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Game News Gothic III to be released in September

Lumpy

Arcane
Joined
Sep 11, 2005
Messages
8,525
Old Scratch said:
Lumpy said:
No. From chapter II on, exactly the same thing happened, no matter which faction you joined.

Okay, so what you meant was that your choice in factions didn't have an impact on the end of the game, which is true. That really has nothing to do with the distinctions of the camps themselves though.
Not only the end game. Gothic I had 6 chapters. The first one was about choosing a camp, for which you had to do about 4 or 5 quests. After that, the whole game was linear.
And Chapter I didn't offer that much role-playing either. The Old Camp were supposed to be happy with living in the colony, but even if you did join them, you were forced to try to destroy the barrier, since there was barely anything else to do.
And I didn't think Chapter II made so much sense either. It was basically "We don't trust our enemies. So, hey, go work for them and help them complete their purpose, just to see what they are up to."
 

Old Scratch

Liturgist
Joined
Nov 19, 2004
Messages
190
Lumpy said:
Old Scratch said:
Lumpy said:
No. From chapter II on, exactly the same thing happened, no matter which faction you joined.

Okay, so what you meant was that your choice in factions didn't have an impact on the end of the game, which is true. That really has nothing to do with the distinctions of the camps themselves though.
Not only the end game. Gothic I had 6 chapters. The first one was about choosing a camp, for which you had to do about 4 or 5 quests. After that, the whole game was linear.
And Chapter I didn't offer that much role-playing either. The Old Camp were supposed to be happy with living in the colony, but even if you did join them, you were forced to try to destroy the barrier, since there was barely anything else to do.
And I didn't think Chapter II made so much sense either. It was basically "We don't trust our enemies. So, hey, go work for them and help them complete their purpose, just to see what they are up to."

Yeah, won't really get an argument from me there. Aside from artificial distinctions, your choice in camps didn't make a huge difference. I had fun with both games though, and while they were closer to a CRPG than most of the crap that gets released these days, they still definitely lacked heavily in some areas.

A few things I felt both the game's so far did right is the sense of exploration and making NPCs seem a little more life-like and realistic, as well as allowing you a decent amount of freedom in the actions you could take. Not really innovative "features" at all, but it's nice when any game has them and pulls them off. Unlike game's like Morrowind which focus on the same aspects and fall flat on their face.
 

Lumpy

Arcane
Joined
Sep 11, 2005
Messages
8,525
Old Scratch said:
Yeah, won't really get an argument from me there. Aside from artificial distinctions, your choice in camps didn't make a huge difference. I had fun with both games though, and while they were closer to a CRPG than most of the crap that gets released these days, they still definitely lacked heavily in some areas.

A few things I felt both the game's so far did right is the sense of exploration and making NPCs seem a little more life-like and realistic, as well as allowing you a decent amount of freedom in the actions you could take. Not really innovative "features" at all, but it's nice when any game has them and pulls them off. Unlike game's like Morrowind which focus on the same aspects and fall flat on their face.
What I liked in Morrowind was the ability to live whatever life you wanted. You could be an assassin, a good mage, a thief or a priest and still have enough class-related quests to last you for the whole game. Which is something few games offered, if any. Gothic certainly didn't. Even if you were a mage, you didn't get any magician-related quests, just a new fighting style to use in the main quest.
 

Old Scratch

Liturgist
Joined
Nov 19, 2004
Messages
190
Lumpy said:
What I liked in Morrowind was the ability to live whatever life you wanted. You could be an assassin, a good mage, a thief or a priest and still have enough class-related quests to last you for the whole game. Which is something few games offered, if any. Gothic certainly didn't. Even if you were a mage, you didn't get any magician-related quests, just a new fighting style to use in the main quest.

Yes, but living whatever life you wanted in Morrowind was boring and had a grotesque lack of depth to it. I would rather do some fairly interesting quest and not really have it tailored to my character's specific class, then do some generic, meaningless one where I will be awarded a magical spoon upon completion. All the quests were like that.

monster
thief
rumors

thief - "Oh yes I see you're a sneaky type. There's a cave I need you to go to and kill some stuff in it 20 miles away. Come back for a reward, and maybe I'll have more missions to give you, where you can go to more non-descript caves."

It had all the boring, unimaginative, grindy characteristics of a really crappy MMORPG-- only without other people and without any sense of life at all.
 

Lumpy

Arcane
Joined
Sep 11, 2005
Messages
8,525
Some of the characters were decent - particularily the main quest givers. And quests were much better than MMORPG quests, although some of them were boring.
For example, in the Mages Guild, some of the quests were:
- gathering plants
- getting the notes of a scholar
- persuading a telvanni to join the guild and taking the dues from a former member
- killing a necromancer who actually turned out to be a healer
- finding a spy in the guild
- looking for some rare books
- taking care of some trouble at a member's house
- getting some dwemer schematics and artifacts
- solving the mistery of the disappearance of the dwarves (one of the best quests ever)
- getting a soul of an ash ghoul
- finding some vampire dust
- dueling the arch-mage in the arena

They weren't excellent, but some were interesting, many were immersive, and comparing them with "Go to X and kill Y monsters of the race Z" is ridiculous.
 

Twinfalls

Erudite
Joined
Jan 4, 2005
Messages
3,903
Every single one of those sound much more interesting than they were to play out. And, with the exception of the Dwarf Mystary quest (what did you do in that again? I must have been well into the coma I suffered due to Morrowind by that stage) every one of them involved one step - going to a place, and either fetching something, or killing somebody and then fetching something.
 

Lumpy

Arcane
Joined
Sep 11, 2005
Messages
8,525
Not really. Getting the dues from a member obviously means that you have to go to him, and either persuade him, pickpocket him or kill him. Persuading a member to join the guild would be done through, well, persuasion. Or you could kill him instead.
Gathering plants was a basic quest, but you did get descriptions for those plants, you were told where those plants grew (so it wasn't a "go outside, pick the plants and come back" quest), and some weren't so easy to find.
Getting the Chronicles of Nchuleft could be done by either buying the book, or getting it from Nchuleft.
Getting the notes of the scholar could be done by escorting him, pickpocketing him or killing him.
The fake necromancer quest was nice. You could either kill the woman, or tell her to leave the mainland, and lie to the guildmaster.
Finding the Telvanni spy was interesting.
Getting the dwemer artifacts wasn't too interesting, but it was immersive enough. Plus, it was an excuse to find the books needed for the disappearance of the dwemer.
The Dwemer quest was like this: While doing the archeology questline, you would find several books (one being a Rosetta stone like thing, and the two others being dwemer writings). Asking dwemer scholars around, you would eventually be sent to Dyvaith Fyr, the Telvanni who ran the Corprusarium. He would send you to the last dwemer, Yagrum Bagarn, who would translate the books and explain his theory to you.
Getting the soul of an ash ghoul was a good quest, since it also required you to use magic.
Finding vampire dust was simple.
And duelling the guildmaster was a challenging fight.
 

Maia

Novice
Joined
Dec 16, 2005
Messages
64
Lumpy, while I sorta agree about Gothic 1, Gothic 2 was different IMHO. There were a lot of guild-specific quests throughout the game, except for the last chapter. What armour, spells and training you could get, how the other NPCs in the game adressed you, your options to overcome certain MQ hurdles, etc - all of that depended on the guild. I am a TES fan, but I infinitely preferred such an approach. IMHO that's what they should have done for the Houses in MW. Oh, and quest design in Gothic 2 was much more interesting and amusing than in MW, although still simple.
 

Tchan

Scholar
Joined
Feb 6, 2006
Messages
165
fight or Bribe, the options are endless

Yeah those 'great sounding quests' are crap.

Approach npc, press space bar. Click flagged word. Return to npc.

It dosent matter if you went on a quest to throw the 1 ring into the fires of mt.youknowwho it would play out like shit with Hollowind's quest system.


F*cking Tards.
 

Svartberg

Ballistic Interactive
Developer
Joined
Mar 24, 2006
Messages
62
Location
Cryptozoology Central
Heh, you got a point there.

A gothic vs. morrowind debate is the most retarded thing on these boards - for anyone who enjoyed morrowind/oblivion good for them have fun. and for anyone who likes gothic 2, gothic 3 is good news because the series continues and they can have more fun.

I just hope they release the englisch version properly this time.
 

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