Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Community Codex GOTY 2015 - Results

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,948
Pathfinder: Wrath
You almost make it sound like choices and deep reactivity it’s a bad thing. Every time I read those complaints about teleporting, the message I’m getting is that your inner teenager is saying something like this “Please, I want moar exploring and moar things to kill.

Reactivity is good. But in AoD it is basically railroading, in the sense that, "Oh playing a talky talky lore knowing guy aren't we?" "Oh, you don't make your character a handsome cripple in char creation or think that you already have enough point in that skill? Insta death for you!" There really is not much alternate solution at that point on. You either save-scum or re-roll. While impressive in the first, maybe 10 hours, it gets old pretty fast. In the case that it doesn't result in insta-death scene, you will be reprieved of skill points because you failed. Which only make future encounters bloody harder, resulting in death or no skill points, ad infinitum.

he only difference between you and Skyrm fans, is that they don’t pretend to care about stats.

Because certainly everything is binnary. Either you get a railroading in guise of c&c and reactivity or you get Bethesda open world game.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
You almost make it sound like choices and deep reactivity it’s a bad thing. Every time I read those complaints about teleporting, the message I’m getting is that your inner teenager is saying something like this “Please, I want moar exploring and moar things to kill. I don’t give a shit about serious writing and choices. Fuck this. I just want to kill more things and walking in my air pee gees!” Don’t get me wrong, but you guys deserve all the mainstream popamole cRPg crap with boring reused settings that come your way. The only difference between you and Skyrm fans, is that they don’t pretend to care about stats.
When I've attempted a second AoD playthrough, my character accidentally teleported himself out of the first city maybe 15 minutes into the game; I have uninstalled the game after that. I prefer exploration without cattle prodding of the "in this direction you will go" variety. Ironic that you mention Skyrim, because this feature is actually worse than the "quest compass".
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Accidentally? Nothing happens "accidentally" in the game. More like you clicked on a text option without reading or agreed to a proposition without thinking about it and then you got teleported or killed.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Accidentally? Nothing happens "accidentally" in the game. More like you clicked on a text option without reading or agreed to a proposition without thinking about it and then you got teleported or killed.
I didn't got my character killed; he simply progressed to the second city, as to why it happened - I don't remember the details anymore. Like I wrote, I find this sort of design worse than Skyrim's quest compass. (choose option A, go to page 24 is not the sort of exploration I enjoy)
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Except it's really not. If I have to guess, you played as an assassin, your target offered you a deal and asked you to escort him to the second city, you said sure and lo and behold you were taken to the second city. Exploration has nothing to do with it.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Except it's really not. If I have to guess, you played as an assassin, your target offered you a deal and asked you to escort him to the second city, you said sure and lo and behold you were taken to the second city. Exploration has nothing to do with it.
I played a grifter and I think it was something to do with the mines quest. It's not like the quest or character class matter; I'd be fine - had I played an assassin - with failing a quest, because my character was supposed to escort someone, but got busy with something else and forgot to do it, for example. Teleporting on the other hand, not so much.
I had a very positive first impression of AoD, but the further into the game I got, the more it felt like "choose option A, go to page 24" (though it wasn't due to just teleporting). And that was the impression I was left with after finishing the game.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
You said you uninstalled the game after 15 minutes, is that what you mean by 'the impression I was left with after finishing the game'?
 

Gregz

Arcane
Joined
Jul 31, 2011
Messages
8,948
Location
The Desert Wasteland
Let's not take choices out, let's stop pretending picking from a plate of pre-defined scenarios served by the developer has the right to be called choice in something trying to be an RPG in the computer. That ain't how RPG works, that's a CYOA.

I think if you step back and re-read what you typed, you'll realize you're making an impossible request of the developer.

Even the most open sandbox has limited resources, quest hubs, art assets, etc. and the only way to include a start-to-finish story arc involves a narrative, which is inherently linear. I.e. requires railroading the player through the story elements for it to work. The trick is to disguise the railroad so the player thinks things happened according to their choices.

What you're asking for is a dynamic GM in a computer game, and since art assets (graphics, good writing, voice, music) are always scarce, a cRPG will always be inherently finite in what it can deliver.
 
Last edited:

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
You said you uninstalled the game after 15 minutes, is that what you mean by 'the impression I was left with after finishing the game'?
I understand that the attention span of posters on codex is short, but really :roll:
When I've attempted a second AoD playthrough, my character accidentally teleported himself out of the first city maybe 15 minutes into the game; I have uninstalled the game after that. I prefer exploration without cattle prodding of the "in this direction you will go" variety. Ironic that you mention Skyrim, because this feature is actually worse than the "quest compass".
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
You said you uninstalled the game after 15 minutes, is that what you mean by 'the impression I was left with after finishing the game'?
I understand that the attention span of posters on codex is short, but really :roll:
When I've attempted a second AoD playthrough, my character accidentally teleported himself out of the first city maybe 15 minutes into the game; I have uninstalled the game after that. I prefer exploration without cattle prodding of the "in this direction you will go" variety. Ironic that you mention Skyrim, because this feature is actually worse than the "quest compass".

I should, indeed, learn to read.

From what I remember the mine teleport can be a little bit ambiguous, i.e. it doesn't have a huge red flag going WARNING U WILL LEAVE ACT 1 whereas other similar cases often do. It's sloppiness rather than a game-ruining feature, especially after most teleports were removed / signalled properly since the first Beta.

Not sure anything would be improved by taking out those teleports, and it's sure as hell better than going back and forth and back and forth adn back and forth and back and forth in most other RPGs.
 
Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
Let's not take choices out, let's stop pretending picking from a plate of pre-defined scenarios served by the developer has the right to be called choice in something trying to be an RPG in the computer. That ain't how RPG works, that's a CYOA.

I think if you step back and re-read what you typed, you'll realize you're making an impossible request of the developer.

Even the most open sandbox has limited resources, quest hubs, art assets, etc. and the only way to include a start-to-finish story arc involves a narrative, which is inherently linear. I.e. requires railroading the player through the story elements for it to work. The trick is to disguise the railroad so the player thinks things happened according to their choices.

What you're asking for is a dynamic GM in a computer game, and since art assets (graphics, good writing, voice, music) are always scarce, a cRPG will always be inherently finite in what it can deliver.
I don't know how you reached the conclusion that I'm asking for a content-creating computer GM, when what I'm talking about is hardly ground-breaking specially in strategy genre which is like a wiser brother to RPGs. I'm talking about less completely handmade scenarios where everything is already scripted and all possible player actions are manually accounted for. Now, THAT is working agains impossible odds.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
I should, indeed, learn to read.

From what I remember the mine teleport can be a little bit ambiguous, i.e. it doesn't have a huge red flag going WARNING U WILL LEAVE ACT 1 whereas other similar cases often do. It's sloppiness rather than a game-ruining feature, especially after most teleports were removed / signalled properly since the first Beta.

Not sure anything would be improved by taking out those teleports, and it's sure as hell better than going back and forth and back and forth adn back and forth and back and forth in most other RPGs.
I honestly don't remember the quest details anymore, so I'll have to take your word for it. As for the back-and-forth in RPGs - I'm not really a "completionist"; usually I don't follow a quest immediately (and I am fine with failing one as a result), sometimes I abandon quests, if they are not interesting enough, or even forget about them. That's why I don't often get the impression of doing a back-and-forth in RPGs, unless the game is very linear.

I don't think teleporting on its own breaks (or makes) the game, but it does interfere with my preferred playstyle, if that makes any sense.
 

V_K

Arcane
Joined
Nov 3, 2013
Messages
7,714
Location
at a Nowhere near you
What baffles me about this scripted C&Cs vs. sandbox debate is that it's not like we don't have at least three great examples that a game can perfectly well have both: Wizardry 7, Daggerfall and Dragon Wars.
 
Self-Ejected

Lurker King

Self-Ejected
The Real Fanboy
Joined
Jan 21, 2015
Messages
1,865,419
When I've attempted a second AoD playthrough, my character accidentally teleported himself out of the first city maybe 15 minutes into the game; I have uninstalled the game after that. I prefer exploration without cattle prodding of the "in this direction you will go" variety. Ironic that you mention Skyrim, because this feature is actually worse than the "quest compass".

If the spirit meter in MotB is a moron detector, the choice at the mines is a functional illiterate detector. It tells a lot about cRPG players. They want to click fast without reading whole dialogues in order to kill more things. If your choices has serious consequences, you can't play without reading. Therefore, the game sucks.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
When I've attempted a second AoD playthrough, my character accidentally teleported himself out of the first city maybe 15 minutes into the game; I have uninstalled the game after that. I prefer exploration without cattle prodding of the "in this direction you will go" variety. Ironic that you mention Skyrim, because this feature is actually worse than the "quest compass".

If the spirit meter in MotB is a moron detector, the choice at the mines is a functional illiterate detector. It tells a lot about cRPG players. They want to click fast without reading whole dialogues in order to kill more things. If your choices has serious consequences, you can't play without reading. Therefore, the game sucks.
Well, it certainly tells something about cRPG players, who think that getting teleported around as part of quest progression is "serious consequences".
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
You're stuck on that teleporting thing and unable to let go. No, teleporting isn't a consequence, it was done as a matter of convenience because not everyone likes walking back-n-forth.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Did you at least add an option to turn it off in the options menu? I didn't play enough to check because it turned me off so much.

You should at least have like a poll and see if people like the teleportation or not. I already explained years ago why it was a complete deal breaker for me.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
You're stuck on that teleporting thing and unable to let go. No, teleporting isn't a consequence, it was done as a matter of convenience because not everyone likes walking back-n-forth.
And I have already stated that the reason my impression turned negative wasn't just due the teleporting (codex short attention span, I guess). I've already posted my main issue with AoD some time ago on these forums, but that was before the atmosphere started to resemble a boy band concert.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
If you fix the machines for the Aurelians, they take you to Maadoran whether you like it or not. :teleporting:
RcdM95K7i.gif
 
Unwanted

Irenaeus III

Unwanted
Shitposter
Joined
Jan 10, 2016
Messages
990
Oh, right. You have to side with them to fix it for them.

Maybe you should include an option to kill them all after you help them, so you can return to Antidas lmao
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom