First person, party-based dungeon crawlers are still representative of the best of the computer role-playing game hobby, and the closest approximation to the pen and paper experience.
Those can be quite good, and I especially like when they make drawing a correct map part of the challenge. But ultimately they are rather limited on the problem solving aspect. They might have a a few puzzles in the, but those almost always don't even use your character's abilities. Instead they usually pad out with a whole lot of combat.
Because of that, I think games like Fallout, or even Zork, might be more representative of a P&P game.
You seem to have confused this site with puzzlecodexFirst person, party-based dungeon crawlers are still representative of the best of the computer role-playing game hobby, and the closest approximation to the pen and paper experience.
Those can be quite good, and I especially like when they make drawing a correct map part of the challenge. But ultimately they are rather limited on the problem solving aspect. They might have a a few puzzles in the, but those almost always don't even use your character's abilities. Instead they usually pad out with a whole lot of combat.
Because of that, I think games like Fallout, or even Zork, might be more representative of a P&P game.
Old school dungeon crawlers were defined by their problem solving approaches. Not only map making, but also puzzles and riddles and requiring players to figure things out for themselves, without developer hand holding. You don't find the type of navigation obstacles in modern cRPG design that the classics had to create challenging gameplay.
You seem to have confused this site with puzzlecodexFirst person, party-based dungeon crawlers are still representative of the best of the computer role-playing game hobby, and the closest approximation to the pen and paper experience.
Those can be quite good, and I especially like when they make drawing a correct map part of the challenge. But ultimately they are rather limited on the problem solving aspect. They might have a a few puzzles in the, but those almost always don't even use your character's abilities. Instead they usually pad out with a whole lot of combat.
Because of that, I think games like Fallout, or even Zork, might be more representative of a P&P game.
Old school dungeon crawlers were defined by their problem solving approaches. Not only map making, but also puzzles and riddles and requiring players to figure things out for themselves, without developer hand holding. You don't find the type of navigation obstacles in modern cRPG design that the classics had to create challenging gameplay.
wow burnedYou seem to have confused this site with puzzlecodexFirst person, party-based dungeon crawlers are still representative of the best of the computer role-playing game hobby, and the closest approximation to the pen and paper experience.
Those can be quite good, and I especially like when they make drawing a correct map part of the challenge. But ultimately they are rather limited on the problem solving aspect. They might have a a few puzzles in the, but those almost always don't even use your character's abilities. Instead they usually pad out with a whole lot of combat.
Because of that, I think games like Fallout, or even Zork, might be more representative of a P&P game.
Old school dungeon crawlers were defined by their problem solving approaches. Not only map making, but also puzzles and riddles and requiring players to figure things out for themselves, without developer hand holding. You don't find the type of navigation obstacles in modern cRPG design that the classics had to create challenging gameplay.
Puzzles were often part of Gary Gygax's dungeon designs. You must be an historical ignoramus about the roots of the role-playing game hobby.
its enchantedBoth are pressing random levers to open an wooden door
http://www.d20srd.org/srd/spells/dispelMagic.htmits enchantedBoth are pressing random levers to open an wooden door
too bad no one ever tries ithttp://www.d20srd.org/srd/spells/dispelMagic.htmits enchantedBoth are pressing random levers to open an wooden door
Old school dungeon crawlers were defined by their problem solving approaches. Not only map making, but also puzzles and riddles and requiring players to figure things out for themselves, without developer hand holding. You don't find the type of navigation obstacles in modern cRPG design that the classics had to create challenging gameplay.
RPGs are casual and require no thinking.
Another unpopular opinion. Puzzles are annoying, immersion breaking and most of time makes no sense.
Here is the god slayer capable to throwing meteors at enemies and shaping the reality with an wish spell aside from an barbarian capable to cutting steel like paper with his ginormous axe and .... Both are pressing random levers to open an wooden door that have infinite more durability than an ancient dragon. This is silly. Few RPG's have puzzles that make sense. For eg, on beholder's cave on nwn1 - hotu - chap 2 for(but on chap 3, the game is fulfilled with bad puzzles to reach mephistopheles true name "owner" and note. Your "demon slayer" can't just kill an mimic, he needs to lure the mimic into an trap instead of using al spell that produces the same effect). Grimoire heralds of the winged exemplar would be much better IMO if i don't need to combine A + B then press C to get D, then use D with E to open F<...>
This is far from controversial to anyone who's played enough of both.Tabletop RPGs >>>>>>>>>> CRPGs
play grand strategy games.
how dare youplay grand strategy games.
They are not even games
The best puzzles are the TACTICAL ones. I'd rather figure out how to defeat combat encounters than fetch a blue gem from there, put it in a socket over there, and then pull a lever or step on a pressure plate. That shit is BORING.