rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
what do visual novels have to do with this?Either doesn't like or hasn't played AoD
what do visual novels have to do with this?Either doesn't like or hasn't played AoD
what do visual novels have to do with this?Either doesn't like or hasn't played AoD
Either doesn't like AoD or considers it a CYOA, opinion should be decisively and thoroughly discarded.
it is a CYOA thoughwhat do visual novels have to do with this?Either doesn't like or hasn't played AoDEither doesn't like AoD or considers it a CYOA, opinion should be decisively and thoroughly discarded.
everything in AoD is scripted, the entire game is just picking dialogue choices. It's a CYOA.Games can have differences and be in the same genre
everything in AoD is scripted, the entire game is just picking dialogue choices. It's a CYOA.Games can have differences and be in the same genre
Fighting doesn't make it an RPG.everything in AoD is scripted, the entire game is just picking dialogue choices. It's a CYOA.Games can have differences and be in the same genre
Someone obviously played merchant/loremaster campaign. There are campaigns of AoD with lots of fighting and the combat system is pretty good and flexible.
What's almost genius about this is that through punishment & reward system implemented via these so-called marks, player through player character would actually start showing all signs from marks' description. While playing game you'll develop hatred of numbers 6 and 13, with obsessive accounting mark, if you're constantly slapped by Game whenever you have 6 or 13 bullets left in your gun. This quirk might even stick after playthrough is over and become Player'sIntroducing marks -
positive (or negative!) context-sensitive character quirks.
Every odd level-up you get a positive mark. But! On every even one - must pick both positive AND negative one as well.
Marks are the main way you will update your character during the gameplay - there won't be no "free" skill points or attribute points to spend after the creation of the character.
While similar to perks and traits from, e.g., Fallout games, in most cases marks are not straight-up raw skill/attribute bonuses, they are conditional; based on a situation. For example, a mark can be active if you have eaten something. Or are carrying a lot. And so on.
There's another word for XP in Space Wreck. It's stress. A bit like in real life, negative marks represent malicious effects of the stress your character is experiencing. Note: characters with lower WORK attribute ("lazier") have a lower XP rate and thus get fewer marks.
Let's check out a positive mark!
The"Contortionist" can open new ways across the map. But, as I said, it's conditional - you must undress before using any vents. This can put you in a risky situation - what if there's no air on the other side? Or somebody hostile?
Now onto a negative mark...
"Obsessive accounting" seems almost harmless because the negative effect kicks in only in a very specific case. However, in reality, you'll have to keep it in mind and take it into account every time you are looting containers.
===
In Space Wreck, level-up'ing is a bit of a double-edged sword - on the one hand, you are getting [situationally] more powerful. But on the other, you also gain specific weaknesses. Both of these things help to personalize your character and also add a distinctive touch to your gameplay.
P.S.
Marks are not currently available in this demo version.
There is no exploration, world interactions, problem solving, etc.,
If that's all you got from the game I'm not sure what to tell you. I'm sorry? The sum of it's parts makes it an RPG, not a CYOA. You might argue it's not a cRPG, sure, a CYOA it is not.Fighting doesn't make it an RPG.
There is no exploration, world interactions, problem solving, etc.,
Select dialogue option -> be teleported somewhere -> if you selected wrong and entered combat as a non-combat build, proceed to reload, else, repeat.
It's a game in book format. There are CYOAs with combat, and AoD is one of them.There is no exploration, world interactions, problem solving, etc.,
If that's all you got from the game I'm not sure what to tell you. I'm sorry? The sum of it's parts makes it an RPG, not a CYOA. You might argue it's not a cRPG, sure, a CYOA it is not.Fighting doesn't make it an RPG.
There is no exploration, world interactions, problem solving, etc.,
Select dialogue option -> be teleported somewhere -> if you selected wrong and entered combat as a non-combat build, proceed to reload, else, repeat.
Fighting doesn't make it an RPG.everything in AoD is scripted, the entire game is just picking dialogue choices. It's a CYOA.Games can have differences and be in the same genre
Someone obviously played merchant/loremaster campaign. There are campaigns of AoD with lots of fighting and the combat system is pretty good and flexible.
There is no exploration, world interactions, problem solving, etc.,
Select dialogue option -> be teleported somewhere -> if you selected wrong and entered combat as a non-combat build, proceed to reload, else, repeat.
strange, I sure do remember nearly all the "exploration" being literally this:Fighting doesn't make it an RPG.everything in AoD is scripted, the entire game is just picking dialogue choices. It's a CYOA.Games can have differences and be in the same genre
Someone obviously played merchant/loremaster campaign. There are campaigns of AoD with lots of fighting and the combat system is pretty good and flexible.
There is no exploration, world interactions, problem solving, etc.,
Select dialogue option -> be teleported somewhere -> if you selected wrong and entered combat as a non-combat build, proceed to reload, else, repeat.
I seem to remember exploring ancient tombs, discovering old gods technology, even solving some minor puzzles (more of an adventure game element btw). Teleporting was irritating but it mostly happened in cities.
Now onto a negative mark...
"Obsessive accounting" seems almost harmless because the negative effect kicks in only in a very specific case. However, in reality, you'll have to keep it in mind and take it into account every time you are looting containers.
everything in AoD is scripted, the entire game is just picking dialogue choices. It's a CYOA.Games can have differences and be in the same genre
Someone obviously played merchant/loremaster campaign. There are campaigns of AoD with lots of fighting and the combat system is pretty good and flexible.
None taken, absolutely. And the concern is understandable.Again, no offense, hope it sells well.
Dude you need to release SW asap and start working on your next game. For that game, evaluate every area with the same lens you used above - think about the avenues by which you want the player to potentially succeed and sculpt quests and areas to accommodate. What you’ve laid out is an incredibly lucid framework for great cRPGs. You just need to be targeted in implementation and not provide all mechanical routes to solve all scenarios, or else it will feel artificial. Rather, use the philosophy above and judiciously remove options that make no sense from a narrative or world-building perspective.At that stage, the game is something of an adventure/exploration game - you explore everything until you eventually find where you need to go and loot the items you need to get there. You may have to avoid enemies but because maps are open and there are multiple ways to reach your goal, it should not be a problem.
However, if you want, you can enhance and adjust your experience by adding whatever elements from RPG that you prefer. Say, if you invest in `speech`, suddenly new options appear - you can talk to people and they can offer side-quests that open new ways to reach your goals. Invest in `scitec` and hack computers to control your environment. `sneak` and you can stay out of eyes or pickpocket keys or other items from NPCs. `tinker` to pick locks and construct items with new functions. And, of course, combat skills - to take on foes directly, if you want.
I really like this idea. Star fits thematically and map is intuitive to understand. If you do a mouse over an uncloaked event, do you get an info what it was?
That's brilliant, but how does it deal with, let's say, more than six branches in the midgame or endgame, two of which harken back to decisions made in the first part of the game? Does it abstract actual locations and timeframes to a high degree or does the game never reach that level of non-linearity?
That's brilliant, but how does it deal with, let's say, more than six branches in the midgame or endgame, two of which harken back to decisions made in the first part of the game? Does it abstract actual locations and timeframes to a high degree or does the game never reach that level of non-linearity?
Currently, the game has Y-like structure with two different branches of the plot that take you to completely separate locations, with separate quests, NPCs, plot etc..
If you play through the Space Wreck once, you can visit at most 60% of locations, the other branch is virtually inaccessible after you've made the choice.
Oh and that choice? It's already in the demo. In fact, if you played through it, you've made it. It's not a big glaring EVIL/RIGHT or smth like that sort of choice. In fact, it's pretty subtle. But I think it is obvious and rational.