Hellraiser
Arcane
Call of duty? Seriously?
Well... ToEE wasn't that great. It had a good implementation of the D&D ruleset, but little beyond that. The encounter design bad, especially in the later part of the game and all those bugs. It wasn't very awe-inspiring experience.
Well... ToEE wasn't that great. It had a good implementation of the D&D ruleset, but little beyond that. The encounter design bad, especially in the later part of the game and all those bugs. It wasn't very awe-inspiring experience.
Of course it had problems, quest design was very buggy and it lacked a rounded resolution, but it's an excellent system to build upon with much more refining. The fact that it's DEAD LAST just shows that people can't really grasp the underlying brilliance of it...
this game is really completely unmemorable.
Mrowak said:You don't get Kodeks Kool Kredits just for the effort. It's the whole package that matters.
It was a good try, but you don't get Kodeks Kool Kredits just for the effort. It's the whole package that matters. That's why even though BG2 has vastly inferior combat engine, due to the better use of it and generally great polish it is a better game.
this game is really completely unmemorable.
The greatest implementation of 3.5 (perhaps of nay P&P) combat ever does not make an unmemorable game. It makes a very memorable game. The fact that the game lacked in other departments makes it a flawed gem.
Some (rightfully) call VtM:B a flawed gem because it gets many things right but combat wrong. This game gets progression, character system and combat absolutely right and other things wrong. Both are flawed gems.
This:
Mrowak said:You don't get Kodeks Kool Kredits just for the effort. It's the whole package that matters.
is the biggest falsehood I've seen in a while. The Codex proves again and again each time it votes or discusses games that it loves so-called "flawed diamonds" above everything else.
The whole package matters little to us, it seems; what matters is excellence. And ToEE has truely excellent combat and character system.
Anyway, below Call of Duty is a joke no matter how you see it, and I hope the trolls put it there.
Rogues aren't going to be able to fight shoulder to shoulder with fighters in PE either. They're going to sneak around enemy lines for sneak attacks.Depends on whether combat performance is the one and only yardstick. Gandalf certainly didn't bring Bilbo along expecting him to fight shoulder-to-shoulder with the dwarves.
I mentioned much earlier in this thread that I thought it was okay for a particular class (rogue-types, say) to have a lot of general utility or other speciality, but mediocre combat performance during a pitched battle—compared to, say, a fighter who has almost no utility at all outside of combat. That's pretty much what I'm talking about here. Quest for Glory was that way, sort of: Fighters had a MUCH easier time in direct combat than Thieves. Older D&D was similar, I think, though I barely remember.
The idea of the badass, enemy-lawnmower rogue is, to me, emblematic and/or symptomatic of a World of Warcraft-esque school of thought. As is toning down wizards to be "as appealing" as a fighter, rogue, or something else, though admittedly even old D&D did that.
Because it was copy-pasted word-for-word from PnP? o_O
Details are details
Half of the reason I (sadly) distanced myself from this place recently.
Half of the reason I (sadly) distanced myself from this place recently.
All we can do is discuss elements of a game, and ToEE had a great implementation of its character system and a good combat system, and that made it memorable.
Because it was copy-pasted word-for-word from PnP? o_O
Yes. You well know my feelings towards this issue. cRPGs would be improved tons and get much closer at their intended goals if only more did this.
Frankly, I'm not sure why it's a surprise to you. So few have done what ToEE and KotC did there.
Obviously, but Bioware designers weren't arbitrary on this. Drizzt has rewards and tons of XP, but so do all the high-level NPCs in the game, incluiding fucking quest givers. As I said, killing an Archmage should always be a rewardable feat.
In some games they even provide a side-path for a secret, like in Arcanum where you can try to sneak GB and steal his coffer, or just kill the guy and get his key. And he was the most important NPC in the game! That's the difference between good design and making up rules to castrate players.
Because it was copy-pasted word-for-word from PnP? o_O
Yes. You well know my feelings towards this issue. cRPGs would be improved tons and get much closer at their intended goals if only more did this.
Frankly, I'm not sure why it's a surprise to you. So few have done what ToEE and KotC did there.
I am not surprised at all. I accept that stance and I am inclined to agree that in tactical RPGs (where you control more than one character) it's usually the best option (if there is a ruleset available). You might also remember that my only reservation was that such approach can potentially limit creativity and foster copy-pasting features instead of coming up with better, more robust solutions befitting the medium.
And KotC is a different matter altogether - it's actually a very good, very polished, very focused product that simply suffers from poor marketing (they totally should have put it on GOG and Steam). It's miles above ToEE.
I can't but feel that this is more a condemnation of cRPG ruleset design than a celebration of how good PnP rulesets are.Because it was copy-pasted word-for-word from PnP? o_O
Yes. You well know my feelings towards this issue. cRPGs would be improved tons and get much closer at their intended goals if only more did this.
I can't but feel that this is more a condemnation of cRPG ruleset design than a celebration of how good PnP rulesets are.Because it was copy-pasted word-for-word from PnP? o_O
Yes. You well know my feelings towards this issue. cRPGs would be improved tons and get much closer at their intended goals if only more did this.
It seems to me that the real problem here is that cRPG rulesets simply don't get the same kind of development and playtesting that PnP rules do, especially since developers seem to take a positive delight in redoing them from scratch instead of building on previous work (a fucking endemic problem in computing in general). Given that, it's no wonder they suffer by comparison.
Pathfinder
Are you guys seriously complaining about the CoD votes? It's obvious people voted for it because they thought it would be funny.
What I'm suggesting is that designing cRPG rulesets should be considered a task just as big as, but not the same as PnP ruleset design. While it may be possible to make a ruleset that works well for both I'd like to see rulesets designed specifically for cRPGs with the same quality and attention to detail that is given to PnP rules.I've discussed this issue to death in every other thread here, but the gist of it is that I see no reason for game designers to take on the jobs of P&P system designers. Game designers should, for the most part, be picking their systems from the available ones and twist them to fit their needs, not keep making their own simplistic crap that doesn't have time to be tested.
You don't see mid-level game designers suddenly decide they want to make all the graphics of their game. Until RPG system design is recognized as a major undertaking that can't be done as part of making a game, shitty and simplistic will be the too adjectives that will continue to define our cRPG character systems.
Because it was copy-pasted word-for-word from PnP? o_O
Yes. You well know my feelings towards this issue. cRPGs would be improved tons and get much closer at their intended goals if only more did this.
Frankly, I'm not sure why it's a surprise to you. So few have done what ToEE and KotC did there.
Details are details
The fact that you just called the combat system and the character system in a dungeon crawling RPG "details" is the biggest self-explanatory counter-argument to your own statement I've seen in a while.
Because it was copy-pasted word-for-word from PnP? o_O
Yes. You well know my feelings towards this issue. cRPGs would be improved tons and get much closer at their intended goals if only more did this.
Frankly, I'm not sure why it's a surprise to you. So few have done what ToEE and KotC did there.
I am not surprised at all. I accept that stance and I am inclined to agree that in tactical RPGs (where you control more than one character) it's usually the best option (if there is a ruleset available). You might also remember that my only reservation was that such approach can potentially limit creativity and foster copy-pasting features instead of coming up with better, more robust solutions befitting the medium.
And KotC is a different matter altogether - it's actually a very good, very polished, very focused product that simply suffers from poor marketing (they totally should have put it on GOG and Steam). It's miles above ToEE.
I disagree (very much in fact). While KotC has much, much better encounter design than ToEE and more enemy variation, ToEE for the most part has a better implementation of its combat mechanics. KotC actually hasn't got a very big variety in its system - most spells & abilities are variations of the same fundamental templates.
KotC might be a better product overall, but ToEE had more potential.
Half of the reason I (sadly) distanced myself from this place recently.
If you can't handle the heat...