Voss said:
Bonded with that spirit doesn't have anything to do with magic ability. It has to do with keeping you on the main story. Its a special case.
Voss, as far as I'm aware, it is a central theme in Lionheart that magic is impossible without bonding with a spirit. For whatever reason Richard's companion spirit has chosen you. That also doesn't change the fact that MANY people in Lionheart have bonded with spirits or had other interactions with them. You character isn't that special in Lionheart's context.
Voss said:
As for fallout being kicked out the door in the hopes you can save them isn't the same as having special powers and destiny, especially once out the door you can start making individual choices.
And what says that Lionheart restricts your personal choices? As I said before, with factions such as the Templars, Wielders, Inquisitors and an unnamed fourth (evil?) faction, there doesn't seem to be much restriction of your roleplaying choices. You can play an upright knight, a good but persecuted magic-user, a fanatical cleric, or you can even turn those choices on their heads: a magic-using inquisitor, a corrupt Knight, etc. If bonding with the spirit controlled your destiny that much how could you have so many choices of careers, many with quite different moral and ethical choices intrinsically part of them?
Do you choose to join the Inqusition, despite their persecution of minorities, because of the good works they do in protecting the majority? Do you join the Knights Templar and stick faithfully to their strict code of honour, or bend the rules to achieve what you want? Having made contact with the elusive Wielders, do you join them, or turn them into the Inquisition for a huge reward? These choices don't seem to simplistic to me.
I know - I can't
PROVE they are explored in Lionheart - but don't you think any half-competent writer would?? That is what I"m saying - from what we have seen of Lionheart's story and the background they have created for it - those sorts of situations do seem more likely than in a game like Diablo. Did you have to option to join with the demons in Diablo? Were you ever struggling with deep ethical issues or just killing everything in sight?
***POSSIBLE SPOILER****
I've seen hints of a couple of quests in screenshots where your character has the option of breaking someone out of the Inquisition's cells. That is a direct and powerful ethical choice. Do you help your friend or stay within the bounds of the law? Do you risk the ire of the Inquisition - a powerful force in your society - for the sake of friendship or your own personal view of justice? Again, this suggests more depth rather than less to the story and quests in Lionheart.
*****SPOILER FINISHED************
Also, let's face it - we are dealing with a 'fantasy' scenario here as opposed to Fallout's slightly more contemporary post-apocalyptic scenario. So even though Fallout didn't promote a prophecy or destiny - didn't the final scenes of the game actually create one? A legend of a wanderer of the wastelands? Prophecies and dreams of destiny have always been part of human nature and story-telling.
Heck, in this game we have Nostradamus for goodness sake! Are you going to have Nostradamus as a major character then have a game WITHOUT prophecies? Remember this game is set in the 16th Century - people BELIEVED in prophecies and divine destiny in those times - so their use is appropriate in this case, especially when you throw the Disjunction into the mix so there really ARE powerful spirits out there meddling with the destinies of mortal men and women.
Let's face it Voss - which sounds more appealing:
Lionheart: Legacy of the Crusader, or
Simkins: Legacy of the Janitor?
I'm not saying Simkins couldn't be an intriguing and challenging game, but I think you'd agree that you would have to work harder to sell it. First to a publisher, then to gamers in general.
Voss said:
Being the chosen one is no way unavoidable in RPGs. Developers just need to move away from writing simplistic stories involving destined heros with special abilities that save the world (again, and again, and again)
True, I agree with you in that regard - better stories equal better games. Just don't automatically judge a story by it's beginning - the devil is in the details as they say. Look at all the background Reflexive has published for Lionheart - much of it having no direct link to your character (the hundreds of years of history - the various Crusades and so forth). Does that seem overly simplistic to you?
Yes, saving the world can become a little monotonous, which is why we enjoy games like Torment so much where all you were saving was one man's soul really (and even then, objectively you failed as he ended up in Hell). So I know where you are coming from. But for better or worse Lionheart's central focus is the existence of this alternate world, that is a little like ours was, but also very different. After showing us so much about this world and how it is under threat - isn't it logical that this motivates us to save it? I guess another factor is - do you HAVE to save the world? Is there an evil path letting you destroy it, or gain ultimate power over it? Maybe not likely taking sequels into account I guess.
Voss said:
Personally I'd like to see a 'become a king/vizier/court mage/power behind the throne by your own hand type game'. With particular emphasis on consequences and are you willing to settle for second best, or taking advantage of an unexpected opportunity that leads to something else? Is being king better than being general of the armies during an upcoming war that will make you filthy rich?
Again, I can't argue with you because I'd like to see a game like that myself! You all know my feelings on 'consequences' in RPGs. I just don't see a status as 'Chosen One' necessarily makes that impossible to achieve. Doesn't it mean that your choices actually have wider-ranging consequences than the average individual? Again, it boils down to the writing and we can't really judge Lionheart's until we play the game. But the background stuff already presented is a pretty powerful argument for the story's quality.
Voss said:
]See. No need for special destinies.
My central point I guess is that there is
ALWAYS a special destiny for the protagonist in RPGs. Not because they have been chosen by Gods, blind luck, or King Whatsisface - but because they have been chosen by YOU to represent them in the game.
Ok, taking out paint dry and insert molesting children. There are people who pay for that...but most wouldn't consider it fun or exciting.
If you can't tell the difference between molesting children and playing a game....well there is nothing for me to say, is there?
Am I the only person who finds this offensive?
Why yes, I have met Captain Oblivious or Mr I-can't-read. I pass 100 like them in the street every day.
Are they wearing some sort of costume? Or is it your obvious psychic powers that let you pick them out so easily? And again, if there are so many of them, doesn't it make basic economic sense that companies make games to sell to them rather than you? You are arguing your own genre out of existence again Voss.
Voss said:
I thought part of what was upsetting you was that we were criticising the consumers? You seemed to think it was mean of us.
If I really believed that criticism itself was mean, I wouldn't be spending time criticising YOU would I? I thought I'd already stated this quite clearly - I personally approve of criticism - it is a very useful tool in all sorts of ways. What I dislike seeing is needlessly negative
METHODS of criticism. Comparing players of games YOU don't like to child molesters is neither helpful or very useful Voss, and has the potential to cause offense and harm. Deny that if you want, I'm not sure you'd find many people who agree with you.
Voss said:
And progress is only made when individuals decide to buck the system. Conforming mindlessly, even if it benefits you in the short term (ie a company gets paid for a piece of crap game) is still very evil.
Hmmmm, and progress is
NEVER made by individuals working
together within a system? What is democracy, Voss? How would a hospital work if all doctors and nurses did whatever they thought was right and never cooperated with each other just because they didn't like the system? Would that help the sick people? Systems aren't ALWAYS evil, Voss. Real life is made up of all sorts of shades of grey, unlike your worldview it seems.
Also, where did I say that Reflexive was mindlessly conforming and putting out a crap game? I was just pointing out that they had to deal with the system (whether they try to 'buck' it or not) and as far as I could see they were doing the best they could. Would a mindless, evil, greedy company give Saint Proverbius the chance to input into the game and actually ACT on that input? I think not.
You seem to want to have your cake and eat it too. You want the freedom to criticise Reflexive for every single mistake or attempt to 'cheat' AND claim all the glory for your 'brave struggle' to improve the game thereby. But when Reflexive actually DO try to improve their game by incorporating your suggestions do they gain any recognition for it? NO! That seems very unfair to me.
Criticism can and SHOULD be positive as well as negative, Voss. How could designers make good games if we only tell them what they are doing WRONG without also telling them what they are doing RIGHT as well!
Voss said:
Complex dialogue or simplified dialogue? Decide, it can't be both. and from the dialogue we've seen I'd call it more standard dialogue, Infinity Engine style. And you are assuming far too much (and this is why I'm still hesitant about the game):
your assuming that the game is reactive, accommodates a wide range of characters, and that factions allow you to have a real impact on the world. I hope it does, but I'm not going to blindly assume it.
My listing was an attempt to list the factors that we are aware of at this stage that suggest Lionheart is a decent RPG or stand against it. I'm not blindly assuming anything, but kept the list short and to the point - if you want me to defend it will.
Complex dialogue vs. simple? I was attempting to honestly reflect the disagreement that this thread is built around. By complex dialogue I guess I meant RPG standard as you said - but a lot more complex than Diablo for example. I also included the icons which many people see as simplifying the dialogue system. I included
BOTH because despite the icons the dialogue options are still there enabling a decent roleplaying experience if you can deal with the icons.
As for my assumption of 'complex dialogue, reactive world, wide range of characters' that is based on many factors but here are a few of them.
SPECIAL: SPECIAL's very nature encourages free-form character creation - Lionheart uses this system modified for a realtime and fantasy environment but not changed THAT much. The basic combo of stats, skills and perks are all still there.
Speech skill: Saint_Proverbius's struggle to get the Speech skill utilised is well documented here and elsewhere. Would Reflexive REALLY have changed their design to incorporate Speech if the game didn't ALREADY have a reasonably complex dialogue system? Otherwise what is the point of putting a Speech skill in if no character ever uses it?
Replayability: We've had feedback from Reflexive that is possible (although maybe not easy) to play through the entire game without participating in combat. That many quests have multiple solutions using different skills (both combat and non-combat). That the dialogue options themselves react to a character's stats, skills, level, etc. This all adds up to suggest that MANY kinds of characters can enjoyably play through Lionheart.
Factions: As I've stated earlier - the existence of factions argues for a reactive world, much in the nature of Fallout. Unlike Fallout: Tactics where you are 'locked in' to the Brotherhood of Steel I believe (I never bought it). Look at the factions we have to choose from. Knights Templar, Inquisitors, Wielders, and 'Faction X', possibly representing the (evil?) faction that WANTS to trigger another Disjunction. Your character has to choose one of these factions - that has been made clear. All of those choices have interesting ethical and moral dimensions that argue for a complex game and plot. Don't you think the world will react to your character differently if they are a Knight, an Inquisitor, a Wielder or an X'er? If not, why include those factions and make them joinable? Also, these factions are only the MAJOR joinable ones, we have been told of other lesser factions that you can interact with (the tainted, goblin tribes, thieves' guilds etc). And one more factor - prejudice. Depending on your racial choice in character creation or magic use in certain areas, many NPCs will react differently to you.
Does that world sound reactive or not to your character? Am I REALLY assuming too much? Sure, I might be optimistic about this game but am I being unreasonable about it? Why should I assume the worst just because you always do?
SPECIAL and perks does not an RPG make (see Fallout: Tactics). Interaction, choices and consequences do.
You know I have to agree with this and I do. But are you saying a flexible character creation system is a BAD thing in an RPG? Again, see above why I believe Lionheart
does have those factors - we'll just have to wait and see how well they are implemented.
Voss said:
Hopefully, hopefully, some day developers will read a lot of the criticism that goes on on this board, realize that people are open to hard-core RPGs and say "screw the recycled marketing gimmicks, we're just going to make a damn good game". But if we're all quiet and accept the shit that most companies toss out, it will never happen.
Now who is being idealistic? Sure, sounds great, it will happen as soon as you fax in a clear, simple schematic that totally explains how any single company can make a "damn good game" that pleases EVERYBODY, is totally original, is achievable in a human lifetime on a reasonable budget and is immune to technological change, economic effects, human error, or just plain bad luck, etc, etc. That is what you folks seem to be 'open to' and you DON'T seem to be open to any kind of compromise so your wait might be a long and frustrating one. Good luck!
Plus, if anyone is being quiet - it is certainly not me!!!!
:twisted: