TheImplodingVoice
Dumbfuck!
At the rate she's going with ignoring users. There is going to be no one left for her to reply to or put on her ignore list.
At the rate she's going with ignoring users. There is going to be no one left for her to reply to or put on her ignore list.
At the rate she's going with ignoring users. There is going to be no one left for her to reply to or put on her ignore list.
Shout into your toilet if you don't want anybody to react, same experience, similar smell, you save electricityAt the rate she's going with ignoring users. There is going to be no one left for her to reply to or put on her ignore list.
I blocked everybody on Twitter once. It made for a much less stressful experience.
Didn't read your take on Disco, only on ATOM, but I think it is saying that the game is awesome, because this is awesome and everybody need to buy Disco Elysium and vote for it as GOTY.
Read it now, zoomer.
Have you played The Council? It's another RPG without combat, released a bit earlier - but it does have gameplay, in the form of puzzles, tactical resource management and exploration/investigation - and a character system that feeds into all of that.Video Games became appealing as a medium because the platform offered an A.I opponent to challenge the player - RPGs benefit from this greatly because PnP counterparts can only offer so much challenge outside roleplay, CRPGs can give both roleplay and a tactical challenge. Whether it'd be Rtwp, Turn-based, FPP, FPP-with pause etc - whatever a dev chooses (Disco Homos will just dismiss the appeal of tactics as "violent combat porn" or some shit - because they are highbrow ponces)So if an RPG offers a non-combat path through the game, then that is like a non-RPG minigame or what? The combat mechanics in RPGs are not distinctive and therefore cannot serve to differentiate them from other genres, unless we turn RPGs into a sub-genre. The distinctive aspect is a stats and skills system that link to any type of actions the system wants to explore.
You're confusing the origin of gaming's appeal with a definitional question. Yet you also separate roleplaying from tactics in your response, which was more or less my argument to begin with. Combat is not necessary for roleplaying to take place. That doesn't mean it can't provide enjoyment or that it can't be a major element of a good RPG. The issue is that so many RPGs have devolved into fetch and kill without much exploring other possibilities. As I've said elsewhere, I don't view DE as a model for all RPGs to emulate, it just turns the character-building and interactions of standard RPGs on their head and shows what would be possible if designers pushed themselves to be more creative.
The debate of "story-fag vs. combatfag" is not addressing the real issue of what DE has contributed to the genre. 99 percent of all RPGs will have action or strategy mechanics as core systems. But what we might see is a greater range of roleplaying possibilities and more attention paid to the craft of writing. I don't think anyone loses here, but for some DE has obviously committed the cardinal sin of being both non-traditional and popular.
The Council didn't have the all-powerful communism and its propaganda machine to back it up. Obviously.Have you played The Council? It's another RPG without combat, released a bit earlier - but it does have gameplay, in the form of puzzles, tactical resource management and exploration/investigation - and a character system that feeds into all of that.
Honestly, the thing that pisses me off the most is that TC was released a year earlier than DE and is a better game (or at least a game), but got none of the recognition just because it didn't have a hipster writer attached to its team.
Have you played The Council? It's another RPG without combat, released a bit earlier - but it does have gameplay, in the form of puzzles, tactical resource management and exploration/investigation - and a character system that feeds into all of that.Video Games became appealing as a medium because the platform offered an A.I opponent to challenge the player - RPGs benefit from this greatly because PnP counterparts can only offer so much challenge outside roleplay, CRPGs can give both roleplay and a tactical challenge. Whether it'd be Rtwp, Turn-based, FPP, FPP-with pause etc - whatever a dev chooses (Disco Homos will just dismiss the appeal of tactics as "violent combat porn" or some shit - because they are highbrow ponces)So if an RPG offers a non-combat path through the game, then that is like a non-RPG minigame or what? The combat mechanics in RPGs are not distinctive and therefore cannot serve to differentiate them from other genres, unless we turn RPGs into a sub-genre. The distinctive aspect is a stats and skills system that link to any type of actions the system wants to explore.
You're confusing the origin of gaming's appeal with a definitional question. Yet you also separate roleplaying from tactics in your response, which was more or less my argument to begin with. Combat is not necessary for roleplaying to take place. That doesn't mean it can't provide enjoyment or that it can't be a major element of a good RPG. The issue is that so many RPGs have devolved into fetch and kill without much exploring other possibilities. As I've said elsewhere, I don't view DE as a model for all RPGs to emulate, it just turns the character-building and interactions of standard RPGs on their head and shows what would be possible if designers pushed themselves to be more creative.
The debate of "story-fag vs. combatfag" is not addressing the real issue of what DE has contributed to the genre. 99 percent of all RPGs will have action or strategy mechanics as core systems. But what we might see is a greater range of roleplaying possibilities and more attention paid to the craft of writing. I don't think anyone loses here, but for some DE has obviously committed the cardinal sin of being both non-traditional and popular.
Honestly, the thing that pisses me off the most is that TC was released a year earlier than DE and is a better game (or at least a game), but got none of the recognition just because it didn't have a hipster writer attached to its team.
Have you played The Council? It's another RPG without combat, released a bit earlier - but it does have gameplay, in the form of puzzles, tactical resource management and exploration/investigation - and a character system that feeds into all of that.
Honestly, the thing that pisses me off the most is that TC was released a year earlier than DE and is a better game (or at least a game), but got none of the recognition just because it didn't have a hipster writer attached to its team.
So Disco Elysium was designed for casuals and game journalists.But yeah, reviewers tend to favour games that are easier and present fewer 'bumps'. Innovation in the form of narrative/representation is almost always favoured over mechanics, and many gaming periodicals have been wanting more mainstream recognition and respectability, which a more serious story affords them as an example to point to when explaining games to non-gamers. It is annoying but that's what happens because there are no agreed-upon principles for games criticism.
Chicken and the egg.So Disco Elysium was designed for casuals and game journalists.But yeah, reviewers tend to favour games that are easier and present fewer 'bumps'. Innovation in the form of narrative/representation is almost always favoured over mechanics, and many gaming periodicals have been wanting more mainstream recognition and respectability, which a more serious story affords them as an example to point to when explaining games to non-gamers. It is annoying but that's what happens because there are no agreed-upon principles for games criticism.
You're suggesting game journalists aren't filthy casuals?Chicken and the egg. I'm not suggesting that it was designed for either.
grimoire
supporting good ol' Western RPGs
old fallout games
Have you played The Council? It's another RPG without combat, released a bit earlier - but it does have gameplay, in the form of puzzles, tactical resource management and exploration/investigation - and a character system that feeds into all of that.Video Games became appealing as a medium because the platform offered an A.I opponent to challenge the player - RPGs benefit from this greatly because PnP counterparts can only offer so much challenge outside roleplay, CRPGs can give both roleplay and a tactical challenge. Whether it'd be Rtwp, Turn-based, FPP, FPP-with pause etc - whatever a dev chooses (Disco Homos will just dismiss the appeal of tactics as "violent combat porn" or some shit - because they are highbrow ponces)So if an RPG offers a non-combat path through the game, then that is like a non-RPG minigame or what? The combat mechanics in RPGs are not distinctive and therefore cannot serve to differentiate them from other genres, unless we turn RPGs into a sub-genre. The distinctive aspect is a stats and skills system that link to any type of actions the system wants to explore.
You're confusing the origin of gaming's appeal with a definitional question. Yet you also separate roleplaying from tactics in your response, which was more or less my argument to begin with. Combat is not necessary for roleplaying to take place. That doesn't mean it can't provide enjoyment or that it can't be a major element of a good RPG. The issue is that so many RPGs have devolved into fetch and kill without much exploring other possibilities. As I've said elsewhere, I don't view DE as a model for all RPGs to emulate, it just turns the character-building and interactions of standard RPGs on their head and shows what would be possible if designers pushed themselves to be more creative.
The debate of "story-fag vs. combatfag" is not addressing the real issue of what DE has contributed to the genre. 99 percent of all RPGs will have action or strategy mechanics as core systems. But what we might see is a greater range of roleplaying possibilities and more attention paid to the craft of writing. I don't think anyone loses here, but for some DE has obviously committed the cardinal sin of being both non-traditional and popular.
Honestly, the thing that pisses me off the most is that TC was released a year earlier than DE and is a better game (or at least a game), but got none of the recognition just because it didn't have a hipster writer attached to its team.
The Council is an adventure game.
https://rpgcodex.net/forums/index.p...elements-set-in-the-late-18th-century.119670/
note which forum it's in.
By buying on EGS which doesn't support my currency I'm forced to spend more- in turn giving more money to our brave fighters at Obsidian.
What's wrong with role-playing a leftist? I play as Skaven in Total War: Warhammer, and nobody accuses me of being a radical Darvinist for it. That's the beauty of games in general: you can be a person you are not in real life.
I don't think so, the thread name implies DE is "decline". That's such a far-fetched thing to say about this game precisely, that it doesn't even merit a responseThe argument is that it is not an RPG, not whether the game is good or not.Remind me why should I care a bunch of tryhards don't like DE.
It's decline in the same way Dear Esther is decline.I don't think so, the thread name implies DE is "decline". That's such a far-fetched thing to say about this game precisely, that it doesn't even merit a responseThe argument is that it is not an RPG, not whether the game is good or not.Remind me why should I care a bunch of tryhards don't like DE.
What is she even doing on the Codex? Who comes to the Codex in order to put people on ignore? :DAt the rate she's going with ignoring users. There is going to be no one left for her to reply to or put on her ignore list.
Shout into your toilet if you don't want anybody to react, same experience, similar smell, you save electricityAt the rate she's going with ignoring users. There is going to be no one left for her to reply to or put on her ignore list.
I blocked everybody on Twitter once. It made for a much less stressful experience.
I never tweet.
Looking for attention. Same as that other guy, I don't remember his name, it was so long ago...What is she even doing on the Codex?
Who is she? Lilura's sister?It's decline in the same way Dear Esther is decline.