That is not a RPG. That is a Adventure game. It looks like you are making an Action Adventure to me and calling it a RPG.In my opinion, RPG is a game, where PLAYER takes ROLE of some CHARACTER and becomes him. ROLE PLAYING GAME. The difference between any other game and RPG is, that the "simulation" of the character behaviour and his progress and development is much deeper. I can get better, stronger, smarter, sick, married etc. and my actions affect the world as well. Some things must be represented by numbers, because there is no other way how to tell the player how good he is at something, because he cant feel his body (strenght), some other values could be represented visually and realtime, because graphics made a huge leap forward since 70s when it all started, but in the background, its still numbers and stats, player just doesnt need to see it, because he sees the real thing.
Nope. UltimaSo Skyrim is the biggest and best open world western fantasy rpg, which is what i basically tried to say.
...Right. Anyway, what's Warhorse got on the choices & consequences end? Any meaningful decisions which will hurt you later? Branching paths to take? Etc.?I will just answer that stats part. HOLY FUCK! OF COURSE THAT YOU ARE DEVELOPING YOUR SKILLS! THATS THE REASON WHY IT IS AN RPG! ITS AN RPG - YOU ARE GETTING BETER! HOW? SURPRISINGLY BY DOING STUFF AND LEARNING. What a surprise! Maybe when you want to talk with other people, its a good start not to take them as retarded idiots. Because all this is totally obvious from what i have said here. Seems that you just want to argue so about that archer - yes you have to aim, yes you have to do it with your controller, yes some people will be better at this than others, but since its an rpg and strenght is very important for shooting the longbow, the bigger your strenght, the bigger os the damage, you will shoot further, it will take less stamina and your hands will be shaking a less, which will make the aiming easier. Just like in real life. Have you ever tried to shoot a longbow? I did and it works just like that.
It would really be helpful, if you actually read what I wrote, before you answer. If you did, you would probably not whine about the stuff I havent said.
Realistic fantasy is still >>> stupid fantasy. And realistic is when it looks believable and feels coherent, not a simulation.What's the point of realism? RPGs aren't about reallism! They're games.
In that case realism is an unfortunate way to address plot consistency and coherence, which is necessary for all good stories anyway. Realism in the real world, is about putting explicit elements from REAL LIFE into text. e.g. Your D-Day invasion scene from Saving Private Ryan.Realistic fantasy is still >>> stupid fantasy. And realistic is when it looks believable and feels coherent, not a simulation.What's the point of realism? RPGs aren't about reallism! They're games.
I'm not talking just about plot, but design in general. Some things are technically limited of course, like cities with 15 houses and 50 citizens, but i.e. making a house with an oven but not a chimney is just lazy, and when there are a lot of such stupid things in different game aspects and elements, its not a good or negligible thing. So if there is a castle in a game, I'd prefer it to look realistic - that is, able to perform a function castles are made for in a 1st place; it shouldn't be a simulation nor reconstuction of some real historic castle, but totally not a overstylized crap made by someone who knows nothing about architecture and castles with the only goal to look "cool". Such things are ok in anime games, but I expect more from western rpgs.In that case realism is an unfortunate way to address plot consistency and coherence, which is necessary for all good stories anyway. Realism in the real world, is about putting explicit elements from REAL LIFE into text. e.g. Your D-Day invasion scene from Saving Private Ryan.
Such things are better left to mods.Speaking of Dragon's Dogma: Will Warhorse's RPG let me play as a loli?
http://www.rpgcodex.net/forums/inde...sics-intermezzo-realism-in-video-games.69743/I'm not talking just about plot, but design in general. Some things are technically limited of course, like cities with 15 houses and 50 citizens, but i.e. making a house with an oven but not a chimney is just lazy, and when there are a lot of such stupid things in different game aspects and elements, its not a good or negligible thing. So if there is a castle in a game, I'd prefer it to look realistic - that is, able to perform a function castles are made for in a 1st place; it shouldn't be a simulation nor reconstuction of some real historic castle, but totally not a overstylized crap made by someone who knows nothing about architecture and castles with the only goal to look "cool". Such things are ok in anime games, but I expect more from western rpgs.In that case realism is an unfortunate way to address plot consistency and coherence, which is necessary for all good stories anyway. Realism in the real world, is about putting explicit elements from REAL LIFE into text. e.g. Your D-Day invasion scene from Saving Private Ryan.
"maneuvering (in most case, it's just moving around quckly just to avoid your enemies' attacks)"Which is extremely ironic because real-life tactics is all about maneuvering. In fact the chief line in favour of party-based TB RPGs is that they allow greater degree of maneuver control than RT counterparts. Then again RT, single character RPGs excel at just that.That's one of my point: in RT games, strategy usually end up only being about maneuvering (in most case, it's just moving around quckly just to avoid your enemies' attacks). That's where TB and phase based game seems more tactical to me.
You really need to take the time and read.
That's an idea. Not sure what it would end up like. But that's something I would consider, yes. At least that's a gameplay element we can talk about and it's not "we couldn't do it in the past cause computer weren't powerful enough" like the Czech guy wrote.Enemy speed vs. your speed. For example, the player should not be able to outrun (and kite) a bear, which is much faster over long distances. No kiting for you in that case. So how about put stats there and resign from "to hit" rolls?
You realise that anyway, the game will use stats, right? I'm certain that a small sword will do less damage than a claymore.That's fair enough, because stats never create gameplay. In other words you are overestimating their importance.
Should I really remind you that RPGs are derivated from wargame? If the RPG has a strong combat component and it claims to be an RPG, I expect an minimum of tactics, yes. But of course, it may not be a game focused on combat. Who knows? (maybe the developer but he won't tell us.).Well, it will have to be a skill with something, right? Also, it's not like he promised a tactical wargame? Or did he?
The problem here wasn't that there were stats. The problem was that the game was not balanced well after the 15th level. Game imbalance can happen in all kinds of games.
The Czech guy didn't say he wouldn't use stats. He said they wouldn't be visible. That's not a novelty.
True. Controllers made New Vegas suddenly a badly designed popamole. Oh wait!yes you have to aim, yes you have to do it with your controller,
Nope. UltimaSo Skyrim is the biggest and best open world western fantasy rpg, which is what i basically tried to say.
True. Controllers made New Vegas suddenly a badly designed popamole. Oh wait!
Well, good games are not about controllers, mate.
Nice spin, but not really. :kalousek:I remember Dan saying he was playing some of the earlier Ultima games some year or so ago and he enjoyed it very much. But in this context he speaks about recent games, not a two decades old grannies.
That is not a RPG. That is a Adventure game. It looks like you are making an Action Adventure to me and calling it a RPG.In my opinion, RPG is a game, where PLAYER takes ROLE of some CHARACTER and becomes him. ROLE PLAYING GAME. The difference between any other game and RPG is, that the "simulation" of the character behaviour and his progress and development is much deeper. I can get better, stronger, smarter, sick, married etc. and my actions affect the world as well. Some things must be represented by numbers, because there is no other way how to tell the player how good he is at something, because he cant feel his body (strenght), some other values could be represented visually and realtime, because graphics made a huge leap forward since 70s when it all started, but in the background, its still numbers and stats, player just doesnt need to see it, because he sees the real thing.
To me, the difference between the two genres is that in a RPG the player plays a character, and in an adventure game the player becomes the character. In other words, in a RPG, you can have a character with low intelligence, and be unable to choose the best solution even if the player notices it. This is because the player does not make the decision. The character makes it. The player is restricted by the role he takes. But, in an Adventure game, if a player does not choose the best option, this is not because the character is unable to do it. It is because the player made a bad decision.
So, RPGs allow players to experience interesting situations based on their role (ie. going through a forest is a very different experience if you play a herbalist who is too scared to fight bears than if you play a brave warrior who sucks at hiding), and Adventure games allow players to experience worlds based on what the player wants to do (If you want to fight the bear, you fight him. If you want to carefully avoid the bear, you avoid him.).
Either one can have stats/skills/levelups/etc. But RPGs usually need them because that is how a character's role is determined. (We are not talking about JRPGs because they are completely different.)
Nope. UltimaSo Skyrim is the biggest and best open world western fantasy rpg, which is what i basically tried to say.
...Right. Anyway, what's Warhorse got on the choices & consequences end? Any meaningful decisions which will hurt you later? Branching paths to take? Etc.?I will just answer that stats part. HOLY FUCK! OF COURSE THAT YOU ARE DEVELOPING YOUR SKILLS! THATS THE REASON WHY IT IS AN RPG! ITS AN RPG - YOU ARE GETTING BETER! HOW? SURPRISINGLY BY DOING STUFF AND LEARNING. What a surprise! Maybe when you want to talk with other people, its a good start not to take them as retarded idiots. Because all this is totally obvious from what i have said here. Seems that you just want to argue so about that archer - yes you have to aim, yes you have to do it with your controller, yes some people will be better at this than others, but since its an rpg and strenght is very important for shooting the longbow, the bigger your strenght, the bigger os the damage, you will shoot further, it will take less stamina and your hands will be shaking a less, which will make the aiming easier. Just like in real life. Have you ever tried to shoot a longbow? I did and it works just like that.
That is not a RPG. That is a Adventure game. It looks like you are making an Action Adventure to me and calling it a RPG.In my opinion, RPG is a game, where PLAYER takes ROLE of some CHARACTER and becomes him. ROLE PLAYING GAME. The difference between any other game and RPG is, that the "simulation" of the character behaviour and his progress and development is much deeper. I can get better, stronger, smarter, sick, married etc. and my actions affect the world as well. Some things must be represented by numbers, because there is no other way how to tell the player how good he is at something, because he cant feel his body (strenght), some other values could be represented visually and realtime, because graphics made a huge leap forward since 70s when it all started, but in the background, its still numbers and stats, player just doesnt need to see it, because he sees the real thing.
To me, the difference between the two genres is that in a RPG the player plays a character, and in an adventure game the player becomes the character. In other words, in a RPG, you can have a character with low intelligence, and be unable to choose the best solution even if the player notices it. This is because the player does not make the decision. The character makes it. The player is restricted by the role he takes. But, in an Adventure game, if a player does not choose the best option, this is not because the character is unable to do it. It is because the player made a bad decision.
So, RPGs allow players to experience interesting situations based on their role (ie. going through a forest is a very different experience if you play a herbalist who is too scared to fight bears than if you play a brave warrior who sucks at hiding), and Adventure games allow players to experience worlds based on what the player wants to do (If you want to fight the bear, you fight him. If you want to carefully avoid the bear, you avoid him.).
Either one can have stats/skills/levelups/etc. But RPGs usually need them because that is how a character's role is determined. (We are not talking about JRPGs because they are completely different.)
Nope. UltimaSo Skyrim is the biggest and best open world western fantasy rpg, which is what i basically tried to say.
...Right. Anyway, what's Warhorse got on the choices & consequences end? Any meaningful decisions which will hurt you later? Branching paths to take? Etc.?I will just answer that stats part. HOLY FUCK! OF COURSE THAT YOU ARE DEVELOPING YOUR SKILLS! THATS THE REASON WHY IT IS AN RPG! ITS AN RPG - YOU ARE GETTING BETER! HOW? SURPRISINGLY BY DOING STUFF AND LEARNING. What a surprise! Maybe when you want to talk with other people, its a good start not to take them as retarded idiots. Because all this is totally obvious from what i have said here. Seems that you just want to argue so about that archer - yes you have to aim, yes you have to do it with your controller, yes some people will be better at this than others, but since its an rpg and strenght is very important for shooting the longbow, the bigger your strenght, the bigger os the damage, you will shoot further, it will take less stamina and your hands will be shaking a less, which will make the aiming easier. Just like in real life. Have you ever tried to shoot a longbow? I did and it works just like that.
So how do I force player who plays the herbalist to be scared in the forest? I think, that the only method is to make him weaker than potential threats in the forest. But what if he is herbalist/bodybuilder/martial artist? BEcause my game is an open world game and people can become whatewer they want to and you know, in real world, people dont allways fall into cliched archetypes. And most of all - how do I prevent people from making "non rpg" decisions? Its an open world game, anyone can do whatewer he wants to! Or should I make the game, where herbalist cant do the stuff warrior could do, because its more RPG? I dont think so.
Yeah, Ultima, you wouldnt believe me, but I heard about that one. Hell, I am kinda old, so I even played that game. It was great, BUT IT WAS 32 YEARS AGO! I am living in the present, I was talking about current games. BTW, Ultima VII had realtime combat, what a piece of shit Or not?
Regarding our game, you all clever people just opened my mind. Now I see, that I am developing linear first person shooter.
Years ago, when we played pen and paper, our goal was to experience something and make it as real as possible. The rules were the tools to make sure that the “simulation” would be accurate. When the computer RPGs started to appear, the premise was the same: I want to simulate how it is to be a knight wandering in a huge world, doing various stuff. [...]
[...]So the RPG is no more about the dices and stats—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.
And I am not surprised. Experience taught us that most multiplatform games are poorly ported to PC. Yet experience should also teach us that this is not inevitable state. DXHR was well ported to PC as well as Witcher 2 fully respected PC platform.True. Controllers made New Vegas suddenly a badly designed popamole. Oh wait!
Well, good games are not about controllers, mate.
It says something about Dan's design priorities when he uses "controller" when talking about moving around in the game world. Sorry, but for me this suggests it's another one of those games released primarily for consoles with a halfassed PC port in the works. And good games (like NV) are often good despite their control mechanisms - stupid huge interface with list inventory, here we go.
If Dan came here to promote the game these are the small touches that make local jadedinmatesresidents distrustful, you know.
Next, if nothing changedDaniel.Vavra Are you developing your RPG for next-gen or this-gen consoles? (If you are at liberty to disclose this.) Sorry if it's been asked before.
IIRC Twitcher's X-box version was developed separately, not concurrently. And released about a year later.And I am not surprised. Experience taught us that most multiplatform games are poorly ported to PC. Yet experience should also teach us that this is not inevitable state. DXHR was well ported to PC as well as Witcher 2 fully respected PC platform.
Yes, Warhorse RPG aims for consoles for one simple reason. It is a big expensive game and console means money. Money to get from a big boys to develop it and money from players to have profit and thus to be able to work. But it doesn't mean it will be console exclusive nor does it mean it will be a shitty port. It might become either but doesn't have to. Again, people here should stop acting like kids, raging about keywords.
U7 RT combat is fucking shit, slightly mitigated by Exult's RTwP features, but it's still total shit, which is why I prefer U6.Yeah, Ultima, you wouldnt believe me, but I heard about that one. Hell, I am kinda old, so I even played that game. It was great, BUT IT WAS 32 YEARS AGO! I am living in the present, I was talking about current games. BTW, Ultima VII had realtime combat, what a piece of shit Or not?
rpg codex > your daily antidote to thinking you’re getting anywhere in the world of CRPGsRegarding our game, you all clever people just opened my mind. Now I see, that I am developing linear first person shooter.
Yup, but it was still developed with a console release in mind, thus we have a crappy gaypaddy interface.IIRC Twitcher's X-box version was developed separately, not concurrently. And release about a year later.