If you can’t read, you can’t write. If you can’t write, you can’t speak. If you can’t speak, you can’t think. That shallowing and slowing of speech you find everywhere now is just the next casualty on this strange road to total human retardation.
Underrail is absolutely not an example of a game that gives incentives for being slow. You don't conserve stamina if you choose to walk slow. You don't search better if you choose to walk slow. You don't learn more secrets if you choose to walk slow. You can't choose to be fast or slow, you're just slow.
In the beginning, "hit points" absolutely did not represent sheer structural damage capacity. No one thought a fighter was getting hit in the neck with a heavy axe and laughing it off.
From Advanced Dungeons & Dragons Players Handbook, 1st Ed., 1978, p. 34:
Gary Fucking Gygax said:
A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant portion of hit points at higher levels, stands for skill, luck, and/or magical factors. A typical man-at-arms can take about 5 hit points of damage before being killed. Let us supposed that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points. This is the equivalent of about 18 hit dice for creatures, about what it would take to kill four huge warhorses. It is ridiculous to assume that even a fantastic fighter can take that much punishment. The same holds true to a lesser extent for clerics, thieves, and the other classes. Thus, the majority of hit points are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces.
They did with the text, unless one refers to the inability to imagine/visualize thus have better/greater/detailed depictions in text which may be applied to some programmers be it due to lack of combat experience/sources or other explanation/reason. They could have a text box describing the process to both the target and hitter. example:"Charname" feinted an upper sword slash at OrcB, changing trajectory towards its belly once OrcB shield was lifted upwards, the sword hits causing a bloody wound, OrcB growls and steps back. OrcC attempted to spear "Charname" but due to a sunray dazing its eye's it misses by inch the head.But video game makers didn't have the ability to portray these subtleties.
Incidentally this is also why I didn't give two shits about Morrowind's travel system. I'd rather have New Vegas' or Skyrim's over Morrowind's, since as "immersive" as Morrowind's travel system tried to be, you are still teleporting from A to B. It works for Mages Guild travel system and Mark/Recall/Intervention, where you are literally teleporting. But when you are travelling in a Silt Strider or a boat, it sure feels odd that the game treats it as just teleportation by a different method.
So millions of uneducated people in Medieval couldn't speak, right?If you can’t write, you can’t speak. If you can’t speak, you can’t think.
So millions of uneducated people in Medieval couldn't speak, right?
So millions of mute people can't think, right?
Just asking though.
People now read/write more than 30 years ago. The problem is that they read/write garbage.
voice acting in games is almost always excruciatingly slow, as if they're being told to speak slower for the benefit of ESLs or somethingRusty, your wise councel is needed on this question: why have voice acting if you can read the same speech in less time? Shld w ls dspns wth vcls?
I think it is mostly cosmetic, but it is also tied with how you prefer to play. If you like slow exploration, talking to everyone, looking into every container, it is good to have an option to walk. Running around is just... it doesn't feel good. If you want to finish the game ASAP, then you will want to always run, but this is not what I usually want. In action RPGs like Diablo, yes, it makes sense because you are almost always fighting, but even there I would rather walk in towns.
Incidentally this is also why I didn't give two shits about Morrowind's travel system. I'd rather have New Vegas' or Skyrim's over Morrowind's, since as "immersive" as Morrowind's travel system tried to be, you are still teleporting from A to B. It works for Mages Guild travel system and Mark/Recall/Intervention, where you are literally teleporting. But when you are travelling in a Silt Strider or a boat, it sure feels odd that the game treats it as just teleportation by a different method.
You could improve the system by having a possibility of random encounters with co-passengers. Not a combat encounters, but a talk encounter. You even could have it start of a quest.
I'll give my foolish council: I wouldn't make it a priority. And if you make it unskippable you are a terrible game dev and belong in hell. But, if you have resources to spare on polish, go nuts and put in voice acting. Just realize most people are going to skip it.Rusty, your wise councel is needed on this question: why have voice acting if you can read the same speech in less time? Shld w ls dspns wth vcls?
You magnificent bastard. Well played sir.Ah I see. You fear having to press buttons to succeed in a game. Sad."press x not to die"
Yes, but we've already established that you are weirdI think it is mostly cosmetic, but it is also tied with how you prefer to play. If you like slow exploration, talking to everyone, looking into every container, it is good to have an option to walk. Running around is just... it doesn't feel good. If you want to finish the game ASAP, then you will want to always run, but this is not what I usually want. In action RPGs like Diablo, yes, it makes sense because you are almost always fighting, but even there I would rather walk in towns.
I always try to talk to everyone and look in every container and I assure you walking would make this worse. When you try to be a completionist you need to move more, which makes slow walking speed more bothersome.
If you miss things by running then it is the same as not being able to run for many players.Has the point been lost as well? It was never stated or implied that the PCs cannot run; it was that the [inXile] developer did not comprehend why the PC should be able to walk.
That's not what I mean when I say "incentive" in this context. I mean a measurable, mechanical motivation to do a thing, like loot, xp or other game reward. UnderRail forced you to be slow all the time, but there was no game reward for being slow - in fact it makes no sense to talk about rewarding slow speed because the player had no choice.While not from mechanical ,on ideal perspective/standard/factor, there is a perceived/imaginary incentive for being slow [in UnderRail].
Underrail depict environments/areas of underground world. Tunnels, caverns are dark places, and artificial light is not of the same quality/power/flow of sunlight. It its natural to assume for the Player Character, which depicted as mortal, to be constantly cautious and thus slow & steady.
The value of any mechanic is determined by how it interacts with the systems. Implementing both walk and run animations without giving a reason for the player to use one over the other is waste of development time. However, implementing both walk and run animations and giving players reasons to use both will result in a richer gameplay experience.
The run button is the only gameplay available in most walking simulators.good response, people who turn on walking in video games just so they can "roleplay" are weirdosIgnorant response from the dev. Aside from making an RPG [and hence a PC that cannot walk, and so will act out of character at times], they were also making a followup to Planescape, which even had a quest that required not running....good response from the dev
What about the ability for characters to perform bowel movements plausibly?An RPG lacking the ability for the characters to walk, is lacking the ability for the characters to move plausibly; made worse by the walking (and likely never running) NPCs.
Has the point been lost as well?
Your strawman has been beaten into shreds at this point. Keep whacking at it if you want but no one is impressed.What about the ability for characters to perform bowel movements plausibly?An RPG lacking the ability for the characters to walk, is lacking the ability for the characters to move plausibly; made worse by the walking (and likely never running) NPCs.
Seems you just care about things you like and dismiss anything you dislike as unimportant to me.Your strawman has been beaten into shreds at this point. Keep whacking at it if you want but no one is impressed.What about the ability for characters to perform bowel movements plausibly?An RPG lacking the ability for the characters to walk, is lacking the ability for the characters to move plausibly; made worse by the walking (and likely never running) NPCs.
For about the 1000th time, it's not about portraying every boring event in a character's life. It's about the events that ARE portrayed being portrayed with verisimilitude.
Movement is an inescapable part of games. What's in the game should look good. Therefore the movement should look good. That's it.