Sometimes I wish the eugenics movement had succeeded in creating a more genre savvy audience.
I'd think that would increase sales. People who like police procedurals already know what the term means, so they will buy the game. And then people who want a procedurally generated game will buy it too because they are dumb. Anyone who complains about it on the internet will get bounced down hard by people saying "Look it up, stupid". Everybody wins.Marat Sar This game is going to lose sales because people assume police procedural = procedurally generated
Marat Sar This game is going to lose sales because people assume police procedural = procedurally generated
Actually, I think I agree. We're gonna have to change it to "cop show RPG" or something. "Buddy cop RPG"?, "Detective role playing game"? "Detective RPG"?
Such a pity. Police procedural role playing game sounds so much better. Sometimes I wish the eugenics movement had succeeded in creating a more genre savvy audience.
So, it will be a crime story with multiple possible endings and a main character who starts out at a pretty low point of his ilfe but has a chance to get better. Sounds like the noir detective RPG I've always wanted, with a characteristic visual style and in an unique setting. At least that's how I imagine the media would phrase it. Definetly use the word "noir" if it's applicable, I would say. It's an often used search term/tag.Pretty much all of the above.
1. The world is small. It doesn't feel like that, though -- not to me at least. We have the 4th dimension in there too, characters appear and things happen depending on what day it is. (We have a time of day system that didn't factor into Prime Junta's short play-through). So very concentrated. But also small, yes.
2. The reactivity will be less than people wish it would be. Always the case, I'm afraid. At least for me it is.
3. Almost none of us have families and about half (the leads especially) have also become teetotalers. I for one am barely a corporeal entity any more.
Excellent. Finally, someone who understands the purpose of voiced dialogue in isometric RPGs.2. Only the beginnings of dialogues are voice acted so you'd get a feel for the characters voice. From there on it only makes reading slower, so no VO. An exception is our dream sequences which I want to be totally voiced because there's less picture and the text is... different let's say.
clicking on shit is not gameplay, it's interface. I haven't quite grasped how exactly this plays but if it's like tworment where there's no problem solving, no learning process idk where's the gameplay nigga. Exhausting dialogue options a puzzle makes not.also i would just like to say that the codex really isnt a learning animal to fap over a no-gaemplay rpg like this right after the release of its cousin tworment
Just because the game doesn't emphasize combat, doesn’t mean that it has no gameplay. PS:T had nice gameplay mainly due to narrative reasons. This games has some interesting concepts that seem tied to the gameplay. The question is whether they are going to do this right or not. The emphasis on new mechanics in dialogues has nothing to do with it.
Then it is a good thing we have a good interface. The difficult bit is that people have subjective preferences when it comes to that, but you can please only so many people...clicking on shit is not gameplay, it's interface. I haven't quite grasped how exactly this plays but if it's like tworment where there's no problem solving, no learning process idk where's the gameplay nigga. Exhausting dialogue options a puzzle makes not.
I'd think that would increase sales. People who like police procedurals already know what the term means, so they will buy the game. And then people who want a proceduraly generated game will buy it too because they are dumb. Anyone who complains about it on the internet will get bounced down hard by people saying "Look it up, stupid". Everybody wins.
I thought long before TToN faoled that they are different.also i would just like to say that the codex really isnt a learning animal to fap over a no-gaemplay rpg like this right after the release of its cousin tworment
We still have a chances, because it exist today - parents design their future child (which inevitable will be used as cornerstone for new feodal aristocracy of 21 century).Sometimes I wish the eugenics movement had succeeded in creating a more genre savvy audience.
clicking on shit is not gameplay, it's interface. I haven't quite grasped how exactly this plays but if it's like tworment where there's no problem solving, no learning process idk where's the gameplay nigga. Exhausting dialogue options a puzzle makes not.
Neither this has changed. Your active checks still promote the mentality of "Winning is Fun".
Uh, no they don't. When failure also has a fun outcome, the player has the opportunity to accept it that you don't see in most games. Most games, failure is all penalty, all denial; it gives you no reason not to reload and try again. Here, failure lets you see cool story branches unavailable through success. In short, there is an incentive to "fail". Sure, some people will save scum to make sure their character "succeeds" at everything he tries, but those people are assholes who missed the point.Your active checks still promote the mentality of "Winning is Fun".
Most games, failure is all penalty, all denial; it gives you no reason not to reload and try again. Here, failure lets you see cool story branches unavailable through success. In short, there is an incentive to "fail".
I think they should find a middle ground, because not allowing the player to fuck it up is an extreme and makes the game pointless. For instance, they could allow the player to make many mistakes, but the frustrations could add up to the point that the player could suffer mental diseases such as paranoia, depression, schizophrenia, etc., leading ultimately to death.
kentucky route zero is a masterpiece of interactive novel
They were a bit cagey about it, but I got the impression that this is pretty much the approach they're taking. There are fail states: if you screw up too much, you will end up a hobo (and lose the game). They also hinted that you might not want to take advantage of the stat boosts given by substance abuse too much, being a late-stage alcoholic and all. However I only played so little of it that I didn't get to see any of this in practice; it is kind of crucial that they manage to pull this off too, otherwise it will stray too far into interactive-movie territory for my blood.
Meh. A game, or whatever you want to call it, doesn't need to have a "you died" screen in order to be fun. I will be perfectly content if this is a brilliant, provocative artwork with many possible outcomes; I honestly don't care whether it has fail state roadblocks or not. I know some people are only content if they have to struggle to "beat" a game by "winning" instead of "losing" ... but again, I think that mentality is very much missing the point here.I think they should find a middle ground, because not allowing the player to fuck it up is an extreme and makes the game pointless. For instance, they could allow the player to make many mistakes, but the frustrations could add up to the point that the player could suffer mental diseases such as paranoia, depression, schizophrenia, etc., leading ultimately to death. This would fit nicely with the emphasis on the thoughts of your character. You can also create some scenarios resulting in the players’ death, for instance, you can be killed because people know you as a dirty copy or an easy mark, etc. In any case, they need to add venues for failure, otherwise it would be an interactive novel, not a game.
If you don't get the basic premise that failure can be fun ... you are lame and need to broaden your horizons.So in other words, tails I win, and heads I also win. Sounds like a shit game. It's important to remember some basic facts. Failures and reloading are fine, because we are talking about playing games after all, not an interactive novel. There are no challenges without failures.
See there are different kind of failure.Most games, failure is all penalty, all denial; it gives you no reason not to reload and try again. Here, failure lets you see cool story branches unavailable through success. In short, there is an incentive to "fail".
So in other words, tails I win, and heads I also win. Sounds like a shit game. It's important to remember some basic facts. Failures and reloading are fine, because we are talking about playing games after all, not an interactive novel. There are no challenges without failures.
Meh. A game, or whatever you want to call it, doesn't need to have a "you died" screen in order to be fun.
I will be perfectly content if this is a brilliant, provocative artwork with many possible outcomes; I honestly don't care whether it has fail state roadblocks or not. I know some people are only content if they have to struggle to "beat" a game by "winning" instead of "losing" ... but again, I think that mentality is very much missing the point here.
If you don't get the basic premise that failure can be fun ... you are lame and need to broaden your horizons.
Day-one purchase it is then.No Truce With The Furies is more liberal than Bioware, more communist than Dzherzinski and more fascist than Geralt of Rivia's fashion sense.