buffalo bill
Arcane
- Joined
- Dec 8, 2016
- Messages
- 1,072
kysAlso, I'm on team "Roguelikes are not RPGs so Infra Arcana, CataclysmDDA, ect. don't count".
kysAlso, I'm on team "Roguelikes are not RPGs so Infra Arcana, CataclysmDDA, ect. don't count".
You ->kysAlso, I'm on team "Roguelikes are not RPGs so Infra Arcana, CataclysmDDA, ect. don't count".
https://www.nexusmods.com/skyrim/mods/67855If you're a pussy arachnophobic nearly every RPG is a horror ackackackackack
It seems to me that RPGs are somewhat antithetical to horror, beacause they're usually power fantasies. They're mostly about getting stronger, crushing your enemies, and coming out a winner, with a bigger dick and a hot girl stroking it.
So you're usually only going to find action RPGs dealing with horror as an atmospheric thing, a horror you'll succeed in pushing back by fighting. Even Diablo 1 with its bittersweet ending is like that. Horror is limited to the setting flavor.
Stygian had potential; and other games focussing on psychological horrors and sanity are interesting, but I'm not sure they succeed that well as cRPGs. There's always this distinction between making you, the player, scared, versus making the character scared and you dealing with the consequences of his insanity. FPSes and other first person games do the scaring the player better, but it's often cheap. In RPGs, the distance between player and character kind of blunts the horror. Quality of writing is more important then, and sanity or coping mechanics.
So, it's like Oblivion then.It seems to me that RPGs are somewhat antithetical to horror, beacause they're usually power fantasies. They're mostly about getting stronger, crushing your enemies, and coming out a winner, with a bigger dick and a hot girl stroking it.
So you're usually only going to find action RPGs dealing with horror as an atmospheric thing, a horror you'll succeed in pushing back by fighting. Even Diablo 1 with its bittersweet ending is like that. Horror is limited to the setting flavor.
Stygian had potential; and other games focussing on psychological horrors and sanity are interesting, but I'm not sure they succeed that well as cRPGs. There's always this distinction between making you, the player, scared, versus making the character scared and you dealing with the consequences of his insanity. FPSes and other first person games do the scaring the player better, but it's often cheap. In RPGs, the distance between player and character kind of blunts the horror. Quality of writing is more important then, and sanity or coping mechanics.
Someone I knew a while back came up with the premise of a RPG horror game where your character begins the game powerful, but after the first act is infected with a wasting curse that slowly removes thier abilities as they 'level up'. These level ups would be forced as soon as enough XP was accumulated. They had a ludic sketch knocked up for the first couple of levels and it was pretty interesting. Made the level up 'ping' sound effect something to dread and encouraged the player actively avoid trying to get into fights unless absolutely needed.
https://www.nexusmods.com/skyrim/mods/67855If you're a pussy arachnophobic nearly every RPG is a horror ackackackackack
So, it's like Oblivion then.
Who turned into big cats... if i remember correctly, I played it long time ago.Quest for Glory 3. It's set in a place with black-skinned people.
It seems to me that RPGs are somewhat antithetical to horror, beacause they're usually power fantasies. They're mostly about getting stronger, crushing your enemies, and coming out a winner, with a bigger dick and a hot girl stroking it.
So you're usually only going to find action RPGs dealing with horror as an atmospheric thing, a horror you'll succeed in pushing back by fighting. Even Diablo 1 with its bittersweet ending is like that. Horror is limited to the setting flavor.
Stygian had potential; and other games focussing on psychological horrors and sanity are interesting, but I'm not sure they succeed that well as cRPGs. There's always this distinction between making you, the player, scared, versus making the character scared and you dealing with the consequences of his insanity. FPSes and other first person games do the scaring the player better, but it's often cheap. In RPGs, the distance between player and character kind of blunts the horror. Quality of writing is more important then, and sanity or coping mechanics.
Someone I knew a while back came up with the premise of a RPG horror game where your character begins the game powerful, but after the first act is infected with a wasting curse that slowly removes thier abilities as they 'level up'. These level ups would be forced as soon as enough XP was accumulated. They had a ludic sketch knocked up for the first couple of levels and it was pretty interesting. Made the level up 'ping' sound effect something to dread and encouraged the player actively avoid trying to get into fights unless absolutely needed.
I definitely saw this premise used somewhere, but a bit differently. Instead of super powerful and a curse, it was just your average Joe becoming exhausted fighting these weird monsters.Someone I knew a while back came up with the premise of a RPG horror game where your character begins the game powerful, but after the first act is infected with a wasting curse that slowly removes thier abilities as they 'level up'. These level ups would be forced as soon as enough XP was accumulated. They had a ludic sketch knocked up for the first couple of levels and it was pretty interesting. Made the level up 'ping' sound effect something to dread and encouraged the player actively avoid trying to get into fights unless absolutely needed.
In Infra Arcana—one of the best games I've ever played, up there with Fallout 1 and Jagged Alliance 2 and Ultima Underworld (and if you won't play it because you don't like the graphics, you are soft as fuck)—you tend to acquire insanity-related traits as the game progresses, as well as sometimes-difficult-to-treat wounds, which can make your character overall worse even as they increase power through level-ups.I definitely saw this premise used somewhere, but a bit differently. Instead of super powerful and a curse, it was just your average Joe becoming exhausted fighting these weird monsters.Someone I knew a while back came up with the premise of a RPG horror game where your character begins the game powerful, but after the first act is infected with a wasting curse that slowly removes thier abilities as they 'level up'. These level ups would be forced as soon as enough XP was accumulated. They had a ludic sketch knocked up for the first couple of levels and it was pretty interesting. Made the level up 'ping' sound effect something to dread and encouraged the player actively avoid trying to get into fights unless absolutely needed.