Redshirt #42
Augur
- Joined
- Aug 13, 2009
- Messages
- 350
Why would anyone read this shit?
i am confuse
the only thing that interests me is c&c and branching.MetalCraze said:The game is gun b awsum I just know it
That's why instead of games we have shitty interactive dating sims.SuicideBunny said:the only thing that interests me is c&c and branching.
Surely you mean it didn't work in those 3.5 games released this decade?expecting good gameplay from story-rich rpgs hasn't exactly worked out the last 30 years
If you stopped reading after you were done with their titles, because reading further was too hard (which isn't surprising considering AP's level and amount of writing) - then sure they are.not to mention that those consoletard-written previews are about as informative as a word association thread.
Please, the mean quality of JRPGs is far lower than that. There's a plethora of CRPGs considered good here (and that's not even counting 'good for what it is'), can you say the same for JRPGs?KalosKagathos said:Fantastic logic. Western RPGs suck because outside of a few exceptions like Fallout they are shitty Diablo clones, Bethesda quicksandboxes or BioWare dating sims.Tycn said:Now if only that was the rule and not the exception.
Gross understatement and you know it. The writing in most JRPGs makes Bioware look like Shakespeare.Sure. Writing in most JRPGs is just as shitty as in most WRPGs.And the point about writing still stands.
Does that go for the rest of the games in the series? I was referring to the conventions of the genre, many of which Torment sidestepped admirably for a 'JRPG'.Black Cat said:Strange Journey has a total of, let me check, yes, that's right, none adolescent characters, duh. And the point about writing is moot when all that writing and all those choices in Torment amount to a total of things, outside flavour text, equal to Strange Journey's amount of adolescent characters.
So? Choose your own adventure books have more choices and better writing than all JRPGs. They're hardly relevant in a discussion about games, however.And as I said many times before there are romantic interactive novels for girls with more choices and consequences than Torment.
putting the wagon before the horse.MetalCraze said:That's why instead of games we have shitty interactive dating sims.
debatable. killing that teen wannabe assassin blocks a contact you get when you spare her. considering the contacts are the main characters of this game, this is already more than a simple more evil foozles consequence.And BTW if you'd actually read those consoletard-lololo-written previews you would know that AP's branching ends with more enemies waiting for you on the exactly same location if you chose a different cutscene. But you wrote "c&c" so that means this is exactly what you want.
i meant what i wrote, and yes, alpha protocol is an rpg. it is a hybrid of that stupid action rpg subgenre that diablo spawned, which is essentially a dumbed-down roguelike with all the roguelike elements removed, and third person shooter.Surely you mean it didn't work in those 3.5 games released this decade?
And just a hint - AP isn't a RPG.
considering that we are exclusively talking story branching here, i fail to see your point.none of your choices matter because you will always be successful no matter which cutscene you choose
i thought we already established that gameplay is unchallenging and bad?and another guy, Parker or something, saying that no matter what digits you choose in the character making screen you will never suck?
But I'm sure those consoletard-written previews made it all up
SuicideBunny said:considering that we are exclusively talking story branching here, i fail to see your point.MetalCraze said:none of your choices matter because you will always be successful no matter which cutscene you choose
the only thing a dead-end story choice achieves is having you reload and pick something else, which pretty much makes it a fake choice entirely, only slightly less retarded than "but thou must".
on the other hand i have no idea what exactly that's supposed to mean as you yourself pointed out that choices can make your life harder by increasing the amount of the bad doods, which goes against what i would consider "always successful".
korenzel said:Interest in challenge ? Bullshit ! Was Fallout difficult ? No it wasn't. Was Bloodlines challenging ? Not in the least. Did Arcanum require perfect meta knowledge of the whole game to complete and get the good ending ? Not at all. Are these among the favorites of the most prominent members of the Codex Hivemind ? I'll let you find out on your own, you probably know the answer. Damned casuals have infiltrated even the highest spheres ! :evil:Black Cat said:The place that was supposed to be inhabited by hardcore gamers with interest in challenge even while this age was about making game easier and easier, but turns out half the locals are bloody casuals interested in LARP and picking dialogue lines?
Black Cat said:Not really. The objective is the dificult gameplay itself. Having another pretty looking stage is just a side reward. Why do you think so many action games have an arcade mode were all the story and character stuff, and even the ending, is removed so you can focus on the pew pew? The focus is on the gameplay, the rest are just additions to round the package. Sure, it's cool to have them but you could remove them completely and still be amazed at how cool the stuff is.
But when you win Deus Ex and see all those pretentious little endings, what have you got? Do you feel amazing because you have reached a level of strategical planning, skill, or puzzle solving unmatched by the unwashed masses? No, every other retard out there has seen it, and it didn't even need a walkthrough to see it. Seeing that ending has no value, it's common. Reaching it has no value, because every retard and her mom and her dog have the skill to do so. It's a casual game, designed so casual players can play it. You know it, i know it, they know it. Value depends on scarcity, and just as when you are nice to everyone being nice has no value at all when a challenge can be surpassed by everyone there's no meaning in surpassing it. You aren't going to get called the Black Cat in part because of your amazing reflexes and reaction times if you train with Deus Ex. T_T
Role Playing Games should give us the tactical and turn based version of this kind of tense and ridiculous fight were the least mistake can mean you die and must start over instead of the metaphysical vagueries of fantasy land and questions about what can change the nature of a zombie and his flying skull. Something like this, where you have no chance to win other than by understanding the gameplay to perfection and having a carefully built party, or getting a walkthrough as weaklings do. :3
But using the Blade isn't really lossing, since you can't have it forced upon yourself if your skill isn't up to the challenge set up by the game, it is an optional less than ideal ending. You are never going to find yourself in a situation where, like, someone else gets the blade and where the choices you made make it impossible to escape or survive that encounter no matter what you want as long as you aren't bloody amazing with the combat system and can't survive an almost impossible battle because you know each option as if you had designed the game.
And not experiencing everything isn't losing if you see the game as a game and not a bloody book. As in, you are not seeing a big game over, you suck, haha, loser, try again after training those skills for a bunch of months. Or years, maybe. You just missed something and, really, no one cared. It's the roleplaying equivalent of missing the extra life because you did not have the item ot breach the wall, and the extra life at least would have an use.
But i think we both made our viewpoints clear by now.
Sure. Nippon Ichi games, Final Fantasy Tactics and Vagrant Story are all p. cool. So are FFXII and Shadow Hearts, apparently, but I haven't checked them out yet.Tycn said:Please, the mean quality of JRPGs is far lower than that. There's a plethora of CRPGs considered good here (and that's not even counting 'good for what it is'), can you say the same for JRPGs?
As depressing as it is, BioWare writes some of the best video game stories (it's not that they are genuinely good, but that the competition is even worse), making your example rather unfair. Try comparing stories of Ultima, Might and Magic games, Wizardry, Diablo or Titan Quest (or hell, even Fallout and Arcanum) to those of JRPGs and you won't have a clear winner anymore. In any case, writing is not what makes a good game.Gross understatement and you know it. The writing in most JRPGs makes Bioware look like Shakespeare.
Black Cat said:"So a game is only a test of skill"
A videogame is only a test of skill, yes.
Black Cat said:Approaching objectives in many diferent ways isn't gameplay, is the structure or design of the game.
Black Cat said:LARP is constantly used to define the Biowarian style of choices that do nothing at all and take you down the same path, just with diferent dialogue.
Black Cat said:I have never heard anyone praising Deus Ex's gameplay.
Black Cat said:1. Choices do not have gameplay consequences.
Black Cat said:2. Game is retard easy, there is no challenge.
Black Cat said:3. There is no true punishment for being a bad player.
Black Cat said:4. There is no true reward for being the stuff of legends.
Black Cat said:5. Stealth gameplay is stupid beyond measure thanks to awful enemy AI and level design not focused on stealth challenges.
Black Cat said:6. Actiony gameplay is stupid beyond measure thanks to it having to be kept soft for non combat characters and mixed builds.
Example: You go back to hell's kitchen to meet with an informant in the ruins. Halfway through a great number of soldiers, with some mechs, attack your position. Solution? Charge them with the sword and all your augs active, dood. Maybe use a Thermo Camo thing to get the drop on the mechs, kill each in one hit, then proceed to slaughter the soldiers by means of aligning yourself with the soldier mass, press forward, and click click click, since they can't see you and, if they do, they can't really damage you. GG, you win. In realistic.
Example: You escape from your brother's room or kill your way through. Then you reach battery park and Anna is here, waiting for you. Combat vest + Anti Bullet Skin + Shotgun, and note my skill at rifles was untrained. GG, you win. In realistic. The game's so bloody easy they have to drop a plot command on you to stop your rampage.
Black Cat said:7. Some advantages and solutions, like those from hacking and lockpicking, require no skill at all. You are never short on them, so there's no weighting the potential advantage against the potential loss, nor do you have to be a good player to exploit them. GG, you win.
Black Cat said:8. Combat has no depth. There are no tactics, there are no better weapons to diferent situations, other than the presence of a Mech leading to kaboom.
Black Cat said:9. Prod + Crossbow. Then, evil magic sword + Crossbow. Do you hear that? Is the sound of GG, you win.
MetalCraze said:Now, my dear LARPing faggot, how about defending Avellone saying that none of your choices matter because you will always be successful no matter which cutscene you choose and another guy, Parker or something, saying that no matter what digits you choose in the character making screen you will never suck?
Lol, you think biased previews from incompetent journalists are a good indicator of how a game is?MetalCraze said:Because hour+ of gameplay videos is all lies. There's not enough information in those 30 previews! Each of which shows again and again that AP is no good and yet another popamole shooter with digits.SuicideBunny said:not at all different from attacking a game before playing it.
The game is gun b awsum I just know it
Black Cat said:A game, any game, is a game as long as it is challenging to the player. Once it stops being challenging, it stops being a game.
Black Cat said:Yes, but letting you complete objectives in more than a single way doesn't count as gameplay but as design, and then having several ways to complete objectives doesn't make the game good, makes it a really bad game, since the gameplay is never beyond half assed and simplistic, built around a good design idea.
Black Cat said:Then it is on the same choices and consequences level than any Bioware game.
Black Cat said:The game's touted as being the paragon of Choice and Consequence, so that doesn't cut it, sorry.
Black Cat said:Also, I have given examples of games to which choices are not even part of the package that have more meaningful choices than Deus Ex.
Black Cat said:Also, Deus Ex is a game. If choices aren't really relevant to the gameplay they aren't relevant to the game, so they have no value in defining whether or not it is a good game.
Black Cat said:Ow, you need to think a bit before going in!
Black Cat said:That's no punishment, that's design. I have given examples of many games where regardless of how much you reload you will not come close to get a good ending until your skill level is up to the task, from straight shooters to role playing games.
Black Cat said:Also, rank based gameplay where you only get certain endings and routes if you reach the juncture point with a high rank, if not the highest one.
Black Cat said:The sense of accomplishment is only there when you accomplish something. If the game has no real challenge and every single retard out there can get the same result without true skill, what did you accomplish?
Black Cat said:Items and Biomods are part of the gameplay. We aren't talking extra challenge here, we are talking how hard is the game when you are using all the tools the game gives to you.
Black Cat said:The answer is not at all.
Black Cat said:If i have to add extra rules for the game to be somewhat challenging the game is retard easy, so go back to the point when you said it wasn't.
Black Cat said:Making good use of your tools should be the bare minimun for the game to be doable, not an optional something you do to make the game even easier. If i can clear a game with minimal deaths just because i use the tools the game gives me, then i have to assume the game's is designed so that retards and imbeciles unable to play it can win it. Therefore, retard easy. :3
Black Cat said:So tactics are not something we need to have a chance, but something we roleplay?
Black Cat said:I want to be a sniper gal, so i'll pick rifles! I want to be a gunslinger, so i'll pick pistol! I want to be a ninja, so i'll pick low tech! Instead of i want to fucking survive to see the second room of this stage, i'll use whatever is fucking better for the situation.
Black Cat said:So there are no real punishment, just choose whatever you like without any real consequence other than being able to play as you like?
Black Cat said:In any case, this reminds me of this. Sorry.
Black Cat said:Also, why so dry with me since i came back? Are you emo again or something?
"Whereas you play games for personal enjoyment I solve COMPLEX PROBLEMS in computer games, this makes me a pretty elite individual"
Clockwork Knight said:"Whereas you play games for personal enjoyment I solve COMPLEX PROBLEMS in computer games, this makes me a pretty elite individual"
This is pretty much what the codex does. "Popamole", "new shit", "dumbed down", etc