It would've been more prestigious if it had a sophisticated dancing game.Tell me how Knights of the Chalice would've been a better game if it had a beautifully executed racing game stapled on.
Tell me how Knights of the Chalice would've been a better game if it had a beautifully executed racing game stapled on.
Luj1 - you seem to have have a tendency to dislike multi-genre or multi-system, games. See the Sid Meier's games discussions. Which is ok as a preference. Forcing it as some kind of a rule - is not.
Kotc2 might have been a playable game with a decent horse rearing game attached at leastTell me how Knights of the Chalice would've been a better game if it had a beautifully executed racing game stapled on.
kotc2 can't be an RPG because it's based on wotcrap garbageKotC 2 is an actual RPG so mere mention of it acts like soul poison to rusty
Underrail ripped him two new assholes, I think KotC 2 would make him into a serial killer
If you are talking to me: It wouldn't. Nowhere did I say or suggested or even suggested a suggestion that it would. How is even "racing" - a "strategy" or "stronghold"? Or where where did I say something about "stapling on" anything on anything?Tell me how Knights of the Chalice would've been a better game if it had a beautifully executed racing game stapled on.
> Take away the design elements that make a game an RPG and said game will no longer be an RPGLong answer is take away the RPG elements. Take away the stats, skilltrees, etc. What do you have left? Sort of an isometric beat 'em up game.
By designing the action mechanics in tandem with the RPG mechanics, in order to create a system that despite the player's skill, will stil determine the player's success and progression primarly based on the PC's skillHow can a realtime action game based on player reflexes be an RPG?
Most reviews of the game had no such complaintsAnd it was hated and most tried to skip it or mod it to be less of an annoyance
I wasn't addressing anyone in particular. My point was that such a thing would obviously constitute bloat, no matter the quality of the new systems. Therefore when people argue "It's not about quantity, it's about quality", they're talking shit.If you are talking to me: It wouldn't. Nowhere did I say or suggested or even suggested a suggestion that it would. How is even "racing" - a "strategy" or "stronghold"? Or where where did I say something about "stapling on" anything on anything?
In short: Learn 2 read. Or buy glasses. And possibly anti-strawman gel.
A quality animal raising simulation system would make me interested though.I wasn't addressing anyone in particular. My point was that such a thing would obviously constitute bloat, no matter the quality of the new systems. Therefore when people argue "It's not about quantity, it's about quality", they're talking shit.If you are talking to me: It wouldn't. Nowhere did I say or suggested or even suggested a suggestion that it would. How is even "racing" - a "strategy" or "stronghold"? Or where where did I say something about "stapling on" anything on anything?
In short: Learn 2 read. Or buy glasses. And possibly anti-strawman gel.
Maybe it wouldn't be bad. I wasn't arguing that Knights of the Chalice couldn't possibly benefit from the addition of more systems. Rather, there are systems that would add nothing to the game and would obviously be considered bloat, no matter how well they're executed. People were arguing earlier in the thread that system bloat is a misdiagnosis of bad systems, and I'm disproving that rhetorically.A quality animal raising simulation system would make me interested though.I wasn't addressing anyone in particular. My point was that such a thing would obviously constitute bloat, no matter the quality of the new systems. Therefore when people argue "It's not about quantity, it's about quality", they're talking shit.If you are talking to me: It wouldn't. Nowhere did I say or suggested or even suggested a suggestion that it would. How is even "racing" - a "strategy" or "stronghold"? Or where where did I say something about "stapling on" anything on anything?
In short: Learn 2 read. Or buy glasses. And possibly anti-strawman gel.
Can you explain why a system where you raise a horse, presumably to eventually ride in combat, expressed using RPG mechanics would be bad?
But I just proved that if the system was done well, it could very well be an overall benefit to the game.Maybe it wouldn't be bad. I wasn't arguing that Knights of the Chalice couldn't possibly benefit from the addition of more systems. Rather, there are systems that would add nothing to the game and would obviously be considered bloat, no matter how well they're executed. People were arguing earlier in the thread that system bloat is a misdiagnosis of bad systems, and I'm disproving that rhetorically.A quality animal raising simulation system would make me interested though.I wasn't addressing anyone in particular. My point was that such a thing would obviously constitute bloat, no matter the quality of the new systems. Therefore when people argue "It's not about quantity, it's about quality", they're talking shit.If you are talking to me: It wouldn't. Nowhere did I say or suggested or even suggested a suggestion that it would. How is even "racing" - a "strategy" or "stronghold"? Or where where did I say something about "stapling on" anything on anything?
In short: Learn 2 read. Or buy glasses. And possibly anti-strawman gel.
Can you explain why a system where you raise a horse, presumably to eventually ride in combat, expressed using RPG mechanics would be bad?
Of course. More is not always better; it's that simple.Do you believe in the concept of "system bloat" in RPGs?
Fallout 4's settlement system exists because of another shitty Bethesda system: excessive loot
excessive loot
What are Everspace 2, Star Citizen, and Elite: Dangerous?System/mechanics bloat is absolutely a thing and can ruin otherwise good games. I see it generally from three sources:
1. Passionate, but somewhat inexperienced devs with big ideas
2. Experienced devs working on 10+ year personal projects, and who don't give a fuck
3. Assholes who want to shove more things in a game so they have more options for monetization, leading to 17 different currencies
Devs who have the balls to keep youWhat are Everspace 2, Star Citizen, and Elite: Dangerous?System/mechanics bloat is absolutely a thing and can ruin otherwise good games. I see it generally from three sources:
1. Passionate, but somewhat inexperienced devs with big ideas
2. Experienced devs working on 10+ year personal projects, and who don't give a fuck
3. Assholes who want to shove more things in a game so they have more options for monetization, leading to 17 different currencies