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Cain on Games - Tim Cain's new YouTube channel

Infinitron

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This should be good:



I talk about the five best computer role playing games of the 21st century from which to learn about RPG development...and exactly what each one teaches you. Plus, I add in three runners up, including why they didn't make the cut.

This video is a companion piece to the one about my top 5 video games.
 
Last edited:

Gandalf

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This should be good:



I talk about the five best computer role playing games of the 21st century from which to learn about RPG development...and exactly what each one teaches you. Plus, I add in three runners up, including why they didn't make the cut.

This video is a companion piece to the one about my top 5 video games.

1. World of Warcraft,
2. Elden Ring,
3. Skyrim,
4. Fallout: New Vegas,
5. Baldur's Gate 3.

Runner ups:
1. Bloodlines,
2. Half-Life 2,
3. Vampire Survivors.

:timcain:
 

Redshirt #42

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This should be good:



I talk about the five best computer role playing games of the 21st century from which to learn about RPG development...and exactly what each one teaches you. Plus, I add in three runners up, including why they didn't make the cut.

This video is a companion piece to the one about my top 5 video games.

1. World of Warcraft,
2. Elden Ring,
3. Skyrim,
4. Fallout: New Vegas,
5. Baldur's Gate 3.

Runner ups:
1. Bloodlines,
2. Half-Life 2,
3. Vampire Survivors.

:timcain:

It's so over.
 

Infinitron

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the five best computer role playing games of the 21st century from which to learn about RPG development

^This is key here. Although he probably really means "AAA RPG development".

I mean, if your goal to make "New Vegas 2: Still Popamole But Now With Even Better Writing", you need to have played Skyrim. Like it or not, you have to be familiar with what's out there - the types of experiences your audience is familiar with.
 
Last edited:

Butter

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A better topic would be pre-21st century RPG master class, in which Tim discusses games that are actually worth learning from.

My tentative top 5:

1. Fallout (how to do structure in an open world non-linear game)
2. Pool of Radiance (how to do a low level adventure)
3. Ultima Underworld (how to make non-combat gameplay just as engaging as combat)
4. Rogue (how dying and losing all progress can be fun and addictive)
5. Planescape: Torment (how to do a narrative-heavy game without it becoming a movie)
 

Viata

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This should be good:



I talk about the five best computer role playing games of the 21st century from which to learn about RPG development...and exactly what each one teaches you. Plus, I add in three runners up, including why they didn't make the cut.

This video is a companion piece to the one about my top 5 video games.

1. World of Warcraft,
2. Elden Ring,
3. Skyrim,
4. Fallout: New Vegas,
5. Baldur's Gate 3.

Runner ups:
1. Bloodlines,
2. Half-Life 2,
3. Vampire Survivors.

:timcain:

Wow and you guys waste your time watching his video kek
 

NecroLord

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This should be good:



I talk about the five best computer role playing games of the 21st century from which to learn about RPG development...and exactly what each one teaches you. Plus, I add in three runners up, including why they didn't make the cut.

This video is a companion piece to the one about my top 5 video games.

1. World of Warcraft,
2. Elden Ring,
3. Skyrim,
4. Fallout: New Vegas,
5. Baldur's Gate 3.

Runner ups:
1. Bloodlines,
2. Half-Life 2,
3. Vampire Survivors.

:timcain:

He's really gone full retard.
 

NecroLord

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A better topic would be pre-21st century RPG master class, in which Tim discusses games that are actually worth learning from.

My tentative top 5:

1. Fallout (how to do structure in an open world non-linear game)
2. Pool of Radiance (how to do a low level adventure)
3. Ultima Underworld (how to make non-combat gameplay just as engaging as combat)
4. Rogue (how dying and losing all progress can be fun and addictive)
5. Planescape: Torment (how to do a narrative-heavy game without it becoming a movie)
Fallout (how to do a game that is not just simply a cRPG, but something truly special).
 

Grampy_Bone

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All five of those put the player in the driver's seat first and foremost, instead of funneling you down a narrow path, curating XP, or forcing a story role on you. That's a core RPG experience that games like Colony Ship, Pillars, and Solasta fail at, while Underrail and JA3 managed to achieve.

I've said this many times now, but if those AAA games are all so "bad", do better. Don't reject their good ideas because they were implemented "for casuals," make them the right way.
 

Roguey

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World of Warcraft - typical Tim-m-o

Elden Ring - following the herd

Skyrim - still following the herd

Fallout New Vegas - amused at how he (correctly) considers this one to be the faithful update and not 3

Baldur's Gate 3 - agenda acknowledged

Runner-ups:

Bloodlines - Ehhhhhhhhhhh

Half-Life 2 - Ehhhhhhhh....????????????????

Vampire Survivors - okay, enough

I'm terribly amused at how the Disco Commies and Witchers and KCD-crusaders are fuming in the comments but if you've been following these videos you should know that he does not care for these types of games. :lol:
 

Grampy_Bone

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if those AAA games are all so "bad", do better.

Well, he certainly didn't do better with The Outer Worlds. Now I understand why.
Considering Fallout and Arcanum were both very open, and ToEE is about as open as a dungeon crawler can be, while Bloodlines and TOW were much more constrained, I'd say Tim forgot what made his old games good. Or caved to pressure and the realities technology.
 

Alienman

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Tims's anecdotes about Baldur's Gate 3 make me think of that Prachter guy or whatever his name is. He was one of the type of guys who decided what kind of ideas are or aren't dead in a business sense - never to make a return. I believe that if you make something good, you can bring "back" any genre. The Prachter guy was wrong about everything but was still treated as some kind of guru, sitting in high up his office surrounded by gaming-related toys, predicting this or that. Wish I remembered his name, so I could check what he does now. I think he worked for Gametrailers or had a show on their website.
 

Infinitron

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Tims's anecdotes about Baldur's Gate 3 make me think of that Prachter guy or whatever his name is. He was one of the type of guys who decided what kind of ideas are or aren't dead in a business sense - never to make a return. I believe that if you make something good, you can bring "back" any genre. The Prachter guy was wrong about everything but was still treated as some kind of guru, sitting in high up his office surrounded by gaming-related toys, predicting this or that. Wish I remembered his name, so I could check what he does now. I think he worked for Gametrailers or had a show on their website.

Michael Pachter.
 

NecroLord

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if those AAA games are all so "bad", do better.

Well, he certainly didn't do better with The Outer Worlds. Now I understand why.
Considering Fallout and Arcanum were both very open, and ToEE is about as open as a dungeon crawler can be, while Bloodlines and TOW were much more constrained, I'd say Tim forgot what made his old games good. Or caved to pressure and the realities technology.
No, he just became full retard.
 

Zed Duke of Banville

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Elden Ring is an RPG now?
Always has been.

ViC5Xak.png
 

Gandalf

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I don't blame the guy. Game developement is his profession and perhaps casual games are more rewarding than those made for dying breed RPG elitists. If that's what make him happy, so be it.

What I would ask the guy is: What RPG would you make if you'd had an unlimited resources, unlimited power and did not have to worry about sales and all other obstacles that usually occur during developement? What would it play and look like? Would it be something revolutionary or maybe strongly grounded in tradition?
 

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