Swen Vincke said:Yeah, I noticed that on the codex - I regret it already. But Facebook game, seriously My definition of accessible is a bit different as in, "I understand intuitively what's going on".
The man beat me to his own point. Naturalistic (if fictional) systems can be ridiculously complex, lend themselves to both planning and improv, and manage to not needlessly drive away half the audience, by exposing them to a bunch of math they don't need to do. I wonder how deterministic the system is... haven't watched the video yet.Swen Vincke said:Yeah, I noticed that on the codex - I regret it already. But Facebook game, seriously My definition of accessible is a bit different as in, "I understand intuitively what's going on".
Oh, so when Dark Souls has great combat and an amazing world and characters my more dim-witted fellow Codexers will call it shit popamole but when Divinity does that it's peachy RPG goodness! BAH!It's not like Ultima had anything but basic combat systems. So long as the world and characters are interesting, I don't see this as a problem at all, this isn't supposed to be Knights of the Chalice.
Granted, but you also know that words like 'accessible' conjure up unpleasant images in a Codexer's mind, and for good reasons. Let's hope that it's just a case of miscommunication and not genuine decline.The man beat me to his own point. Naturalistic (if fictional) systems can be ridiculously complex, lend themselves to both planning and improv, and manage to not needlessly drive away half the audience, by exposing them to a bunch of math they don't need to do. I wonder how deterministic the system is... haven't watched the video yet.Swen Vincke said:Yeah, I noticed that on the codex - I regret it already. But Facebook game, seriously My definition of accessible is a bit different as in, "I understand intuitively what's going on".
True that... but I blame Codex and the larger press for perpetuating the decline of precise language, not this guy. If this (and his game) were all fluff we'd probably hear "streamlined" - it indicates consistent, slick simplicity, whereas "accessible" ironically subtly implies something which could be a hinderance (trapped writing for a month, send help)Granted, but you also know that words like 'accessible' conjure up unpleasant images in a Codexer's mind, and for good reasons. Let's hope that it's just a case of miscommunication and not genuine decline.The man beat me to his own point. Naturalistic (if fictional) systems can be ridiculously complex, lend themselves to both planning and improv, and manage to not needlessly drive away half the audience, by exposing them to a bunch of math they don't need to do. I wonder how deterministic the system is... haven't watched the video yet.Swen Vincke said:Yeah, I noticed that on the codex - I regret it already. But Facebook game, seriously My definition of accessible is a bit different as in, "I understand intuitively what's going on".
Oh, so when Dark Souls has great combat and an amazing world and characters my more dim-witted fellow Codexers will call it shit popamole but when Divinity does that it's peachy RPG goodness! BAH!It's not like Ultima had anything but basic combat systems. So long as the world and characters are interesting, I don't see this as a problem at all, this isn't supposed to be Knights of the Chalice.
(Not directed at you.)
Similar titles: Fallout 2, Dragon Age, Baldur’s Gate, Ultima VII, Divine Divinity
Precisely. Characters like the Onion Knight and Lord Gywm are memmorable; The Onion Knight is incredibly funny and heartwarming in such a desolate atmosphere, and Gymn does't need to say a word to be one of the most badass & moving characters I've seen in years.Ah, but I'd argue that the lack of story and dialogue makes what little there is all the more poignant and meaningful.
It's quite simple to make a bizarre or odd character when you have many lines at your disposal - far more difficult to accomplish the same with five to six lines, a voice filter and some art choices.
Do you know what advertising means, Roguey, or is its whole concept alien to you?Similar titles: Fallout 2, Dragon Age, Baldur’s Gate, Ultima VII, Divine Divinity
Thanks for the spell cooldowns, Larian. Still, I hope they show Jeff Vogel how it's done since this is looking close to a higher-budget Avernum.
but still offers plenty of opportunity for tactical depth.
Besides, judging by the video, accessible in this case seems to mean easy to get into/intuitive, not necessarily shallow - from the little that has been shown I´ve noticed that enemies have weaknesses (and likely resistances), spells can interact with each other, weapon properties can be changed temporarily via items, there´s a sword with a display of attack type, accuracy, speed, initiative, durability and degrade quality properties, enemies have chance to hit/be hit (likely modified by distance).