*-*/\--/\~
Cipher
- Joined
- Jul 10, 2014
- Messages
- 971
bah.... can someone upload our beloved troll pissing on watchtower?
You mean like this? :D
bah.... can someone upload our beloved troll pissing on watchtower?
The Watch review is based on very detailed information, it's just provided in a separate post (already linked to by Zorba):
- SS4: Thinking is required in order to progress (➙ e.g. irreversible choices, moral dilemma, riddles, …) No — The main story is pretty easy to follow
You mean like this? :Dbah.... can someone upload our beloved troll pissing on watchtower?
Why are they all saying that? It's sure not as clear as a turn based game. But if there's one thing I'm sure is better in POE than in any IE game, it's the readability and clarity of combats.Combat can be a mess
- snip -
How the hell does someone with THREE dexterity have an AC of less than 14 without armour equipped.You mean like this? :Dbah.... can someone upload our beloved troll pissing on watchtower?
How the hell does someone with THREE dexterity have an AC of less than 14 without armour equipped.
um you get -4 from dex if you have 18 dex not 3. 3 should be +4 which means 14. Unless we are not talking about AC in terms of THACO. I only know DnD via BG and IWD sorry. I did read the living hell out of those rulebooks on trains as a young man*
*loser
um you get -4 from dex if you have 18 dex not 3. 3 should be +4 which means 14. Unless we are not talking about AC in terms of THACO. I only know DnD via BG and IWD sorry. I did read the living hell out of those rulebooks on trains as a young man*
*loser
Then you haven't read well enough. 3.5e no longer used Thac0 and bonuses were added to the base. Higher AC = better.
IWD2 was already based on 3rd edition rules, it didn't have the THACO nonsense.um you get -4 from dex if you have 18 dex not 3. 3 should be +4 which means 14. Unless we are not talking about AC in terms of THACO. I only know DnD via BG and IWD sorry. I did read the living hell out of those rulebooks on trains as a young man*
*loser
Then you haven't read well enough. 3.5e no longer used Thac0 and bonuses were added to the base. Higher AC = better.
Oh wow. DnD really is quite weird. I did read well enough though. I know the DnD involved with BG through to IWD 2 so well I still dream about it.
Watchwitz needs all the attention it can get, don't be hatin'
Watchwitz needs all the attention it can get, don't be hatin'
Exactly - and please follow our still not popular enough Steam curation list.
Watchwitz needs all the attention it can get, don't be hatin'
Exactly - and please follow our still not popular enough Steam curation list.
Lol, grognards.
RPGWatch said:III. Fun Features
1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
FC2: How would you rate character progression? Balanced
And maxing charisma when you can't even speak
One review is short and holistic, and thinks the game is good.
The other review is long and relatively in-depth, and thinks the game is shit.
The Watch review is based on very detailed information, it's just provided in a separate post (already linked to by Zorba):
I. Defining Features
The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.
i. Must Have
Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.
These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.
1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
2. Exploration
- MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes
- MC2: You can progressively develop character stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, …) Yes
- MC3: You can equip items to enhance character stats or abilities Yes
- MC4: Stat checks are required (➙ you need to develop your character in order to progress and finish the game) Yes
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
3. Story
- ME1: You can find new locations Yes
- ME2: You can find and collect items (➙ There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters) Yes
- ME3: You can find information sources (➙ e.g. NPCs, entities, objects that provide info) Yes
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
- MS1: You can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, …) Yes
- MS2: You can follow quests (➙ there is at least one main quest) Yes
- MS3: You can progress through connected events while playing your character's role. Yes
ii. Should Have
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.
If all (SH) are fulfilled too there's no further discussion necessary — the game is a true CRPG.
1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
2. Exploration
- SC1: You can create your characters. Yes — You can recruite a lot of pre-defined characters, too.
- SC2: Pre-planning is required for character development No — PoE has a "every char works" policy build in, so you need not much pre-planning
- SC3: Tactical use of abilities is required (➙ primary means of problem solving, gameworld interaction and overcoming challenges. The player's physical coordination skills are secondary.) Yes
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
3. Story
- SE1: You can find NPCs (➙ non-player characters who you can interact with.) Yes
- SE2: You can choose a path (➙ there is at least some branching.) Yes
- SE3: You can interact with the game world (➙ e.g. you can pull levers, push buttons, open chests, hack computers, … appropriate to the game's setting) Yes
- SE4: The gameworld can affect your characters' conditions or circumstances such that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, …) Yes — a few closed doors, hidden buttons and traps
- SE5: Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, …) Yes
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
4. Combat (Meta)
- SS1: You can interact with information sources (➙ e.g. NPC conversations, riddle statue questions, …) Yes
- SS2: You can make choices in those interactions. Yes
- SS3: Some of those choices have consequences. Yes — only a few
- SS4: Thinking is required in order to progress (➙ e.g. irreversible choices, moral dilemma, riddles, …) No — The main story is pretty easy to follow
- SS5: The story is influenced by your decisions and your characters' actions and stats or abilities. Yes
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
- SF1: Combat is influenced by character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, …) Yes
- SF2: Combat involves random elements (➙ e.g. game internal dice rolls.) Yes
- SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) Yes — at least in the first chapter, later the combat becomes too easy
Pillars of Eternity belongs to a CRPG Subgenre. See tags below.
II. CRPG Elements
Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.
1. Character Development
Choice
Interdependence
- You can name your characters. Yes
- You can choose a gender. Yes
- You can choose looks or voice. Yes
- You can choose or create through play your own class, profession or race. Yes
- You can choose traits, alignment or disposition. Yes
- You can choose abilities. Yes
- You can choose spells. Yes
- You can modify primary stats. Yes
- Lots of different equipment is available. Yes
- Lots of different spells or abilities are available. Yes
- Abilities can unlock or block others or branch. No
- Character classes or development paths can be changed during the game. No
- You can have pets as party members. Yes
Interactivity
- (Story) Character stats can change NPC disposition towards the PC. Yes
- (Story) Stats, abilities or spells can affect available dialogue options. Yes
- (Story) Different classes and alignments offer noticeably different experiences (➙ high replayability.) No
- (Story) Unique items are in the game or can be made. Yes
- (Exploration) Stats, abilities or spells can affect available paths through the game world. No
- (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. Yes
Immersion
- You can create combos with spells or abilities. No
- Your character's stats can be modified by using spells or abilities. Yes
- Your character's afflictions can be cured by using spells or abilities. Yes
- You can rest or sleep. Yes
- Stats can limit in some way what you can equip or carry. No
- You can control party members or pets like your main character. Yes
- You need to specialize (➙ can't have everything.) Yes
- You can create or choose a background story for your character. Yes
- You can tweak your character lots of times over the whole game. Yes
- You can wear normal clothes, not only armor. Yes
- Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, …) Yes
- Magic is in the game in some form. Yes
- Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) Yes
- Your characters can eat or drink. Yes
- You understand how your character and quest fit within the overall game world. Yes
2. Exploration
Choice
Interdependence
- You can follow different paths to reach a goal. Yes — sometimes
- You can reasonably go where you want. Yes
- You can return to previously visited locations. Yes
- There are few artificial borders, rare level loading. No — many load screens
- There are interesting and helpful things to buy with your money (➙ e.g. trade for better equipment.) Yes
Interactivity
- (Character) Char development choices can affect available paths through the game world. No
- (Character) Char development choices can affect the amount of things you can see, find or know in the world. Yes
- (Story) You can find and recruit new party members or tame pets. Yes
- (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
- (Story) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Immersion
- You can gain money. Yes
- You can interact with items. No
- You can break or destroy items. No
- You can repair items. No
- You can move items. No
- You can combine or disaggregate items. No
- You can gather pieces of flora or fauna for later use. Yes
- You can craft or customize equipment, spells or items (➙ e.g. alchemy.) Yes
- Inventory size is limited. No
- There is a place you can call home. Yes
- You can explore lots of unique, beautiful and interesting locations. Yes
- Locations can evolve or change (➙ e.g. town / destroyed town.) Yes — only very few
- There are non-hostile creatures (➙ e.g. wildlife.) Yes
- Types of creatures make sense in the area they are encountered in. Yes
- Creatures are wandering persistently (➙ generally they don't randomly pop up) Yes
- At least some encounters are random (➙ you don't always know what's coming.) No
- Looting makes sense (➙ no shield on a dead wolf.) Yes
- Items are thoroughly and interestingly described. Yes
- Time is measured (➙ e.g. there is a day/night cycle.) Yes
- Time affects the game world (➙ e.g. some things are only available at night.) No
- The economy is balanced (➙ collecting money never becomes pointless.) Yes
- There are realistic gameplay sound effects (➙ e.g. combat sounds) Yes
- There are interesting and immersive background sound effects. Yes
3. Story
Choice
Interdependence
- You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) Yes
- Some quests depend on each other. Yes
- Some quests rule others out. Yes
- Quests can be solved in more than one way. Yes
- You can join factions, though not all at the same time. Yes
- You can make moral choices (or romance choices.) Yes
Interactivity
- (Character) Character stats can change NPC disposition towards the PC. Yes
- (Character) Char development choices can affect available dialogue options. Yes
- (Character) Different classes and alignments offer noticeably different experiences (➙ high replayability.) No
- (Character) Unique items are in the game or can be made. Yes
- (Exploration) You can find and recruit new party members or tame pets. Yes
- (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
- (Exploration) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Immersion
- Dialogue is fleshed out (➙ there are multiple options in one conversation.) Yes
- There is more than one game ending. Yes
- You can have conversations with party members or take care of pets. Yes
- There are many side quests. Yes
- State of the game changes in accordance with the player's actions. Yes
- You can solve or create conflicts between factions. Yes
- Lore is provided (➙ context, faction rules, laws, history, …) Yes
- There are different factions (➙ races, groups, guilds.) Yes
- NPCs or party members are well developed (➙ expansive background stories, etc.) Yes
- NPCs or party members interact with each other. Yes
- NPCs have schedules. No
- There are surprises and twists. Yes
- The storyline is character-driven (➙ character development within the narrative.) Yes
- There is a proper ending or sense of closure. Yes
- There are memorable antagonists. Yes
- Your main character is defined. Yes
- The game features fitting music (➙ atmosphere is enhanced.) Yes
4. Combat (Meta)
Units
Environment
- Combat can be avoided due to stats (➙ e.g. enemies flee) No
- You can control at least six characters. Yes
- Your characters are specialized (➙ different battlefield roles.) Yes
- Enemies are specialized (➙ require different tactics.) Yes
- Resource management is necessary. Yes
- Units have multiple attack options. Yes
- Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) Yes
- Movement-focused special abilities are available. Yes
- Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) Yes
Scenarios
- Combat can be avoided through sneaking or gameworld manipulation. No
- You can get a good sense of space (➙ e.g. there is a grid.) No
- Combat can start at variable distances. No
- Directional facing plays a role (➙ e.g. more damage from behind, flanking.) Yes
- Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) No
- Terrain can be manipulated (➙ e.g. you can create barriers.) No
- There are elevation effects (➙ e.g. combat bonuses from higher grounds.) No
- There can be zones or items on the battlefield that reward units who get there in time. No
- There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) No
- Combat can be avoided through dialogue. No — in general no, with a few exceptions
- Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) No
- Combat can have side objectives aside from "win/loss". No
- Characters don't die immediately but can be revived during combat. Yes
- Decisions on the battlefield have character development consequences. No
- There are memorable bosses. Yes
Roleplay Focus: Character : Exploration : Story = 0.83 : 0.76 : 0.92
Gameplay Focus: Choice : Interactivity : Immersion = 0.87 : 0.76 : 0.90
Combat Focus: Units : Environment : Scenarios = 0.90 : 0.20 : 0.43
III. Fun Features
1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
2. Exploration
- FC1: Are there useless skills? Yes
- FC2: How would you rate character progression? Balanced
- FC3: Is there auto-leveling of some sort? No
- FC4: Is the character advancement process satisfying and rewarding? No
- FC5: Is the magic system (if included) well-balanced? Yes
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
3. Story
- FE1: Is Auto-Mapping available? Yes
- FE2: Is Fast Travelling available? Yes
- FE3: Are there quest markers? No
- FE4: Is there a quest compass? No
- FE5: How much realism is there? Little
- FE6: How much looting is in the game? Much
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
4. Combat (Meta)
- FS1: Does the story follow cliched paths? Yes
- FS2: How linear is the game? Non-linear
- FS3: How would you rate the suspense? Ok
- FS4: Are there pre-selected options? (➙ Choice is reduced.) Yes
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
5. Interface
- FF1: How much fighting is in the game? Much
- FF2: Grinding: Is filler combat necessary to develop your character? No
6. Difficulty
- FX1: How often is gameplay interrupted with loading? Often
- FX2: How would you rate the game's interface? Intuitive
- FX3: Is it easy to understand and evaluate how items compare to each other? (➙ e.g. which weapon does the most damage?) Yes
7. Gameplay Features
- FD1: How difficult is the game? (➙ normal = challenging without being exasperating) Normal
- FD2: Can difficulty be adjusted? Yes
- FD3: How balanced is trading? Good
- FD4: How much reloading is necessary to beat the game? Little
- FD5: How good is the AI? Medium
- FD6: How much handholding is there? Little
- FG1: Are there Easter Eggs? Yes
- FG2: Are there minigames? No
- FG3: How is the overall pacing? (➙ good: game is not over too quickly, neither does it drag) Not so good