rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
Have you ever tried making an argument that didn't include a strawman?
"This chicken literally has shit in it"
Have you ever tried making an argument that didn't include a strawman?
"This chicken literally has shit in it"
Now this is just nonsense to me. I wanted to play an RPG where I build my own kingdom and that's exactly what I got. The act of managing said kingdom was a joy, in and of itself. If I didn't want to do those things I would have replayed Baldur's Gate 2.
by this logic the system could never be bad. just the fact that it exists and is about managing a kingdom makes it good. insert koala-what reaction
Have you ever tried making an argument that didn't include a strawman?"This chicken literally has shit in it"
Now this is just nonsense to me. I wanted to play an RPG where I build my own kingdom and that's exactly what I got. The act of managing said kingdom was a joy, in and of itself. If I didn't want to do those things I would have replayed Baldur's Gate 2.
by this logic the system could never be bad. just the fact that it exists and is about managing a kingdom makes it good. insert koala-what reaction
What is wrong with the card and advisor UI?
You can also easily end up without an advisor for a role and getting out of that is tough. Each advisor character also has unique options for various rank-up events.
The building part isn't true, rushing teleporter circles is important, as is using the, e.g., lawful evil ones for the stat boosts.
court events
They are underused because people don't like them, I think the setting is a big reason why the game flopped compared to I with more traditional fantasy.
If we went with this mentality then we shouldn't do anything but Fallout 3 and Skyrim. If they made a better job it would have been better received. People just don't know what they like or don't like and tend to associate their generalized experience with most obvious outliers. The fact that POE2 is a maritime setting is very obvious, so people in their lack of in-depth analysis associate why they didn't like the game with that fact.
There is indeed a lack of imagination when it comes to creating maritime settings. I assume this is because the main inspirations for fantasy settings are medieval and focused on land but if anything maritime settings are more conductive to adventure party configuration. Moving between ports and cities, exploring islands and landing on uncharted lands basically writes itself. As well as the fact that port cities are more conductive to whole "people giving out odd jobs", "taverns full of characters" and "larger than life figures" that RPG gameplay fits best with.
Now this is just nonsense to me. I wanted to play an RPG where I build my own kingdom and that's exactly what I got. The act of managing said kingdom was a joy, in and of itself. If I didn't want to do those things I would have replayed Baldur's Gate 2.
by this logic the system could never be bad. just the fact that it exists and is about managing a kingdom makes it good. insert koala-what reaction
Now this is just nonsense to me. I wanted to play an RPG where I build my own kingdom and that's exactly what I got. The act of managing said kingdom was a joy, in and of itself. If I didn't want to do those things I would have replayed Baldur's Gate 2.
by this logic the system could never be bad. just the fact that it exists and is about managing a kingdom makes it good. insert koala-what reaction
What is wrong with the card and advisor UI?
You can also easily end up without an advisor for a role and getting out of that is tough. Each advisor character also has unique options for various rank-up events.
UI..?
You asked for an argument for why the system for superficial, and I made it. You still haven't argued how the system is interesting to interact with. I played the game twice and was never without advisors, so I don't see how it is easy to end up without them - but even if it was, that is not strategic depths. Strategic depths come from making choices. There are almost no meaningful ones in PF's system - for the reasons I have already explained. Making random choices will suffice except for a few very obvious ones that need to be prioritized. The only thing you have to learn is saving non-immediate cards for when you've finished doing quests. Once that learned you know the only important mechanic of the system.
The building part isn't true, rushing teleporter circles is important, as is using the, e.g., lawful evil ones for the stat boosts.
QED: you're arguing against my point that buildings generally aren't useful by highlighting the fact that out of the games wealth of buildings, you only need the 2 that have a slight effect on gameplay (and even those are highly optional - I didn't have any of them in my first playthrough)
People know exactly what they like, that's why games with weird settings and gimmick don't sell if u want to create a pirate game do it but don't expect to go mainstream.
Now this is just nonsense to me. I wanted to play an RPG where I build my own kingdom and that's exactly what I got. The act of managing said kingdom was a joy, in and of itself. If I didn't want to do those things I would have replayed Baldur's Gate 2.
by this logic the system could never be bad. just the fact that it exists and is about managing a kingdom makes it good. insert koala-what reaction
What is wrong with the card and advisor UI?
You can also easily end up without an advisor for a role and getting out of that is tough. Each advisor character also has unique options for various rank-up events.
UI..?
You asked for an argument for why the system for superficial, and I made it. You still haven't argued how the system is interesting to interact with. I played the game twice and was never without advisors, so I don't see how it is easy to end up without them - but even if it was, that is not strategic depths. Strategic depths come from making choices. There are almost no meaningful ones in PF's system - for the reasons I have already explained. Making random choices will suffice except for a few very obvious ones that need to be prioritized. The only thing you have to learn is saving non-immediate cards for when you've finished doing quests. Once that learned you know the only important mechanic of the system.
The building part isn't true, rushing teleporter circles is important, as is using the, e.g., lawful evil ones for the stat boosts.
QED: you're arguing against my point that buildings generally aren't useful by highlighting the fact that out of the games wealth of buildings, you only need the 2 that have a slight effect on gameplay (and even those are highly optional - I didn't have any of them in my first playthrough)
You're arguing the system is garbage because you found it too easy. Increase the difficulty and every choice is meaningful.
You might as well argue that XCOM base building is meaningless when playing on rookie.
Grunker said:I literally just picked stuff at random on the hardest setting
I found, e.g., getting all artisan items in a timely manner challenging.
this strange breed of creature that defends it
i just like playing games come on manyou can larp that minigame is you directing the kingdom which kind of contextualies a poor system in a fun way.
ehm... yes?For example a whole trend of "retrofuturistic post-apocalyptic setting", which is very niche, spawned out of Fallout.
this strange breed of creature that defends it
i just like playing games come on manyou can larp that minigame is you directing the kingdom which kind of contextualies a poor system in a fun way.
ehm... yes?For example a whole trend of "retrofuturistic post-apocalyptic setting", which is very niche, spawned out of Fallout.
Baldur's Gate was way more popular than Fallout. Fallout is only as popular as it is because of Bethesda completely ripping it apart and putting it back together for optimal mass appeal... and it's still completely overshadowed by TES.
People know exactly what they like, that's why games with weird settings and gimmick don't sell if u want to create a pirate game do it but don't expect to go mainstream.
No, not at all. People don't know what they like at all. It's the opposite, people develop an interest in the setting when they like the game. For example a whole trend of "retrofuturistic post-apocalyptic setting", which is very niche, spawned out of Fallout. According to this somehow the very specific setting of post-nuclear retrofuturistic game is not a "gimmick" while the "medieval exploration" game is a gimmick?
People do know when they didn't like what they did, but they tend to not know why they don't like it. As I said, the association will immediately be with the most obvious outliers. If one dislikes PoE2, the immediate main difference they can tell is because its setting is different which they'll point fingers to. Similarly, if someone likes New Vegas, they immediately imprint on the "post-apocalyptic retrofuturistic wild west".
Really considering popularity of games, people are more likely to like "gimmick" settings than non-gimmic. Although that's not because of setting being gimmick or not but because the game being good or not.
You seem to not be reading my posts, which probably explains why you're not making counterpoints:
I literally just picked stuff at random on the hardest setting
Difficulty isn't the problem. Let's say they made the rolls significantly harder so you would fail more often. That still wouldn't solve the main problem: that you make no interesting strategic decisions, because the core stat values of the system are so simple to interact with.
If the in-game max difficulty isn't enough for you, congrats.
I have way too much faith in your abilities to even remotely believe that this is the case, but even if it wasn't, that doesn't answer my point: the main Kingdom system is a) stats, b) card selection and checks. Let's say we assume the system is difficult for the sake of argument. It would still be a binary system of a) getting stats to hit target numbers by b) selecting cards that increase or prevent reduction of those stats.
No one in their right mind would *ever* play a game that consisted of Kingmaker's Kingdom Management. The only reason this strange breed of creature that defends it exists is because you can larp that minigame is you directing the kingdom which kind of contextualies a poor system in a fun way.
Borderlands has a setting that just exists though, it's not something the player actually interacts with. Nobody thinks "wow dystopic futurism!" when they think of borderlands, they thinkehm... yes?For example a whole trend of "retrofuturistic post-apocalyptic setting", which is very niche, spawned out of Fallout.
Baldur's Gate was way more popular than Fallout. Fallout is only as popular as it is because of Bethesda completely ripping it apart and putting it back together for optimal mass appeal... and it's still completely overshadowed by TES.
Borderlands also exists. Also Fallout 3 & New Vegas sold 10m+, the popularity is not at all "completely overshadowed." Even with Skyrim existing as like one of the most sold RPGs ever.
I can't agree people want more of the same that why even if they game is just worse copy of something popular Skryim/Dark Souls/Baldurs Gate it gets some decent sales I believe that peps just don't want to try new things and rather play it safe with standard settings and gameplay just look at Black Geyser: Couriers of Darkness game is just imitation of another BG imitation, and it will sale anyway because there is demand for that type of game.
Now this is just nonsense to me. I wanted to play an RPG where I build my own kingdom and that's exactly what I got. The act of managing said kingdom was a joy, in and of itself. If I didn't want to do those things I would have replayed Baldur's Gate 2.
by this logic the system could never be bad. just the fact that it exists and is about managing a kingdom makes it good. insert koala-what reaction
You found the experience of managing the kingdom to be boring. I simply did not.
I most of all enjoyed the sense of impending doom as the world didn't wait for me and I constantly had to solve the hillside curse / whatever crisis was happening at the moment
Parabalus said:Does anyone even disagree with this?
At some points in the game clicking on the cards and building up the kingdom is even better than the adventuring.
DOS2 went all in on darker fantasy over their previous fairytale fantasy and was greatly rewarded for it in terms of sales.I can't agree people want more of the same that why even if they game is just worse copy of something popular Skryim/Dark Souls/Baldurs Gate it gets some decent sales I believe that peps just don't want to try new things and rather play it safe with standard settings and gameplay just look at Black Geyser: Couriers of Darkness game is just imitation of another BG imitation, and it will sale anyway because there is demand for that type of game.
If you don't think you can pull of a new setting, which is definitely hard, doing a familiar and well-known setting is safe yes. There will always be people who want to play something that's familiar. That doesn't mean that "gimmick settings" won't sell well nor be unpopular as you said, again see games like fallout, it became so popular that whole "retrofuturistic post-apocalyptic" setting became a safe setting.
Also again, this is not some special snowflake unique gimmick setting, it is a maritime/colonial one. It's only one step ahead of "medieval fantasy kingdom." Such a setting regarding colonial exploration & conquest would be immediately familiar to most US & Western audiences. It also naturally just immediately overlaps with the RPG gameplay flow of taking odd jobs and doing exploration.
PoE2's commercial failures.
These include:
1. Direct sequel
2. Game's main story managing to be both intrusive and not even there
3. Generally convoluted lore and dialogue
4. Drag of an opening sequence with three intros and multiple info dumps because devs REALLY want you to not miss out on the story (this one in particular should be taught as what not to do for people to care about your setting).
Out of these I would put being direct sequel and being convoluted as main reasons. Direct sequel is really one of the most bizarre decisions ever and I am not sure who came up with it. The whole "the game flopped because it is not set in meadow and fields medieval kingdom" explanation in fact seems to be something that is repeated as a truism. I have seen some some criticisms of fantasy doesn't mesh with pirate setting but that seems to be rarer to just people not liking the story, companions, being lost in "lore" and ship combat. Even DND has its "ships and swashbuckling pirates and daredevils" parts for fucks sake.