Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,049
One day we'll find out.
Directive: You suck.mister lamat said:I can't afford to retire because then it would be fucking dead or close to it.
is that honestly such a bad thing? this isn't 'news', fuck man, this isn't even fun to read.
Ladonna said:Naked Ninja and fellow acolytes, while I usually couldn't give a rats arse about these Oblivion threads anymore either, I tend (Usually) to do what VD does; Keep out of them. Too much to handle for you guys?
aries202 said:My point being that Bethesda Game Studios etc. did not deliver on what was promised. Maybe there is a reason behind, maybe, just maybe, they needed to turn the RAI down a bit, or the whole world would have been fighting each other. (but that would have been sort of fun and cool, imo).
Vault Dweller said:One day we'll find out.
How about making more RP design threads to discuss how role-playing elements should be implemented right. And then realize that fuck, it's be great if they were implemented at all in any game.Azael said:Well, the sad fact is that there's not a single mainstream CRPG to look forward to at the moment and not many indie efforts either. Really, if we stopped bitching about Oblivion/Bethesda/mudcrabs there'd be very little to talk about. It's a fucking shame, but there you have it.
Ted Peterson said:Julian, Vijay, and I were all long-time pen-and-paper role-players, and fans of the Looking Glass Ultima Underworld series, which was certainly our main inspiration. There was another game that came out while we were working on Arena called "Legends of Valour," which was a free-form first-person perspective game that took place in a single city. It got pretty pitiful reviews and not many people bought it, but I really had fun with it. It's completely forgotten nowadays, but I probably logged more hours playing it than any other game.
Arena, though, was intended as being an action game with a little bit of role-playing on the side. The initial idea was that there was a series of tournaments in arena, and your character fought in a team to win the coveted title against other teams. A story developed that there was an evil wizard named Jagar Tharn who you could only fight once you made it to the final tournament in the Imperial City. Along the way you could do side-quests which were more role-playing in nature. Eventually during the development, the tournaments became less important and the side-quests became more. We eventually dropped the whole tournament idea altogether, and just focused on the quests and the dungeon-delving.
In the end, we had a game that almost didn't resemble our original idea at all. It was really a hard-core role-playing game, but we had already done the advertising and printed up boxes with the name "Arena." Someone came up with the idea that the Empire of Tamriel, because it was so violent, had been nicknamed the Arena. That explained, kinda awkwardly I guess, why there was no arena combat in a game named Arena.
Rosh said:So, the most simple explanation for Bethesda: They're simply console whores that will sacrifice important, integral, and overhyped components of their game in order to fit it onto a console, to cash in on the Lowest Common Denominator.
Doesn't surprise me. For Carmack game design has always been more about the graphics engine than the game itself. Hell, they could practically be considered demos for graphics engine licensing. But, yes, I played both Wolfenstein3D and Doom for countless hours before finally burning out on the entire genre. After Doom I never played another FPS. I tried others but could never play for more than 15 minutes. Good level design in both games I think. But design? haha.Section8 said:I think Doom's whole design doc was scribbled in lipstick on the back of a napkin by John Romero.
Who isn't? It was a big deal at the time, hyped like Oblivion, and despite my misgivings about the central story, it was a lot of fun. I had actually been anticipating its release for a long time. Although I spent many hours playing Arena (after playing UW2 into the ground iirc), I also spent countless hours playing Daggerfall. Although I did finish Arena a number of times I never finished Daggerfall. I just got bored of it. And then restarted from the beginning some months later. I was just getting into something involving some witches when I quit for good. I loved fighting the guards in Daggerfall. Great fun. I used to get hopelessly lost in the dungeons. My sense of direction has never been the best.Elander_ said:Are you an old Daggerfall player tunguska?
Rosh said:As long as developers have an eye solely on the bottom line, their quality will be nowhere as possible as it would be on PC, and it keeps making them into liars.
tunguska said:I also spent countless hours playing Daggerfall.
aries202 said:And maybe,just maybe, there are reasons behind the quest compass, and the quest arrows, just like if you're going to find the master trainer of something and he isn't where he is supposed to be, you'll need something (or someone) to tell you where he is. And that's what the quest arrows dows.
...
However, Mr. Hines seems to forget one thing: Many console gamers also think that Oblivion was 'dumbed down.'
That's what they've promised.MrSmileyFaceDude said:The compass, the quest marker and compass icons, are NOT the hand-holding, dumbing down babysitter some folks paint them out to be.
That is a serious problem, but I think it's only part of the problem. That doesn't explain for instance why Looking Glass's first cRPG since Ultima Underworld II transformed into Thief, essentially an action game (albeit a half decent one). Although there is always the possibility that part of their motivation in dumbing down the game was to be able to eventually port it to a console more easily. Who knows.Rosh said:Say it with me. "Console." The death knell of anything imaginative or noteworthy in gaming.
elander_ said:It's not only in games but in movies, music and even food. People need to be educated to enjoy better games and most people would not bother to make the difference between an rpg and a fps as long as the game as a story and some personal stats.
Being a top-seller in the statistics is the same as lower quality. So i suppose that when some game developer claims to be developing for quality and the mainstream at the same time they are literally pulling crap from their asses since they impose themselves restrictions they know will increase selling figures and reduce quality.
I still play it on occasion just to get lost in one of those big dungeons. Long live Daggerfall.
Naked Ninja said:I thought you posted gaming news, not gaming site news. Is that what the codex is about, posting about what the other gaming sites are posting? Thats pretty lame.
It wouldn't bother me if it was actual news. But its the same old junk, again and again. We get it. Pete and Todd think they made a good RPG, you guys don't. How is this "fresh lies"? They have said they think their game is great before, and the Codex has jeered and "strongly disagreed". How is this any different from any of the other times? It isn't.
Aries has brought up the very valid point about the quest compass. EXCEPT ITS BEEN SAID SO MANY FUCKING TIMES NOW. How often does it need to be said? Aaarrrgh! So.fucking.circular.
Haha. Good point. Didn't they want it to be called a sneaker? That just makes me look at my shoes. I'm not as sure of what it is as I am of what it isn't. Lots of fun for a few days though. And it had a great intro movie. What a waste of talent though.Lumpy said:Thief was a dumbed down action game? ACTION game?
If other gaming sites want to keep talking about Oblivion, why shouldn't we keep reminding everyone how much it sucks?Naked Ninja said:The problem is you aren't letting this go. Does it have to be rehashed over and over? Your bethesda recruiting post, this one, all of them, are just excuses for the Codex to wheel out its tired old Oblivion/Bethesda jokes. Ahaha, I saw a mudcrab, hysterical.
Whose idea is it that if you hate something, you're not allowed to talk about it? Gee whizz, there goes the anti-abortion lobby. "Sorry guys, you hate abortion, therefore you've lost the right to talk about it". See how stupid that logic is?Naked Ninja said:Please don't tell me I'm missing facts. The most obvious one is available to all. Just search the forums for the number of threads about Oblivion/Bethesda/Todd/Pete. Its staggering for a site that expresses so much disdain for the game and the company.
By all means, please feel free to join them.mister lamat said:actually, a good chunk of people have left or really curtail they're interaction and discussion here for the same reason. they are missed.
And what? Then have to put up with Mr Ninja complaining that "All you guys ever do is talk about fucking RPG design! Gee-Whillickers! All RPG's suck. Get over yourselves! Talk about something else!"?Lumpy said:How about making more RP design threads to discuss how role-playing elements should be implemented right.Azael said:Well, the sad fact is that there's not a single mainstream CRPG to look forward to at the moment and not many indie efforts either. Really, if we stopped bitching about Oblivion/Bethesda/mudcrabs there'd be very little to talk about. It's a fucking shame, but there you have it.
It is a sneaker, because combat is entirely optional, and even forbidden on the highest difficulty level. And dumbed down? Why? Because it's invented a new genre rather than being just another RPG?tunguska said:Haha. Good point. Didn't they want it to be called a sneaker? That just makes me look at my shoes. I'm not as sure of what it is as I am of what it isn't. Lots of fun for a few days though. And it had a great intro movie. What a waste of talent though.Lumpy said:Thief was a dumbed down action game? ACTION game?
Lumpy said:How about making more RP design threads to discuss how role-playing elements should be implemented right. And then realize that fuck, it's be great if they were implemented at all in any game.
But it sure beats mudcrab-sighting.
Rosh said:Say it with me. "Console." The death knell of anything imaginative or noteworthy in gaming. Peter, in order to ship out Fable for the console, had to ax almost the entirety of his planned design. The end result was the title turning into a more or less generic action title.