Way to miss the point. Who's clueless now?Yes, gaming should be made for clueless girlfriends. Duh. I have been so blind.
Very much agree with this. Simulation should be gameplay, at least in terms of everything that doesn't relate to magic (and even with magic, I would argue that it should be simulationist of traditional ideas of "real" magic, of which there are plenty examples, pretty consistent across cultures). Simulation is gameplay because the rules are familiar - the world ought to react how you'd expect it to react. The ideal game should react to your intuition immediatly, there ought to be no special "gameplay" rules that you have to learn.
One of the most insightful comments I saw from a gamer about this was someone talking about trying to get his gf into videogames. He observed that what put her off was the fact that she would try things out, and the world wouldn't react the way one would expect it to react (could be as simple as putting a box on top of another box). And this made him realize that us gamers have just gotten used to earlier forms of simulation that were around when we were younger, so we understand the rules and the limitations. All the "game" stuff we have is either a) simulation that fails to be good simulation because of technological limitations, or b) the hiving off of "art for art's sake" rulesets that we call "gameplay" (as if that's some special thing that's different from simulation) that have their own discrete charm. Us "gamers" are so used to these that we don't hold developers to a high enough standard re. simulation.
Why should Larian's world-interactivity be hailed as some sort of great advance? It should be just basic stuff. Just the world reacting to one's actions as it should, as one would expect it to. But we know why: it's because of the limitations - limitations of skill, of programming, of AI, of graphics, etc. Gradually these limitations are being overcome and we have the potential for improvement. At the momen turn-based or RTwP are generally more simulationist than realitime play: because with turn-based you can actually simulate more of the detail than you could, even if only in abstract ways. Realtime simulation is still limited by the limitation of inputs (m/k, "controllers", etc.).
Ugh, 5E is the worst example because it's actually good and the "simplified" rules are a plus and very elegant.
Except in this case it isn't really subjective. If you are provided with tertiary information which suggests that it might be best to prepare for a specific scenario, you are probably going to prepare for said scenario unless you are deliberately choosing to ignore the existing warnings. If the weather report says its going to rain and, looking outside the window it looks like its going to rain, then if I decide to head outside for a walk, I will probably take some precautions assuming that it is going to rain. Prebuffing is similar to this and it adds to the game's verisimilitude. Whether or not you agree that its an important aspect of games is another subject entirely, but the fact that it adds to immersion is not subjective.Good mechanics and fights > subjective feelings of what is immersive. I don't think not being able to cast buffs outside of combat is immersion breaking, especially since I know it serves a combat purpose.
Very much agree with this. Simulation should be gameplay, at least in terms of everything that doesn't relate to magic (and even with magic, I would argue that it should be simulationist of traditional ideas of "real" magic, of which there are plenty examples, pretty consistent across cultures). Simulation is gameplay because the rules are familiar - the world ought to react how you'd expect it to react. The ideal game should react to your intuition immediatly, there ought to be no special "gameplay" rules that you have to learn.
One of the most insightful comments I saw from a gamer about this was someone talking about trying to get his gf into videogames. He observed that what put her off was the fact that she would try things out, and the world wouldn't react the way one would expect it to react (could be as simple as putting a box on top of another box). And this made him realize that us gamers have just gotten used to earlier forms of simulation that were around when we were younger, so we understand the rules and the limitations. All the "game" stuff we have is either a) simulation that fails to be good simulation because of technological limitations, or b) the hiving off of "art for art's sake" rulesets that we call "gameplay" (as if that's some special thing that's different from simulation) that have their own discrete charm. Us "gamers" are so used to these that we don't hold developers to a high enough standard re. simulation.
Why should Larian's world-interactivity be hailed as some sort of great advance? It should be just basic stuff. Just the world reacting to one's actions as it should, as one would expect it to. But we know why: it's because of the limitations - limitations of skill, of programming, of AI, of graphics, etc. Gradually these limitations are being overcome and we have the potential for improvement. At the momen turn-based or RTwP are generally more simulationist than realitime play: because with turn-based you can actually simulate more of the detail than you could, even if only in abstract ways. Realtime simulation is still limited by the limitation of inputs (m/k, "controllers", etc.).
I think that approach isn't necessary for every single type if game. Different forms of abstractions create different challenges and problems which demand from the player to develop different amount of skills. A good game is just as defined by its limitations as the freedom it provides. Sure, a game allowing the player to be creative is fun, but also the game that forces the player to develop their skills as far as they can is also really fun. And finding creative solutions in a well defined and limited environment is usually more satisfying that being able to do whatever and still being rewarded.
Yeah that's what I meant by b). I can appreciate the point that rulesets can spin off and be their own thing as games, and I take the point that there's value in tightness and simplicity too. But the point is that RPGs specifically, of all things, are heavily focused on simulation. It's a dream of adventure in an alternate universe.
Ofc if the simulation were pure 1:1 (i.e. a holodeck) you'd almost be losing the point of a game - it would then be as difficult and sticky as real life, success would be hard to come by, so it wouldn't be an escape. Whereas the point of a game is to make you happy by providing a series of challenges that are just at the edge of your capability, so you're more successful in the virtual world than you would be in real life. And that means it has to be oriented somewhat around you as a player, be aware of player limitations and requirements, be a service (a DM) in some sense.
The fuck are you even talking about?
I fucking hate pre buffing. The most retarded thing which must be abandoned and forgotten along with all sorts of autism PF ferociously promotes.
Fun fact in pathfinder tabletop they added a evil witch archetype with the ability to cook people and make buff potions from it.Okay, time to ask for an expert opinion:No, it just equalises the playing field, which should be equal in the first place, so just bake the buffs into the classes and skip the extra step.
Delterius, can buffs be baked into classes?
Just like the Codex, Pathfinder is nothing more than an FBI honeypot.Fun fact in pathfinder tabletop they added a evil witch archetype with the ability to cook people and make buff potions from it.Okay, time to ask for an expert opinion:No, it just equalises the playing field, which should be equal in the first place, so just bake the buffs into the classes and skip the extra step.
Delterius, can buffs be baked into classes?
They also added the Hansel and Gretel witch as an archetype and it has the special ability smell children which for some reason was decided by the community to be a very bad idea.
pig-crocodile hybrid from Chernobyl
pig-crocodile hybrid from Chernobyl
this is a completly valid monster entry right next to horse spider
MUH VERTICALITY! MANY NEW! NEVA BEFORE! Lol, Disgaea had "verticality" 20 years ago. Can you throw your party members across the rift? Can you climb pyramid built of your party members? Can you disarm traps by lifting and throwing enemies at it? Can you capture enemies by throwing them to your camp and letting your unused party members beating the shit out of them?
Only a fool would walk into a haunted crypt without death ward up. My adventurer's body screams out: "Allow me to prepare for the obvious threat ahead of me." Prepping before a threat makes sense to me. Makes the party feel like a competent group who prepare and know their enemy. We're not just randos with a sword, we were picked for this job for a reason.
"Every battle is won before it’s ever fought"- My adventurer.