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:mrpresident:
I am not sure why you need isometric perspective if you don't have tactical combat or something else game could benefit from being isometric... but whocares
For example they'll have working engine for full-fledged RPG.
One of the reasons why I could never get far in Arcanum was that everything looked so damn ugly. NWN was just as hideous but in a 3D game it didn't bother me so much.
One of the reasons why I could never get far in Arcanum was that everything looked so damn ugly
Saying that isometric is necessarily more atmospheric is going a bit too far .
Marat Sar Are you Robert Kurvitz?
I am not sure why you need isometric perspective if you don't have tactical combat or something else game could benefit from being isometric... but whocares
What are your thoughts on how Age of Decadence non-combat aspect was designed?
I confess to a fault. I was intrigued by AoD -- the years of watching it being developed, plus the lead designer writes good reviews -- but I didn't get to playing it because it wasn't pretty enough. I'm shallow like that. Now I feel like I should, but I don't have the time.
How was it though? The non-combat? How was it "received" around these parts? Was there only one type of stat check -- passive? Because we've found having active checks that you roll, especially when the failure is played out too, really adds a lot. Makes it more gamey, brings it to life. It's one of the things I'm sincerely giddy to show embattled RPG veterans.
What is so bad about camera?Oh, and the damn camera. Goddamn camera. There is no fixing that.
You can't control it for the life of you. AoD has an AI built into the camera controls antagonistic toward the playerWhat is so bad about camera?
It probably has more to do with the spirit of the games themselves - generally slow paced and with lots of text.isometric view is just more atmospheric.
So yes, I agree, this type of game benefits from the occasional combat showdown and we have them. But they take place in dialogue. They're not RtWP or classic turn based. I guess you could call them heavily scripted turn based. They have animations and the outcomes are very prose heavy. But you can have armour and you can shoot and you can miss and so on. YOu can also die. The screenshot in the tent is a good indication of how a violent situation can start in the game. There are very few of these moments, however. To have said "cinematic literature driven mega combat system" in the promo would have been disingenuous.
According to the author, he largely relies on D&D world-building traditions in his writing. Others are also involved in the development of ideas. "Mass editing" was employed as a tool in the finishing stage of the book, where people of various backgrounds assessed the readability and realism of the work, pointed out confusing passages and suggested amendments.[4]
The reason behind the application of the D&D game system in the writing process lies in Robert Kurvitz’ long-term involvement in D&D games, both as a GM and a player.
https://en.wikipedia.org/wiki/Robert_Kurvitz#Literature
2) Better for music. There's a reason why the old Mark Morgan scored games are so memorable. And why Inon Zur's score for Icewind Dale is -- I think -- more effective than his latter work. From this contemplative distance, the music has more space to breathe. We think players actually have more attention to spare for music this way.
Hi! My name is Kaspar and I’m working on No Truce With The Furies as a concept artist. In this short post I’m going to tell you a bit about what goes into a background. I’ll do that by elaborating on one of the screenshots from our recent press release, namely the moody one with the bad-ass car and the rain and the big building.