That's true. There are good and bad experiences.aweigh said:There are many types of P&P experiences.
That's actually true, and that's also why Fallout has very retro design, from turn-based combat system to isometric view. Fallout is essentially a throwback to design and mechanics of olden days in the days when the likes of Doom, Warcraft II and Diablo dominated the market, and everyone decided first-person and/or real-time was TEH FUTURE. But, you do realize that Fallout was conceived as a pen & paper simulator (first for the GURPS system, then with Interplay's proprietary SPECIAL after the agreement with Steve Jackson fell through), and its entire design is built around this basic premise? So while Fallout may not match your idea of what pen & paper experience should be like, do allow that lead Fallout developers already had years of experience with roleplaying games (most of them started roleplaying in 1970s, entered the industry in the '80s or early '90s and already had several CRPG projects under their belt by the time Fallout entered production; Tim Cain himself entered the gaming industry in 1982) and their vision is at least as valid as yours.Binary said:You are. Many games did this before Fallout. Darklands is a prime example which is so much closer to a real pnp RPG that it isn't even funny.
dagorkan said:Yeah some PnP groups do play that way but that's not an excuse, they are the groups you get with egomaniac GMs and faggot LARPer players. Loud-mouthed masturbators. "I have this genius idea of an plot, an saga in thirteen chapters, I have to make sure the players don't get in the way of me telling it" and "I'm going to roleplay this crazy character, the GM and other players must respect my character and adapt the story to this unique product of my genius imagination".
dagorkan said:That's true. There are good and bad experiences.aweigh said:There are many types of P&P experiences.
Good P&P isn't based on 'strong narrative' or 'characterization'
That's the kind of faggot heresy that has destroyed so much.
Yeah some PnP groups do play that way but that's not an excuse, they are the groups you get with egomaniac GMs and faggot LARPer players. Loud-mouthed masturbators. "I have this genius idea of an plot, an saga in thirteen chapters, I have to make sure the players don't get in the way of me telling it" and "I'm going to roleplay this crazy character, the GM and other players must respect my character and adapt the story to this unique product of my genius imagination".
Both groups are LARPing.
It's the worst of both worlds, and some guys here are seriously recommending it as CRPG design philosophy.
Set your Plazers to Fun!Gladi said:Thr only reason I and my plazers have fun
Ok, Darklands is notorious game for it's inovative desigh, that alowes extreme freedom yada yada. Every person, who has been even remotely interested in crpgs know that.Binary said:Gnidrologist said:Why is it barbaric? Having not played one, maybe i was believing the wrong reasons for pnp rpgs to be fun, but from what i've heard on these and some other sources, it boils down to having vast range of options in how to shape your character and how to make your own story in highly interactive world. Which is what Fallout rpgs does most splendid.
Am i wrong?
You are. Many games did this before Fallout. Darklands is a prime example which is so much closer to a real pnp RPG that it isn't even funny.
Gnidrologist said:Could you list at least few more examples of superiour pnp like experiences in computer games? It seems, from what you say, that there has been plenty in the good ole days, as opposite to my previous, probably false assumption, that most oldschool crpgs are mostly dungeon hacking exploration games.
Yes, i've heard those names before. Do those games have branching storylines, dialogues with multiple variants of response, that are dependant on char's social skills, ways of completing quests in at least two different ways, which have different consequence. And so on..afewhours said:Gnidrologist said:Could you list at least few more examples of superiour pnp like experiences in computer games? It seems, from what you say, that there has been plenty in the good ole days, as opposite to my previous, probably false assumption, that most oldschool crpgs are mostly dungeon hacking exploration games.
WAAAAAASSSTELAND!
I'll let others with more knowledge take over now. I just wanted an excuse to say "Wasteland!"
Edit: and Star Trail, and Betrayal at Krondor, and various Ultimas and blah, blah, blah.
Gnidrologist said:Yes, i've heard those names before. Do those games have branching storylines, dialogues with multiple variants of response, that are dependant on char's social skills, ways of completing quests in at least two different ways, which have different consequence. And so on..
Sounds convincing. This will be on top of the ''old crpgs to try out'' list for me as from now.cardtrick said:Gnidrologist said:Yes, i've heard those names before. Do those games have branching storylines, dialogues with multiple variants of response, that are dependant on char's social skills, ways of completing quests in at least two different ways, which have different consequence. And so on..
Star Trail does, at least. Although the dialog is for the most part like Wizardry 8, with keyword choices, but everything else matches what you said. Plus it has the most absurdly detailed travel system I've ever seen in an RPG . . . it's like an Oregon Trail subgame embedded within an RPG, but it's pretty cool.
Gnidrologist said:Sounds convincing. This will be on top of the ''old crpgs to try out'' list for me as from now.
Brother None said:Gnidrologist said:Sounds convincing. This will be on top of the ''old crpgs to try out'' list for me as from now.
I noted a bit back Fallout isn't actually my #1 cRPG of all time. Why not? Because Realms of Arkania II: Star Trail is.
From it's fun travel system, to its pretty good use of the detailed DSA RPG system, to its great atmosphere due to using different viewpoint modes (1st person in town, isometric in combat, just general fun for cutscenes), to its pretty damned good story, to its superior usage of party gameplay and combat (and I usually prefer single-player cRPGs to party)
It easily ranks above Fallout for me.
RoA I-III are all very similar and part of one story (the North Land Trilogy). I'd advise anyone who wants to try them to start with I and make a good party, as you can carry your party over into the next ones (and that makes the games a lot more playable, it's pretty tough if you start II or III with a new party, XP-raising special encounters notwithstanding). II is my favourite, but a lot can be said for the others.
Gnidrologist said:Ok, Darklands is notorious game for it's inovative desigh, that alowes extreme freedom yada yada. Every person, who has been even remotely interested in crpgs know that.Binary said:Gnidrologist said:Why is it barbaric? Having not played one, maybe i was believing the wrong reasons for pnp rpgs to be fun, but from what i've heard on these and some other sources, it boils down to having vast range of options in how to shape your character and how to make your own story in highly interactive world. Which is what Fallout rpgs does most splendid.
Am i wrong?
You are. Many games did this before Fallout. Darklands is a prime example which is so much closer to a real pnp RPG that it isn't even funny.
But.
Could you list at least few more examples of superiour pnp like experiences in computer games? It seems, from what you say, that there has been plenty in the good ole days, as opposite to my previous, probably false assumption, that most oldschool crpgs are mostly dungeon hacking exploration games.
ricolikesrice said:there s no better party-based cRPG gameplay-wise (story/writing-wise PS:T/MOTB are way better, but in gameplay RoA destroys them easily.... ), not even close.
No, i don't divide anything. It's just that from what i'm hearing about pnp gameplay experience from people, who appearently know the turf, is this: pnp alowes any kind of character to succeed in most various and non archetypical ways, which is superiour to most electronic incarnations of pnp gameplay, that mostly relies on combat and looting. But from what i've researched, very rare crpg managed to be on par with this plethora of types "in-between". Fallout for me did it. As well as PST, Arcanum and Bloodlines.Binary said:Gnidrologist said:Ok, Darklands is notorious game for it's inovative desigh, that alowes extreme freedom yada yada. Every person, who has been even remotely interested in crpgs know that.Binary said:Gnidrologist said:Why is it barbaric? Having not played one, maybe i was believing the wrong reasons for pnp rpgs to be fun, but from what i've heard on these and some other sources, it boils down to having vast range of options in how to shape your character and how to make your own story in highly interactive world. Which is what Fallout rpgs does most splendid.
Am i wrong?
You are. Many games did this before Fallout. Darklands is a prime example which is so much closer to a real pnp RPG that it isn't even funny.
But.
Could you list at least few more examples of superiour pnp like experiences in computer games? It seems, from what you say, that there has been plenty in the good ole days, as opposite to my previous, probably false assumption, that most oldschool crpgs are mostly dungeon hacking exploration games.
Sure, I just don't understand why you divide games into either "pnp-like" or "dungeon crawls". There's a plethora of types "in-between":
These games are still in my priority list in the pool of ''old games, that have to be at least tried once'', but quite honestly, i'm not big fan of pure exploration. I like Gothic games for their sanbox/exploration moments, but only because there were also tight narrative and lots of concrete thing to do. If Ultimas are anything close to TES the model of role-playing, i'll pass.- You'll possibly enjoy the open world and non-linearity of Ultima 6 or 7
From what i've read, this is an adventure game. No?- And the different solutions to different problems were present in the Quest for Glory series since 1989.
I like nicely written stories. However, it's not the element that makes or breaks crpg. Story, if it's good, only complements a good crpg. Some action games have really good stories.- The nicely written story of Betrayal in Krondor is also a nice one to try.
However, if you read my previous posts, i really don't consider combat, story or dungeon crawling as something that differentiates the crpgs from other computer game genres. It's actually the proverbial pnp experience, that makes me interested. Like, having means to manipulate the npcs, having a say in the meaningfull affairs that affect the surrounding world etc.For a general classic RPG experience, the Magic Candle series represent a good balance between nice story, combat, enough dungeon crawling and party development.
Aaaw..Xi said:Without a standard we have no way to relate to one another. We can all just blatantly like things, but that doesn't explain why we like those things. Is it a collection of features and the quality of their implementations? Is it good stories? Good Character customization and progression? Seems like none of us will agree until someone creates a standard for us all to follow.
Binary said:Once again I insist: I'm not saying Fallout etc are bad games - far from it! I'm merely raising the point that brilliant games were made in the past, and many of the Codexers might not be aware of it when they say "[Fallout|PST|Arcanum] is the best game ever"
Gnidrologist said:Aaaw..Xi said:Without a standard we have no way to relate to one another. We can all just blatantly like things, but that doesn't explain why we like those things. Is it a collection of features and the quality of their implementations? Is it good stories? Good Character customization and progression? Seems like none of us will agree until someone creates a standard for us all to follow.
*sob*
Brother None said:RoA I-III are all very similar and part of one story (the North Land Trilogy). I'd advise anyone who wants to try them to start with I and make a good party, as you can carry your party over into the next ones (and that makes the games a lot more playable, it's pretty tough if you start II or III with a new party, XP-raising special encounters notwithstanding). II is my favourite, but a lot can be said for the others.
thesheeep said:Started with RoA I, played through it over the course of a week. Then, I wanted to import my party to RoA II and was quite shocked that their portrais had been replaced with those of children. I just couldn't find a way to change it and make it work properly so I just stopped playing...
Brother None said:thesheeep said:Started with RoA I, played through it over the course of a week. Then, I wanted to import my party to RoA II and was quite shocked that their portrais had been replaced with those of children. I just couldn't find a way to change it and make it work properly so I just stopped playing...
You quit because the portraits had been replaced?
Huh?