Naked_Lunch
Erudite
You wanted an answer and I gave you it. Christcakes, talk about ungrateful.
Luckily we have internet forums to decide who's really right. :Dgalsiah said:Don't we all.GhanBuriGhan said:Oh, there is a middle ground. At least thats where I like to think I am.
To me falling back on "the game will be awesome, relax" sounds like more of knee-jerk fanboy reaction than trying to explain reasonably why a certain feature is a Good Thing. Maybe that's just because that's what 90% of the TES forum posts contain?galsiah said:If you want to occupy the middle ground, you should stick with:
It doesn't matter much - it's not important to me.
Hang, on what bandwagon am I jumping on? I wouldn't want to screw this up now. . . .GhanBuriGhan said:And you are getting there, congratulations!
We'll all be huddled in our parent's basements playing Oblivion 24/7 next week. No time for posting then.Excalibur said:And wait untill the game comes out next week.
Naked_Lunch said:It was the only answer I could give you regarding the matter. Now shaddup.
Excalibur said:Then you can start bitching, talking shit praising!
How does MW's narrative (you cant lump OB in there because you havent played it yet) conflict with the open ended nature of the world - especially considering that once the main storyline is completed, you can STILL play the game.
But you can hardly say that a simple economy system COMPLETELY rips you out of the game; unless of course for every quest you do, or every dungeon you raid youre thinking "Oh whats the point, the games economy is broke - screw it. . ."
What game has done this? Unless they utilized random scripts that generated random, never-ending quests - no game is going to be able to achieve this (this gen).
The SPEECHCRAFT interface is not a "game". Its simply a dial at the top of the screen that displays a characters reaction depending on certain choices. As they said, its merely a visual cue to aid in gleaning information for those who wish to use it, or are good at SC.
Because they chose to play a character a certain way. If someone creates a Night Elf pure-mage, and roleplay as such - what sense does it make then to pump all their time into being good with blunt weapons or sneaking?
Was it a CRITICAL success as well? The folks who applauded MW for what it accomplished, are they hacks? And if so, are they still hacks for heaping praise on FALLOUT as well?
Hitler
Rubbish. People who think it doesn't matter much or that it's not that important frequently think so because they have no problems explaining it away to themselves. It's a skill learned from playing lots of games and wanting to capture suspension of disbelief in all of 'em, no matter what. You get more enjoyment out of all of your purchases.galsiah said:The "it makes sense / can be explained" argument knocks you off the middle ground and straight into Unquestioning Fanboy Anonymous.
This was solved pages ago, and it was demonstrated how you were wrong.Section8 said:This has nothing to do with comparing anything or anyone to Hitler, nor does it have anything to do with Hitler as a political figure. It's about using big numbers to justify something.
I'm all for forcing a playing to figure things out.Drakron said:No, it would force players to figure out what was going on.
Drakron said:The principle is the player have to make a informed option because if he is not informed then he is simply making a wild guess and hoping it works
In real life, I don't possess some kind of sixth sense that allows me to see the "true" value of everything in the world. If the displayed values were estimates based on character skills (e.g., mercantile), I would have less problem with showing the value to the player. But, as the situation stands, having a unchanging "true" value visible to the player takes abstraction to a nonsensical level.Drakron said:What you are saying is akin to having all your senses removed ... would be that "fun" in real life?
I would like RPG economies to be robust enough to at least support the player shopping around for the best offer or deal.Drakron said:Giving it a base price simply removed the "walking around trying to figure out the best deal"
Very good point but an intuitive system with most stats hidden would be the ideal RPG system for me.galsiah said:I agree with hiding stats in RPGs, but only after the system makes good intuitive sense. On this basis, I think stat hiding in TES games is a long way off.
Ghan is pointing out the well-known fact that one can either be entirely critical of a game, or love it unquestioningly.
Someone points out that the lack of horse reins looks silly, you go to town on them for being single-minded Oblivion bashers.
As regards the trading system, I agree that it's not one of the most important features, but I do think it could easily have been done better - and indeed that it should have been.
The fact that there are dozens of characters who "are essential to the threads of prophecy" and cannot be killed without breaking the game is a good indicator. Maybe I could buy that Caius Cosades is a major player in bringing about the Nerevarine prophecies, but there's way too many bit players who are only tagged as "important" because Bethesda's quests weren't designed to be robust.
It's just another pile of straw being heaped onto a camel that broke a long time ago.
That's the whole point of a sandbox game. Space Rangers 2, Mount & Blade, Sea Dogs, UnReal World, Daggerfall or even to a lesser extent, GTA:San Andreas spring to mind as games that provide a "never-ending" supply of procedural quests.
Unfortunately, most of the forementioned games eventually run out of worthwhile ways to spend the rewards you gain. But that's certainly not beyond the reach of anyone. Most MMOGs have a seemingly endless supply of worthwhile money-sinks, and there's no reason why single player RPGs can't easily apply this.
I'm saying that the choices they make should cause conflict, because conflict is interesting.
If I choose to be a Night Elf pure-mage, then I'd like to have a hard time dealing with xenophobic Day Elves.
Hah! There's no such thing as a game critic. The gaming media is an extension of the marketing machine, nothing more. They may not necessarily be hacks, but their bias doesn't actually serve the consumer in a positive way.
Teb said:I'm all for forcing a playing to figure things out.
In real life, I don't possess some kind of sixth sense that allows me to see the "true" value of everything in the world. If the displayed values were estimates based on character skills (e.g., mercantile), I would have less problem with showing the value to the player. But, as the situation stands, having a unchanging "true" value visible to the player takes abstraction to a nonsensical level.
Drakron said:Very good point but an intuitive system with most stats hidden would be the ideal RPG system for me.
Sorry, you must be reading a different thread than me. I see a bunch of people saying "Holy hell merchants with infinite money! That sucks! Here's an interesting way it FIX it." That's constructive intelligent criticism. Happens every damn day here.ANDS! said:This entire thread has been a "holy hell merchants with infinte money! The game MUST suck" love fest.
Ok - this is getting surreal. If Im to understand your criticism - youre upset, that BETH had the audacity to build a system, that relied on you to get from point A to point Z, and built it in such a way that killing a critical NPC would result in your inability to complete the main storyline? Please dont tell me THAT is your criticism man, because that is BEYOND petty. I'll have to fire up FALLOUT again - but there is no way you can be serious about this complain. I mean REALLY mate - your pissed because you cant kill STORYLINE characters? Incredible.
The amount of animus and bitching about the "broken economy" would lead any learned person to assign it a value equivalent to the level of consternation on the part of the protestors. Call it a "straw man" as often as you'd like - but the comment stands: is the economy system THAT IMPORTANT that it is able to ruin a persons enjoyment of the game.
Randomly generated "Insert Persons Name Here" quests - arent dynamically updating quests. Theyre just randomly generated mobs that randomly spawn new mobs, and new Fetch Items, and new loot.
GTA definitely was NOT an open ended game, as you could not move forward unless you adhered to the SAME linear storyline that the developers had laid out. Sure you could do side quests (which you can do here), but ultimately the main storyline was unbreakable and was unbreakable for a reason - because its THE STORY.
Comparing this game to a ORPG is impossible.
Yanno maybe if you actually took the time to say "THIS is how it should be done" - we wouldnt get caught up in these games of assuming and what not. Sadly, most folks here doing the poo-pooing fail to back it up with any counter-examples.
So - you want AI that treats you differently based on what kind of character you create - not an invalid complaint, but one that doesnt fit into what BETH wants out of this game.
Well thats convenient - dismiss out of hand an argument with little more than "Corporations are evil".
Section8 said:The unfettered freedom of the recent Elder Scrolls games annoys me. To me it feels like playing through Doom with degreelessness mode on. There's just no challenge to it, and it winds up being an altogether shallow experience.
ANDS! said:No offense but are you a programmer? A coder? Ever written AI routines before? I sincerely think its not as easy as "Hey lets sit down for 24 hours and knock this outta the park".
WouldBeCreator said:When it comes to acting, art direction, camerawork, direction...and basically every element that makes up a movie, seventh seal is widely regarded as one of the best movies ever made, whereas scream does not come close.
Definition: A proposition is held to be true because it is widely held to be true or is held to be true by some (usually upper crust) sector of the population.
Snicker.
No. It's been a "This aspect of the game completely sucks" love fest. Which it does.ANDS! said:This entire thread has been a "holy hell merchants with infinte money! The game MUST suck" love fest.
Well let me see... That would be: Yes, yes and yes.No offense but are you a programmer? A coder? Ever written AI routines before?
Programming in general is not that easy. Here are some hard programming tasks:I sincerely think its not as easy as "Hey lets sit down for 24 hours and knock this outta the park".
It is not too hard. Any programmer will tell you so.Heres what I dont get - do you really think the developers are sitting back thinking to themselves - "Hey lets say fuck all to the merchant system - we dont need to worry about it". Isnt it possible that these ideas that you think are good ones - theyve had or workshopped and simply came to the conclusion - "Yanno what, it would be too hard, and not relevant to code"?
Some of that has more implications for development time - requiring extra voice acting, or artwork, and affecting other aspects of the game world more directly.Theres a lot of stuff the left out (Crafting, marraige, building a house, running for mayor or whatever) - but does that mean they didnt THINK of it.
Item cost has no effect on any other part of the game
bryce777 said:When it comes to acting, art direction, camerawork, direction...and basically every element that makes up a movie, seventh seal is widely regarded as one of the best movies ever made.
Definition: A proposition is held to be true because it is widely held to be true or is held to be true by some (usually upper crust) sector of the population.