Bingo, inasfar as many of the writers were various shade of leftist or anarchist, they sure as hell don't proselytise it. There's a pretty realistic understanding of why liberalism "won", with no shortage of observations on its own vicious and nasty side (arguably those are even presented as the same thing).From my experience all the communists say Disco Elysium really is all about communism and all the Disco Elysium fans who aren't communists say it has a totally balanced perspective. Personally I can't help but feel the game treats all political ideologies with quite a lot of cynicism
anarchist
they all got shot
But maybe I just get to say that because of my own tendencies are anarchist, and their presentation in DE basically being "they all got shot".
because a large portion of this site conflates "game I like" with "RPG"Disco is, above all, a point and click adventure. Geniously mixed with rpg elements, but a point & click nevertheless. Why are people failing to mention this? Seems important to point out when recommending the game to another.
Lets just call it a hybrid then, just as the Spellforce series is an RTS & RPG hybrid.DE doesn't fit neatly into either the point and click adventure game category or the roleplaying category. I'd be fine with someone saying "It's like a RPG with a lot of adventure game elements thrown in" or "It's like an adventure game with a lot of RPG elements thrown in".
It's honest, unsanitised; the platonic opposite of Ubisoft execs tripping over themselves to tell people their games "aren't political".Game was made by people with deep understanding of every aspect of our world. Even the drugs are accurate.
Hardcore genre formalism is for NERDS andLets just call it a hybrid then, just as the Spellforce series is an RTS & RPG hybrid.
Depends on what you consider to be at the core of DE's design. In terms of moving around, interacting with background objects and picking up items, sure - it's like a point & click; but if we think about the dialogue heavy aspects of it and of its narrative C&C tied to skills and attribute points, then I think of more storyfocused RPGs and hence extend the same labeling to it. Most people who discard the RPG label for it argue that it doesn't have a combat system which is supposedly an integral part of an RPG, but I don't see why that should be the case. Why add a mediocre combat system that's superfluous to the experience being provided? CRPGs at the end of the day are an adaptation into another medium of tabletop RPGs and the latter do not necessarily require combat even when a particular system accounts for it. So if I can have a full campaign of some TTRPG without a single combat encounter (while still rolling dice for other things that impact the narrative which the DM will communicate through dialogue), why can't the same apply to a CRPG adapting that particular style of campaign?DE is very clearly a point & click. Unless you never played one of these, it's impossible not to see it at the core of the design.
DE does have combat. It's the same type of combat that p&c games use, and p&cs are story focused roleplays by default. Have you played any of those?Depends on what you consider to be at the core of DE's design. In terms of moving around, interacting with background objects and picking up items, sure - it's like a point & click; but if we think about the dialogue heavy aspects of it and of its narrative C&C tied to skills and attribute points, then I think of more storyfocused RPGs and hence extend the same labeling to it. Most people who discard the RPG label for it argue that it doesn't have a combat system which is supposedly an integral part of an RPG, but I don't see why that should be the case. Why add a mediocre combat system that's superfluous to the experience being provided? CRPGs at the end of the day are an adaptation into another medium of tabletop RPGs and the latter do not necessarily require combat even when a particular system accounts for it. So if I can have a full campaign of some TTRPG without a single combat encounter (while still rolling dice for other things that impact the narrative which the DM will communicate through dialogue), why can't the same apply to a CRPG adapting that particular style of campaign?DE is very clearly a point & click. Unless you never played one of these, it's impossible not to see it at the core of the design.
Disco is, above all, a point and click adventure. Geniously mixed with rpg elements, but a point & click nevertheless. Why are people failing to mention this?
Could you elaborate on this? Because to me RPG elements are at the core of the design. Oh, and - please - do be original. I'd really hate to see you rehash the same arguments people always bring up when mentioning Disco Elysium is a point and click adventure.DE is very clearly a point & click. Unless you never played one of these, it's impossible not to see it at the core of the design.
Disco is least of all a point n'click adventure. It doesn't have puzzles, no item manipulations, no challenge whatsoever. All it has are interactions with hotspots through dialogue windows. And story that unfolds itself through dialogs depending on your stats. This is not an adventure desgn.Disco is, above all, a point and click adventure. Geniously mixed with rpg elements, but a point & click nevertheless. Why are people failing to mention this? Seems important to point out when recommending the game to another.
We even had a thread about it.Disco is least of all a point n'click adventure. It doesn't have puzzles, no item manipulations, no challenge whatsoever. All it has are interactions with hotspots through dialogue windows. And story that unfolds itself through dialogs depending on your stats. This is not an adventure desgn.Disco is, above all, a point and click adventure. Geniously mixed with rpg elements, but a point & click nevertheless. Why are people failing to mention this? Seems important to point out when recommending the game to another.
Digital gamebooks(AoD, Disco Elysium, and so forth) differ from visual novels, but are close enough.it's a visual novel
No, I couldn't. I was specific when saying "not looking to arge too much". If I argued opinions and impressions that come natural to me, I'd be a part of codex inventory. This is what I see. That is what you see. None of us developed this game. If you want truths, go to the sauce. Ask them, and post answers. I'm just a passenger.Disco is, above all, a point and click adventure. Geniously mixed with rpg elements, but a point & click nevertheless. Why are people failing to mention this?
https://rpgcodex.net/forums/search/42200/?q=adventure&t=post&c[thread]=130284&o=date
Could you elaborate on this? Because to me RPG elements are at the core of the design. Oh, and - please - do be original. I'd really hate to see you rehash the same arguments people always bring up when mentioning Disco Elysium is a point and click adventure.DE is very clearly a point & click. Unless you never played one of these, it's impossible not to see it at the core of the design.
You're wrong. On multiple levels. It's not just my opinion (although I think so). You see, I am not asking you for "truths". I have already seen the truth, because I read the developers' devblog, so I possess all the answers on the matter. I am asking you for your opinion, because I am curious why you reached the conclussion you mentioned.No, I couldn't. I was specific when saying "not looking to arge too much". If I argued opinions and impressions that come natural to me, I'd be a part of codex inventory. This is what I see. That is what you see. None of us developed this game. If you want truths, go to the sauce. Ask them, and post answers. I'm just a passenger.
"Your'e wrong" and "I'm asking your opinion" do not compute. I gave you my opinion and why I reached that conclusion. It feels and behaves like many p&cs I've played. Back in the day when humans were familiar with stories like Emperor's New Robe, we called these point and click adventures. Depth and other aspects of the game were irrelevant to this core impression. Visual novel was a movie. I'm a dead end when it comes to debating these.You're wrong. On multiple levels. It's not just my opinion (although I think so). You see, I am not asking you for "truths". I have already seen the truth, because I read the developers' devblog, so I possess all the answers on the matter. I am asking you for your opinion, because I am curious why you reached the conclussion you mentioned.No, I couldn't. I was specific when saying "not looking to arge too much". If I argued opinions and impressions that come natural to me, I'd be a part of codex inventory. This is what I see. That is what you see. None of us developed this game. If you want truths, go to the sauce. Ask them, and post answers. I'm just a passenger.
I doubt it's just because of presentation, because by the same token you could call Planescape: Torment a point & click adventure game too, as it is - likewise - an isometric game. And I could also mention adventure games where you play in first person perspective.
By the way, here is the link to my previous post containing links to the relevant devblog posts concerning the design of Disco Elysium (and how it's centered around RPG) in case anyone is interested:
https://rpgcodex.net/forums/threads/d20-is-terrible-so-where-are-the-2d6-crpgs.141413/post-7673996
It's a very weird way to argue that something belongs to the Adventure genre by comparing it to a game whose whole PR discourse revolved around how it does away with the conventions of the Adventure genre.Discworld Noir
Strange. To me, DE breaks the conventions of adventure p&c in almost the same way. Breaking the convention does not make it a less p&c, neither did it made it for DN.It's a very weird way to argue that something belongs to the Adventure genre by comparing it to a game whose whole PR discourse revolved around how it does away with the conventions of the Adventure genre.Discworld Noir
by that description, Disco has exact same "puzzles" that you solve through interactions and examining stuff from inventory so you can progress further. I get it, you want it to be an RPG badly. It ain't, 70% of it is p&c adventure.Discworld Noir is actually full of puzzles. Most of them are inventory-based puzzles. It's just that this inventory is partially disguised as notebook entries (as well as a collection of scents). But the principle is the same. Click on the entry 'corpse hanging upside down', select it as an item, and apply it to the strange writing on the wall. The strange inscription immediately ceases to be strange, because it becomes clear that it is simply written upside down. The same with scents.
Pretty typical P&C gameplay. There is nothing similar to this in Disco Elysium.