HardCode said:The term "video games" was used back in the day of the Atari 2600 and Intellivision. It was also synonymous with arcade machines at the time.
Section8 said:My thoughts on the "rocket launcher."
...
To address the "fun" discussion, I think the rocket launcher is an ideal illustration of how something that in itself is fun, can actual transpire to harm the interplay of the game's systems.
Thanks for the "uncharacteristically" I guess. But really, why shouldn't I counter a little baiting with a little counter- baiting of my own? And waste smart arguments on ill-begotten posts?Zomg said:This is an uncharacteristically stupid post from you GBG. You're being baited, you're over-generalizing, you're ascribing secret desiress to others. It's beneath you.
OverrideB1 said:While I don't have a problem with the whole "magic item == rocket-launcher" concept, what I do have a problem with is that a mage now has no choice other than to load up with the rocket-launcher plus another weapon for when the artifact and he are out of magicka.
There is a traditional (well, western traditional) device that fires out magic spells - the wand.
This is the sticking point for me with Oblivion - the bete noir if you will - it is now impossible to fire a heap of spells from your staff and then, when the magicka is depleted, whack someone over the head with it. The game mechanics have been dumbed down (not 'streamlined', not 'improved', not 'made more accessible' - dumbed down) so that the single simplest weapon type, the precursor to every other weapon, cannot be used. No, instead you've got to be a mage with a sword, or a blunt axe, or a zooming longbow for those times when you and your collection of staves are out of power.
Unless, of course, magicka regen is so pumped that you are never depleted or magicka regen potions are as cheap as dirt the 'pure' mage is going to have to load down with a collection of filled soul-stones to keep his staff up and running - otherwise the concept of 'pure' mage just got shafted by Bethesda.... again.
There is no NEED for a blanket statement, just as their is no blanket statement that encompassed billiards and tic-tac-toe games, other than "games" of course. It's the lumping together of PC games and console games is what is hurting PC games to begin with.
Video games as a catchall seems to have happened around 2000, also right when computer games went to utter shit.
Since they have nothing to do with each other (or should not) I don't see the need to lump them together.
It makes zero sense to me to have playstation garbage in the same store as computer games.
That's all very well laid out, but it doesn't change the fact that spell firing artifacts are as old as TES itself, and the main change here really is that at least one group of magic items now works as it should, animation wise- that's really all that is new about these staves, plus that they can be used as a purely defensive blocking "weapon". Nor do I think it has taken all that much away even in the past games, although I would agree that it was too easy to acquire these items in Morrowind. In fact these items added a lot of flavour to the world, and are intircately linked with one of the most fun and unique features in TES, the enchanting or item maker.
bryce777 said:Well, an rpg is a pretty complex thing, traditionally. Much more complex than civilization, in many cases. I used that example because there is nothing that could remotely be construed as action in civilization.
GhanBuriGhan said:Oh come on Override, now a classic mage is someone who whacks people over the head with a stick when he runs out of magica? How about he either invests his considerable intelligence in planning his attack so that doesn't happen, or hurls his weak little behind out of whatever mess he just got himself in?
The magic system should be balanced so that the mage class is viable without ANY weapon use, staffs included.
Staffs are great and a natural fit for a classic mage, and I am unhappy they are out, but that has no bearing on the playability of the mage class. There is enough to criticise about Oblivion, no need to invent new problems.
If I want my mage to have any weapon skill, I will not be too terribly dissapointed to use Hand to hand, a dagger, a mace or even a sword. Hey, Gandalf used a sword as well as a staff, and he is still my favourite Wizard.
Section8 said:There is no NEED for a blanket statement, just as their is no blanket statement that encompassed billiards and tic-tac-toe games, other than "games" of course. It's the lumping together of PC games and console games is what is hurting PC games to begin with.
Bullshit. I know that we're a haven for elitism here at the Codex, but you need to have a red hot look at yourself when you make statements like that. Let's adapt your strawman into a more appropriate analogy. Let's compare, say Billiards to Pool or Snooker. They're about as different as PC games and console games.
There is nothing that can't be accomplished on one platform that can't be accomplished on the other. Consoles these days are becoming modular enough to be comparable to PCs in terms of flexibility too.
Video games as a catchall seems to have happened around 2000, also right when computer games went to utter shit.
Bullshit again. "Video games" as a term, has been used for fucking eons.
Since they have nothing to do with each other (or should not) I don't see the need to lump them together.
Likewise, distinctions have been made across platforms for as long as I can remember. Up until now, I don't think I've ever heard anyone say "Console Games and PC Games are two completely unrelated entities that cannot be classified under a single moniker." Now I'm getting two of you!
Why the fuck wouldn't you lump them together? It's like saying that hard covers and paperbacks don't belong under a blanket classification of just plain "books," or that broadsheets and tabloids shouldn't be collectively called newspapers.
It makes zero sense to me to have playstation garbage in the same store as computer games.
Even the fucking Argus doesn't have enough eyes to roll in order to adequately show disdain for that statement.
Customer: "Hi, I'm looking for GTA:San Andreas, do you have it?"
Clerk: "Yes we do. PC Version?"
Customer: "Actually, I was after the PS2 version."
Clerk: "Well, fuck off then sonny. You'll have to go to another store for it. Even though both versions are basically the exact same game with a few interface based modifications, we don't believe the different platform versions are similar enough to warrant stocking them in this store."
Now if you want to comment on how commercialism has greatly marred the games industry, I'm with you. If you want to spout off about how a collective classification for two very closely related products has ruined the industry, then we're going to have to disagree on the grounds that I can't reconcile myself with such unfathomable idiocy.
7th Circle said:bryce777 said:Well, an rpg is a pretty complex thing, traditionally. Much more complex than civilization, in many cases. I used that example because there is nothing that could remotely be construed as action in civilization.
I don't really think you can compare the "complexity" of a TBS game to a RPG without giving a very specific definition of complexity (which will probably be biased towards one genre or the either).
For instance, it could be argued that civ 4 is a more complex than fallout in the sense that the player has a far more "autonomously dynamic" world to deal with. While there are some exceptions (and these are obviously important from a plot perspective), there isn't a great deal that changes in the Fallout universe indepedently of the PC's action. However, do nothing for a while in civ and the world will be greatly changed (e.g., in terms of units, cities).
Of course, you could just as easily argue that fallout is far more complex than civ in terms of the detail in the world. Civ has cities, armies, terrain, improvements etc. but not a great deal more and (assuming you have units in the right places) these are all easily viewable while of course a game like fallout has a lot more under the surface.
GhanBuriGhan said:Oh come on Override, now a classic mage is someone who whacks people over the head with a stick when he runs out of magica? How about he either invests his considerable intelligence in planning his attack so that doesn't happen, or hurls his weak little behind out of whatever mess he just got himself in?
The magic system should be balanced so that the mage class is viable without ANY weapon use, staffs included.
Staffs are great and a natural fit for a classic mage, and I am unhappy they are out, but that has no bearing on the playability of the mage class. There is enough to criticise about Oblivion, no need to invent new problems.
If I want my mage to have any weapon skill, I will not be too terribly dissapointed to use Hand to hand, a dagger, a mace or even a sword. Hey, Gandalf used a sword as well as a staff, and he is still my favourite Wizard.
Even intelligent mages make mistakes every now and then...
If a pure mage uses a "rocket laucher" staff and runs out of "ammo" (e.g., due to poor planning, underestimation of enemy strength) then I honestly don't see why anyone should deny him/her the option of attempting to whack an enemy with it? Of course, being a pure mage, his/her relevant skills might make the attempts rather frivilous but from a role-playing perspective it makes a certain sense, as a poorly swung staff will still hurt more than a poorly swung fist.
This shouldn't matter even if you treat these staves as artifacts. Again, what would a mage do if he/she had used all his/her spell casting capabilities (through bad planning etc.)? Personally, I would make any artifact useable as a (rather poor) weapon in this regard although I would also include a dice roll to see if it breaks.
Yes, the magic class should be balanced so that it is a viable option even when out of magicka. I'd be willing to bet real money that it isn't. Either because you're too low a level, or through bad planning, it's going to happen sooner or later. So you then have to rely on an alternate weapon (and not all of us are Glamdring-wielding, staff-toting Gandalf wannabe's), or run like buggery.GhanBuriGhan said:Oh come on Override, now a classic mage is someone who whacks people over the head with a stick when he runs out of magica? How about he either invests his considerable intelligence in planning his attack so that doesn't happen, or hurls his weak little behind out of whatever mess he just got himself in?
The magic system should be balanced so that the mage class is viable without ANY weapon use, staffs included.
Staffs are great and a natural fit for a classic mage, and I am unhappy they are out, but that has no bearing on the playability of the mage class. There is enough to criticise about Oblivion, no need to invent new problems.
If I want my mage to have any weapon skill, I will not be too terribly dissapointed to use Hand to hand, a dagger, a mace or even a sword. Hey, Gandalf used a sword as well as a staff, and he is still my favourite Wizard.
Does that mean they need to be implemented in the same unimaginative "rocket launcher" style though?GhanBuriGhan said:...but it doesn't change the fact that spell firing artifacts are as old as TES itself
You beat me to the punch.galsiah said:Does that mean they need to be implemented in the same unimaginative "rocket launcher" style though? ...GhanBuriGhan said:...but it doesn't change the fact that spell firing artifacts are as old as TES itself
You could basically already do that with area effect spells. Anyway, what you describe is mainly a visual update (nice one too), but it would not really affect gameplay much. However I *gasp* enjoy hurling magical missiles at my enemies, so I have no need for this wondersome balancing you pull out of your magic hat. The same with no spellcasting while running - not for me, thanks, it's about as moronic a restriction as old D&D's "mages can't hold weapons".As a specific example of a very easy change, why not have most targeted spells arrive from the area around the target, rather than as a missile fired from the caster? This wouldn't change the gameplay mechanics in itself, but would take away the "rocket launcher" feel.
Spells could appear to gather in the air around the would-be target as you prepare them - so you can see where your spell will hit. Then as you cast the spell, fire (or whatever) could converge on the target from all directions, consuming it in flames - or possibly other close targets. Perhaps the spell would fail if you hadn't looked at the same target for a second or two (focusing your magical energies) - making blind/running fireball pelting impossible, or much less effective.
AnalogKid said:It's the change of focus from intersting, complicated game systems that can produce rocket launchers as well as many other things -- to rocket launchers for their own sake -- that sucks balls!
So, you dispute that the focus of that "pool of other info" supports the "rocket launcher as cool feature" point of view? You think the body of all information released is emphasizing "complex systems that allow for interesting gameplay"? Obviously the Radiant AI propaganda has tried to take that flavor, but every single example, without exception, has contradicted the marketing speak in regards to Radiant AI. In all other areas of propaganda, I personally don't see any information at all about complex systems integrating to give a good gameplay experience. None. Not an emphasis on it, not a de-emphasis on it. Zippo. Zero. Zilch.GhanBuriGhan said:No, it's taking one phrase out of a long article and a pool of further info and reducing the entire system to that phrase that sucks balls.AnalogKid said:It's the change of focus from intersting, complicated game systems that can produce rocket launchers as well as many other things -- to rocket launchers for their own sake -- that sucks balls!
AnalogKid said:So, you dispute that the focus of that "pool of other info" supports the "rocket launcher as cool feature" point of view? You think the body of all information released is emphasizing "complex systems that allow for interesting gameplay"? Obviously the Radiant AI propaganda has tried to take that flavor, but every single example, without exception, has contradicted the marketing speak in regards to Radiant AI. In all other areas of propaganda, I personally don't see any information at all about complex systems integrating to give a good gameplay experience. None. Not an emphasis on it, not a de-emphasis on it. Zippo. Zero. Zilch.GhanBuriGhan said:No, it's taking one phrase out of a long article and a pool of further info and reducing the entire system to that phrase that sucks balls.AnalogKid said:It's the change of focus from intersting, complicated game systems that can produce rocket launchers as well as many other things -- to rocket launchers for their own sake -- that sucks balls!
Plenty of Patrick Stewart, plenty of rocket launchers, plenty of casting-while carrying making it easier, plenty of dodging your own way out of harm's way, plenty of condensed or eliminated skills, plenty of flashy graphics, plenty of jeuvenile GUIs, plenty of homogenized races who all can wear boots and have boobies. No complex game systems.
You really think that their emphasis is where it was in previous games? Really? See, because I think exactly the opposite, and I don't think that my statement was at all out of context. I think it was entirely and accurately IN context.
One of us has some blinders on, and I've just spent 20 seconds to list the things that happened to come to my mind to support my point of view. Not really even trying that hard, actually. How about some actual information that supports your point of view that the focus of Oblivion development was complex, interesting game systems?
(I didn't include soil erosion because I actually think that's a neat thing that the developers didn't spend too much time on, but has been blown out of all proportion by reactionary bashers)
True, there are many effects, but most amount to aiming damaging effects of some sort at your opponent, or casting defensive spells on yourself.GhanBuriGhan said:Galsiah, I honestly think you do the TES magic system a great injustice if you see rocket launcher magic as its only capbility. I have played very few games with a wider range of spells, and none with as much flexibility to the magnitude and combiantion of effects.
He means scripted effects, not spells. It was possible to script spells in MW, but certainly not effects, and it was VERY hard to script 'targeted' spells.What is meant exactly by "scripted spells"? In Morrowind you could script "spells" - how are things different?
galsiah said:EDIT:
GBG - I hadn't heard some of that about the magic system. It does sound better to be fair. What is meant exactly by "scripted spells"? In Morrowind you could script "spells" - how are things different?
The area effect hanging in the air is a nice addition it is true. We'll have to see how it all works out - I'm still sceptical that defensive magic will be effective / varied enough. Perhaps there is hope though.
Summoning isn't really a viable tactic in the vanilla game
you can't slow him through magic
Being a pure mage in Morrowind is an interesting challenge, but for all the wrong reasons. Morrowind is generally too easy. Mages are generally pretty pathetic.
it's just badly flawed in some areas
GhanBuriGhan said:I was responding verbatim to Ypsls statement, which may or may not have been meant that way, that fun be "ephemeral to game design", which apparently you too don't agree with..
GhanBuriGhan said:Staffs are great and a natural fit for a classic mage, and I am unhappy they are out, but that has no bearing on the playability of the mage class. There is enough to criticise about Oblivion, no need to invent new problems.
If I want my mage to have any weapon skill, I will not be too terribly dissapointed to use Hand to hand, a dagger, a mace or even a sword. Hey, Gandalf used a sword as well as a staff, and he is still my favourite Wizard.
MrSmileyFaceDude said:Want defensive magic? Silence is a good. Paralysis. Demoralize (or Turn Undead depending on what you're fighting). Calm is pretty powerful on enemies in combat. Heck you could cast Dispel on an opponent and get rid of their buffs & shields. Frenzy might make enemies fight each other instead of you. There's also Command. Need to get away in a hurry? Cast invisibility... I think the magic system allows for a tremendous amount of strategy and variety. It's not all about inflicting damage.
MrSmileyFaceDude said:A Script Effect is a magic effect that runs a script on the target of a spell. Our designers have done some pretty far out things with it.
yipsl said:One question, does Acrobatics take the place of Unarmoured? Since there's no Dodge, does a pure mage or flash thief get no damage avoidance beyond casting protective magic or using player skill to dodge an attack? So far, I haven't seen an answer to this one.
If you just can't discuss it them please let me know. Many of us expected Acrobatics to be improved to include Dodge now that Unarmoured is out, but I guess that's not going to be.