PorkaMorka said:
I'm all for more interesting settings, assuming you can keep the classic RPG gameplay.* Certainly if you put aside financial constraints
Not really, given the huge success of Morrowind.
I'm just saying, reviewing the historical record (heh), so far CRPG developers have, with a very few exceptions, not shown a lot of ability to design quality RPG settings.
Sturgeon's Law.
So while FR is cliched and bland, relative to most original (non licensed) CRPG settings, it is likely to be better than the common alternative of... making a setting that is a poorly fleshed out clone of FR.
Well duh.
Being raped VS being raped, tortured and murdered brutally - which is better and why?
Discuss!!
* However verisimilitude can suffer when you try to force classic RPG gameplay into a setting where it not quite fit.
Not unlike forcing it where it supposedly does.
I'm all for altering classic RPG gameplay. There are so much more interesting formulas to explore, and usually just mowing down 100s of filler foes is so much more entertaining in about any other genre.
The difference is that videogame lore is more dissociated from mechanics, so that this mechanics can be reworked without messing around with the lore, rather than accumulating successive layers of nonsensical crap. This is one of the very few cases where typically bad gameplay/story segregation works to your advantage.
Why is videogame lore more divorced from the mechanics? Videogame lore is made for use in a game, just like PNP RPG lore.
Reread post you're referring to. It's all explained there.
Also,
an educational help (notice the dates).
If anything, with game developers working under such tight deadlines they have little excuse to develop lore that doesn't directly relate to something they need for the main focus of the game.
Not necessarily. See pre-oblivious TES lore.
The difference in resources spent on lore is huge. That doesn't necessarily translate into better lore for the licensed product
Precisely. A large group of rentawriters writing for specifications will typically produce a vastly inferior work to a single good writer able to pursue his creative vision freely, or a close knit group sharing common vision.
Nope, I still remember significant amounts of stuff from the Gold Box games and the Dark Sun games with vivid detail, despite playing them a few years after they came out and never re-playing them.
Dark Sun is still on my to do list, TBH, although I think I have already downloaded it.
This is a traditional RPG:
This is a PnP or tabletop RPG. Anything else is just ambiguous - notice how this site isn't called cRPG Codex, in spite of what it actually focuses on (in before "GD Codex lololol").
Traditional CRPGs attempted to translate the gameplay of pen and paper RPGs onto a computer, although of course some compromises were necessary due to the move from a social experience to a single player one.
Removing tactical combat in favor of action based combat and removing the party in favor of a single character are two huge steps away from that traditional RPG formula.
Removing tactical aspect is a step back regardless of introduction of actiony one, but whatever you do with the party (apart from going coop) is a lose-lose situation. In PnP games you controlled a single character in a party, and party aspect was largely social. Whether you remove the party or give player control over the entire party, the social aspect will be gone and the end result will differ significantly from PnP.
PnP style party aspect is simply not supported by SP cRPGs, so is GM, and cRPGs need to adapt to their new medium, denial just opens the way for the genre to be hijacked by action wannabes who can't into proper action games because of being too impaired. Then we all lose.
BG meanwhile looks to me like an honest and significantly successful attempt to directly translate RPG gameplay into a computer game, in the tradition of the classic CRPGs that came before it (and arguably even going further in some respects (the companions))
If PnP gameplay consists mostly of frantically dissuading your retarded buddies from trying to reach a kobold before them by taking detour through several caverns infested with high level monsters and a corridor tiled with instagibbing traps, all between sections of railroading, then you can't even imagine how glad I am that I have never really got into it.
I must give BG1 a credit though, as I'm arduously trudging through the game right now in hopes of fulfilling my completionist urges and having a character to port to BG2 for my first actual playthrough, that it seems to incline somewhat after you assault the Iron Throne HQ and leave for Candlekeep (please tell me it's actually so, BG city almost killed me with retarded way it was cut into the areas and lack of ability to get necessary information from useless
napotkana osobas - yes, Daggerfall and Morrowind spoiled me in this regard - asking for directions is good).
Kaanyrvhok said:
DraQ said:
]Quantity alone can't create quality if said lore doesn't come together in a believable manner. If the setting is treated like a bag where you thrown as much crap as you can, you don't end up with cohesive world, but a sack of mostly unrelated dung crammed into single worldspace.
The Forgotten Realms is already a cohesive world because of the amount of lore.
DraQ said:
Quantity alone can't create quality if said lore doesn't come together in a believable manner.
Heaving to repeat oneself in a discussion - almost as entertaining as bouncing a ball off a retarded kid, but not quite.
The common critisim of the Forgotten Realms is how it attempts to cram every anceint earth culture and more onto one mega continent.
Indeed, essentially a huge theme park. Kwanzanians and such may not understand this criticism fully.
Think about it though. Rewind the clock 3,000 years, add 50 real gods to the cosmos, add magic, and a few hundred D&D races and beast. You are going to have an incredibly compartmented society where 150 miles could separate two vastly different cultures.
Essentially a detailed, step-by-step explanation of how it failed, yes.