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Owlcat's next game is an AAA title that will need full voice acting to compete with BG3

MjKorz

Educated
Joined
Jul 11, 2022
Messages
207
I think over time it is getting increasingly apparent that Owlcat is a B tier developer which produced the A tier Pathfinder games through brute force and will. Kind of like how the Path of Exile devs are a bunch of hacks yet the game is a success because they keep producing content for it. Rogue Trader is a much closer indicator to what Owlcat is capable of making, and now with them going full 400 man studio with multiple games I am concern about the struggles they will be facing next.
The only reason pathfinder games were any good was the ruleset they could just copy and paste. Once Owlclowns started working with their own ruleset in Rogue Trader, it became immediately clear that they are incompetent buffoons who have no idea how to design game systems and are now desperately trying to fix the garbage turn-stacking and alpha-striking focused combat system they initially implemented in Rogue Trader.

I already did a more in-depth post about why Owlclown games suck in another thread which I will now proceed to shamelessly self-quote:
The good part of WotR that ensures very high replayability due to an overabundance of character archetypes has nothing to do with Owlclowns, they just copied the already existing content from tabletop and whatever homebrew archetypes they introduced were either complete garbage or ridiculously OP, which shows they have no idea how to work with the ruleset. The one and only thing Owlclowns introduced that has any value are the mythic paths since the mythic abilities in the original adventure path were handled so poorly that literally any change would've been an improvement. Still, Owlclown implementation of mythic paths is extremely imbalanced in terms of game mechanics with abilities ranging from extremely OP ones acquired early to useless ones acquired late, which, once again, shows that Owlclowns have absolutely no clue how to work with the ruleset.

The narrative component in all Owlclown games is just infantile drivel aimed at endlessly fellating the player - a power fantasy for incels with plenty of "waifus" to "romance" and drool at. If you look at some of the owlslop discussion threads outside of the 'dex, most of them consist of endless waifu shitposting which paints a pretty clear picture of the audience Owlclown games are aimed at. Mentally ill Owlclown "writers" injecting copious amounts of cuckshit into their own romances only adds fuel to the trashfire.

The lack of tactical depth in Owlclown games stems from their inability to understand and work with the ruleset(s) and utter incompetence in designing encounters. Those who play Owlclown games on non-babby difficulties are well familiar with the fact that most of the difficulty stems from absolutely insane stat inflation. Instead of focusing on designing encounters against well-thought out groups of reasonably powerful enemies that work in synergy as an effective combat unit, Owlclowns just populate their games with endless piles of trash mobs with stats massively inflated relative to the source material and then they scale those same inflated trash mobs further by introducing higher difficulties that inflate the stats yet again.

Owlslop is the kind of gaming medium where you will encounter neither lower-level enemy parties challenging higher level player parties by working together like a fine-tuned singular organism, nor high level enemy parties using the full synergistic brunt of the ruleset to figuratively clobber the player into intellectual submission, something those well familiar with the genre could experience over a decade ago in BG2 mods such as The Ritual and Solaufein and some of the Tactics components like Kuroisan the Acid Kensai, or in games with actual tactical depth like Deadfire with its "Seeker, Slayer, Survivor" DLC that focuses on this kind of tactical party vs party combat. What you will find in Owlslop are just an endless sea of bloated trash mobs that get brainlessly chunked by auto-attacking martials, occasionally sprinkled with an extra stat-bloated "boss" that needs attack/AC/saves buffs/debuffs to defeat, depending on player party focus and composition.

While it is true that the player can build parties in different ways focusing on different tactics (e.g. martial vs caster focused) thanks to the abundance of archetypes Owlclowns copied from the source material, this does not create meaningful tactical depth for one simple reason: there is no reason to adapt your tactics, depending on the situation, no reason to be tactically flexible. Once you figure out a well-working party composition, you just steamroll the entire game with it. The biggest tactical change you might need to perform is switching one spell for another on your DC caster, depending on enemy immunities. This problem, again, stems from lack of synergistic enemy encounter design since Owlclown enemies work as separate statblocks and once you learn how to overcome those statblocks by pumping your AC/attack/spellDC/spellDamage and/or debuffing enemy AC/saves, the game's pretty much solved.

Returning to the topic of Rogue Trader, this game is a clear example of Owlclown incompetence when designing game systems. They refused to implement the tabletop combat system (which is not something I judge them negatively for), yet failed to design a competent replacement since all they did before this was copy already existing rulesets with meager attempts at homebrew additions that were mostly garbage. The result was a combat system revolving entirely around turn stacking and alpha striking, where you delete entire encounters in 1-2 game rounds by stacking endless buffs and turns on your dedicated damage dealer while the rest of the party just twirls their thumbs in terms of offense. It was so bad that Owlclowns are now desperately scrambling to redesign the entire combat system, starting with the elimination of turn stacking mechanics which should've never been in the game in the first place - proof that they never had any idea of what they were actually doing while designing the combat system.

The Rogue Trader character generation and advancement system is also heavily overburdened by an endless list of useless abilities: you have to wade through a sea of trash to find something that actually works well enough to be worth using. Why have so many abilities when most of them are outright trash? The answer is simple: they have absolutely no fucking clue what they're doing.
 
Joined
May 1, 2024
Messages
255
Location
Neverwinter, Always Sunny
pathfinder games were any good
Damn. Imo, Pathfinder(s) are probably 7, at best, WOTR was a slight improvement. Quest design are absolutely bland. Encounter design designed by Cock and Ball torture enjoyer, a lot of class/background but absolutely next to nothing ever matter in dialogue/reactivity, moon fucking logics for some of the requirement for "better" ending, puzzle that cannot be bypassed by your stat - and you have jackload of stat.

The only saving grace is that the game was lucky I like seeing my character roll 19 + 68 (BAB) + 420 (Modifier) vs. 2342134524364526 AC cockroach with -69 Touch AC.
 

Rhobar121

Scholar
Joined
Sep 22, 2022
Messages
1,271
Comparing aRPG and cRPG makes absolutely no sense. The former will almost always have a better fight.
 

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