Jedi Master Radek
Arcane
- Joined
- Dec 12, 2013
- Messages
- 4,349
If the next game is filled with optimism, would you assume I've started taking drugs?
But it isn't filled with optimism, right?
If the next game is filled with optimism, would you assume I've started taking drugs?
Wow, this conversation is actively draining intelligence.
There have been many complaints about this shit and I don't think VD ever understood the point of these complaints. The upshot is that at least AoD is high on replay value and low on time-wasting, and the writing's not shabby either (although I still find the "ancient evil" thing fucking dumb), but as a game and as an example of choice & consequence based design it's pretty fucking lousy methodology since players do not actually get to exercise personal initiative in decisionmaking; instead your decisions are directly handed to you and predetermined in accordance with the paths VD wants. It's why for instance you can never help Antidas win, help Lorenza win, kick out Darista from AG without betraying them, get rid of Strabos as a Merchant, etc. It's also why there's Benny in Hellgate - VD decided to provide a talker route through Hellgate even though it's dumb as hell. It's even the reason why the Assassin's Guild questline has you engage in so much direct combat instead of actually quietly assassinating people.Yeah this is what this game basically is. You get a lot of choices but they're all pretty railroaded in a CYOA style. Rather than plotting things yourself, collecting tools and evidence, making your move when you think it's right, interacting with characters when you think it's right, etc, you get funneled into CYOA sequences in which you get a limited amount of choices that's given to you by those who run the show. This structure is why the game feels railroaded despite being very non-linear.
Start as a Praetor and you can get -1 loyalty just for siding with Feng (this is funnily enough actually desirable since it prevents you from being locked out of Word of Honor checks) and then you can betray Antidas to Imperial Guards.Actually the best "get all the lore route" is the House Aurelian one, and it can also be done without combat, you don't get to visit Darius' tomb or Al Akia in Commercium route I think.
True patrician of course go for Commercium -> Imperial Guard -> House Aurelian -> House Crassus for lowest Loyalty stat possible
Look man, i i was only talking about stupid spaghetti analogy. Haven't played AoE and Fallout surely doesn't apply to this. I was looking to find the funny schematics someone draw years ago on how various crpg archetypes (TES game, Fallout, Bioware game) differ in terms of linearity/open endedness and curved spaghetti applies well to Bioware game that makes a lot of cosmetic illusion of non-linearity, but in reality is almost 100% on rails.Going by that logic it doesn't matter whether you will end up in Necropolis via Shady Sands -> Junktown -> BOS or Shady Sands -> Junktown - The Hub or if you will stumble upon one of the best locations there are, i.e. The Glow because in the end you end up in the same place doing the same thing. Retarded reasoning.It doesn't matter if you travel from point A to point B in straight line or zigzag.
In Age of Decadence you
Still haven't got around to playing through AoD. The engine and graphics are a little much for me to overcome. It doesn't feel smooth and enjoyable to play, and despite the fact that I'll likely look past that once I get into the meat of the game, it doesn't stop me from wishing it was better optimized and 2D. 3D graphics and a rotatable camera just hurt my soul.
Graphic whores. The whole lot of you.Still haven't got around to playing through AoD. The engine and graphics are a little much for me to overcome. It doesn't feel smooth and enjoyable to play, and despite the fact that I'll likely look past that once I get into the meat of the game, it doesn't stop me from wishing it was better optimized and 2D. 3D graphics and a rotatable camera just hurt my soul.
The game would be much better with static painted pictures or 2D maps instead POE like instead it looks like shit cause its old and moreover runs like shit too. Would suffer the engine and look and run it anyways if I were you as its good role playing game though Comrade.
There have been many complaints about this shit and I don't think VD ever understood the point of these complaints.
but as a game and as an example of choice & consequence based design it's pretty fucking lousy methodology since players do not actually get to exercise personal initiative in decisionmaking; instead your decisions are directly handed to you and predetermined in accordance with the paths VD wants.
It is not enough to provide you with more choices than all the other cRPGs combined. No. They need to account for every single preference that you may come out with, otherwise, your game is linear. Being a cRPG developer is an ungrateful task. You need to pander the egos of man-children who have no concept of scarcity of resources.It's why for instance you can never help Antidas win, help Lorenza win, kick out Darista from AG without betraying them, get rid of Strabos as a Merchant, etc. It's also why there's Benny in Hellgate - VD decided to provide a talker route through Hellgate even though it's dumb as hell. It's even the reason why the Assassin's Guild questline has you engage in so much direct combat instead of actually quietly assassinating people.
You think the paths are linear because you don’t want the characters to have a life of their own. Instead, you want them to be cartoonish silly things that you can toy with and feel in charge. In other words, you are criticizing the game for allowing you to interact with a meaningful world. That’s real freedom. It takes responsibility and your choices can bite you on your ass. That you don’t like. You prefer the silly things with easy-peasy skill checks because you want the pretense of making choices when what you actually want is an ego pandering playground. You are criticizing the game for having meaningful C&C while pretending to do the opposite thing.I wouldn't say that AoD is non-linear either. I think AoD would be best described as multi-linear. It has branching paths and you can jump from one quest-line to another, but it's blatantly obvious that you are on specific quest lines at all times.
It's even the reason why the Assassin's Guild questline has you engage in so much direct combat instead of actually quietly assassinating people.
What's not to understand?There have been many complaints about this shit and I don't think VD ever understood the point of these complaints....Yeah this is what this game basically is. You get a lot of choices but they're all pretty railroaded in a CYOA style. Rather than plotting things yourself, collecting tools and evidence, making your move when you think it's right, interacting with characters when you think it's right, etc, you get funneled into CYOA sequences in which you get a limited amount of choices that's given to you by those who run the show. This structure is why the game feels railroaded despite being very non-linear.
You're asking for sandbox-like freedom in a story-driven game where the story/setting dictates what can and can't be done. Antidas can't win because he's a weak leader, poor general, and doesn't have the resources. His best option is to become a vassal to a powerful lord. You can't get rid of Strabos for the same reason a new employee can't get rid of a powerful CEO, etc.It's why for instance you can never help Antidas win, help Lorenza win, kick out Darista from AG without betraying them, get rid of Strabos as a Merchant, etc.
Benny is there to reinforce the notion that you aren't the only person exploring or looting old ruins. That's why you run into a prospector at the library, zealots around Zamedi, raiders attacking the monastery, etc.It's also why there's Benny in Hellgate - VD decided to provide a talker route through Hellgate even though it's dumb as hell.
They are thugs for hire, not ninjas.It's even the reason why the Assassin's Guild questline has you engage in so much direct combat instead of actually quietly assassinating people.
You can do a lot more than that.I wouldn't say that AoD is non-linear either. I think AoD would be best described as multi-linear. It has branching paths and you can jump from one quest-line to another...
Is it? You can betray the guild twice in Teron (escort the spy to Maadoran instead of killing him and kill your partner to side with Carrinas). In Maadoran you can kill Lorenza or accept her offer and kill Darista instead; if made a deal with Levir and decide to honor it, you can kill Gaelius in his palace. If that's your definition of linearity, I'd like to see what non-linearity looks like.It's even the reason why the Assassin's Guild questline has you engage in so much direct combat instead of actually quietly assassinating people.
Yeah, the assassin plotline is a good example of AoD's "linearity within non-linearity"...
There are plenty of options and quest solutions that are not presented to you. For example, you can kill or disable the construct at Hellgate with conveniently presented solutions or you can return to Ganezzar and talk a zealot into killing it for you.There's no "gee, I wonder if I could...." No. Everything you could do is presented to you, and there are no other options than those that are presented to you.
Arcanum has the quest where you have to find out who the mysterious ring you were given belonged to, and for that, you need to go visit the jewelers P. Schuyler and Sons. There's a dwarf in front of the building who also wants to talk to them, and you can add him to your party. If you do so, the confrontation with P. Schulyer and Sons will change, as the dwarf will have his own opinion on their business practices and become hostile towards them. See, they're using undead dwarves as laborers, and your pal Magnus doesn't like that at all. So if you have him in the party, he will push for a violent solution to the quest. If you don't have him along, you can also use persuasion.
Is it? You can betray the guild twice in Teron (escort the spy to Maadoran instead of killing him and kill your partner to side with Carrinas). In Maadoran you can kill Lorenza or accept her offer and kill Darista instead; if made a deal with Levir and decide to honor it, you can kill Gaelius in his palace. If that's your definition of linearity, I'd like to see what non-linearity looks like.It's even the reason why the Assassin's Guild questline has you engage in so much direct combat instead of actually quietly assassinating people.
Yeah, the assassin plotline is a good example of AoD's "linearity within non-linearity"...
There are plenty of options and quest solutions that are not presented to you. For example, you can kill or disable the construct at Hellgate with conveniently presented solutions or you can return to Ganezzar and talk a zealot into killing it for you.There's no "gee, I wonder if I could...." No. Everything you could do is presented to you, and there are no other options than those that are presented to you.
No arguing here.I'm not even saying that the entirety of AoD is like that, just the majority - and its most prominent parts. My favorite part of AoD is actually when the game opens up and allows me to explore a bit more freely and make choices at my own pace, rather than being funneled from faction quest to faction quest.
It's not just that, it's also that the majority of choices you have at any given moment are dead ends because you don't have the skills to pass the required checks, while some options are even hidden because you relevant skills aren't high enough. In practice, in any given situation, you rarely have more than one choice that'd work for your build and lead to a favorable outcome.And I'm not saying that AoD is linear, just that it feels like it due to the way most choices are presented to the player: the CYOA way of selecting from a list, then being teleported to the next place in the quest.
No arguing here.I'm not even saying that the entirety of AoD is like that, just the majority - and its most prominent parts. My favorite part of AoD is actually when the game opens up and allows me to explore a bit more freely and make choices at my own pace, rather than being funneled from faction quest to faction quest.
Yep, and as someone who spent a lot of time in FO wondering why this thing did nothing when used on that thing, it was probably what I liked the best about the game. Even if it sometimes resulted in a nuclear explosion.But you can attempt to use every skill on every thing, and in those cases where doing so has a result, it is up to the player to figure that out. You don't just enter a dialogue window where every possible choice is clearly spelled out for you. Figuring out which choices are viable is part of the choice-making process in Fallout.
Regarding its story and questlines, AoD is much more linear than AoD.