Cyberarmy
Love fool
Nope, not in Diablo 3. torchling has a pet that goes town to sell&buy things though.
Ah! Good idea either way! Maybe I should try Torchlight again.
Automating a routine is not dumbing down.This kind of reasoning is why games today are dumbed down popamole shit Roguey
Roguey raises a fair point that's been rehashed and rehashed over and over again. And I was making a joke.Again, Roguey raises a fair point...
I guess it depends on the whole of the game. If the game in general is too simple, you might want to add another complex layer. If it's already finely balanced, or not the type of game that resource management improves much (or is already too complex of a game), then you probably don't want to add it. Agreeing with Roguey again, it just makes things different and not necessarily better or worse.What RPG actually has resource managment though? other than KOTC all modern RPG you have infinite rests, even kotc does it once you find a fireplace. I would like RPG to have strategy, but they do not, and people seem happy about it, so suddenly it´s a concern?
I agree you should be able to auto heal in DSO instead of making you wait, it´s just so stupid that is otherwise, but again RPGs have had stupid design for ages and they sell well, so why suddenly this is a concern again?
Adventure with RPG elements? You can't be serious. What does an RPG with high adventure have that DOS doesn't?
Adventure with RPG elements? You can't be serious. What does an RPG with high adventure have that DOS doesn't?
In the modern Codex school of thought, RPGs tend to focus on the story, while adventures are all about finding combinations in gameplay (bread + stick = breadstick, water + cold = ice, etc.).
A plethora of puzzles, riddles, subtle secrets/secret areas/hidden items described in books found in corpses, alternate paths through a quest that you don't find out unless you talk to somebody on the other side of the map, a lot of which aren't based on stats but just plain exploration.Adventure with RPG elements? You can't be serious. What does an RPG with high adventure have that DOS doesn't?
In the modern Codex school of thought, RPGs tend to focus on the story, while adventures are all about finding combinations in gameplay (bread + stick = breadstick, water + cold = ice, etc.).
Then the modern codex school of thought has gone full retard.
In the modern Codex school of thought, RPGs tend to focus on the story, while adventures are all about finding combinations in gameplay (bread + stick = breadstick, water + cold = ice, etc.).
http://www.rpgcodex.net/content.php?id=9453In the modern Codex school of thought, RPGs tend to focus on the story, while adventures are all about finding combinations in gameplay (bread + stick = breadstick, water + cold = ice, etc.).
fuck right off, narrative-fags are strung up frequently for being heretical degenerates whose tepid feelings toward gameplay precipitated the Great Decline. I'm pretty confident Codex has aggressive simulationist/gamist leanings.
If Codex has a hivemind, it's a hard-on for Fallout and Fallout-like games.
I can't bother to disagree, genres are genres. My point really was just to say that if you don't like the whimsical adventure parts of Divinity (or other Larian games) you're probably not going to care much for Divinity.Meh, I'll just take RPG. I see what you are driving at with your description now.
People keep talking about ¨what brought the great decline¨ what was the incline? RPG history was to me an history of a game genere with a great concept, a great idea, and terrible terrible execution. From all the generes it was one of the most poorly generes of all time.
Was there an Incline era to start with? There was traces of rpgs that seemed to start an era of good game design (darksun shattered lands comes to mind) that were still extremly flawed, but had good intentiones, but i never saw a good follow up (even the following Darksun 2 was a terrible disaster)
Fixed.1985-1993 were the CRPG glory years.
Grognardia.What are the game design features those games have that make them good?
Fixed.1985-1993 were the CRPG glory years.
A picture worth a thousand words.What are the game design features those games have that make them good?