Gord said:But it totaly works! I'm so impressed that I now actually understand that spending the peoples money on things that actually help them is the wrong thing.
Instead we should transfer it over to the not-at-all overblown defence budget, what with all the bad terrorists out there...
Dajaaj said:Get this GD shit out of GRPG. I don't care if this is a drog thread
Mastermind said:Back when Britain was hardcore capitalist it had a massive invincible empire that spanned the entire globe. Nowadays they're mostly just a fading bundle of losers, rapists and and retards.
Stainless Veteran said:Well, to be fair,DrogOP-kun, what did you expect? If you'll go to Bioware or Bethesda boards and proclaim that their games are shitty, you'll get just as flamed as here. Only there would be less swearing, more whining and you'd be banned and/or your tread would get locked.
hoverdog said:fucking newfags1451 said:Oblivion was a massive improvement compared to Morrowind. I played for more than 100 hours creating two characters, an archer and a wizard.
Fallout 3 was ok but not as good as Oblivion. You had to visit underground intersections(metro) to gain access to new locations.
Dragon Age was pretty addictive and had a cool story(i liked the part where you negotiated with demons) but the filler combat destroyed this fine game(same thing with the first Drakensang).
Monocause said:Yeah, those were the days when a quarter of the planet was ripped off by hardcore British early capitalists and aristocracy while the common man worked 14 hours a day or more and still found himself undernourished and often living in extremely cramped conditions.
But hey, it was their fault after all. No one stopped them from being capitalists, it was their choice to become poor-as-fuck factory workers, farmers or craftsmen.
donjn said:Yes I am kind of late to the party. I am a classic RPG fan dating back to the early Ultima days on the Commodore 64. While I have been registered here a while I still chuckle at the utter rudeness that goes on here but RPG Codex has developed it's own culture here of whining, elitist CRPGS fans who overly embrace nostalgia. And yet at times I am like this too...
I wonder though, why all the hate for games like Fallout 3, Dragon Age, Oblivion and the like? If someone showed you a glimpse of these games back in 1985 as you waited 5 minutes for Ultima IV to load you would be blown away by everything. And yes, that includes the writing.
I think it has become a trend to make fun of or ridicule the writing in a lot of these games. I do agree mostly about the Mass Effect series which I feel is overrated.
But have you guys played Oblivion with the overhaul mods? Also, what is to not like about the open-ended nature of walking through Fallout 3, wondering what that next empty triangle location is and what is around the corner? Is it because these games are so mainstream? Is that why we also love Divinty II lately so much? Risen as well?
I understand that I am about to have heat unleashed down upon me like crazy, but I just feel that I had to say this.
Look, I know why we all love Arcanum. I love it myself. I also love Gothic 3 tremendously. But Fallout 3, New Vegas, Oblivion and Dragon Age are not bad games.
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Elzair said:Great tech does not make a great game.
Does not compute. Can't speak about FO3, but Oblivious is an absolutely lousy as an open ended game, with monotonous, heavily scaled, copypasta content and most of the freedom boiling down to which quest will you do next.donjn said:I like Fallout 3 and Oblivion because I am absolutely addicted to open-ended games.
Which is one of the exact things oblivious lacks. Overland is easily traversible and features almost no hard to get to places you could be rewarded for finding. There is also compass you mentioned that reveals locations long before you can actually see them, which robs the exploration of any involvement - you just move across the map and keep an eye on your compass instead of, you know, surroundings, in case an icon with inverted colour scheme appears indicating a place you haven't visited yet. It's about as engaging as wiping the fog of war off the map in BG. Or watching paint dry.I love that in both of these games my own personal quest, is to check out that compass and see what little place I can discover next. To me, this is what an adventure game is all about. Exploration.
Ok, now explain to me - how is it possible to like oblivious if you like both Morrowind and Daggerfall?Morrowind
Daggerfall
I don't share this sentiment, at least not in such a strong version, but I can definitely understand the allure of freeform games. Still, oblivious is a sandbox with no sand and all toys either stolen or broken, it's small (like Morrowind), feels small (unlike Morrowind), is homogeneous (like Daggerfall) and has virtually no redeeming qualities (unlike Daggerfall).Anything that is basically "on rails" does not work for me. I need to feel free, to go anywhere I want, at any time.
Itz like this thing DraQ was talking about - in short, no, unless you were given a loboTony.SkeleTony said:Fallout is a classic tactical, isometric, turn-based RPG. You simply cannot make quality RPGs that are real-time because this kind of breaks that fourth wall and makes your character's abilities rely on your own button-mashing twitchery capability.
DraQ said:Ok, now explain to me - how is it possible to like oblivious if you like both Morrowind and Daggerfall?
Because it just doesn't make sense.
Mastermind said:DraQ said:Ok, now explain to me - how is it possible to like oblivious if you like both Morrowind and Daggerfall?
Because it just doesn't make sense.
I hate daggerfall but Morrowind is a good contender for best game ever on my list. I liked Oblivion too. The basic gameplay is more restricted in scope but better polished...
Well, it's not that strange that someone may like oblivious AND Morrowind but NOT Daggerfall, or oblivious AND Daggerfall, but NOT Morrowind. Oblivious carries over the bland and originally derp aspects of Daggerfall as well as dumbed down aspects of Morrowind without retaining their highlights, so a derp person can perfectly reasonably like Oblivion and one of the other games.Mastermind said:DraQ said:Ok, now explain to me - how is it possible to like oblivious if you like both Morrowind and Daggerfall?
Because it just doesn't make sense.
I hate daggerfall but Morrowind is a good contender for best game ever on my list. I liked Oblivion too. The basic gameplay is more restricted in scope but better polished. It may be worse than morrowind overall but it's still better than most of the shit out there. A better question is how can somebody like the repetitive shitty gameplay in daggerfall but dislike the repetitive mediocre gameplay in Oblivion. Oh yeah, daggerfall had horses, werewolves and tits. I'm sold.
DraQ said:Well, it's not that strange that someone may like oblivious AND Morrowind but NOT Daggerfall, or oblivious AND Daggerfall, but NOT Morrowind. Oblivious carries over the bland and originally derp aspects of Daggerfall as well as dumbed down aspects of Morrowind without retaining their highlights, so a derp person can perfectly reasonably like Oblivion and one of the other games.
Oblivion carries over repetitive gameplay of Daggerfall, but doesn't build on its scale, scope politics, or involved mechanics of the gameworld.
Similarly it carries over Morrowind's small scale and simplifies the mechanics even further,
Potions, rest and spell absorption is your friends.Mastermind said:Oblivion was also better balanced, with magic actually being reasonably playable thanks to mana regeneration.
denizsi said:Ultima IX was already looking like shit by the time it came out. And none of those things were "newish" by any means. At all. None of them. Ok, maybe the "waves".
* The type of armor you wear determines your buoyancy in water
* The wind in the world has an intensity & direction; the amount that a sign swings is determined by the angle the wind hits it
* The wind sound is synchronized with the objects' responses to it
* The wind intensity (and sound) is determined by the weather
* Footstep sounds depend on the terrain type
* Footprints!
* Bloody footprints!!
* Sun glare
* The sun glare is occluded by objects that come between you & the sun
* The sun moves across the sky
* The sun changes color & intensity with the time of day
* Both moons move through the sky; they have halos, and their halo intensity depends on the phase they're in!
* The moons smoothly transition through their phases
* The sky perfectly transitions from day to sunset to night & back; the storm sky perfectly transitions with any of those states.
* Raindrops make little splashes.
* Rain (mostly) doesn't happen indoors
* Plate armor has specular highlights!
* Lightning draws in the world (not just a light flash)
* The thunder is delayed from the lightning, based on distance!
* The windmill turns to face the wind
* Torches & lanterns can be carried (yup, this was added about 2 weeks before we shipped)
* Torches & lanterns go out if you swim
* Torch flames & light intensity die down, and change color, as the torch dies out.
* Eye-blinking & mouth moving! We added this pretty late; never thought we'd get it in.
* NPCs turn their heads to look at you (and other things)
* Arrows attach to what they hit!
* Weapon motion & blood trails
* The weapon gets bloody after you use it
* Magical weapons & armor!
* Mixing potions!
* Having objects fall! Some objects end up still "floating" in midair, but this generally works pretty well--and it was a last-minute add.
* Flame arrows
* Smashing barrels & crates
* When you enter a cave, the lighting gets darker
* The 3D book. Richard wanted this in; the programmers didn't, and planned for a 2D book. But, we discovered it wasn't really too hard; so, the 3D book made it in.
* The lighting on the book actually is taken from the lighting in the world near the Avatar.
* Shadows! Didn't have them for a long time; figured out an easy way to do it, and they generally look pretty good.
* The "blurry" clipping plane. Thank you, Carnivores!
* Ocean waves!
* The Avatar moves up & down with the waves in the water, as does the camera!
* The underwater camera distortion effect
* Trees have shade! Not just shadows; they actually shade.
* Water get less translucent the further it is from you, making it look much more realistic
* Weapon & Armor bars
* The ship rocks; and you can walk around on it while it does so!
* The camera pulling way out when you drive the ship (originally it was much closer in)
* Support for multiple resolutions
* Support for S3TC textures
* Vultures swoop in & eat the remains of things you kill
* Conversations are accompanied by gestures & camera angles wherever possible, make them much more cinematic
* Sleeping in a bed passes time rapidly
* Sitting in chairs! A somewhat pointless but cool feature.
Plus U9 had shitty art direction.
But what really disturbed me with what you said is this:
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WHAT
THE
FUCK
?
Did you actually just say that Ultima IX was great tech? Well, it was an ATTEMPT at great tech. Big difference. Yes I have a plae in my heart for Ultima IX however it was a tech nightmare at launch. It wa sunplayable with anythign other than a Voodoo card and even then the framerate and choppiness was unbarable. It was one of the buggiest games ever released.
Great tech?
Unfortunately it COULD have been great tech if EA didn't rush the release date on Origin.
I would say that is part of the "shitty art direction" equation (ie art direction that does not fit the world it is being applied to), but YMMV and the problems there are not due to art direction alone; the very fact gargoyles would build an underwater city and call it Ambrosia is prettyElzair said:Many of it's problems stem from the developers making cool-looking things that are nonsensical and/or do not fit the setting.
Fixed and I rest my case.Mastermind said:I also like Arena though, which is asmaller but better polished and better defined Daggerfallcrude prototype and not really a full TES game.
True, and that, along with combat never being TES's forte, and lore and world building always being one of its strong points is the exact reason why the kind of plot revolving around large scale political intrigue and powerplay works in TES, while a derp actiony plot about Sean Bean thwarting demonic invasion with aid of a mentally impaired console gamer does not.I don't care much about politics involving cardboard cutouts (TES NPCs never had any personality whatsoever)
Scale, even when not properly utilized still helps convey the sense of, um, scale. Extra detail can balance it off, but oblivious has neither.or scale for the sake of scale.
Small, usually linear action romps, compared to nightmarish spaghetti that required some orientation, means of tackling obstacles, and posed real risk of getting lost, you mean, with neither of them being in any way individualized or made part of the world. I will still go with the latter. Or Morrowind with tons of hidden stuff and hidden information.Oblivion has a number of things going for it that Daggerfall doesn't too. Small dungeons compared to the nightmarish rage inducing derp fests in daggerfall
Oblivion was not balanced. Period.Oblivion was also better balanced, with magic actually being reasonably playable thanks to mana regeneration.
Excellent? Hardly. It does, however have some actual, environment dependent stealth, if only it actually relied on stats, and didn't involve ridiculouslyNot to mention the excellent stealth gameplay (something that was also a huge from morrowind).
Daggerfall's archery is still infinitely superior to oblivious backpedal-while-shooting abomination. At least in Daggerfall bows actually do make damage and are lethal weapons.They also both share some shitty gameplay elements (like crap archery).
Unlockable abilities which themselves are mind-bogglingly shallow, generic and arbitrary and mostly serve as a lazy attempt to make skills at least nominally important? 'k.Daggerfall has more skills but the skills are more shallow due to oblivion's unlockable abilities.
No, it had derp alchemy system + poison creation. Oblivious alchemy featured no failure, gave player ability to discern first effect right from the start, and made old recipes inexplicably unworkable due to side affects at higher skill levels.Also, oblivion had morrowind's alchemy system + poison creation.
Yes they are. In particular, the mechanics tying world and gameplay took a hit. In Daggerfall we had summoning days, holidays, faction mechanics, better fatigue, time that mattered, autonomous regions, seasons, legal system that didn't suck, banking, diseases that mattered, awesome chargen and so on. Also some purely gameplay mechanics were infinitely superior to everything since - see enchanting.Good sir you must be smoking something. Morrowind's mechanics are not more simplified than Daggerfall's.
Fewer skills do make them more simplified although I partially agree, most of the reduction was caused by merges that were at least semi-sensible (unlike claymore+dagger), though some should have stayed separate, and cutting out several barely implemented language skills.Fewer skills does not make them more simplified overall. Daggerfall was full to the brim with useless/shitty skills. Morrowind had no skills that were virtually useless (though they were not all equal in value). The same can't be said for Daggerfall.
Have you actually *seen* DF enchanting? MW enchanting is embodiment of the decline in comparison. Of course, it's the same with OB enchanting compared to the one in MW.Good crafting too in the form of enchanting and alchemy.
Not really. Daggerfall allowed for more consistently useful spells, but lacked diversity of effects and effect-chaining opportunities of Morrowind. Plus it had absolutely atrocious and useless spell and spell purchase menus.Only from daggerfall to morrowind was the spell system.
Derp minds think alike.Jaesun said:SO basically Mastermind is Todd Howard?
Excommunicator said:I am pretty much with Elzair on this one. I loved the look of Ultima 9 at the time, with the biggest artistic problem IMO being the miniscule world which exaggerated the inconsistent cultural/architectural diversity of the world.
Many RPGs go to the same (rather ridiculous) extent in terms of trying to throw in a lot of cultures in a small area, but that was much worse in a world that was not only extra small to begin with, but presented through an over-the-shoulder/FP view.
There are many things in that game (as Elzair listed) that aren't even being revisited in games today, which says something about the vision behind the technical design, although most of which was lost amongst the technical problems of the release.
I would have been very eager to see other developers polish and refine the tech that U9 used, but it is simply all too common in this industry to have good ideas and foundations wasted in the tunnel-visioned pursuit for money