Azael: re verbosity, I agree...
but like many people I often find it difficult to practice what I preach.
Apologies if my posts cause eye-strain, but as I said, I'm often responding to posts from several different people and I basically write in a 'stream of consciousness' style, putting down ideas as they come to me. Like any writer, I would seriously benefit from a good editor, but I don't have one handy right now.
Walks with Snails said:
Well, we don't have have customers, so we have the luxury of saying what we feel. If I find some 40-year old guy in your library playing with coloring books, I reserve the right to poke fun at him to prod him towards something a little more intellectually engaging. Especially because you'd probably get in trouble for doing the same.
Now that is
EXACTLY one of the reasons I'm here! Earlier Vault Dweller referred to me as "Defender of the Developers" and while I don't claim to represent their interests, your example above is one of my motivations.
YOU are Reflexive's customers (potentially at least) so they don't have the
luxury of telling you to get stuffed when you use insulting, stupid terms like 'moron indicators'. So
I reserve the right to come here and poke fun at you guys for being so anal and rude about Lionheart's design with little or no justification - so I'm not so different from you guys at all, just coming from a different angle. In another thread you were all trumpeting the importance and power of criticism to 'improve' games. Just remember: with great power comes great responsibility. How does using labels like 'moron' improve games? As far as I can see, all it does is insult potential purchasers. How does that improve a game or improve Reflexive's ability to create good games if you are driving players away?
Sure, feel free to be 'sinners' and use such insulting language about games and potential players of same, just be prepared to suffer my righteous wrath! As for me fading away after a week or two...looking at the ammunition that regularly appears in threads like this, I'm not going anywhere! (Plus, this is SOOO much fun!) :evil:
Dratted Tin: Just
HOW do dialogue icons make Lionheart a hack'n'slash game? As I said earlier, if the icons had
replaced the dialogue then I think you'd have a case, but the dialogue options are still there! The Speech (
praise be to St P) skill is still there, they've even expanded the Barter skill to apply to more dialogue options. Doesn't sound all that hack'n'slash to me. Please explain how the icons achieve this.
Much of the responses I've read seem to be that icons insult your intelligence. Seems to me you are fairly insecure about your intelligence if icons have that much influence over you. We have icons everywhere, not just in the world of computers, but the world as a whole - everything from stop signs to toilet doors involve icons. Do stop signs make you feel dumb? Do you feel like an idiot when you pause to identify the little dude in pants and the dudette in the dress? Why aren't intelligent drivers campaigning against stop signs, or why aren't you burning down toilet doors?
Azael said:
There really should be no need for markers if the dialogue is done right and all the skill descriptions are understandable
Are you sure that's how you want it with passive skills that are used during dialogue? The skill description has to list EVERY possible situation that the barter skill is used for? Doesn't that sound a bit spoilerish?
Barter: This skill is used during dialogue when:
1) Bribing guards
2) Negotiating rewards
3) Haggling with prostitutes
4) Convincing the Grand Poobah of Constantinople that you deserve the Slippers of Infinite Desire in return for saving his lost daughter.
5) Begging for your life after being captured by the Testicle-Eaters of Procyon 6.
An extreme example I know, but the whole point of good dialogue is that there will be a wide range of situations where Barter
might be applicable - listing them all is even more spoilerish than the indicator I feel. Do you want to
KNOW that there are prostitutes in the game right from the start, or would you prefer to make one of Vault Dweller's 'chance discoveries' and find out how much fun you can have with a high barter skill?
Also, I'm not sure I get your 'liver with chocolate sprinkles' analogy either - because I don't see the icons as chocolate sprinkles, more like a different wrapper. Putting sprinkles on liver WILL taste like crap. Apply this to Lionheart's situation and you are saying that the icons make Lionheart play like crap. That is what I'm disputing - my argument is that the icons have little or no impact on the overall gameplay of the game. It only seems to be hardcore gamers like yourselves who are threatened by the icons, saying they insult your intelligence. If you are so intelligent and you feel you don't need the icons, just
IGNORE them!
In my version of your analogy, the liver wrapper now says something like: "Liver: it's brainfood!!" It might not be the best slogan (just as the icons might not be the best feature ever) but it doesn't actually change the taste of the liver so regular buyers can enjoy it quite happily, and it might just entice some extra consumers to give it a try.
Dratted Tin said:
Remember how many times Tim Cain has said, "I make games I'd want to play." Skorpios?
I think this is the best design philosophy.
I agree, that is a good design philosophy - but does it have to be the ONLY design philosophy and can anyone (even Tim Cain) translate that philosophy intact through the the convoluted paths that games have to take now from concept, to design, to marketing and beyond? Was Arcanum a game Tim wanted to play? Obviously. Was it perfect? No, Tim said himself that Troika bit off more than it could chew at that time with Arcanum and it showed, especially in areas such as combat which pretty much everyone has criticised. So even the
BEST design philosophy can go awry. Also, consider all the wannabe Tim Cains out there who follow his philosophy but unfortunately like playing CRAP games??
Deer Hunter anyone??
I'm sure Reflexive are trying to make a good game too, but just how do you define the term good? For Saint_Proverbius it is easy: turn-based with a good implementation of the Speech (
praise be to St P) skill, as well as all the other features Saint_Proverbius wants in a game. But does that automatically make it a good game in my eyes? Or my 70 year old Lithuanian neighbour? Does it also guarantee good sales (well, you've got ONE guaranteed pre-order I suppose...) Of course not!
For all you know, Lionheart, with icons and all IS the game Reflexive want to play - we've already seen that some icons are included because of the enhancements in the Barter skill. If you have one icon, why not be consistent and have the lot? At least then the player realises the icons actually mean something rather than just being a random glitch on the screen every so often. Is this treating players like morons? We are talking about the INTERFACE here people - it's not meant to be a MENSA puzzle, it is meant to let you INTERFACE with the game as easily as possible. Maybe the icons are little too obtrusive for your personal tastes, so what? The content of the game is still the same!
If you are playing Lionheart (with the icons) and you are roleplaying a particular character (Tank, sneaky diplo, Unarmed thief, etc) - are you saying that you would choose different dialogue options SOLELY because of the icons? You would not just roleplay the character as you see fit? If you are on a quest to find Nostradamus, aren't you going to click on any questions about him anyway?
Dialogues are pre-scripted guys! The dialogue options you see reflect the character you have built, the skills she has, the stats she has, the NPCs she's encountered, the quests she's accepted. The icons don't change that one iota, and only seem to be very limited spoilers in my estimation. Show me the significant reduction in sophistication or entertainment caused by the icons.
And don't give me guff like "It's like the Matrix". You can't compare a totally passive experience like a movie to a RPG. Lionheart is so much more interactive - the plot unfolds through your actions, not the icons. If you decide not to talk to the Weird Woman you will never even
see the icons so the ability to choose is still there - you are still in control. No one is holding your hand, any more than any other game with pre-scripted dialogues is holding your hand anyway.
Walks with Snails said:
I'd also probably find it amusing at first and then annoying if "sword skill activated" flashed over my character every time he tried to stab somebody.
Ummm, don't many games have icons that you click when you want to enter combat mode? Do you feel like a moron when you click on the 'sword & shield' icon to practice those fancy combat skills? Does this really annoy you? Why is it so bad if Lionheart shows you when and where you can put your passive skills into play also? I would have thought the majority of you would be welcoming the higher profile given to skills such as barter and Speech
(praise be to St P)!
If combat worked liked you want the passive skills to, then the GAME would choose (without any input from you) when combat is appropriate and activate it automatically. Would anyone put up with that kind of gameplay in a (spiritual) successor to Fallout? I don't think so. Didn't Saint_Proverbius campaign very hard to make all NPCs killable? What is the difference between that and making all guards bribable (with the Barter icon and all that it entails)?? If Speech (
praise be to St P) is as vital as the combat skills, why then shouldn't all skills get equal representation in the interface? The icons ADD to your control of your character because you can CHOOSE when to put your barter skill or Speech (
praise be to St P) skill into play rather than the game doing it automatically. Doesn't anyone find that the least bit positive?
Walks with Snails said:
NWN (sorry, guys) does this by flashing stuff like [Insight] or [Persuade] and such before dialogue, and to be honest, I've grown not to like it. Partly it starts me thinking about game mechanics instead of role playing when I read it, so it screws with immersion. If they just added the dialogue options without telling you what's going on, it wouldn't keep reminding you that your character is basically just a set of numbers.
But isn't that a problem with you and your interpretation of passive skills - not intrinsically the game itself? As I keep saying - you guys screamed to get Speech (
praise be to St P) into the game and now that the game interface reflects the importance of that and other passive skilsl you say it 'ruins the immersion'?? Does it ruin the immersion to select the Lockpick skill when you want to get past a locked door? Are you made painfully aware that that skill is just a number? So how does selecting a skill like Barter or [Persuade] ruin your immersion during dialogue?
If you were roleplaying with a group, wouldn't you say something like, "I want to persuade this bouncer to let me into the Tavern, I go up to him and tell him that I am the Lord Mayor's second cousin...." Would you then get upset if the DM rolls against your Persuasion skill? This is how CRPGs work my friend, there is always going to friction between the sense of 'reality' and the mechanics of the game but until you can design a dialogue interface that perfectly solves this problem we'll just have to make do with how Lionheart deals with it. It might not be perfection, but I've seen no evidence that it is utter crap either.