Jaesun
Fabulous Ex-Moderator
I already know that, doesn't make him any less of a faggot.
And what is it that you exactly know about him? Please enlighten me.
I already know that, doesn't make him any less of a faggot.
WAY TO GO!
Josh said:the overwhelming majority of RPG developers i talk to have minimal interest in designing interesting combat mechanics and/or content and it is unfortunate.western developers just straight up have no idea how to make rpg combat compelling, whether turn based or real time or some mixture of the two
Josh said:the overwhelming majority of RPG developers i talk to have minimal interest in designing interesting combat mechanics and/or content and it is unfortunate.
When you think about it Josh kinda tries to do half/half
I think he means combat content, not all content. So I'm guessing writing NPCs and thinking of ways to stretch the game out because RPG players are by and large obsessed with number of hours the game lasts.
Then what the bloody fuck they *DO*?
Which is contradiction in terms.superficially "visceral"
goddamn nazi infiltrator
Developers are hambureger helpers?
Also, creating combat that feels superficially "visceral" AKA awesome button.
I don't know, various quotes by Tim Cain show that he does care about making fun games, he's just not good at the mechanical side of things.Eh? I would think his comments are mostly aimed at his own peers. It's no secret that he (rightfully) dislikes many RPGs for their lack of focus on how they actually play, mechanically. I would think he is talking just as much (if not more) about Tim Cain and Troika as BioWare or whatever.
When asked to talk about Fallout's combat system, Tim Cain has noted "I think the strength of Fallout's combat system is that it was easy to understand and use, but still complex enough to give you many options on how to fight. Turn-based combat gives you more time to think of battle tactics, so combat feels richer - and a lot of people responded to that." (ref) Additionally, Tim explained "It also showed how popular and fun turn-based combat could be, when everyone else was going with real-time or pause-based combat." (ref) Feargus Urquhart later added "If you want to exactly represent GURPs, D&D or most other PnP RPGs then you have to go turn based, which was the decision for Fallout when it was GURPs." (ref)
The end of this quote is positively Sawyer-esque, and shows he does understand the problems Arcanum had.The full quote was “I think if you’re not trying to make a work of art that is fun, and accessible, I don’t think you should try. You should worry less about the art, and more about how enjoyable it is." I was speaking directly to game developers who care more about form over function, who would rather have their game look good than be fun to play. These are the people who would remove a compelling game feature because they could not make the art look perfect. That's so opposite to my way of thinking that it took me a long time to even realize there were developers like that.
I care more about a game being fun than being beautiful, because no matter how good you look, people will move on to the next pretty thing and forget about you. If you make a fun game, people will remember that. And a fun game needs to be accessible, by which I mean that game had to present its rules clearly and then follow them. Don't give me a gun and then force me into dialogs. Don't let me stealth and then put in a boss who can see hiding creatures 100% of the time. Don't give me the power of flight and then force me into an underground dungeon. To me, a fun and accessible game teaches the player how to play it, lets them choose their own way through it, and then reward them for it.
I don't know, various quotes by Tim Cain show that he does care about making fun games, he's just not good at the mechanical side of things.Eh? I would think his comments are mostly aimed at his own peers. It's no secret that he (rightfully) dislikes many RPGs for their lack of focus on how they actually play, mechanically. I would think he is talking just as much (if not more) about Tim Cain and Troika as BioWare or whatever.
http://www.nma-fallout.com/article.php?id=35764
When asked to talk about Fallout's combat system, Tim Cain has noted "I think the strength of Fallout's combat system is that it was easy to understand and use, but still complex enough to give you many options on how to fight. Turn-based combat gives you more time to think of battle tactics, so combat feels richer - and a lot of people responded to that." (ref) Additionally, Tim explained "It also showed how popular and fun turn-based combat could be, when everyone else was going with real-time or pause-based combat." (ref) Feargus Urquhart later added "If you want to exactly represent GURPs, D&D or most other PnP RPGs then you have to go turn based, which was the decision for Fallout when it was GURPs." (ref)
http://www.rpgcodex.net/content.php?id=8416
The end of this quote is positively Sawyer-esque, and shows he does understand the problems Arcanum had.The full quote was “I think if you’re not trying to make a work of art that is fun, and accessible, I don’t think you should try. You should worry less about the art, and more about how enjoyable it is." I was speaking directly to game developers who care more about form over function, who would rather have their game look good than be fun to play. These are the people who would remove a compelling game feature because they could not make the art look perfect. That's so opposite to my way of thinking that it took me a long time to even realize there were developers like that.
I care more about a game being fun than being beautiful, because no matter how good you look, people will move on to the next pretty thing and forget about you. If you make a fun game, people will remember that. And a fun game needs to be accessible, by which I mean that game had to present its rules clearly and then follow them. Don't give me a gun and then force me into dialogs. Don't let me stealth and then put in a boss who can see hiding creatures 100% of the time. Don't give me the power of flight and then force me into an underground dungeon. To me, a fun and accessible game teaches the player how to play it, lets them choose their own way through it, and then reward them for it.
Talk is cheap.
According to Josh, most RPG developers don't even *talk* about making games fun.the overwhelming majority of RPG developers i talk to have minimal interest in designing interesting combat mechanics and/or content and it is unfortunate.
I do wish to back off slightly. I think Cain does focus on making his games fun, but it's a different approach from Sawyer.Beyond that, Cain was just an example. I specifically recall Josh mentioning RPGs under one roof as object for his criticism about how designers fail to focus on gameplay.
uninteresting combat mechanics and/or contentJosh said:the overwhelming majority of RPG developers i talk to have minimal interest in designing interesting combat mechanics and/or content and it is unfortunate.
Then what the bloody fuck do they *DO*?
OTOH when designers *do* focus on the gameplay, they do it completely ass-backwards, by trying to tailor it to completely arbitrary, abstract systems concocted with utter disregard for what they are meant to represent.Talk is cheap.
Beyond that, Cain was just an example. I specifically recall Josh mentioning RPGs under one roof as object for his criticism about how designers fail to focus on gameplay.