Elwro
Arcane
I got my Avernum Trilogy CDs in cheap plastic cases. Nothing spectacular.
Cloaked Figure said:Congenitally retarded people aren't allowed to post in my threads, sorry Micormic.
Monocause said:Jasede said:I just hate that oaf. Have you ever read an interview with him? He says the most retarded things.
Quote these 'retarded things'. I always thought that he has a simple and pragmatic outlook on gaming and RPGs in general which is nice considering the usual dev PR epic, gritty and immersive bullshit.
Cloaked Figure said:Yea, I'm in Mera-Tev and I'm still 1-2-3 hit killing monsters. I'm playing on normal, is it going to get any harder soon? Or should I up the difficulty?
Yup, I remember that. And from what I've seen it worked out quite well in Geneforge 5 (althrough I haven't played past the demo yet).Thrasher said:I particularly like his focus on gameplay dseign elements rather than the "ooh look at he purty graphcs." One thing he wrote about I was particulalry impressed by was his desire to remove junk random encounters of hordes of enemies, and instead spending time to customize encounters. Quality over quantity.
Most monsters aren't very challenging, but there are plenty of tough fights. Here is a quick test. Go and try to kill an Unbound (there is an old Mera-Tev fort taken by the Unbound). Have fun.Cloaked Figure said:Yea, I'm in Mera-Tev and I'm still 1-2-3 hit killing monsters. I'm playing on normal, is it going to get any harder soon? Or should I up the difficulty?
Look, in a turn-based RPG, with a small number of dudes fighting a small number of dudes, there isn’t much in the way of tactics that is possible. The math isn’t there! I think you’re wanting something closer to chess. Sure, chess is complex, but that’s sixteen pieces on sixteen. For a single-player RPG, the fun is in the story (on a high level) and the stat building and lewt finding (on a low level). The combat is a means to an end. So make it fast and lively, end it, and get on to the next fast, lively combat. I do put in fights with odd tactics, generally weird or boss encounters. It’s nice variety. But combat is still the means to an end.
If you really want tactics in an RPG, play chess and give your pieces cute names. Like, “I declare, forsooth, that Queen Zzelma, my 18th level Rogue-Paladin, doth move 4 spaces diagonally in defiance of the Darkbeetle Empire. Hark, she hath slain a Knight, and is thuseth Level 19. Huzzah.” Chess is about quality. RPGs are about quantity.
Jasede said:Look, in a turn-based RPG, with a small number of dudes fighting a small number of dudes, there isn’t much in the way of tactics that is possible. The math isn’t there! I think you’re wanting something closer to chess. Sure, chess is complex, but that’s sixteen pieces on sixteen. For a single-player RPG, the fun is in the story (on a high level) and the stat building and lewt finding (on a low level). The combat is a means to an end. So make it fast and lively, end it, and get on to the next fast, lively combat. I do put in fights with odd tactics, generally weird or boss encounters. It’s nice variety. But combat is still the means to an end.
If you really want tactics in an RPG, play chess and give your pieces cute names. Like, “I declare, forsooth, that Queen Zzelma, my 18th level Rogue-Paladin, doth move 4 spaces diagonally in defiance of the Darkbeetle Empire. Hark, she hath slain a Knight, and is thuseth Level 19. Huzzah.” Chess is about quality. RPGs are about quantity.
This has something to do with what I said in a post I made in the RPG Design Discussion section of this forum:PorkaMorka said:Jasede said:Look, in a turn-based RPG, with a small number of dudes fighting a small number of dudes, there isn’t much in the way of tactics that is possible. The math isn’t there! I think you’re wanting something closer to chess. Sure, chess is complex, but that’s sixteen pieces on sixteen. For a single-player RPG, the fun is in the story (on a high level) and the stat building and lewt finding (on a low level). The combat is a means to an end. So make it fast and lively, end it, and get on to the next fast, lively combat. I do put in fights with odd tactics, generally weird or boss encounters. It’s nice variety. But combat is still the means to an end.
If you really want tactics in an RPG, play chess and give your pieces cute names. Like, “I declare, forsooth, that Queen Zzelma, my 18th level Rogue-Paladin, doth move 4 spaces diagonally in defiance of the Darkbeetle Empire. Hark, she hath slain a Knight, and is thuseth Level 19. Huzzah.” Chess is about quality. RPGs are about quantity.
Oh, so that explains why his games are so unplayably awful (to be fair I've only played the avernum ones), despite having so many of the elements that I would normally enjoy.
I can't imagine anything more boring than purposely untactical RPG combat. Without tactics, what exactly is the point of the hundreds of battles you're going to fight? You won't have to think to win those battles, and you won't have to use twitch action gameplay either, so your input will be minimal. It's essentially just a really bad movie with hundreds of scenes of a little pixel man killing little pixel goblins, followed by some mediocre fiction.
His point about needing lots of units to have tactics in a game shows that he has no idea what hes talking about. The less units you have, the less room for mistakes there should be in a highly tactical environment, as one mistake could reduce your force by 25%. If you've ever played competitive multiplayer turn based tactics (like say PoxNora), you'll have little doubt that tactical play in a turn based environment is highly, highly possible with only a few units per side, although of course you need a well designed core combat system, which his games arguably lack.
It sounds like the player would have to spend unusual amounts of time thinking about the combat mechanics (what magic word to say each turn), and so combat would take a relatively long chunk of time compared to other stuff in the game, even in comparison to games like Baldur's Gate (assuming the combat is mostly not optional). That sounds more like a strategy game than RPG—not that the two genres can't be combined, but personally I think any strategy game more thick in RPG elements than Dark Omen is overdoing it, and any RPG with more strategy in it than other stuff seems like a strategy game that's a bit too thick in RPG elements, the elements begin to taste like sugar coating [that is too thick]...
nomask7 said:So I'd say I tend to agree with Vogel. If you want tactics, why aren't you playing tactical games, of which there are plenty? Seriously.
nomask7 said:Just out of curiosity, is there an RPG game with tactical battles that don't soon start to feel like same-old same-old for the majority of time, do you think? The question came to my mind after I had made that comment about the GF5 combat not being exciting. I must admit I can't really think of any. ToEE is fun at first, but its Mersenne twister really needs an overhaul, and even that might not save it in the long run.
nomask7 said:There really is very little need for tactical thinking in any RPG combat after you've learned the basics and some tricks, and the excitement simply comes from the randomness of a difficult fight ("please hit, hit hit hit hit! NOOOOOOOOooo!"). Occasionally, a completely new type of enemy might force you to adapt your tactics, but such adaptation is quickly over and rare enough for it to be rather irrelevant here.
The point is, if Fallout is one of your favorite games, you should enjoy Geneforce 5 as well and be HAPPY to pay for it. Or I could put it this way: the combat in MotB was usually less interesting than the combat in GF5. Of course, if you haven't played MotB, then you should play that as well. (MotB had its moments in terms of combat if you weren't always well prepared: rushing out of town through the town gate and trying to beat Okku and his mob of spirits immediately after I got out of the caverns was fun, I succeeded after a few tries; trying to kill the crazy witch in the weird place somewhere somewhere was fun when I didn't have a way of sealing my characters' minds against her mental intrusions, I succeeded beating her after a couple of dozen tries; and there were a few others.)Thrasher said:Combat more interesting than Fallout is not saying much, though (except for the the over the top gibbing animations).
Why do you think you don't have to think about your moves in Vogel's games? Play GF5 on hard, and it's pretty obvious moves matter once you can make a couple of creations (that is, pretty much right from the beginning). However, as with other RPGs, the combat ain't chess. You don't, as a rule, have to think about your moves more than a second or a fraction of a second. That's true of every RPG I've played. There simply isn't much to think about in battles where you can control only a few different characters, each of which has a specific, simple function (healer, fireball guy, archer, here's-Johnny). RPGs aren't tactical games, period.PorkaMorka said:nomask7 said:So I'd say I tend to agree with Vogel. If you want tactics, why aren't you playing tactical games, of which there are plenty? Seriously.
I tend to play tactical RPGs, in the broadest sense of the term. This makes up a rather broad spectrum of games, but a lot of the time, those games are very similar to the spiderweb games, except the Devs apparently tried a bit harder to make you think about your moves (aka use tactics).
I typically don't play spiderweb games, because the combat is so thoughtless and unrewarding. I was just explaining why.
PorkaMorka said:nomask7 said:Just out of curiosity, is there an RPG game with tactical battles that don't soon start to feel like same-old same-old for the majority of time, do you think? The question came to my mind after I had made that comment about the GF5 combat not being exciting. I must admit I can't really think of any. ToEE is fun at first, but its Mersenne twister really needs an overhaul, and even that might not save it in the long run.
Not really, no. Games almost always *are* the same old same old after a while, with minor changes like new enemies and spells. But the same old same old can often hold my interest, if it's accompanied with challenge that requires tactics (aka you the player using your brain) to overcome, typically in the form of a good AI and good encounter design. When the same old same old really starts to drag, and when I uninstall the game is when the battles get mindless, which typically means too easy. Turn based combat (or RPG combat in general) that's super easy has very little going for it from my point of view.
I ask you, what is the appeal of spending many many hours fighting non tactical RPG battles, that don't require you to think, yet also don't require your reaction time?
BG2? Sure, unless you've played AD&D before, in which case your brain is constantly on autopilot in the combat encounters. The excitement of a challenging battle is always fake in BG2, because the excitement really comes from the randomness. How can you even use tactics, when anything can happen? It doesn't matter how carefully you think about your moves: one unlikely miss and a challenging fight becomes impossible. The game doesn't really have challenging fights: if the battle is balanced, ie, if your opponent is about as powerful as you are, you either win or lose based on nothing except random chance.PorkaMorka said:I don't really agree. Even Baldur's gate 2 required the player to come up with a plan and use tactics for a substantial number of fights
Why do you think you don't have to think about your moves in Vogel's games? Play GF5 on hard, and it's pretty obvious moves matter once you can make a couple of creations (that is, pretty much right from the beginning).
However, as with other RPGs, the combat ain't chess. You don't, as a rule, have to think about your moves more than a second or a fraction of a second. That's true of every RPG I've played. There simply isn't much to think about in battles where you can control only a few different characters, each of which has a specific, simple function (healer, fireball guy, archer, here's-Johnny). RPGs aren't tactical games, period.
BG2? Sure, unless you've played AD&D before, in which case your brain is constantly on autopilot in the combat encounters. The excitement of a challenging battle is always fake in BG2, because the excitement really comes from the randomness. How can you even use tactics, when anything can happen? It doesn't matter how carefully you think about your moves: one unlikely miss and a challenging fight becomes impossible. The game doesn't really have challenging fights: if the battle is balanced, ie, if your opponent is about as powerful as you are, you either win or lose based on nothing except random chance.