deus101
Never LET ME into a tattoo parlor!
- Joined
- Aug 18, 2010
- Messages
- 2,059
Jesus Christ!
We need to help OUT our fellow MISSIONARY in DISTRESS!
Unwashed HEATHENS!
I've never been a fan of this kind of thing, but yeah. Wizardry is a bro. Bros before (RPS) hoes.Mangoose said:Xor said:MetalCraze said:If Wizardry gets banned I'll join the raid.
Well, that explains a lot.UserNamer said:No hard feelings actually
Moran said:sadly, in modern gaming 4-6 hours is becoming a fairly average completion time.
Excidium said:Takes 4 hours to finish a Sonic game and says it's too short
then comes this other one:
Moran said:sadly, in modern gaming 4-6 hours is becoming a fairly average completion time.
Sony's new PS3 terms of service are designed to stop the company being hit with class-action suits, and having to front juries, which care about little things like the right of the consumer over the operations of multi-billion dollar corporations.
So how did the company get away with legally including a "don't sue us" clause?
CNN reports it's all because the US Supreme Court ruled in April that AT&T was allowed to include a similar clause in its contracts, only this time that between employee and employer, not customer and provider as is the case with the PS3.
"The Supreme Court recently ruled in the AT&T case that language like this is enforceable," a Sony spokesperson told CNN. "The updated language in the TOS is designed to benefit both the consumer and the company by ensuring that there is adequate time and procedures to resolve disputes."
If it'll lessen the GD nonsense in this thread to any degree, it will have been for a good cause.Ed123 said:Sacculina said:The offer to discuss the topic via PM is still open, btw.
You don't know what you're in for
>i
You are carrying:
a strange love of jetpacks
an opinion on just about everything
>examine opinion
You're not really sure where you got this from, but gosh darn if it isn't usable in plenty of places.
hoopy said:Yeah, but they're still retards.
Ed123 said:octavius said:hoopy said:Yeah, but they're still retards.
Before I joined RPGCodex I had no idea the world was so full of retards.
fixoctavius said:Ed123 said:octavius said:hoopy said:Yeah, but they're still retards.
Before I joined RPGCodex I had no idea the world was so full of retards.
Let's just say I'm used to forums where you don't call a retarded person a retard.
Wizardry said:Sort of. Hunting down the right key for the right door is more adventure gameplay that RPG gameplay, because it's a puzzle the developers have hand-crafted and your character's skills play no part in using a key with a door. The alternative way is to just get developers to plonk down doors into the game world and allow the player themselves to pick them if they are locked, lock them if they are unlocked, bash them down, magically seal them and magically unseal them. That way, instead of a door being used primarily to force the player to go somewhere specific to fetch a key, you get emergent gameplay where the player can use doors to seal enemies in, all depending on the set up of the player's character. For example, a strong and physical character may be able to bash doors down, while a sneaky rogue type may be able to lure enemies into a room, stealth out of it and jam the lock shut. A magic user, on the other hand, may be able to cast magical seals over doors to keep anyone other than fellow mages from opening them.
Nalano said:In order to weave all that into a narrative that answers the question, "why in the hell should I care about this door that I'd do any of these things," the developers would have to do ten times the writing they currently do.
Writing that, consequently, will never be seen by 90% of the player base.
This will never happen. You'll either have a door with all these options but I don't care, or a door that I care about but is strangely invulnerable to tampering.
Wizardry said:I can't comprehend this.
Nalano said:In other words, all those different ways of solving the problem are ultimately superficial because the narrative is linear.
At which point, why bother?
Wizardry said:Where does this come from? I don't understand your reasoning. Sealing a door to a corridor behind you so that enemies can't surprise you from behind is useful. Locking a bunch of powerful enemies into a room is useful. Bashing down a door to find a treasure room is useful. Picking the lock of the back door to the local weapon store at night to steal weapons is useful.
What does linear narrative have to do with any of this?
Nalano said:How does making thirty different ways to open or close a door make for better gameplay? Do different things happen if I choose Option A as compared to Option Theta? If so, who designs those things? Or is it all just procedural? And if so, why should I care about a glorified dungeon romp?
Locking a bunch of monsters in a room as compared to killing them is a superficial difference. Setting traps and funneling enemies into them rather than gunning them down outright is a superficial difference. Getting into a room with treasure rather than skipping it is a superficial difference. Hell, you can do most of those things already, even in the most linear of RPGs, and the end result is rather masturbatory.
To make things that actually make a difference in the general scheme of things, you'd have to plot out possible ways for the situation to go and write their results. If you don't, and instead rely upon procedural development - like how Bethesda plans dungeons - then everything becomes samey and equally pointless.
Wizardry said:My brain just exploded.
MMXI said:http://www.rockpapershotgun.com/forums/showthread.php?1876-Shall-we-talk-about-Skyrim&p=53852&viewfull=1#post53852
Wizardry said:Sort of. Hunting down the right key for the right door is more adventure gameplay that RPG gameplay, because it's a puzzle the developers have hand-crafted and your character's skills play no part in using a key with a door. The alternative way is to just get developers to plonk down doors into the game world and allow the player themselves to pick them if they are locked, lock them if they are unlocked, bash them down, magically seal them and magically unseal them. That way, instead of a door being used primarily to force the player to go somewhere specific to fetch a key, you get emergent gameplay where the player can use doors to seal enemies in, all depending on the set up of the player's character. For example, a strong and physical character may be able to bash doors down, while a sneaky rogue type may be able to lure enemies into a room, stealth out of it and jam the lock shut. A magic user, on the other hand, may be able to cast magical seals over doors to keep anyone other than fellow mages from opening them.
Nalano said:In order to weave all that into a narrative that answers the question, "why in the hell should I care about this door that I'd do any of these things," the developers would have to do ten times the writing they currently do.
Writing that, consequently, will never be seen by 90% of the player base.
This will never happen. You'll either have a door with all these options but I don't care, or a door that I care about but is strangely invulnerable to tampering.
Wizardry said:I can't comprehend this.
Nalano said:In other words, all those different ways of solving the problem are ultimately superficial because the narrative is linear.
At which point, why bother?
Wizardry said:Where does this come from? I don't understand your reasoning. Sealing a door to a corridor behind you so that enemies can't surprise you from behind is useful. Locking a bunch of powerful enemies into a room is useful. Bashing down a door to find a treasure room is useful. Picking the lock of the back door to the local weapon store at night to steal weapons is useful.
What does linear narrative have to do with any of this?
Nalano said:How does making thirty different ways to open or close a door make for better gameplay? Do different things happen if I choose Option A as compared to Option Theta? If so, who designs those things? Or is it all just procedural? And if so, why should I care about a glorified dungeon romp?
Locking a bunch of monsters in a room as compared to killing them is a superficial difference. Setting traps and funneling enemies into them rather than gunning them down outright is a superficial difference. Getting into a room with treasure rather than skipping it is a superficial difference. Hell, you can do most of those things already, even in the most linear of RPGs, and the end result is rather masturbatory.
To make things that actually make a difference in the general scheme of things, you'd have to plot out possible ways for the situation to go and write their results. If you don't, and instead rely upon procedural development - like how Bethesda plans dungeons - then everything becomes samey and equally pointless.
Wizardry said:My brain just exploded.