Prime Junta
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Something something Ding an sich Dasein Nichtsein Substanz Kausalität.
Conclusion: Immanuel was a Kant.
Conclusion: Immanuel was a Kant.
RPGWatch: And the final and hardest question of them all, what is your favourite pizza topping(s)?
I like mushrooms in/on everything including pizza.
It's all scripted, one way or another, so either we script 'hidden' solutions (choloform + air duct = knockout, alchohol in the inventory = no alarm, etc) or we script dialogues and text adventure elements. It would be nice to have both, of course, but not with a small team like ours.
It takes time. For example, we estimate that we need 2-3 months to do all quests in the starting town (combat, dialogue, stealth). If we add 'interactive' solutions to most quests it would take 4-5 months. And that's just the starting town.Is it really so expensive to add an alternative "action" like this among roleplaying skill gameplay?
I'm guessing Black Isle had a few more people and a slightly bigger budget.Black Isle did it, Fallout had plenty of these hidden solutions, and they felt perfectly organic with the rest of the game.
If we have time.Can you add at least one to the game, please?
Gatekeeping content. If your character is not intelligent enough he doesn't even see or understand there is a puzzle. If he is then you can try to solve it. That solves only one half of the issue, but the good half.On the same-ish subject, an RPG should be careful not to fall too far in the "puzzle game" category. My character should still be the main "engine" of advancement and not only me as a problem solving provider.
It's the usual discussion of "shouldn't my high int mage be able to understand this riddle that I, as a dumb human, can't get my head around ?", and vice versa with a dumb character. A good dungeon master can make this really shine, and allow you to role-play a character that you are not in real life.
As I said, I loved my 250h on AoD, but it had that tendency to feel like a puzzle (and which I palliated with the aforementioned mod, which got me weirdly flamed with Kant, that's the codex for you...).
I guess it comes down to a question of tastes in RPGs (computer or table), but still, there's a thin line.
This is true. It's why I really liked being able to zip open the scripts and see what the various stat checks were. That makes it more about mechanically meeting the limits, and less about guessing(It takes quite a few playthroughs to realize how bad etiquette and impersonate are otherwise...). Maybe it won't be necessary with train by use. We'll see.As I said, I loved my 250h on AoD, but it had that tendency to feel like a puzzle (and which I palliated with the aforementioned mod, which got me weirdly flamed with Kant, that's the codex for you...).
It takes time. For example, we estimate that we need 2-3 months to do all quests in the starting town (combat, dialogue, stealth). If we add 'interactive' solutions to most quests it would take 4-5 months. And that's just the starting town.Is it really so expensive to add an alternative "action" like this among roleplaying skill gameplay?
I'm guessing Black Isle had a few more people and a slightly bigger budget.Black Isle did it, Fallout had plenty of these hidden solutions, and they felt perfectly organic with the rest of the game.
If we have time.Can you add at least one to the game, please?
On the same-ish subject, an RPG should be careful not to fall too far in the "puzzle game" category. My character should still be the main "engine" of advancement and not only me as a problem solving provider.
It's the usual discussion of "shouldn't my high int mage be able to understand this riddle that I, as a dumb human, can't get my head around ?", and vice versa with a dumb character. A good dungeon master can make this really shine, and allow you to role-play a character that you are not in real life.
As I said, I loved my 250h on AoD, but it had that tendency to feel like a puzzle (and which I palliated with the aforementioned mod, which got me weirdly flamed with Kant, that's the codex for you...).
I guess it comes down to a question of tastes in RPGs (computer or table), but still, there's a thin line.
It doesn't but that's a simplistic example that fits only a short demo. If you have a proper conflict between two gangs, fucking around with a generator shouldn't make them leave or solve the conflict.I just wanted to make another example, this time it was in Fallout 1 demo: two factions, the crypts and fools. They can kill each other, you join either, nothing changes. But then for some reason you decode to snoop a ranom fools' pockets, He has wirecutters, you use 'em on the power generator, the gangs leave, the people win. It was perfect in everyway. It. does. NOT. sound so expensive to make and write. Just saying
Using such gadgets would fit the science route perfectly
^ see my edit above. Using such gadgets would fit the science route perfectly (obviously we'd check your skills to make sure you can do whatever it is you're trying to do). For example, in AoD you can rig up some explosive (tied to your skill) to hit ambush the merchants delivering gold. It would have been much better if you could do it 'manually', not via dialogue.
Using such gadgets would fit the science route perfectly
Sure, when it fits a "route". Using a bomb to ambush a merchant caravan is something you'd do, regardless of any incidental local circumstances. It's a rational strategy that you could plan ahead.
But how about say, solving the scenario in the most recent Colony Ship update by using a screwdriver you found somewhere to unscrew the bolts attaching the store's sign to the wall, so that it falls on the thugs' head right when they're walking underneath it? I think something like that isn't just too expensive to implement - I'm not sure you'd want to implement it.
Just to be clear, it is as time-consuming (maybe even less so) as writing and scripting dialogues. Our focus is on dialogues, someone else's focus might be on pseudo- or truly emergent solutions or procedural content.