Gobbo
Novice
ghostdog said:Luzur said:i would want a story to why i am going around and killing things.
You kill things because killing is your business and things need to be killed, dude.
Witcher?
ghostdog said:Luzur said:i would want a story to why i am going around and killing things.
You kill things because killing is your business and things need to be killed, dude.
the new bard's tale.[/thread]Wyrmlord said:In short, he understands gaming, and many don't.
he likes well-done combat mechanics more than other elements, and just like every single other codexian assumes that his personal tastes constitute some kind of ultimate objective truth, while you are just being a twat.FeelTheRads said:That's how stupid he is.
he likes well-done combat mechanics more than other elements,
Wyrmlord said:I like his priorities.
Combat, atmosphere, scaling rewards properly for big effort, and then marginalize plot and story as far down below as possible.
In short, he understands gaming, and many don't.
No Clockwork Knight, I really do mean that story should be a smaller priority (whether the labour is divided for it or whether the same people do it), and I don't care whether the worst name calling is done to me for saying that story in game does not matter.Clockwork Knight said:Some heavy assburgers going on here
Wyrmlord said:I like his priorities.
Combat, atmosphere, scaling rewards properly for big effort, and then marginalize plot and story as far down below as possible.
In short, he understands gaming, and many don't.
Sarcasm literally oozes from this post
janjetina said:Games are known for the ability to tell the story indirectly, rather than following a single linear narrative. A computer game that doesn't have a story to tell is worthless, as its tactical depth pales in comparison to chess, and once there is no story and no tactical depth, what else is there?
I am trying to imagine how a game like Alpha Centauri would look if Wyrmlord designed it.
Factions would be called faction 1, faction 2, etc. Bases would be called faction1base1, faction1base2 etc. Buildings would be called building1, buliding2, etc. Secret projects would be called Project1, Project2, etc. All description (except stat effects) and lore would be scrapped. Diplomacy screen would contain keywords and effect description. Am I being too bold in making a presumption that such a soulless game wouldn't appeal to anybody, but the cream of the Assburger crop?
Blackadder said:Stop being so black and white. This has been about order of importance, not 'one or the other'. Even the simplest RPG's have some form of story in them.
Before Garriott turned into a complete idiot, his mantra of creating a game was 'System first, work story into system'. This is as it should be, not the other way around.
Bullshit. When you focus on combat and reward systems, while marginalizing the story, you end up with shit like Icewind Dale. You get some nice fights with good loot, but it gets utterly boring after two hours.Wyrmlord said:I like his priorities.
Combat, atmosphere, scaling rewards properly for big effort, and then marginalize plot and story as far down below as possible.
In short, he understands gaming, and many don't.
Mattresses said:what the fuck is this shit, where's my wasteland sequel?
Wyrmlord said:No Clockwork Knight, I really do mean that story should be a smaller priority (whether the labour is divided for it or whether the same people do it), and I don't care whether the worst name calling is done to me for saying that story in game does not matter. [...]
I, uh, enjoyed it, because the feeling of six dwarves standing there surrounded by wights as they fend them off with axes, and slowly pushing through that crowd as one after another dies and falls off beats any movie battle out there.Suchy said:Bullshit. When you focus on combat and reward systems, while marginalizing the story, you end up with shit like Icewind Dale. You get some nice fights with good loot, but it gets utterly boring after two hours.Wyrmlord said:I like his priorities.
Combat, atmosphere, scaling rewards properly for big effort, and then marginalize plot and story as far down below as possible.
In short, he understands gaming, and many don't.
You wait for the 2010's. You're going to see the demise of the late 90s designersAzrael the cat said:Was drinking from lead pipes part of the standard crpg development process in the 80s? Did they all sit around sipping methylated spirits at the launch parties? It just seems to be a truism that anyone who made good games in the 80s or very early 90s doesn't just lose form, but goes utterly nuts.
Well, it's tedious, not fun. For me a good RPG means good writing and story, combat is secondary. Look at Betrayal at Krondor or Planescape - both are totally story driven, with combat much less important (but not bad). And these are two of the best RPGs out there. The Witcher is also good, thanks to the story and despite crappy combat and skill system.Wyrmlord said:I, uh, enjoyed it, because the feeling of six dwarves standing there surrounded by wights as they fend them off with axes, and slowly pushing through that crowd as one after another dies and falls off beats any movie battle out there.Suchy said:Bullshit. When you focus on combat and reward systems, while marginalizing the story, you end up with shit like Icewind Dale. You get some nice fights with good loot, but it gets utterly boring after two hours.Wyrmlord said:I like his priorities.
Combat, atmosphere, scaling rewards properly for big effort, and then marginalize plot and story as far down below as possible.
In short, he understands gaming, and many don't.
And even after such a brutal fight leaves you almost finished, you suddenly find three times as many enemies waiting there for you in the other direction.
It's like the hardest gym workout you have done, where after running on the treadmill for a long time, you attempt to do 30 seconds of pullups. Something like that, yeah...
laclongquan said:Tsk!
Torment without its story about the journey of an amnesiac immortal is just a so so RTwP action game. A welldone story will enhance and elevate a good game to Greatness.
On the other hand, genres are pretty meaningless these days and ages. Believeing in welldefined terms proposed by game producers and marketing directors is just asking to be misled.
BF can say whatever the fuck he want, make whatever the fuck kind of game he intend to. We will judge it when we play, not based on what we heard or read.
Azrael the cat said:Way too early for me to make any guesses as to the game's quality, but one thing comes to mind: what the fuck does that game have to do with Wizardry-style-gaming? Reading that interview made me think 'yep, another old great has succumbed to the insanity that afflicts 1980s/90s developers (see Garriot, Molyneux)'.
Was drinking from lead pipes part of the standard crpg development process in the 80s? Did they all sit around sipping methylated spirits at the launch parties? It just seems to be a truism that anyone who made good games in the 80s or very early 90s doesn't just lose form, but goes utterly nuts.
janjetina said:A computer game that doesn't have a story to tell is worthless
All Civilization games do have stories. What's more, their stories are completely non-linear and affected by practically every player's decision.Darth Roxor said:Thanks, I never realised that Civilization is a series of worthless games!janjetina said:A computer game that doesn't have a story to tell is worthless