Heroic Liberator
Arcane
- Joined
- Oct 2, 2018
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Game could've really benefited from a more branching storyline.
I'm satisfied with how often the game doubles down on offering branching retorts. Sure, there are many interactions where you can repeat the dialogue tree to hear all replies, but I OFTEN find myself savescumming just to hear alternate responses. That's made this quite special for me.Game could've really benefited from a more branching storyline.
I love this part when repeating a dialogue optionI'm satisfied with how often the game doubles down on offering branching retorts. Sure, there are many interactions where you can repeat the dialogue tree to hear all replies, but I OFTEN find myself savescumming just to hear alternate responses. That's made this quite special for me.Game could've really benefited from a more branching storyline.
edit: thankfully had a save JUST at the moment of the dance, so I was able to savescum and test this branch..."IRRETREIVABLE HUMAN CATASTROPHE"
the more I unravel the game's mystery:
Well, there's another way to proceed with the quest, by talking to another driver Tommy Lee and making him spill the beans instead of passing the Half-Light check with the lorry driverDisco Elysium has literally zero replayability, and it's actually depressing how little different solutions to quests there are. I think I talked earlier about the Racist Lorry Driver, maybe in this thread, maybe in some other, but in a better RPG (or some would say, in an actual RPG) there would be multiple ways to fish information out of him and proceed with the drug trade quest. In Disco Elysium, you can only let Kim take the lead and then use Half-Light to intimidate him.
In fact, the only variety I can remember is in how exactly you get the corpse down from the tree.
Disco Elysium has literally zero replayability, and it's actually depressing how little different solutions to quests there are. I think I talked earlier about the Racist Lorry Driver, maybe in this thread, maybe in some other, but in a better RPG (or some would say, in an actual RPG) there would be multiple ways to fish information out of him and proceed with the drug trade quest. In Disco Elysium, you can only let Kim take the lead and then use Half-Light to intimidate him.
In fact, the only variety I can remember is in how exactly you get the corpse down from the tree.
In-game days don't actually affect anything besides the stuff with Renée, the bridge, and a couple of checks.replayability: so I just rolled credits on Day 7 and feel satisfied with the outcomes of the journey.
Now I'm thinking of loading a save before sailing on the boat to tie up loose ends. I've read that there are 10 TOTAL days in which you can complete/unlock new quests. Looks like I've got some exploring to do.
There are some quests that are time-sensitive. But there aren't that many of them.In-game days don't actually affect anything besides the stuff with Renée, the bridge, and a couple of checks.
I always play with red skills low and I always used this path.....so the racist lorry driver isn't that useless if I use another type of cop.Well, there's another way to proceed with the quest, by talking to another driver Tommy Lee and making him spill the beans instead of passing the Half-Light check with the lorry driverDisco Elysium has literally zero replayability, and it's actually depressing how little different solutions to quests there are. I think I talked earlier about the Racist Lorry Driver, maybe in this thread, maybe in some other, but in a better RPG (or some would say, in an actual RPG) there would be multiple ways to fish information out of him and proceed with the drug trade quest. In Disco Elysium, you can only let Kim take the lead and then use Half-Light to intimidate him.
In fact, the only variety I can remember is in how exactly you get the corpse down from the tree.
Shivers is the tits though. IMO do at least one playthrough with that one maxed.
The combat encounter was great, but also clearly very ressource-intensive to make. A game with a lot of those type of encounters would be fantastic, but prolly not realistic given the budgets of these game?Loved this game's literary combat encounter. Would love to see more of this, actually with more player responsibility. I guess what I'm craving is the drag and drop system we saw in the adventure game Resonance. It would be cool to chat folks up by pointing to things in our inventory/notes/journal.
Anyway, I loved the combat encounter and definitely don't miss any of the triditional combat, which was always my least favorite part of the CRPGs I've played (at least the RTWP ones). This will stand in my memory as one of my favorite combat encounters, next to the first time I faced a deathclaw in Fallout 1.
The combat encounter was great, but also clearly very ressource-intensive to make. A game with a lot of those type of encounters would be fantastic, but prolly not realistic given the budgets of these game?Loved this game's literary combat encounter. Would love to see more of this, actually with more player responsibility. I guess what I'm craving is the drag and drop system we saw in the adventure game Resonance. It would be cool to chat folks up by pointing to things in our inventory/notes/journal.
Anyway, I loved the combat encounter and definitely don't miss any of the triditional combat, which was always my least favorite part of the CRPGs I've played (at least the RTWP ones). This will stand in my memory as one of my favorite combat encounters, next to the first time I faced a deathclaw in Fallout 1.
The combat encounter was great, but also clearly very ressource-intensive to make. A game with a lot of those type of encounters would be fantastic, but prolly not realistic given the budgets of these game?Loved this game's literary combat encounter. Would love to see more of this, actually with more player responsibility. I guess what I'm craving is the drag and drop system we saw in the adventure game Resonance. It would be cool to chat folks up by pointing to things in our inventory/notes/journal.
Anyway, I loved the combat encounter and definitely don't miss any of the triditional combat, which was always my least favorite part of the CRPGs I've played (at least the RTWP ones). This will stand in my memory as one of my favorite combat encounters, next to the first time I faced a deathclaw in Fallout 1.
Where did you get that idea? Scripting a sequence like that is much easier and less time consuming than having an actual combat system with any degree of complexity.
The combat encounter was great, but also clearly very ressource-intensive to make. A game with a lot of those type of encounters would be fantastic, but prolly not realistic given the budgets of these game?Loved this game's literary combat encounter. Would love to see more of this, actually with more player responsibility. I guess what I'm craving is the drag and drop system we saw in the adventure game Resonance. It would be cool to chat folks up by pointing to things in our inventory/notes/journal.
Anyway, I loved the combat encounter and definitely don't miss any of the triditional combat, which was always my least favorite part of the CRPGs I've played (at least the RTWP ones). This will stand in my memory as one of my favorite combat encounters, next to the first time I faced a deathclaw in Fallout 1.
Where did you get that idea? Scripting a sequence like that is much easier and less time consuming than having an actual combat system with any degree of complexity.
Ehm, what? That's apples and oranges. Disco already doesn't have a combat system, and it (presumably) is what the team could manage with the resources at hand. The combat encounter is vastly more complex than most "encounters" in the game and so logically doing more of those types of skill encounters would take more team resources. I think you might have misunderstood my point entirely.
(To speak on your warped example just a bit, it is untrue in many ways that it is easier than making a combat system. Developing one takes a long time yes, but from then on it's plotting down creatures within that framework, while every. single. one of the DE-type encounters would need entirely unique scripts, writing etc. But regardless, this discussion is moot since the point was that DE's combat encounter took more effort than a lot of the stuff you do *in DE specifically*.)
The combat encounter was great, but also clearly very ressource-intensive to make. A game with a lot of those type of encounters would be fantastic, but prolly not realistic given the budgets of these game?Loved this game's literary combat encounter. Would love to see more of this, actually with more player responsibility. I guess what I'm craving is the drag and drop system we saw in the adventure game Resonance. It would be cool to chat folks up by pointing to things in our inventory/notes/journal.
Anyway, I loved the combat encounter and definitely don't miss any of the triditional combat, which was always my least favorite part of the CRPGs I've played (at least the RTWP ones). This will stand in my memory as one of my favorite combat encounters, next to the first time I faced a deathclaw in Fallout 1.
Where did you get that idea? Scripting a sequence like that is much easier and less time consuming than having an actual combat system with any degree of complexity.
Ehm, what? That's apples and oranges. Disco already doesn't have a combat system, and it (presumably) is what the team could manage with the resources at hand. The combat encounter is vastly more complex than most "encounters" in the game and so logically doing more of those types of skill encounters would take more team resources. I think you might have misunderstood my point entirely.
(To speak on your warped example just a bit, it is untrue in many ways that it is easier than making a combat system. Developing one takes a long time yes, but from then on it's plotting down creatures within that framework, while every. single. one of the DE-type encounters would need entirely unique scripts, writing etc. But regardless, this discussion is moot since the point was that DE's combat encounter took more effort than a lot of the stuff you do *in DE specifically*.)
I understand what you meant now. That's true mostly because DE has next to zero simulationist elements.
That said, art and complex programming are far more expensive than scripting. That encounter is one of the deepest sequences of DE and it's still pretty shallow. The reason the fight is interesting is mostly because of the writing and that's gated by talent, not by man-hours.
I believe it's if you fail the Savoir Faire check with Garte at the Whirling-In-Rags on Day 1.anyone know what this bit is about: in the Whirling In, Detective sprints and gives Garte or Kim the birds.