And why? What makes the story-telling good in Elden Ring, and an ass in Deadfire, as you said?Elden RingPlease state 2 games from the RPG genre that do story-telling / dialogues very well, and please say why.Hello all, now that it's been about two years I can finally update you. It was, indeed, not worth it.
I gave it about ten hours. One main, and perhaps autistic gripe, is spells/abilities refresh after combat so you can just spam your best abilities/spells etc, leaving no resource management or creativity in combat. Dialogue/story subpar too, but that was to be expected.
I like the characters in ER and I'm interested in what happens to them (even if the storytelling is barely 'telling' at all, these motherfuckers take the idea of Show Not Tell to a whole new level)And why? What makes the story-telling good in Elden Ring, and an ass in Deadfire, as you said?Elden RingPlease state 2 games from the RPG genre that do story-telling / dialogues very well, and please say why.Hello all, now that it's been about two years I can finally update you. It was, indeed, not worth it.
I gave it about ten hours. One main, and perhaps autistic gripe, is spells/abilities refresh after combat so you can just spam your best abilities/spells etc, leaving no resource management or creativity in combat. Dialogue/story subpar too, but that was to be expected.
It's weird and jarring without having companions aroundAnyone tried playing this solo? It's the only way I had any fun with the first
Please state 2 games from the RPG genre that do story-telling / dialogues very well, and please say why.Hello all, now that it's been about two years I can finally update you. It was, indeed, not worth it.
I gave it about ten hours. One main, and perhaps autistic gripe, is spells/abilities refresh after combat so you can just spam your best abilities/spells etc, leaving no resource management or creativity in combat. Dialogue/story subpar too, but that was to be expected.
In all honesty, this is all fuckin subjective. I am really scratching my head wondering how VTM can be considered that much better in terms of lore and plot.Please state 2 games from the RPG genre that do story-telling / dialogues very well, and please say why.Hello all, now that it's been about two years I can finally update you. It was, indeed, not worth it.
I gave it about ten hours. One main, and perhaps autistic gripe, is spells/abilities refresh after combat so you can just spam your best abilities/spells etc, leaving no resource management or creativity in combat. Dialogue/story subpar too, but that was to be expected.
Vampire: Masquerade Bloodlines and Star Control 2.
They had consistent and interesting worlds. You want to discover more as you play. Characters and development of plot are also superb.
Look, I liked PoE I, despite the fact that the world and story was meh and the dialogue was boring lore dumps. I just couldn't do it for PoE II this time around, and the dumbing down of allowing spammed abilities with full refresh clinched it for me.
Also, Deadfire is the TRUE spiritual successor of Baldur's Gate 2: Shadows of Amn
truly; mice, keyboards, computers, etc. it's a spiritual sequel.There are similarities.
To be fair, I am not demanding anyone to play this game. Everyone has their own cups of tea. I tried several games that I ditched X hours in.Goldschmidt I've tried twice to get into Deadfire, but wasn't able to. I quit PoE1 at gates of Twin Elms, knowing how close I was to the end. I wanted to like them, and tried, but I just don't like the classes, spells, or abilities. That the setting is like a plagiarized Forgotten Realms doesn't help either. These games were on the right track, but missed the mark. I attribute this down the the stretch goals promising features before the system was even created. The entire ruleset is a gimmick.
The IE games cocked things up by letting the player rest anywhere, when previous D&D games had already solved this. The Gold Box games had safe places where you could rest in a dungeon, and resting elsewhere almost always gave you an encounter. Obsidian felt compelled to follow the IE approach with Pillars, though they tried to fix it with camping supplies. This ultimately failed because they knew that somewhere, someone would fuck up so badly that if he didn't have access to infinite camping supplies, he'd be soft-locked. So essentially the system is the exact same as in the IE games, just with a bit of hassle on top. Still, the IE/PoE1 approach was still better than Deadfire because you could choose to not rest. If you want more challenge, you can say "I'm only going to rest every fourth or fifth encounter". Deadire doesn't give you this opportunity.What, really, is the problem with per-encounter spells/abilities?
I mean if you're not going to go the full Vancian route and have that level of resource management and strategic thinking, why not just have more toys at your disposal in every encounter?
What, really, is the problem with per-encounter spells/abilities?
I mean if you're not going to go the full Vancian route and have that level of resource management and strategic thinking, why not just have more toys at your disposal in every encounter?
I liked the mix in PoE. Spiking (and needing to) is fun.What, really, is the problem with per-encounter spells/abilities?
I mean if you're not going to go the full Vancian route and have that level of resource management and strategic thinking, why not just have more toys at your disposal in every encounter?
Elden Ring's minimalistic, atmospheric approach to narrative and worldbuilding gives far less opportunity for the characters to annoy you. Deadfire is packed to the brim with characters who you want to shut up and Elden Ring with characters you wish they would say more. The world of Elden Ring is also pretty lonesome because the Lands Between are essentially post-apocalyptic and the survivors are emotionally distant because most of them are coping with some form of PTSD ('the Shattering' that happened before the Tarnished player character shows up was all really, really bad), so it feels good when you find people to talk to (especially if they're clearing up the mystery of what the fuck is going on in the world), whereas characters in Deadfire are constantly demanding your attention overexplaining every minute detail of the setting and its factions.And why? What makes the story-telling good in Elden Ring, and an ass in Deadfire, as you said?Elden RingPlease state 2 games from the RPG genre that do story-telling / dialogues very well, and please say why.Hello all, now that it's been about two years I can finally update you. It was, indeed, not worth it.
I gave it about ten hours. One main, and perhaps autistic gripe, is spells/abilities refresh after combat so you can just spam your best abilities/spells etc, leaving no resource management or creativity in combat. Dialogue/story subpar too, but that was to be expected.
I completely agree but I would also add that ER's minimalist approach to story telling is a) not everyone's cup of tea and b) does take a bit of getting used to when you're used to being spoonfed a game's storyDeadfire is packed to the brim with characters who you want to shut up
That's a bad argument. I mean, it's great how ER works, I agree. And I am happy for your good taste there. But you just stated why you don't like something, not why it is bad. This is an unfortunate, stereotypical issue: subjective vs. objective. There is nothing wrong with being subjective; quite the contrary, however, it is wrong to not be aware of it and present it as general truth.Elden Ring's minimalistic, atmospheric approach to narrative and worldbuilding gives far less opportunity for the characters to annoy you. Deadfire is packed to the brim with characters who you want to shut up and Elden Ring with characters you wish they would say more. The world of Elden Ring is also pretty lonesome because the Lands Between are essentially post-apocalyptic and the survivors are emotionally distant because most of them are coping with some form of PTSD ('the Shattering' that happened before the Tarnished player character shows up was all really, really bad), so it feels good when you find people to talk to (especially if they're clearing up the mystery of what the fuck is going on in the world), whereas characters in Deadfire are constantly demanding your attention overexplaining every minute detail of the setting and its factions.And why? What makes the story-telling good in Elden Ring, and an ass in Deadfire, as you said?Elden RingPlease state 2 games from the RPG genre that do story-telling / dialogues very well, and please say why.Hello all, now that it's been about two years I can finally update you. It was, indeed, not worth it.
I gave it about ten hours. One main, and perhaps autistic gripe, is spells/abilities refresh after combat so you can just spam your best abilities/spells etc, leaving no resource management or creativity in combat. Dialogue/story subpar too, but that was to be expected.
Not that I necessarily see a problem with these different approaches to building a world and its characters, but Elden Ring has broader appeal because the mysteries and uncertainties of the open world invite curiosity and draw players in. Investigating Deadfire in comparison feels a bit like studying for a test.
Minimal story isn't a problem. Being forced to endure a bad story is a problem.On the other hand, I'm honestly surprised how people tend to praise something like blobbers, which usually hardly have any story worth mentioning, but a quasi-isometric crpg gets shitted on because it fails narrative-wise.
Double standards?