tuluse
Arcane
- Joined
- Jul 20, 2008
- Messages
- 11,400
No useless classes, skills or stats, and an easy to understand system are questionable goals?some of the said goals are...questionable to say the least.
No useless classes, skills or stats, and an easy to understand system are questionable goals?some of the said goals are...questionable to say the least.
Yes.No useless classes, skills or stats, and an easy to understand system are questionable goals?some of the said goals are...questionable to say the least.
Taking this to its logical conclusion, Obsidian should fill PoE with romances and obnoxiously-written NPCs. Give the people what they want.Also the most popular.Of all the IE games and their expansions BG2 was the outlier in this regard, so I'm sure he'll have no problem.
I often felt like I shouldn't be designing games for the BG audience because I loathed the NPCs in BG/BG2/TotSC so much.
No, these are good things. Read my previous posts and you will find the parts i don't like.No useless classes, skills or stats, and an easy to understand system are questionable goals?some of the said goals are...questionable to say the least.
Josh ftw, removing unnecessarily complicated aspects that add nothing whenever he can.Josh said:i spend so much time watching people struggle to comprehensively understand systems that i wind up asking, "what does this accomplish?" all the time.
I believe that Sawyer's conclusion is flawed where I bolded. His conclusion that it is less satisfying is not based on anything that he might have seen in Let's Plays or anything of that sort - it's based on his own prejudices on how he likes playing DnD games. It might be less satisfying to him, but it's been a clear crowd favorite as has been noted both here on the 'dex as well as on Obsidian's own forums. The people loved the mage battles. Yes, it was a combat puzzle, but players liked that sort of puzzle.
I would argue that the reason players loved the BG2 mage duels wasn't because they were puzzles, but because they involved spells and abilities that were conceptually "cool".
It is simply COOL to imagine yourself playing a badass archmage fighting in a mage duel, dispelling your opponent's force fields while struggling to maintain your own, trying to one-up each other until one of you can finally break through and strike the killing blow.
These things would be cool EVEN IF they were not puzzly hard counters. Argue in favor of the coolness aspect, not the puzzle aspect, and maybe in PoE2 you'll get BG2-like mage abilities. Properly balanced, of course.
Well since magic system was symmetrical, most of the time shit you could summon was shit you fought yourself, so you'd know if summon is capable or not.I'm pretty sure there is no way to look at the stats of monsters before you summon them in BG which means you have to know what their capabilities are from meta knowledge.
Only if you play with party of six ordinary fighters all using same weapons.fighters provide zero room for oddball strategies.
where? in BG2?If you want to challenge a mage, you can do it through 1) spell depletion through attrition or 2) mage duels.
thats a good way to twist having one decent class - system in the game. The glass is half empty, eh?So mage duels can be legitimately really fun, but still demonstrate that the game is flawed.
Money, time, limits of DnD, ... enter Josh Sawyer.Why not try and have gameplay which is as interesting as mage duels for the other classes?
"No useless classes, skills or stats" is just talk.No useless classes, skills or stats, and an easy to understand system are questionable goals?
The reason why people liked mage duels was that they were executed well, they were complex and also looked cool for it's time. I was arguing against Infinitron's "Breach is answer to everything", not against "We want more abilities for other classes".I thought the reason people like mage duels in BG2 was because the fighter duels were boring.
You're right, Breach was not the answer to everything. Inquisitors' dispel magic was the answer to everything.I was arguing against Infinitron's "Breach is answer to everything", not against "We want more abilities for other classes".
No useless classes, skills or stats, and an easy to understand system are questionable goals?
Couldn't disagree more.
I don't disagree in theory but what you described sounds more like Fallout than IE games (in which player input was very important, especially in BG2). For example, if you give a Fallout noob an optimized char with all the right traits & perks that has 150% in Energy weapons, is wielding a Turbo Plasma Rifle and is wearing Power Armor he'll likely tear through Super Mutants with ease. On the other hand, if you give a BG2 noob to play a high level sorcerer with the best spell selection possible he'll still very likely struggle to beat a Dragon even with a party.
At what point is a class, skill or stat considered useless? Do I have to point out again the retards who think that a technologist build in Arcanum is useless because a mage is stronger?
At what point is a system easy enough to understand? How do you quantify that? Sawyer quantifies with it "professional game testers" who are retarded beyond redemption. PROFESHUNAL game testers who just couldn't get IWD.
Of course, it needs to be coupled with decent characters too, and you need to actually learn how the game works (which I know is an anathema, the game should play you instead), but what the fuck? How are you even supposed to learn the game without failing and retrying?
Another person might say "goal". How can a goal be anything but talk until it's completed?"No useless classes, skills or stats" is just talk.No useless classes, skills or stats, and an easy to understand system are questionable goals?
There is a difference between an intentional goal and just hoping things work out. I'm pretty sure for Fallout and Arcanum they thought of potential skills that could be fun or interestig and threw them in without thinking about how they'll implement them or what would balance them.I don't believe any designer wants his stats, classes or skills to be useless. Even guy who added Gambling to Fallout&Arcanum either had an idea how it can be useful, or some other dudes who designed challenges for a player had to implement them so they would be useful.
Well Toaster Repair being a gimmicky exception maybe.
This would only apply if you could write a good story by doing math. Notice that "every skill will be equally interesting" is not a stated design goal.I don't think one can promote an RPG by saying that everything there will be useful and balanced; it's same as if writer said that his story will be good, cause it will be good.
You can start picking different abilities and feats as you level. However, yes at a certain point you would just have to start a new game.There is a huge problem with the idea of 'learning to play your build well' as the solution to all the woes of character traps that cuts right to the heart of what Sawyer is trying to achieve, and I'd be very impressed if Roguey can argue against it convincingly. What if playing your build well isn't fun?
Josh may enjoy playing a 4th ed Warden, but I thought Defender play is the most boring, banal experience I've ever had in a RPG, sub level 1 AD+D wizard play in fact. Am I wrong to dislike that, too lame to go with the flow? Different people like different styles and intensities of play. Of course, this is a single player controlling a party game, not a co-op experience, but there is still no real answer to becoming bored with how certain builds play. Assuming the signature NPCs have all been stated and possibly have a few levels, you have to play to the strengths of largely pre-built characters, further reducing your ability to customise the experience toward one you may find more enjoyable without missing out on story content. Will every talent or ability suit every build? It seems unlikely to be the case.
Without being able to respec at will, players can always trap themselves in builds which are tedious or require brute force to play in a way that they find personally appealing.
The reason why people liked mage duels was that they were executed well, they were complex and also looked cool for it's time. I was arguing against Infinitron's "Breach is answer to everything", not against "We want more abilities for other classes".I thought the reason people like mage duels in BG2 was because the fighter duels were boring.
While BG2 didn't have enough abilities for other classes, I'd also argue that those which they had, were actually enough for a class not only to add to battle, but to even solo the game.
Which is actually an achievement, even if not so big as mage duels.
Fighting against a mage, or any group with a mage. Since it is a party based game. Also a smaller engagement of mage vs mage, 1 on 1 - within a larger group fight, usually and most often executed as your mage dispelling various protections of enemy mage, or interrupting his spells so that your other classes can reach, inflict damage or kill enemy mage.Maybe when other people say "mage duel" they mean a particular kind of encounter, regardless of whether its the wizard's spells or the whole party's abilities?
or interrupting his spells so that your other classes can reach, inflict damage or kill enemy mage