You know the difference between bugs and features right?!I bought and finished VtmB in 2004. Didn't notice any bugs. Brilliant game. The best RPG of the last 15 years.
You know the difference between bugs and features right?!I bought and finished VtmB in 2004. Didn't notice any bugs. Brilliant game. The best RPG of the last 15 years.
Not really. KOTOR, for example, was shipped with an audio bug that affected half the systems and prevented the game from running. The patch was released in 3 weeks. Until then the only solution was to disable the audio completely and play a Star Wars game in total silence.Let us remember that day0 patches were not a thing back then, and the apparent need for one would have been seen as a large minus.It really wasn't though. There was a game-breaking bug but it didn't affect everyone, a console command fix was posted immediately, and a patch was released fairly quickly.Also the coverage it got was negative due to being unfinishable
Good to know. Wasn't exactly especially looking towards the game back then. It's still the thing I heard most about regarding bloodlines launch.
Where? I don't see itI felt that some mechanics (like the engagement system) would have worked better in TB and had the game been TB *and* challenging, combat would have been far more engaging.
This. They were designing it like a turn-based game
Well this thread now reminds me ofYeah I open my eyes and see stuff like weapon speed mechanic being completely coupled with animation frames
Morrowind was a mainstream game through and through. Compared to Daggerfall, it was dumbed down in practically every aspect
As for Underrail, you missed my point. Compare Underrail or AoD sales to Banished, for example. Over a million copies sold. Why? Mass appeal through the roof. Neither AoD nor Underrail would ever sell more than 100,000 copies. I doubt AoD can sell even 50,000 copies.
Also the coverage it got was negative due to being unfinishable
Yes it is, ya dingus. The first thing I expect from turn-based design is that things generally respects a discrete time unitThat's not turn-based design
Yeaaaah bro don't nitpick. My point is stuff translates 1 round as 6 seconds and works based on thatThe 'rounds' are individual timers that start when a unit is issued a command.
Yes it is, ya dingus. The first thing I expect from turn-based design is that things generally respects a discrete time unitThat's not turn-based design
Chess is measured in time.See, the thing about turn-based is that there is no such thing as time. When something is measured in time, that is real-time design.
Bro a turn/round is a measure of timeSee, the thing about turn-based is that there is no such thing as time. When something is measured in time, that is real-time design.
Kindly provide an specific example like I didThe only thing about the Pillars of Eternity design that was designed with real-time sensibilities was how action speed worked. And the funny thing is, is that it feels worse than the IE game implementation. Gaining an extra half or full attack per round in the IE games is better than the piddly 3% attack speed increases and shit like that.
Class design, engagement system and a bunch of other shit was all designed from turn-based sensibilities, and when Josh Sawyer talked about the design he most often referenced tabletop, and rarely what the Infinity Engine games did.
First, it wasn't a "bugged piece of shit". It sold poorly because it was released on the same day as a highly anticipated shooter using the same engine. Since Bloodlines is an RPG/shooter, it couldn't compete with HL2 as most people who wanted action bought HL2 first.Also the coverage it got was negative due to being unfinishable
So it did poorly because it was a bugged piece of shit? I only played it long after Troika was dead so I dunno what it was like without patches, but this cuts into VD's theory that it did poorly because it had no mass appeal. I don't really want to play buggy shitfests either, no matter how great they are when they're not crashing every 5 minutes or ruining saves and breaking quests.
First, it wasn't a "bugged piece of shit". It sold poorly because it was released on the same day as a highly anticipated shooter using the same engine. Since Bloodlines is an RPG/shooter, it couldn't compete with HL2 as most people who wanted action bought HL2 first.Also the coverage it got was negative due to being unfinishable
So it did poorly because it was a bugged piece of shit? I only played it long after Troika was dead so I dunno what it was like without patches, but this cuts into VD's theory that it did poorly because it had no mass appeal. I don't really want to play buggy shitfests either, no matter how great they are when they're not crashing every 5 minutes or ruining saves and breaking quests.
Second, unlike, say, Arcanum, it had mass appeal and was way too actiony. Its saving grace was the atmosphere, not combat or even role-playing. Had Activision not fucked them, it could have done well.
IE games were based in turns of 6 seconds, tracked individually, the very existence of initiative is proof of this. It was turn based that wanted to be RtwP, and it worked, it was extremely easy to follow what was going on, even in big fights.
sighFirst, it wasn't a "bugged piece of shit". It sold poorly because it was released on the same day as a highly anticipated shooter using the same engine. Since Bloodlines is an RPG/shooter, it couldn't compete with HL2 as most people who wanted action bought HL2 first.Also the coverage it got was negative due to being unfinishable
So it did poorly because it was a bugged piece of shit? I only played it long after Troika was dead so I dunno what it was like without patches, but this cuts into VD's theory that it did poorly because it had no mass appeal. I don't really want to play buggy shitfests either, no matter how great they are when they're not crashing every 5 minutes or ruining saves and breaking quests.
Second, unlike, say, Arcanum, it had mass appeal and was way too actiony. Its saving grace was the atmosphere, not combat or even role-playing. Had Activision not fucked them, it could have done well.
Yes, like I said, it had mass appeal but didn't do well. That was my point, thanks for agreeing and retracting your earlier statement.
Its absolutely true and i stand by my statement.
You do realize that Underrail was in two bundles, right? My point is that there is no such thing as "can easily break 100,000 copies" for a hardcore RPG.Selling 100000 copies is pretty good for an indie, and I think Underrail can easily break that.
As I mentioned previously, it does not.does AOD have mass appeal?