Great Deceiver
Arcane
- Joined
- Aug 10, 2012
- Messages
- 5,904
Graph paper and a good pencil.Ok,I'm going to start the Llylgamyn saga using a SNES emulator, I previously completed the first floor and good part of the second,and quit because lack of time.
This time I want to complete them. I'm pretty excited because they look fantastic and what I played was good fun.
Any advice to a semi noob? What are the best and simple mapping tools?
Previously I used grid cartographer,and it's good,but maybe something more streamlined is enough and more efficient.
Graph paper and a good pencil.Any advice to a semi noob? What are the best and simple mapping tools?
Previously I used grid cartographer,and it's good,but maybe something more streamlined is enough and more efficient.
In Wizardry VI: Bane of the Cosmic Forge the dungeon door closes as soon as you enter – there’s no town to return to. The old Wizardry loop of exploring, killing, looting and going back was removed. What led you to change the series’s gameplay in this way?
DWB: Bane was a breakout – it was time to take the next step, time for our adventures to grow up and leave the safety of the nest, it was time that there should be no going back. Bane retained the full spirit of traditional Wizardry, braving ever deeper into the castle dungeon, but then, what happens?! At the point of climax we reach not the lowest depths, but instead ascend outside the confines of the dungeon prison, freed forever from the shackles of the past, and the end now the prelude for what is to follow. In the moment it was done, I knew where the journey would next be taking us. Nevermind that the brick forest still appeared as dungeon walls – this was a time when magical realms still lived in imagination and not the video display. But I vowed in that moment that the next realm would have trees and forests that looked like trees and forests, and cities and sunshine and lakes and stars at night, and no more would searching for stairs down suffice…
The rival parties in Wizardry VII: Crusaders of the Dark Savant are one of its most outstanding features – and one that has never been done by any other RPG. What are your thoughts on them?
DWB: While working on Crusaders of the Dark Savant my mind was soaring, and this innovation was only the beginning of more amazing things to come. Alas, Crusaders was my last Wizardrytitle. On its heels came the advent of 3D, Doom and real-time, and as video games went mainstream, recognizable brand name and blowing people up commanded massive profits, while with rare exception innovation in game paradigms were costly, and all too often ended in failed titles. When I was young and working on my first computer games (text on teletype!), I could see with clarity what would one day be possible, and this sight has always illuminated my path. What I didn’t know was how far we could go in my lifetime, inevitable though it was. This vision is almost realized in the caliber of 3D games today, and VR promises more to come, yet there remains a dimension of computer simulation not yet manifest, almost untouched. It was from this wellspring that the feature you speak of emerged. The sight of it remains clear to me, and though it is not yet made, it shall one day come to pass. The question is when and by whom, and who shall be there to experience it?
LOL @ Roqua casually calling elminage gothic "the worst RPG ever made" in the first sentence of his 6 paragraphs post
<(' '<)
LOL @ Roqua casually calling elminage gothic "the worst RPG ever made" in the first sentence of his 6 paragraphs post
<(' '<)
I picked up Elminage original for the Nintendo thing, and trid it for a couple hours. There are quests and content and everything a game should have. Why didn't they put content into EG? It doesn't make sense.
Also, I've been playing the shit out of the Wizardry game for the PS2. It is great even though it has no character meaningful character development. I just got to the lowest prison area and up until now the dungeons were very well designed. That's how you do it. Lots of quests and content as well. And the group attack things are great too. The floor I'm on now is a pain in the ass and makes no sense. You would probably love it.
Roqua
i'm glad you're actually enjoying Elminage: Original!
the first Elminage games are exactly like 'Original; they're quest-driven and all of the dungeons are open right from the beginning; in fact, most of the dungeons are outdoors and Elminage: Original features a very fantasty-RPG feel and sound that is very pleasant.
the reason they made E: Gothic so hard-core is because Starfish was tired of the fantasy-land stuff and they really, really wanted to create a modern Wizardry game. Mind you, i don't mean that they wanted to modernize Wizardry, as that would be foolish, rather they wanted to create a 1980's Wizardry game in their Elminage engine.
and boy did they succeed! <3
they also alienated a few of their followers with Gothic as apparently not everyone is interested in hard-core dungeon diving with bleak and oppressive atmospheres and incredibly stacked battles. Pussies.
Roqua
i'm glad you're actually enjoying Elminage: Original!
the first Elminage games are exactly like 'Original; they're quest-driven and all of the dungeons are open right from the beginning; in fact, most of the dungeons are outdoors and Elminage: Original features a very fantasty-RPG feel and sound that is very pleasant.
the reason they made E: Gothic so hard-core is because Starfish was tired of the fantasy-land stuff and they really, really wanted to create a modern Wizardry game. Mind you, i don't mean that they wanted to modernize Wizardry, as that would be foolish, rather they wanted to create a 1980's Wizardry game in their Elminage engine.
and boy did they succeed! <3
they also alienated a few of their followers with Gothic as apparently not everyone is interested in hard-core dungeon diving with bleak and oppressive atmospheres and incredibly stacked battles. Pussies.
You keep saying hard core but no content isn't hard core, it is cheap. The other games have the same mechanics and "hard coreness" but with content. Lastly, none of the classes are well designed in this game - they are poorly designed just like the class change mechanic that wants you to grind classes just to get more spells for your ending class. At least SoSC has a up to 8 choices, regardless of if all 8 are a given for all members in general or due to the ending function you want them to have.
EG is the worst wiz clone ever made. Etrian Odyssey 3 has the best chardev of all of them I've played so far. Class of Heroes seems to have the most content. The Wizardry for the playstation 2 (forsaken something or other) seems to have the best dungeon design so far, a great amount of content and interactivity, and has je ne sais quoi out the ass.
EG has decent chargen, but after that the game is devoid of panache of any kind that I have seen.
Have you tried games like Clicker Hero? That seems to be right up your alley.
One great thing about these console games, especially the older ones, is no difficulty levels. Normal is a good challenge usually too. Crpgs seem to have a new normal of retard level easy. It can't be normal; it can't be the game as the developer intended being that fucking easy. Besides EG which is easy but with a huge grind of stupid and nothing and no content.