Jaesun
Fabulous Ex-Moderator
and that is cRPG related how exactly?
America Online was used to published Neverwinter Nights the original.Jaesun said:and that is cRPG related how exactly?
I too have been lately worried about this recent trend of everyone in the indie scene making complicated old school RPGs.As you can see, we have an incredibly complicated UI here. No less than SIXTEEN buttons on the bottom of the hud, TWELVE slots to equip something on your character, and a large inventory for all the LOOT in the game.
I’m talking about games like Wizardry, Ultima, and even to some extent, Fallout. The games were overly complex, and I don’t mean “for casual players”, I mean they were just too complicated for their own good.
(a great example was how many skills there were in Fallout – Outdoorsman? Doctor? Gambling? Who’s going to take these?
Spiderweb Software is one example of a company that pretty much exclusively copies the designs from 15 years ago. Now, in theory, I should love them, because they are copying games like Fallout and Arcanum, which I consider to be, probably, the best computer role-playing games ever made. However, Spiderweb is also copying the fundamental weaknesses of those games.
Does it make sense that for most of the “fights” in your game, you can’t possibly lose? Absolutely not, there can be no tension in a game without the threat of losing. Does it even qualify as a fight if it’s “supposed to be easy”?
I love roguelikes, but they all have huge problems stemming from this somewhat undecided purpose. Some of them have an “auto-explore” key, and anyone who plays these games enough will want this feature in just about any of them. This means that the big, expansive levels (of Crawl in particular) are entirely wasted. The UIs are arguably needlessly fiddly, with the player constantly needing to remove his “+2 sword” when he gets a “+3 sword” and other such situations that are entirely the result of a “loot drop” mentality, a mentality which is inherently illogical from a classical game design perspective but makes tons of sense in a high-fantasy simulator.
7hm said:I’m talking about games like Wizardry, Ultima, and even to some extent, Fallout. The games were overly complex, and I don’t mean “for casual players”, I mean they were just too complicated for their own good.
JarlFrank said:I remember times when games used to advertise their number of skills and items, or technologies and units (in strategy games) to create hype and make everyone go "WOW THIS GAME IS HUGE AND HAS LOTS OF STUFF IN IT".
Back then I was maybe 12 or something, and I never thought "that sounds too overwhelming I will never understand this game" but "Yay I love large games with tons of content and complexity!!"
So either I was a kid with a super-brain who could understand games that were "too complicated for their own good", or modern gamers - who aren't even kids anymore - are just retarded.
Fucking this.JarlFrank said:I remember times when games used to advertise their number of skills and items, or technologies and units (in strategy games) to create hype and make everyone go "WOW THIS GAME IS HUGE AND HAS LOTS OF STUFF IN IT".
Back then I was maybe 12 or something, and I never thought "that sounds too overwhelming I will never understand this game" but "Yay I love large games with tons of content and complexity!!"
So either I was a kid with a super-brain who could understand games that were "too complicated for their own good", or modern gamers - who aren't even kids anymore - are just retarded.
JarlFrank said:I remember times when games used to advertise their number of skills and items, or technologies and units (in strategy games) to create hype and make everyone go "WOW THIS GAME IS HUGE AND HAS LOTS OF STUFF IN IT".
jancobblepot said:what7hm said:I’m talking about games like Wizardry, Ultima, and even to some extent, Fallout. The games were overly complex, and I don’t mean “for casual players”, I mean they were just too complicated for their own good.
It doesn’t take a genius game designer to see the weaknesses in this kind of a “loot-oriented” system in a game. It necessarily becomes busy-work: Oh, look, leather armor. Oh look, chainmail armor! Now you have all these items, most of which are completely useless garbage whose most exciting destination will be the item shop in town for a few pieces of gold.
DraQ said:Fucking this.JarlFrank said:I remember times when games used to advertise their number of skills and items, or technologies and units (in strategy games) to create hype and make everyone go "WOW THIS GAME IS HUGE AND HAS LOTS OF STUFF IN IT".
Back then I was maybe 12 or something, and I never thought "that sounds too overwhelming I will never understand this game" but "Yay I love large games with tons of content and complexity!!"
So either I was a kid with a super-brain who could understand games that were "too complicated for their own good", or modern gamers - who aren't even kids anymore - are just retarded.
Back in mid 90's the hype largely consisted of "MOAR X" where X could be units, scenarios, areas, weapons, classes, skills, km squared of the gameplay area and so on, while everyone was going "SO AWSUM!!!" rather than "OMG THIS GAEM WILL SURELY IMPLODE MY MALFORMED LITTLE BWAIN".
Can't say I have ever been a fan of hype by quantity, but quantity is at least measurable, verifiable and may imply complexity, while claims of being "TEH BEST ARPEEGEE EVAR" are not and do not.
Surf Solar said:And then you have sports games like Fifa, NBA live or whatever where there are lots of stats and shit to modify and develop - yet no one of the "new generation players" complains about these.
Jaesun said:Surf Solar said:And then you have sports games like Fifa, NBA live or whatever where there are lots of stats and shit to modify and develop - yet no one of the "new generation players" complains about these.
Having stats does not == cRPG hon. Just FYI.
herostratus said:I vote to exterminate all fuckers that wants to exterminate people first.DraQ said:Also, regarding EA, there are people who should just be exterminated.
Not tried, not punished, but simply exterminated, using fastest, most efficient methods possible, without regard for being humane or anything.
It's because they are for sports fans. For people dedicating lots of time and love to sports, who probably know names of all the players from their favourite teams, their strong and weak sides, etc.Surf Solar said:DraQ said:Fucking this.JarlFrank said:I remember times when games used to advertise their number of skills and items, or technologies and units (in strategy games) to create hype and make everyone go "WOW THIS GAME IS HUGE AND HAS LOTS OF STUFF IN IT".
Back then I was maybe 12 or something, and I never thought "that sounds too overwhelming I will never understand this game" but "Yay I love large games with tons of content and complexity!!"
So either I was a kid with a super-brain who could understand games that were "too complicated for their own good", or modern gamers - who aren't even kids anymore - are just retarded.
Back in mid 90's the hype largely consisted of "MOAR X" where X could be units, scenarios, areas, weapons, classes, skills, km squared of the gameplay area and so on, while everyone was going "SO AWSUM!!!" rather than "OMG THIS GAEM WILL SURELY IMPLODE MY MALFORMED LITTLE BWAIN".
Can't say I have ever been a fan of hype by quantity, but quantity is at least measurable, verifiable and may imply complexity, while claims of being "TEH BEST ARPEEGEE EVAR" are not and do not.
And then you have sports games like Fifa, NBA live or whatever where there are lots of stats and shit to modify and develop - yet no one of the "new generation players" complains about these.
Then you just voted for exterminating yourself. It wasn't very smart.herostratus said:I vote to exterminate all fuckers that wants to exterminate people first.DraQ said:Also, regarding EA, there are people who should just be exterminated.
Not tried, not punished, but simply exterminated, using fastest, most efficient methods possible, without regard for being humane or anything.
Percentages and skillpoints don't make rpg, what you do and can do ingame makes it. You can roleplay even in counter strike if you want. What works in singleplayer doesn't necessarily work in multiplayer. In fallout singleplayer crits were funny because the player character used them against enemies and got funny results. In fonline we players are in the receiving end and it's not very funny anymore.
Players don't like it when unexpected random things happen. You make a plan, execute it but it is ruined by random factor which is a lucky crit in this case.
Actually, the extremely random crits was the worst part of Fallout. I have found damage multipliers for hitting critical locations in GURPS and JA2 and crippling based on exceeding a specific damage value much more appealing gameplay-wise as they reward good positioning and high skill levels.Surf Solar said:http://fonline2238.net/forum/index.php?topic=19104.msg158775#msg158775
Basically a discussion if die throws are cool/not cool.
Percentages and skillpoints don't make rpg, what you do and can do ingame makes it. You can roleplay even in counter strike if you want. What works in singleplayer doesn't necessarily work in multiplayer. In fallout singleplayer crits were funny because the player character used them against enemies and got funny results. In fonline we players are in the receiving end and it's not very funny anymore.
Players don't like it when unexpected random things happen. You make a plan, execute it but it is ruined by random factor which is a lucky crit in this case.
Maybe it's just me, but I find it very derpy.
Awor Szurkrarz said:Actually, the extremely random crits was the worst part of Fallout. I have found damage multipliers for hitting critical locations in GURPS and JA2 and crippling based on exceeding a specific damage value much more appealing gameplay-wise.Surf Solar said:http://fonline2238.net/forum/index.php?topic=19104.msg158775#msg158775
Basically a discussion if die throws are cool/not cool.
Percentages and skillpoints don't make rpg, what you do and can do ingame makes it. You can roleplay even in counter strike if you want. What works in singleplayer doesn't necessarily work in multiplayer. In fallout singleplayer crits were funny because the player character used them against enemies and got funny results. In fonline we players are in the receiving end and it's not very funny anymore.
Players don't like it when unexpected random things happen. You make a plan, execute it but it is ruined by random factor which is a lucky crit in this case.
Maybe it's just me, but I find it very derpy.
Gragt said:Xor said:Pony fans are pretty much what broke my hope for humanity.
Why is that? MLP:FiM is a fine serie with good characters and plots, a cute sense of humour and well-written dialogs. The main target audience may be kids but that doesn't change the serie's quality.
Making them less lethal would be even worse. Just make them more consistent. The main problem in Fallout was shooting people in the eyes and in the head and still having them survive and eventually swarm you and kill you usually with a critical hit. Flat damage multipliers simply reward planning, positioning and high skill levels. Random criticals just turn the game into a mess.Surf Solar said:Awor Szurkrarz said:Actually, the extremely random crits was the worst part of Fallout. I have found damage multipliers for hitting critical locations in GURPS and JA2 and crippling based on exceeding a specific damage value much more appealing gameplay-wise.Surf Solar said:http://fonline2238.net/forum/index.php?topic=19104.msg158775#msg158775
Basically a discussion if die throws are cool/not cool.
Percentages and skillpoints don't make rpg, what you do and can do ingame makes it. You can roleplay even in counter strike if you want. What works in singleplayer doesn't necessarily work in multiplayer. In fallout singleplayer crits were funny because the player character used them against enemies and got funny results. In fonline we players are in the receiving end and it's not very funny anymore.
Players don't like it when unexpected random things happen. You make a plan, execute it but it is ruined by random factor which is a lucky crit in this case.
Maybe it's just me, but I find it very derpy.
This can be fixed by making them a bit less lethal, ofcourse. I felt just rather "wat" when some people actually want to remove ALL the die throws in the background..
It's extremely derpy.Surf Solar said:http://fonline2238.net/forum/index.php?topic=19104.msg158775#msg158775
Basically a discussion if die throws are cool/not cool.
Percentages and skillpoints don't make rpg, what you do and can do ingame makes it. You can roleplay even in counter strike if you want. What works in singleplayer doesn't necessarily work in multiplayer. In fallout singleplayer crits were funny because the player character used them against enemies and got funny results. In fonline we players are in the receiving end and it's not very funny anymore.
Players don't like it when unexpected random things happen. You make a plan, execute it but it is ruined by random factor which is a lucky crit in this case.
Maybe it's just me, but I find it very derpy.
Awor Szurkrarz said:Making them less lethal would be even worse. Just make them more consistent. The main problem in Fallout was shooting people in the eyes and in the head and still having them survive and eventually swarm you and kill you usually with a critical hit. Flat damage multipliers simply reward planning, positioning and high skill levels. Random criticals just turn the game into a mess.