Delterius
Arcane
RPGs are shit.
some people consider shit only traditional shit.RPGs are shit.
https://www.forbes.com/sites/nadiaa...ax-or-japans-best-new-invention/#3c89598e6d9esome people consider shit only traditional shit.RPGs are shit.
we should try to evolve shit and don’t be limited by the traditional concept of shit.
Don't pretend to produce shit when you wanna piss because that's insulting to shit connoisseurs.some people consider shit only traditional shit.RPGs are shit.
we should try to evolve shit and don’t be limited by the traditional concept of shit.
the meta joke is that evolved shit is a scamhttps://www.forbes.com/sites/nadiaa...ax-or-japans-best-new-invention/#3c89598e6d9esome people consider shit only traditional shit.RPGs are shit.
we should try to evolve shit and don’t be limited by the traditional concept of shit.
evolved shit
Why do RPGs need to "Evolve", again?
Same reason TV and films need to evolve. Doing the same thing over and over again in the same way gets boring.
--> tangent
Consider the "classic" cRPG formula: isometric game with tactical turn-based or RTwP combat, a protagonist and companions whose abilities are constrained by stats, skills, and equipment, and a story that's structured around a main quest and sidequests. This allows for anything from Fallout to Planescape: Torment while the gameplay remains easily recognisable by anyone familiar with the formula. And I certainly believe there's a lot of stuff that could be done with this formula: it doesn't have to be Chosen One Saves The World (again).
But.
The formula does have a quite a lot of unspoken assumptions to it. For example, it's assumed that combat will be the main system, with most things -- stats, gear, etc. -- affecting combat effectiveness. This also assumes that you'll be spending a lot of time in combat. And a power curve is also implied: as you improve your character and gear, you'll get more effective at combat and be able to overcome tougher enemies.
This means that as long as you're sticking to this formula, your game will necessarily involve lots and lots of murdering and it will be a power fantasy: you'll end up stronger than when you started. And this is pretty constraining! If you're trying to do anything else than a "hero's journey" of some kind, you will have to jump through some major hoops. It also really often happens that the end of the game turns into a tedious slog because you "have to" have the opportunity to test all those shiny skills and gear you've so painstakingly acquired. Even PS:T did this, and suffered for it: the slog at the end is clearly the weakest part of the game, and it would have been weak even if they had managed to put in better encounters.
The tabletop gaming world is quite different. While we still have plenty of hardcore combat-heavy games fully in tune with their wargaming heritage, there are plenty of others. There are games that focus on non-combat skills, investigation, and unraveling mysteries (Call of Cthulhu). There are "story games." There's larping which fades into improv theatre. There's stuff like Fria Ligan's offbeat games, Tales from the Loop for example. There is no reason I can see why cRPGs should continue to stay in the really small box that's been built for them.
If cRPGs could evolve to produce variants that are out of this box then that would be awesome (and of course it doesn't mean there couldn't continue to be games inside the box; it's not like monkeys stopped existing when humans evolved).
And yeah, that's why Disco Elysium is so fucking awesome. It absolutely is a RPG. It just goes back to the roots of role-playing and then takes off in a new direction. We need more of that.
Of course, it's more likely that "evolving" just means making a BETTER hiking simulator, with REAL soil erosion and actually properly reactive AI, like Oblivion promised but better.
You are ignoring a bunch of things with this line of thinking. First, what players expect from a FPS is a game where their reflexes allow them to stand apart. The gameplay they want has nothing to do with allocation of stats, skills, etc. Second, you could allow the combat to be a matter of reflexes instead of stats, but that concession already tells you why FPS-RT games have nothing to do with cRPGs. The ability in cRPGs is determined by mastering the system, knowing the ins and outs of stats, etc. Third, this kind of game implies that you end up with a single character model, or at best a small party.Yeah Morrowind and Deus Ex both had shit combat, but it doesn't have to be shit. Just do a skill progression like Gothic where your actual physical skill with the weapon becomes better (in case of a shooter: less weapon sway, faster reloading, quicker transition to aim-by-sights, higher accuracy when hipshooting, etc etc etc) and it's gonna be a great game both as an RPG and as an FPS.
You are talking about the past, I’m talking about the present. These games had real teams with big budgets behind, but nowadays no publisher will touch anything like it. Elex is the only exception and there is a reason for that. You just need to read the illiterate-negative reviews will tell you all you need to know in order to agree with me.I don't see how an FPS would inherently make alternative choices in quests more expensive to implement, unless you specifically mean that the close perspective of first person makes voice acting every dialogue line absolutely necessary (it doesn't - see: Morrowind). Heck, Gothic 2 has a bunch of quests with multiple approaches, and three different factions that are mutually exclusive to join. Deus Ex has plenty of different approaches and some minor story choices, and different endings. And both of these games have full voice acting and animated conversations. Same with VtM: Bloodlines. Here you got not one, not two, but three games that prove a high degree of reactivity is very much possible within 1st or 3rd person action RPGs.
sounds like sawyer just doesn't differentiate between interactive fiction and rpgs
Never going to understand this cult following AoD has. Its not as if it didnt make massive sacrifices make its visual novel/chose your own adventure gameplay possible.RPGs have already done this though. Age of Decadence in particular, recently, is about as radical a departure from "traditional" combat focused, Wizardry/D&D style RPG as you could get
you're being decline right nowNever going to understand this cult following AoD has. Its not as if it didnt make massive sacrifices make its visual novel/chose your own adventure gameplay possible.RPGs have already done this though. Age of Decadence in particular, recently, is about as radical a departure from "traditional" combat focused, Wizardry/D&D style RPG as you could get
Yeah, its impressive, but hopefully it doesnt inspire many people to do the same.
And then it introduced pre buffing in the form of food.To me evolving means improving and iterating, something that modern developers rarely do. Case in point, pre buffing in the IE games was a little bit of a chore, but a logical and effective tool in your arsenal, so Obsidian decided that rather than improve a flawed system they'd simply remove it cause its too much work, and everybody cheered and said yay less features.
Never going to understand this cult following AoD has. Its not as if it didnt make massive sacrifices make its visual novel/chose your own adventure gameplay possible.RPGs have already done this though. Age of Decadence in particular, recently, is about as radical a departure from "traditional" combat focused, Wizardry/D&D style RPG as you could get
Yeah, its impressive, but hopefully it doesnt inspire many people to do the same.
It is, because despite repeating it like gospel, nobody can explain why or how.What an extremely relevant post to the current discussion.Same reason diversity is our greatest strength and we need multiculturalism.Why do RPGs need to "Evolve", again?
Ooooooh. Fancy.RPG or cRPG? If cRPG, citation needed.I'm working on an RPG that uses the open source 3.5 ruleset so I am officially compelled to defend it.
(Personally I think we can do far better than D&D when it comes to PC RPG rulesets but hey)
Nigga just click the upmost link in my link-drenched signature:
https://www.realms-beyond.com/
And then you realize you have to recast the fucking buffs every 30-60 seconds. I wish i was introduced to the imbecile that had the brilliant idea of making cooldown based gameplay, i really wish i did.In Tyranny, you could only apply a buff from one spell group each, so it didn't get unwieldy like D&D's spells. The joy of preparing for a fight without the tediousness of casting a long list of spells in just the right order.Would love to hear how one would solve the "flawed system" of pre-buffing, because that shit is not an strategic aspect of the game, just a thing you cross from a list when you want to fight
Age of Decadence outright denies you the possibility to do a lot of its quests altogether.
Hardly a revolution. The Fallouts and Arcanum had that way before.
And as a bonus, they're actual games not teleporting script-fests.
you're being decline right nowNever going to understand this cult following AoD has. Its not as if it didnt make massive sacrifices make its visual novel/chose your own adventure gameplay possible.RPGs have already done this though. Age of Decadence in particular, recently, is about as radical a departure from "traditional" combat focused, Wizardry/D&D style RPG as you could get
Yeah, its impressive, but hopefully it doesnt inspire many people to do the same.
pls don't be decline
He used cheat codes in his very first playtrough, but felt entitled to complain about shallow character building. He complained about unlikable characters probably because he is used to Bioware and weaboo shit. That's Lyhnn in a nutshellAnd wanted to give some feedback:
First of all it wasnt exactly a propa playthrough, i actually gave myself like 4 extra attribute points to have stats for future skillchecks and like 200 skillpoints to be good in civics to avoid missing a lot of shit in the game.
It worked fairly well, i could see most content for the factions and quests i did while having a combat character. Also found myself skipping many (many many many) checks just to murder people for their loot and combat exp. This gave me a semblance of control, as playing as a dumb fighter kinda takes away player agency and ability to influence some of the mayor choices, when by all rights you should be able to do so without a retarded check.
Anyway, feedback. Not a single likable fuck in the entire game. Only character i sort of liked was claudia, and only because she actually believed and didnt care a single bit if she died for it (which she did, commie scum). There are many places where choices and developments need to be recongnized but simply arent. Its such a massive game with so much work put into it that its impossible for the game to acknowledge everything, but the game itself sets the standard, so its really noticeable when it that kind of thing happens.
The writing is good, too impersonal tho, theres absolutely no investment in whatever is happening. Like summoning even an iota of a fuck for the events transpiring is very hard, you just do it because its fun and cool. Shit happens all the time in this game, all the time you are experiencing interesting events and there are so many of them and so varied you cant help but have a blast while playing it. Reading about the setting and history of the world is always fun too, very well thought out setting, very interesting.
The character system itself is kinda shit, absolutely no deph to it, character building comes down to metagaming (or would if i hadnt actually cheated). I feel like talking about it is beating a dead horse a year after said dead horse was being beaten 3 years after it died. I also feel that the dev team really wanted to limit what the player could do to control the players development from start to finish, probably to keep a sense of challenge, but it ends up being frustrating. Still just a minor flaw and the game is worth playing even despite it.
Should have gone with one-handed/two-handed-polearms/ranged approach to combat skills, would have allowed for a more interesting gameplay experience as you would swich weapon as needed instead of just picking your poison at the start and sticking with it the entire game.
So your argument is that because i had a character with more possibilities to interact with the story than normal and i still found that those possibilities were lacking and i went down the murdering path i would have gone down had i not had those extra points i what? am not qualified to say that the game made massive sacrifices to accomodate its gameplay?He used cheat codes in his very first playtrough, but felt entitled to complain about shallow character building. He complained about unlikable characters probably because he is used to Bioware and weaboo shit. That's Lyhnn in a nutshell
AoD has more quests, more complex quests and more C&C than Arcanum and all the FOs combined. That's not an opinion or a matter of personal taste. It's a fact. You can count them and put them side by side. The reactivity of AoD is unparalleled and the game still manage to have decent combat on top of it.Hardly a revolution. The Fallouts and Arcanum had that way before.
And as a bonus, they're actual games not teleporting script-fests.
We must have played different Fallouts and Arcanum, because I got 90% of quests done in the three games, if not more. The remaining quests were either those that were incompatible with each other (Reno mobs) or something fishy like that. But being unable to do quests altogether in a massive scale? Yeah, I'd call that revolutionary in execution.
This is patently false.AoD has more quests
This is true tho.more complex quests and more C&C than Arcanum and all the FOs combined.
I wouldnt call the combat decent. It had no depth and this was an issue VD knew about but couldnt fix in any easy way. The combat in dungeon rats was much better by virtue of party management.You can count them and put them side by side. The reactivity of AoD is unparalleled and the game still manage to have decent combat on top of it.
AoD certainly has far more quests than Fallout 1. Fallout 2 is debatable, however an important distinction is that almost every quest in AoD is complex, with multiple approaches, solutions, slight variations within those solutions, and they often branch into other subsequent quests. Whereas Fallout 2 is filled with a lot of one and done fetch, delivery style quests.This is patently false.AoD has more quests
It has greater depth than Fallout's combat, despite lacking some of the detailed animations that made Fallout's otherwise shallow combat enjoyable. As for Arcanum's combat, I don't think there is even any value in saying AoD has better combat because Arcanum's combat is so terrible. One thing AoD has over any other similar game is a complete absence of trash fights, quite literally every single encounter has a unique setup that is taken into account by the story, which is something that Sawyer talked about doing with PoE but completely failed.I wouldnt call the combat decent. It had no depth and this was an issue VD knew about but couldnt fix in any easy way. The combat in dungeon rats was much better by virtue of party management.
The reactivity was great, but it literally gave up on every other element to feed it.
Let him (do whatever he wants). Let him ignore traditionalists, let's hope that the mainstream and traditionalists both will ignore him after he is done.
Hardly a revolution. The Fallouts and Arcanum had that way before.
And as a bonus, they're actual games not teleporting script-fests.
We must have played different Fallouts and Arcanum, because I got 90% of quests done in the three games, if not more. The remaining quests were either those that were incompatible with each other (Reno mobs) or something fishy like that. But being unable to do quests altogether in a massive scale? Yeah, I'd call that revolutionary in execution.
The reactivity of AoD is unparalleled