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What I see here: "Validate me all the time, game!" Validate me!"Just to expand on what I said on the previous page and as an actual, serious response to Roguey's idiotic comments:
Narrative and mechanics/gameplay are not in a mutually exclusive, dichotomous relationship in games. The newspapers in Arcanum were a a narrative mechanic by which feedback on the player's actions could be communicated to the player at an additional level, rather than simply, being able to see an enemy gibbed on screen, or have a "QUEST COMPLETE" popup appear above the PC's head when he handed in a quest to a quest-giver. Their function in gameplay feedback terms was twofold: to reinforce that the PC, and therefore, the player, had an impact on the game-world, and secondly, they sometimes provided additional story information that could not otherwise be communicated (ie: they translated the actions of the player into a textual story form, which gave structure to the actions of the player and placed those actions within the totality of the game's narrative structure) through other forms of feedback.
The Arcanum newspaper system, which, while it may seem insignifcant to some, was infact a core element of Arcanum's gameplay in that it formed one part of a whole in the sphere of game->player feedback. The other elements of narrative feedback were NPCs, who would, post-facto, comment on your actions. The immediate feedback of dice rolls in the turn-based combat, and ultimately, the post-endgame screens.
Call it "cosmetic C&C" all you want, but you'll still be wrong. Alpha Protocol was exactly the same, it might appear to be cosmetic C&C, but however you want to see it, it is narrative as a function of gameplay.
The inverse of this would be gameplay as a function of narrative, which are exemplified by vehicle sections in specific locations in games, contextual mini-games or quick-time events, and other such occurences where a new or previously telegraphed mechanic of player interaction with the narrative is introduced to the player, whereby he has to advance the storyline.
But you know, keep believing "core gameplay" and feedback for the player, or elements of narrative are two separate entities. That way we'll keep getting games like Fallout 3 and you'll keep sucking dicks.
Ps. This isn't to mention that some of the newspapers you found in-game, such as the one in Blackwater? Rosewater? Where's that town? Explained the political situation with Tarant and had nothing to do directly with the player, unless he was taking the persuasion master quest and needed lore info. So the newspapers also provided the function of a lore codex, but I won't digress too far into that.
Pps. Small mechanic, game-wide impact. But obviously it could be stripped out because player feedback is totally inessential. Thank fuck for games like Oblivion where the gameplay does the talking.
What I see here: "Validate me all the time, game!" Validate me!"
Did your parents not love you enough?
also: i hope the arrests for pecuniamagically derailing good things will happen one day
The newspapers were the best part of the game! :/
I am a little worried that cRPG's are getting too action-oriented, with the player's skill trumping that of his character's.
*snap* You go girl.
Eh, no, what murdered combat in Arcanum was that it was simply bad.
That's not really a question of player skill vs. character skill, but a lack of tactical depth and options. n combat, character skill generally defines how likely someone is to succeed in performing individual actions, like hitting someone with a weapon or dodging an attack, whereas player skill is about positioning your characters, choosing the right action at the right time, choosing the right equipment etc. I guess what Tim Cain means is that in newer games you can shoot people right between the eyes from a hundred yards if you know how to play the game, even if your character is level 1 and hasn't put a single point in any weapon skill.You know, I am playing a single player RPG now that has character's skills trumping those of the player... it's honestly no fun when player's role boils down to watching characters fight with dice rolling in the background, maybe clicking on potions or casting a spell from time to time to get this over with faster. This is the problem that murdered combat in Arcanum - no amount of mechanics and stats will save your game when you cannot create gameplay using them.
That's not really a question of player skill vs. character skill, but a lack of tactical depth and options.You know, I am playing a single player RPG now that has character's skills trumping those of the player... it's honestly no fun when player's role boils down to watching characters fight with dice rolling in the background, maybe clicking on potions or casting a spell from time to time to get this over with faster. This is the problem that murdered combat in Arcanum - no amount of mechanics and stats will save your game when you cannot create gameplay using them.
For example, Arcanum had newspapers that reported on major incidents that were caused by the player, but I don't remember a single review mentioning that.
At last, the efforts of our staff to put together this Retrospective series have been recognised by the professional gaming press; no less a publication than PC Gamer has graciously given this in-depth interview its blessing. By which I mean it's copy-pasted all the bits of Tim's replies that mentioned Fallout 3 and posted them as a news story while ignoring everything else. Huzzah!
The sequel was based loosely on Jules Verne's A Journey to the Center of the Earth, where we planned to continue the adventures of the great explorer Franklin Payne. He has disappeared into the bowels of the earth, and his wife has hired you to find him. We had laid out most the storyline, and it included finding prehistoric monsters, subterranean humanoids, and most thrilling of all, a clue about how magic and tech can be reconciled in the same artifact, something that most learned people had believed to be impossible. Of course, none of this came to be, but our talks about using the Source engine led to our making Vampire: Bloodlines.
I do agree with him. He makes a good point.I disagree with Mr Cain's statement on character creation however, the pnp method of rolling a character is quick and effective. The reason early RPG's like Bard's Tale had good character creation is because they did limit you by the roll.
Your order details
ARCANUM: OF STEAMWORKS AND MAGICK OBSCURA 1 GB
So it's still about player skills vs. character skills - you can't have gameplay without player playing the game (i.e. using his own skills). If the game decides to use its own set of rules to determine the outcome of encounter it's not gameplay - there can be no tactics, no use of options without player's input (i.e. his skills).
If you make a stat-based RPG where you control only one character there's no tactical depth because there's not tactics. Your only option to create gameplay is by giving the player a greater degree of control over character - the best way is removing an abstraction (i.e. character stats by turning it into character abilities) and making the player responsible for performing individual actions e.g. hitting enemy with a sword, so it's player's skills based on character ability (e.g. in Gothic higer levels of swordsmanship unlocked new stances with faster attacks). For that reason combat in Gothic 1-2 works better than in Arcanum.
She cracked her poker face for me.What I see here: "Validate me all the time, game!" Validate me!"
Did your parents not love you enough?
did Lesiofoere ever touch your dick, bro?
You just reminded me of Divine Divinity and Gothic 2. Though I loved both games, they too suffered from this problem. In G2, you could wipe out every single orc, yet everyone will still be talking about the threat they're posing. Same goes for Divine Divinity, where you could explore and kill every single orc, yet NPC's will continue to discuss the threatening invasion (which you single-handedly destroyed).In Risen 2 for example, once you begin the fight against Mara, the world state does not change. One would think the Titan of the Sea would try to hamper your journey somehow, or destroy your chances of succeeding ahead of you, or deny you safe port behind you. The war between Tarant and (I've forgotten the name of the town, apologies) which is a war between technology and tradition actually has a visible effect on the game-world and the newspapers telegraph, or punctuate, the player's role in these events.