And as far as the setting being silly, that's also a silly argument. A game's setting can be whatever it wants to be. It's the execution of the setting what matters, not the choice of the setting. Note I'm not judging the execution of DOS's setting, just that the argument is retarded. A silly setting is fine if it is implemented well. If you don't like the setting, then that's your subjective preference coming up inappropriately in an objective analysis of a game/book/movie/whatever. Might as well say Nolan's Batman is the best@#!@$@!@$ because it is realistic.
The writing and lackluster setting brings down the game? That's retarded. No, the game is brought down by having interesting non-combat quests in the beginning and then deteriorating in that aspect, by having encounters that don't progressively become more difficult (in terms of design, not HP or damage bloat or whatever), later skills that don't really add much utility in relation to early level skills, and shitty loot system.
If you can't understand this, get your head out of your ass and actually think about game design when you play a game.
A silly setting can have bleak and dangerous elements. Not mutually exclusive.Saying the setting is silly isn't a bad argument. One of the core principles of RPG game is resource management, a bleak or dangerous setting can stress and emphasis the problem of diminished resources, thus the setting compliments the game design.
Either you have Burton and Nolan confused or you are retarded.Nolan's Batman also isn't realistic, it's Noir
Only for storyfags.Arguing that the lighthearted (silly) setting detracts from the gameplay is not a "retarded" argument - RPGS are nothing more than dice rolls and numbers and managing those things effectively, what differs between them is how those dice rolls and numbers are presented. Setting is a huge component of enjoyment and the game's design.
If you have to trudge through reams of good bloated dialogue it still ruins the game becauseAgain, of course the writing can bring down the game. If you have to trudge through reams of non-nonsensical, bloated, mood ruining dialogue to play the game...then it's part of the game game design.
It still interferes with getting to gameplay elements. If you have a great setting and have to take hours getting somewhere you get a walking simulator.the addition of dialogue and setting that in any way interfere with getting to those things ruin the game
Yeah man gotta rape Lara Croft so she has a reason to kill baddies.As for my thoughts, Fuck any game that starts with the menace of an Orc invasion or Undead plague. Jesus Christ think of something new.
Is there a reason you're stepping on a reasonable conversation you're not a part of?Is there a reason you're being so hostile/defensive? You sound like someone pissed in your cereal.
Is there a reason you're stepping on a reasonable conversation you're not a part of?Is there a reason you're being so hostile/defensive? You sound like someone pissed in your cereal.
Not saying it was a private conversation. I'm saying Jasede needs to re-evaluate who's being hostile (and maybe I need to re-evaluate who's being defensive )Is there a reason you're stepping on a reasonable conversation you're not a part of?Is there a reason you're being so hostile/defensive? You sound like someone pissed in your cereal.
Wait, what? It's a public forum. If you want privacy there's a functionality for that.
A silly setting can have bleak and dangerous elements. Not mutually exclusive.Saying the setting is silly isn't a bad argument. One of the core principles of RPG game is resource management, a bleak or dangerous setting can stress and emphasis the problem of diminished resources, thus the setting compliments the game design.
Either you have Burton and Nolan confused or you are retarded.Nolan's Batman also isn't realistic, it's Noir
Only for storyfags.Arguing that the lighthearted (silly) setting detracts from the gameplay is not a "retarded" argument - RPGS are nothing more than dice rolls and numbers and managing those things effectively, what differs between them is how those dice rolls and numbers are presented. Setting is a huge component of enjoyment and the game's design.
If you have to trudge through reams of good bloated dialogue it still ruins the game becauseAgain, of course the writing can bring down the game. If you have to trudge through reams of non-nonsensical, bloated, mood ruining dialogue to play the game...then it's part of the game game design.
It still interferes with getting to gameplay elements. If you have a great setting and have to take hours getting somewhere you get a walking simulator.the addition of dialogue and setting that in any way interfere with getting to those things ruin the game
Yeah man gotta rape Lara Croft so she has a reason to kill baddies.As for my thoughts, Fuck any game that starts with the menace of an Orc invasion or Undead plague. Jesus Christ think of something new.
I really don't get the hate for the story and settings, or the characters. They were not great, but it was decent, and no way in hell were they bad. Maybe people didn't like the silly overtone, but it is more of a charm than a negative factor. I wanted a more serious story and setting, but I could enjoy what Larian presented.Still by far the best RPG to be released this year
Storyfags can go fuck themselves.
NoYour definition of Noir is as narrow as your definition of retarded is broad.
No, I'm saying reams of dialogue, good or bad, gets in the way of gameplay.As for everything else, you seem to be agreeing with me that reams of shitty dialogue gets in the way of gameplay and thus is a game design choice (therefore not a "retarded" thing to bring up when explaining why you dislike a game).
No shit, storyfag.Also, setting isn't just for "storyfags" and setting isn't story.
Good.Other wise we would have RPG scenario simulators which were nothing more than bare numbers and sums.
Who the fuck cares. If the gameplay is good I'm going to play the game even if the setting is uninteresting. If the gameplay is bad I'm not going to play it even if the setting is interesting.I would prefer a game where I was presented with "There's undead in that weird old castle over there, there is probably treasure and experience too, you can ignore it if you want but who knows maybe after a while the undead will attack the town, your choice", than "The land is beset by an undead plague which you have to solve because you're the hero in this game". You don't need a reason to kill the baddies (there's a built in reason; Treasure and XP), but you also don't need the fate of the land thrown onto you as soon as you begin the game.
Wow, Larian's opening offices in Russia:russia:
Wow, Larian's opening offices in Russia:russia:
What should be the new role-playing game
Not so long ago, Kotaku's published column , where Josh Sawyer talked about design and balance in the Pillars of Eternity . His train of thought is especially curious given the fact that in the nineties, when things rpg classics like Baldur's Gate , about such things no one even thought about it. For example, Sawyer argues that it is necessary by all means to get rid of the so-called trash options - «garbage» opportunities obviously less important than the others, and only confuse the player. How swimming skills in Deus Ex , for example.
Is this the correct solution for role-playing games? Can we argue that the rationalization of all the possibilities - that is necessary for the modernization of the genre?
Not to say that I fully agree with this idea. In the modern game design is to be understood that the focus on key systems indeed very important, but the attempts to break the system can also add to the fun. If you are perfectly balansiruesh game and leave no room for small faults, this game will not necessarily be more interesting than where such failure is.
In my opinion, the project may well be possible, which are not necessarily all, without exception, seem helpful, but it will make the game more interesting for another part of the audience. For example, suppose a trash option is the ability to grow a mustache. The gameplay is not affected, but I can not, has circulated a skill to get big thick mustache. Someone such a thing probably will like, but technically it will trash option.
Speaking about the "garbage opportunities," you assume that something must always be at a minimum or maximum, but I do not think that the role play is required. I can act out a character who can not fight at all, but I like for him to play, as it is simply fun!
In the modern game design is to be understood that the focus on key systems indeed very important, but the attempts to break the system can also add to the fun.
I think both sides are partially off the mark. You need to present the player with enough viable choices. DOS doesn't do this well, as we already talked about, as there are only a select few optimal skills per school.Larian has bolshoi interview in Igromania.ru
http://www.igromania.ru/articles/23...zachem_Larian_otkryvayut_studiyu_v_Rossii.htm
Among other things: (Google Translated)
What should be the new role-playing game
Not so long ago, Kotaku's published column , where Josh Sawyer talked about design and balance in the Pillars of Eternity . His train of thought is especially curious given the fact that in the nineties, when things rpg classics like Baldur's Gate , about such things no one even thought about it. For example, Sawyer argues that it is necessary by all means to get rid of the so-called trash options - «garbage» opportunities obviously less important than the others, and only confuse the player. How swimming skills in Deus Ex , for example.
Is this the correct solution for role-playing games? Can we argue that the rationalization of all the possibilities - that is necessary for the modernization of the genre?
Not to say that I fully agree with this idea. In the modern game design is to be understood that the focus on key systems indeed very important, but the attempts to break the system can also add to the fun. If you are perfectly balansiruesh game and leave no room for small faults, this game will not necessarily be more interesting than where such failure is.
In my opinion, the project may well be possible, which are not necessarily all, without exception, seem helpful, but it will make the game more interesting for another part of the audience. For example, suppose a trash option is the ability to grow a mustache. The gameplay is not affected, but I can not, has circulated a skill to get big thick mustache. Someone such a thing probably will like, but technically it will trash option.
Speaking about the "garbage opportunities," you assume that something must always be at a minimum or maximum, but I do not think that the role play is required. I can act out a character who can not fight at all, but I like for him to play, as it is simply fun!
Can't roleplay Comrade Stalin without a mustache skill.
I've been playing through the second area (forest + Silverglen) and have got past the Immaculates' trial, but I've kind of hit a weird block. Everyone in my party is level 11, and all the remaining enemies in the game (I cleared out everything else) are in the range of level 13-14, and are virtually unbeatable for me. I've been skirting around avoiding enemies as best I can, but... am I missing something? Did they change the balance in an update and now my old save has my party irreversibly under-leveled or something?
Witch-related areas? The shield's up around her hut but I haven't figured out how to drop it yet (was under the impression that was something I could get past later on).
Five stars means the following:
An outstanding game that will be remembered as a classic. A score of 5 indicates a game that is equal to the best gameplay available in the genre at the time of writing. It is, however, important to understand this does not represent an absolutely flawless game.
Witch-related areas? The shield's up around her hut but I haven't figured out how to drop it yet (was under the impression that was something I could get past later on).
The mushrooms next to the barrier only tell you that some wizard dude tried to dispel it, but that gives you a journal entry telling you that the dispel scroll is buried in the forest (bad design there). Then you can
a) go to that trapped-out place near the nectar drinking gobbos and dig for the scroll next to the chest (the parchment next to the chest is the clue that there's something buried there)
b) just kill the shrooms to drop the barrier (your imp can tell you about it)
Witch-related areas? The shield's up around her hut but I haven't figured out how to drop it yet (was under the impression that was something I could get past later on).
The mushrooms next to the barrier only tell you that some wizard dude tried to dispel it, but that gives you a journal entry telling you that the dispel scroll is buried in the forest (bad design there). Then you can
a) go to that trapped-out place near the nectar drinking gobbos and dig for the scroll next to the chest (the parchment next to the chest is the clue that there's something buried there)
b) just kill the shrooms to drop the barrier (your imp can tell you about it)
I haven't played DOS in a while but maybe I'll finish it eventually. Anyway that scroll. That whole place is trapped with magma, how do you bypass that? I think it had one of those grates but the nearby barrel just got destroyed.
Also, goblins and spiders should be doable at 11 and should get you to 13-14 maybe.
you rate your games?
what sellouts
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