Spectacle
Arcane
- Joined
- May 25, 2006
- Messages
- 8,363
Not a terrible idea. The PC is usually the babby who gets lectured on by everyone else in the world, even though he's also usually more capable than them all. It's nice when he gets to teach and explain things to other characters.
No. Dragon Age did that and it sucked. Everyone was looking up to you, ready to break down in crying if you didn't nurtured them. Fuck that shit.
FNV did it right: characters were mature individuals who only occasionally asked you for your ideas.
Cannot into originality http://forums.obsidian.net/topic/61911-dd-bestiary/#entry1260834
Dungeon crawlers are not RPGs.
I if it wasn't made by Obsidian (they suck at mechanics, sorry)
I refer to this as the "Garfield Effect"—the Sunday morning newspaper comic "Garfield" being one of the worst offenders in terms of rehashing the same tired characters and ideas decade after decade.
I if it wasn't made by Obsidian (they suck at mechanics, sorry)
What mechanics are you speaking about exactly?
Combat mechanics and encounter placement. But maybe I'm just being knee-jerk. Let's break it down.I if it wasn't made by Obsidian (they suck at mechanics, sorry)
What mechanics are you speaking about exactly?
I would argue the opposite that Dungeon Crawlers have C&C. Not in the story because the story doesn't matter. Every battle you fight you're making choices are there are consequences to what happens. This is why regen health sucks because it removes consequence from the choices you make in battle.Dungeon crawlers are not RPGs.Well he's (partially) right on this account. Not every RPG needs C&C. Dungeon Crawlers are about the combat and exploration, you don't need to necessarily dilute it with storyfaggotry and C&C. Of course having C&C won't remove from the experience either as long as the other design goals are met without compromising too much from the vision. In a game like PE I'd say C&C is more essential though.
While I think he is being a bit harsh by saying Obsidian "sucks at mechanics", I can recount a couple of very rough edges on their mechanics.I if it wasn't made by Obsidian (they suck at mechanics, sorry)
What mechanics are you speaking about exactly?
So, that quest is pretty much a playable NTR hentai.
Not a terrible idea. The PC is usually the babby who gets lectured on by everyone else in the world, even though he's also usually more capable than them all. It's nice when he gets to teach and explain things to other characters.
No. Dragon Age did that and it sucked. Everyone was looking up to you, ready to break down in crying if you didn't nurtured them. Fuck that shit.
FNV did it right: characters were mature individuals who only occasionally asked you for your ideas.
Our new favourite novelist Merin about single-player RPGs:
And this is what makes cRPGs so compelling to those of us who DO role-play our characters and prefer LESS game reactivity to our characters. The more the game is coded to give reactions, the more limited your choices as a player are. But if you imagine what is happening in the gutters, then the story truly becomes yours.
Our new favourite novelist Merin about single-player RPGs:
And this is what makes cRPGs so compelling to those of us who DO role-play our characters and prefer LESS game reactivity to our characters. The more the game is coded to give reactions, the more limited your choices as a player are. But if you imagine what is happening in the gutters, then the story truly becomes yours.
What. The. Fuck.
I. How. I.
I give up. I just, fucking give up.
What about the writer wanting to show several potential motivations for the player character to choose from and building up the character they have written or do you think you are better coming up with them than MCA for his character, for example?
It's not his character. It's my character. It has to be my character. I need to know everything about my character's state of mind from the very first instance he steps into the game world so that I can correctly interpret events from his point of view.
That's what roleplaying is: perceiving the world through someone else's eyes. We can't do that without full control over that character's perspective.
I'll give you an example; You choose to do something to the Companion A, later Companion B pulls you to the side and asks why did you do it and game gives you several options for the motivation, and depending on what you choose, it affects your relationship with the Companion B but also potentially Companion B's relationship with Companion A. See now?
That the PC claims a specific motivation doesn't necessarily make that the PC's actual motivation.
The PC can lie. The PC can always lie. We don't need a [LIE] tag on a dialogue option to speak falsely.
Cannot into originality http://forums.obsidian.net/topic/61911-dd-bestiary/#entry1260834
I would like to see monsters that are familiar in name and appearance. Whether familiar because of nods to real-world source material or because they're staple fantasy fiction (yes, D&D) creatures.
<snip>
It takes much more time to build in the player's mind a concept that is completely new with no reference points to existing knowledge. Player's have limited time and limited mental resources to dedicate to learning "new" monsters. A few new monsters are cool but populating your game completely without using existing monsters is wasteful, foolish, and harmful to player's ability to fully enjoy the game.
Sylvius basically wants to play "Half Life: The RPG" with Gordon Freeman PCs.
"I think lot of people are getting more and less mistaken wibe of the Project Eternity - They seem to think that it'll be more like The Witcher or "Bioware" over the top style, or then something like Fallout 1 or 2 which were over the top in their own way, and even Baldur's Gate 1 and 2 had pretty exaggerated story/plot.
The impression I get from the interviews I've read and especially from the interview with MCA after the Kickstarter that they want to do something what's more like Arcanum or PS:T from the mood-standpoint."
Yeah, because PST and Arcanum didn't have over the top stories and had subdued moods/plots.
You know.. that is PST with its amnesiac ugly immortal who is still attractive to others and has the power to destroy souls.
Then there'sm Arcanum where you only happen to have a villain who wants to basnish the world to the void so it no longer exists or something silly like that.
Yeah. VERY SUBTLE AND SUBDUED.
ARE YOU ON FUKKIN' CRACK?!?
"I think lot of people are getting more and less mistaken wibe of the Project Eternity - They seem to think that it'll be more like The Witcher or "Bioware" over the top style, or then something like Fallout 1 or 2 which were over the top in their own way, and even Baldur's Gate 1 and 2 had pretty exaggerated story/plot.
The impression I get from the interviews I've read and especially from the interview with MCA after the Kickstarter that they want to do something what's more like Arcanum or PS:T from the mood-standpoint."
Yeah, because PST and Arcanum didn't have over the top stories and had subdued moods/plots.
You know.. that is PST with its amnesiac ugly immortal who is still attractive to others and has the power to destroy souls.
Then there'sm Arcanum where you only happen to have a villain who wants to basnish the world to the void so it no longer exists or something silly like that.
Yeah. VERY SUBTLE AND SUBDUED.
ARE YOU ON FUKKIN' CRACK?!?