01bz7.png


http://www.irontowerstudio.com/forum/in ... opic=414.0

"While I'm very fond of full dialogue trees, I believe that the keyword system is the foundation of any evolution of RPG dialogue systems. I would certainly be interested to pick up where Sir Tech left off and see what could be done with this concept. The "tone" interface could be easily tied to speech skills and an Arcanum-like disposition system. Same goes for the action interface. Skills like backstab or critical strike can be easily tied to attack options, replacing our "critical strike" dialogue lines. I'd probably add "Small Talk" to get the local info."
 

Joe Krow

Erudite
Joined
Feb 16, 2007
Messages
1,162
Location
Den of stinking evil.
FUCK! Nice article VD. If you agreed with me all along then why were you arguing?

It sounds exactly like the Daggerfall system, though.
Beef up the tone menu and tie it to some stats and that looks to be the ideal. They might have thrown in the option of offering to give or show items to the NPC but that's just quibbling. A "straight to combat" conversation ender might also be useful at times.

(This would also be a good time to admit that I haven't yet, but very much need to, play Daggerfall beyond the first dungeon. I'm not a huge fan of randomly generated content which I hear it is full of. Is it obvious?)
 

St. Toxic

Arcane
Joined
Jun 9, 2006
Messages
9,098
Location
Yemen / India
Joe Krow said:
My system heh? I'll take a crack. Let's see...

Maybe it's just me, but your description seems vague and up for numerous interpretations and various different systems of implentation.

Joe Krow said:
First of all, what you say and how you say it are two different things. What you say should be handled by the player. How the NPC feels about who's asking and the impact of the statements should be dependent on the character.

...

How and who is saying it- Every statement by the player should be filtered through his character. This could be done by selecting a demeanor or intent with each statement and then running it against the appropriate skill set (charisma for attempts to charm, intelligence for debate, strength for coercion, etc...).

a) You counter your own statement in the first paragraph, by allowing the player to select the intent under which he makes his statement. While intent/demeanor can and is easily attributed to skills and stats, neutral intent, which in some way has to be present in the dialogue system, overshadows all else and cannot readily be attributed to charisma, intimidation, speech, intelligence or any of the basic stats/skills relating to dialogue. Non-removable, it is either made inefficient for the benefit of the skill-based responses, thus making for an annoying dialogue system, or left at über, giving the player the illogical choice of using inferior skill-based responses only as a form of lrp/ removing these entirely.

Or,
b) Intent picked by the game, produced by whatever variables, random or logical, would work against the player in his freedom to choose how he handles the dialogue, in a way that pre-written responses does not.

Or,
c) A complicated system of flags for numerous game elements is set in the background, checking against possible NPC reactions and responses, in reality making the dialogue system no different than the linear dialogue system it tries to surpass.

Joe Krow said:
Keep in mind though that dialogue is only talk. It can be used to gather information, elicit support, etc., but it should never dictate the character's actions. Actions take place outside of dialogue and should be governed by the appropriate attributes.

What does this mean, specifically? That I am able to threaten a NPC to death without him taking to the defensive unless I actually draw first blood? Will NPC's never know what I'm doing, outside of dialogue? Speech is, afterall, attached to the gameworld in numerous ways in most decent RPG's, and by keeping it less free-form it is easier to solidify this attachment. Either one breaks from that route, and makes action separate from reception, or one increases the variables to an immense extent while still keeping the linear system in place.

Joe Krow said:
Whats said- to start I would create a simple vocabulary of maybe 40 keywords to build the foundation for interactions. NPC responses could be custom (for narrative or unique traits), randomized across all npcs (for trivial items), or specific to a template based on maybe 7-10 archetypal npcs (for factual or loosely personalized responses). The NPC can still ask the character a question but the response will not be binding on the players options going forward. Instead it will effect how that NPC regards the player. I admit this would be a fairly simple implementation but we have already moved dialogue off the flowchart and onto the spreadsheet (over by the combat). Every narrative you now enjoy in an rpg could still be told in this way but, because of its open format, this system would allow the player to go in new and interesting directions.

By the sound of it, we're talking about directions containing pockets of air. If the only consequence of specific NPC interaction is specific NPC response which only affects specific NPC interaction, all non-combat NPC interaction becomes a separate device relating only to itself; an add-on to the game, not actually part of the game.

Joe Krow said:
The response could be negative, neutral, or positive and would determine how the interaction progresses. Each would modify not only the immediate response but also the character's favoribilty with the NPC overall. This would dictate how willing they are to cooperate or "open up" to the PC.

But without any impact on game progression, as far as I've understood it.

Joe Krow said:
Factors like prejudice, deceit, faction and trust would effect your influence and open/close avenues of discussion to the player. For instance if you agree to do something and then do the opposite you have not failed to complete a quest in your journal, you have pissed off an NPC. That person is not going to offer you any more assistance or information.

But how would you measure prejudice, deceit, faction and trust? The cunning use of flags? Keeping the structure of the linear dialogue system?

Joe Krow said:
This system is bare bones but with some refining it would allow for real choice and keep the focus on the character. I admit it wouldn't be easy to implement. It might even take half as long as the combat system and a tenth of the time spent on shaders, still though, it would be a drastic improvement over dialogue trees.

How? It still seems to either relate to dialogue trees (only with the actual responses a choice exclusive to the player and his imagination) or a completely free-form system, in no relation to the actual gameworld.

Also, what about lines of dialogue specifically available to intelligent, observant or otherwise outstanding characters? Obviously the opportunity to get one over the average Joe, due to character skills/stats may still be present, but it will not be presented to the player in which case it'll often be overlooked entirely.

EDIT: The screenshot is a more clear representation, and likely adresses one or two of my points. Although some are left as is.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,037
Location
Djibouti
Can anyone please explain to me, why are people so enthusiastic about Tones in Daggerfall's dialogues, when they are useless to say the least? Oh, fine, you have three dialogue tones, but using anything other than polite just means that some NPCs won't tell you stuff unless you switch back to polite. How cool is that?

Unless I'm missing something here.
 

Joe Krow

Erudite
Joined
Feb 16, 2007
Messages
1,162
Location
Den of stinking evil.
St. Toxic said:
a) You counter your own statement in the first paragraph, by allowing the player to select the intent under which he makes his statement. While intent/demeanor can and is easily attributed to skills and stats, neutral intent, which in some way has to be present in the dialogue system, overshadows all else and cannot readily be attributed to charisma, intimidation, speech, intelligence or any of the basic stats/skills relating to dialogue. Non-removable, it is either made inefficient for the benefit of the skill-based responses, thus making for an annoying dialogue system, or left at über, giving the player the illogical choice of using inferior skill-based responses only as a form of lrp/ removing these entirely.
I have thought about that and I do agree that a neutral option should always be available. I think the problems with that could be solved with a simple affinity/influence system. In other words- attributes like alignment. faction, race, gender, and appearance would create a "base stat" against which the more specific social skills would be modifiers. Every NPC would have unique affinities and the base affinity would be visible to the player. They could then see how much influence a particular social skill might exert as a modifier. Of course the NPCs susceptibility to a particular form of coercion (let's call it resistance) would also be factored in. Some dice are rolled...

Will NPC's never know what I'm doing, outside of dialogue? Speech is, after all, attached to the gameworld in numerous ways in most decent RPG's, and by keeping it less free-form it is easier to solidify this attachment. Either one breaks from that route, and makes action separate from reception, or one increases the variables to an immense extent while still keeping the linear system in place.
These are questions of game design really. How do you create an "open" story? That is what we are trying to do, no? A combination of scripted and improvised events would be my guess. Could these events arise from dialogue interaction? Of course.

If the only consequence of specific NPC interaction is specific NPC response which only affects specific NPC interaction, all non-combat NPC interaction becomes a separate device relating only to itself; an add-on to the game, not actually part of the game.
I'm not sure why you jumped to this conclusion. Why can't keyword based dialogue have consequences? The dialogue system is only an interface. It can trigger all the same events. In this sense it might be as linear as a dialogue tree but it is certainly less restrictive.

Obviously the opportunity to get one over the average Joe, due to character skills/stats may still be present, but it will not be presented to the player in which case it'll often be overlooked entirely.
Your right, the character might be smarter then the player. Too bad. Honestly though, the coercion aspects are separate entirely from what is said so the high int. character could still get a better then average result without needing it tee'ed up for the player.
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
I've been writing about this for a long time. RPG, by design, must also progress. One great way to do that is to add a layer of C&C within the story element and general game. This opens up the doorway for mass replay-ability as the story changes with each players different arc of choices. This would be the ultimate story-driven RPG!

That's not to say that leveling up, collecting loot, and killing a million monsters isn't fun too! It is, it's just becoming dull over time. Don't you guys expect the industry to produce something more than just a refined/altered variant of the level grinding system with complimentary linear story? I sure as hell do.

Game design should be a progression just like anything else. Instead of technological progression in terms of immersion and action, the progression of the genre should focus on what makes the genre evolve to the next primate of RPG evolution. C&C is a fantastic way to do this. All that a studio needs to do is hire a few more story/quest designers and make the budget for these design teams larger. Then we'd see games that weren't mere clones of one another, following strict formulas, and copying everything that shows $ signs.

C&C is the ultimate way to do this. Throw out those boring epic stories and drop me off at the crossroads of a game with C&C. I want to choose my own path!

Props to VD, pretty awesome bro! Keep fighting the good fight. When the masses cover their ears, yell louder!
 

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