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Because I am retarded, just like the guy in the gif or some other people in this threadThat Dan guy sure is interesting, I always thought of modern game developers as ignorant of the awesomeness of old-school RPG's, or they were just making console games to pay the bills, but this guy literally seems to believe that RPG's have progressed instead of going backwards. Fascinating.
I'll conclude that he must either be a liar and he never played older RPG's, or at least he's very shallow and only sees the graphics of a game and not the systems beneath it.
You are right. I am totally retarded.
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Why do you keep posting that gif without context?![]()
Mrowak: Apparantly you misread me in exactly the same way as JarlFrank, so let's look at my post again:
No one said he wasn't allowed to have his own tastes in games
i.e.: sure, this looks like a solid enough action RPG I guess. I'm not out to yell "his game isn't a RPG!" because frankly I find that discussion tedious. What I find idiotic is him basically saying that everyone moved beyond ten years ago (in the P&P world, at least), which is "we can finally get rid of dice! That's what everyone wanted!" The reason I describe that as hegemonic statement is that this is what we actually had ten years ago in the world of P&P: All kinds of different ways to play the game, and everyone telling everyone else how they weren't playing the game right. Ten years after, most of the P&P world have moved on. All the wargame tactics, indie-players, Vampire-goths and all the rest have basically accepted each other's existence.
He's the one telling others how to enjoy RPGs - not me. In fact, I'll probably play his game, and I hope it will be decent.
In other words, all your crap about how his game can totally work without dice is kind of odd given that I've never stated anything contrary to that, so why are you suddenly defending it as though I had?
Too much nerdrage. You seem to be unnerved by the entire "evolution" angle. Remember - evolution doesn't mean improvement - merely adaptability through (genetic/design) experimentation. It also doesn't mean that the new evolved form is all the rage and the past ones are all shit. In fact it doesn't even mean that the previous form will die out - nature teaches us they'd most likely find their own niche.
I have no idea what you're talking about here, but you're not talking about anything I've commented on.
And yes, I think you are extrapolating Dan's words too far by comparing them to the opinions of some clueless TES dumbfuck.
Dan said:it will finally resemble the real world as we all desired
Dan said:So the RPG is no more about the dices and statsDan said:it could be completely skill-based and it will finally resemble the real world as we all desired back in the days of pen and paper
His words, not mine.
Without over-analyzing, I don't see how this is not what that means:
1) We all desired click-to-swing-click-to-block action combat ("skill-based"), and this resembles the real world (he's making such a game, and claiming this is better than what we had previously).
2) The RPG isn't about stats and dice - i.e. such things were always just a necessary evil.
Also:
Dan said:In real life, I dont see fencers throwin a dice when they fight
I don't see them click their mouse either Dan. It seems you cannot into certain kinds of abstraction.
This is what I take issue with. Fuck his game man, he can make whatever he wants. The aspiration to less-fantasy-more-medieval is one I quite enjoy, I hate high fantasy.
Actually what I meant when I was answering this question was, that finally in our game, combat and some other actions will not be just a dice rolls or tedious button bashing like in other action RPGs (or combination of both), but actual realtime skill based combat with very similar mechanics as real world combat. This wasnt possible few years ago even if you wanted. You need lot of CPU power to simulate collisions and IK during combat accurately and you need to solve how would you control this. I believe that we have both now and I really do think, that its MUCH better and closer to real world fencing than dice rolling, because there is much more combinations, more variables in play and most importanty much more choice of actions. Thats it. Maybe I didnt expressed myself clear enough, because I didnt knew what this sentence could cause here.
Actually what I meant when I was answering this question was, that finally in our game, combat and some other actions will not be just a dice rolls or tedious button bashing like in other action RPGs (or combination of both), but actual realtime skill based combat with very similar mechanics as real world combat. This wasnt possible few years ago even if you wanted. You need lot of CPU power to simulate collisions and IK during combat accurately and you need to solve how would you control this. I believe that we have both now and I really do think, that its MUCH better and closer to real world fencing than dice rolling, because there is much more combinations, more variables in play and most importanty much more choice of actions. Thats it. Maybe I didnt expressed myself clear enough, because I didnt knew what this sentence could cause here.
What's "IK"?
Also, have you seen this game and, if you did, what do you think about their combat simulation, particularly compared to you system?
That Dan guy sure is interesting, I always thought of modern game developers as ignorant of the awesomeness of old-school RPG's, or they were just making console games to pay the bills, but this guy literally seems to believe that RPG's have progressed instead of going backwards. Fascinating.
I'll conclude that he must either be a liar and he never played older RPG's, or at least he's very shallow and only sees the graphics of a game and not the systems beneath it.
How about we stop this retarded discussion about things that were beaten to death in tousands of other topics, and ask something related to Warhorse instead (since y'know Daniel.Vavra is in this thread and can probably answer some of the questions)?
Daniel.Vavra ,
1) Was this movie from your vertical slice that was supposed to be shown to various publishers? Or is it just quickly duct-taped collage of some scenes?
2) Are most of the sub-systems already implemented in the vertical slice, or is there still a long way to go, before the current status can be considered as a proper representation of future game?
3) We know so far, that it is probably going to take place in XV century Bohemia. Is setting 100% historical? Do you consider introducing some very-low elements of fantasy/supernatural events etc.? For example witches/priests that can cast enchantment/curse? crude alchemy? Anything that can be explained nowadays with science and knowledge, but could have been interpreted as magic/miracle in middle-ages.
4) Have you started to put story together yet? Are there going to be other local kingdoms involved, apart from Czech? (e.g., German states, Poland)
5) You mentioned at one point that you aim for realistic distances, so the map will probably be a small, contained landscape where the story takes place (between two towns if I recall correctly). Are you (ideally) planning for more of such locations in different parts of the middle Europe (which obviously couldn't be connected seamlessly, but rather with the world map maybe)?
The video is just a very little glimpse of what we already have, nothing is "fake" and we have quite a lot of systems in working state(but there is still a very long way to go. Very long)
Your other questions are pretty good (I asked myself the same questions when I started designing the game), but its too soon to answer them. But I would say that you would not be dissapointed
Story is already set and some parts written, thats only thing I can say.
Yeah how many text adventures could have been made instead of all those Fallout, Baldur's Gate and Mass Effect unnecessary graphic-whoring nonsenses.It looks to me to a gigantic waste of money. Those gazillions of polygons, photo-realism, motion capture animations, real-time advanced AI, all the rest, just for a game when you tap a button to block or attack. Imagine what kind of RPG could be made with that money that didn't channel most of it's money into the latest Cry Engine graphics and technologies and instead into gameplay.Or maybe he just has different taste in games.
Cause nothing about this looks like it's deliberately dumbed down to please the masses, it's just a different kind of game. More based on player-skill than character skill. And that's fine, I like games like this too.
- What do you actually mean when you claim you are aiming for a "realistic" medieval setting? Just humans? No exotic races, monsters or fictional beasts?Not that I'm intrinsically hostile to the idea, but if that's the case don't you see the risk to make your game quite boring in terms of variety?
I think it will be historicaly realistic no "Hey lizard man goblins killed my family!" but more about social status, diseases and so. That is the reason why Dan is studying hystorical books probably. You dont have to do it if you are making fantasy. Like in Mafia you were using guns, cars, clothes of that time.
Yeah how many text adventures could have been made instead of all those Fallout, Baldur's Gate and Mass Effect unnecessary graphic-whoring nonsenses.It looks to me to a gigantic waste of money. Those gazillions of polygons, photo-realism, motion capture animations, real-time advanced AI, all the rest, just for a game when you tap a button to block or attack. Imagine what kind of RPG could be made with that money that didn't channel most of it's money into the latest Cry Engine graphics and technologies and instead into gameplay.
Actually what I meant when I was answering this question was, that finally in our game, combat and some other actions will not be just a dice rolls or tedious button bashing like in other action RPGs (or combination of both), but actual realtime skill based combat with very similar mechanics as real world combat. This wasnt possible few years ago even if you wanted. You need lot of CPU power to simulate collisions and IK during combat accurately and you need to solve how would you control this. I believe that we have both now and I really do think, that its MUCH better and closer to real world fencing than dice rolling, because there is much more combinations, more variables in play and most importanty much more choice of actions. Thats it. Maybe I didnt expressed myself clear enough, because I didnt knew what this sentence could cause here.