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My noncombat character
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My noncombat character
Baldur's Gate 1, PoE2: Deadfire, both Pathfinder games. Sorry I got nothing for 5th.105 pages...
Remind me again, what is the appeal of Bethesda games? Shit combat, shit graphics, shit writing, shit character development, shit C&C, shit world-building, shit exploration.
Lets go through this list
Lets include Morrowind, Oblivion, Skyrim, Fallout 3 & Fallout 4
What game does combat, graphics, writing, character development, c&c, world building, exploration all in one package better?
Define world building
List five games that you have played with better world building.
What makes for good exploration?
List five games with better exploration
Not buying the other two, but this one maybe, if you tell him what baseball was really like he says "I like my version better." And he has a point.I don't think he actually believes this and is just bullshitting, dramatizing the story so he can sell baseball bats as weapons. From what I've heard of his voice clips, he has that "dramatic street hawker" tone which strongly suggests not everything he says is something he believes to be truthful.
Soon, I hope. I want to roll Gargaune of Cosmomacedon and litter the galaxy with colonies that will all be called some variation of Gargaunia.I completely forgot this exist, when it would be out?
Mostly a lack of mainstream competition, at least before Kingdom Come: Deliverance came out.how did Bethesda fall so badly?
How are the porn mods for KCD compared to Skyrim
I suppose I can see where this critique comes from, but I don't it's a thorough description of the game structure. When I think of depth, I think of how a game could be modeled as a graph.It has depth of puddle yeah
What I've neglected to mention up until now is that the order you travel to nodes matters because of the skills, equipment, knowledge, etc. you'll have gained throughout your journey. One detriment of a tree is that gameplay narrative is dependent on the story narrative. The nodes closer to the root will always be encountered early game, whereas the nodes near the leaves will always be encountered endgame. This makes it easier to craft a more elaborate narrative where the story and gameplay always agree since the devs are safe to make some assumptions about when the player will encounter content, but it can feel a bit limited. Sure, maybe a local glass-blowing tutorial is intended for beginners but nothing's actually stopping me from power-leveling at a nearby kiln before enrolling. A mesh-like game structure restores that mischievous thrill even if it ruins the story.This is exactly why I prefer quests being free-form (as opposed to narrowly pre-determined). This changes "bring item X" from a simple fetch-quest ("Item X is in location Y") to something more exploratory in nature. You can find it in a ruin. Or steal it from someone. Or buy it. Or receive it as reward/payment for doing another quest, etc.
And you can spread this approach to more than just quest. It's really sad that more cRPGs don't take this route and we're stuck mostly with heavily narrative-driven ones.
Damn right! Penile cancer doesn't hurt as much as testicle cancer!Yeah, it also has a few other things that Skyrim doesn't: great writing and lore, great characters, great graphics, serviceable combat, great C&C, etc.
if no man's shite can, anyone can. hell, even skyrim does, in a dlc, and iirc there're mods for morrowind. it's mostly the same engine, after all.Base building will be one of the sexy elements Bethesda is going to offer the players!
sorry man, it's the same logic behind muricans crowning themselves "world championzzz!!1!" at every retarded game they made up and the rest of the world would feel too ashamed to play along.Lets go through this list
Lets include Morrowind, Oblivion, Skyrim, Fallout 3 & Fallout 4
What game does combat, graphics, writing, character development, c&c, world building, exploration all in one package better?
Define world building
List five games that you have played with better world building.
What makes for good exploration?
List five games with better exploration
They do that because that's how dialogues work. However, the end result is unlike a tree - it's more akin to a knot: no matter what you do, you arrive at the same "critical moments" and most of your choices end up being irrelevant or cosmetic, because the outcomes are already pre-determined and most RPGs don't have enough hands to flesh out a proper tree for players to navigate at their leisure. So I am arguing it isn't really deep at all.Many if not most roleplaying games emulate a tree-like structure.
The problem is that the game never acknowledges you as a "non-combat" character (or any other in fact). That's the real tragedy. With all your freedom and available content you are essentially bound to one role of a dragonborn savior. All your characters are the same unless the game world acknowledges they aren't and everything else is just "roleplay in your head". At the very least Morrowind (and Daggerfall I assume) had reputation system that could somehow define your character in the world."Behaviors" is my own thing, based on not only what I built each character to do but what I wanted them to do. This is all predicated on my axiom that the purpose of a game is to enjoy it, not to get xp. For example, I wanted a character who never engaged in combat, which is obviously suboptimal but it was fun as hell; whereas in most RPGs it would have been utterly impossible. I think that character actually got more gameplay hours than any of the rest. Anyway that early decision affected the character build obviously, but also changed my behavior as a player substantially when approaching problems.Because I have to say that as far as "behaviors" and "quest resolutions" go you are limited - at best - to two (three if we assume failing a quest is an option) outcomes. At least this was my experience and I played with three different builds.
Quest resolutions, you may be right that there were two outcomes per quest at most, although I'd be surprised if some of the main quests at least didn't have a few more. Except for some of the early mainline forced stuff, I doubt I ever played the same quest more than twice.
I didnt even know you got adult mods for KCD? I did a quick search now and there just seems to a few around nudityHow are the porn mods for KCD compared to Skyrim? That might be a reason why Skyrim did better as well.
Absolutely disagree. The game doesn't have to "flag" me as anything and that's the point. It's true that 'you are the Dragonborn' is baked into the main quest structure but ........... it's not written in stone that you have to follow the main quest. Fun fact, in all my hours of Skyrim I never finished the main quest, don't think I ever came close. I was too busy telling my stories with my characters. Skyrim provides a very good foundation for that type of play, and I hope that Starfield will give me the same kind of tools, not to get dragged down the railroad tracks of some cool story someone else wrote but to find my own way(s) to the fun.The problem is that [Skyrim] never acknowledges you as a "non-combat" character (or any other in fact). That's the real tragedy. With all your freedom and available content you are essentially bound to one role of a dragonborn savior. All your characters are the same unless the game world acknowledges they aren't and everything else is just "roleplay in your head".
It makes absolute sense that my fucking beefcake Nord barbarian wielding a huge battle axe becomes master of the Thieves guild! And an archmage...
Aaaand an assassin...
With all your freedom and available content you are essentially bound to one role of a dragonborn savior.
Who said that in order for you to have a sense of agenda it has to be a linear experience? New Vegas has all the same stuff as Skyrim, except the world actually reacts to you, your deeds, accomplishments and failures. Skyrim's world is dead and static and nothing you do matters. This is the exact opposite of how RPG should be done.Absolutely disagree. The game doesn't have to "flag" me as anything and that's the point. It's true that 'you are the Dragonborn' is baked into the main quest structure but ........... it's not written in stone that you have to follow the main quest. Fun fact, in all my hours of Skyrim I never finished the main quest, don't think I ever came close. I was too busy telling my stories with my characters. Skyrim provides a very good foundation for that type of play, and I hope that Starfield will give me the same kind of tools, not to get dragged down the railroad tracks of some cool story someone else wrote but to find my own way(s) to the fun.The problem is that [Skyrim] never acknowledges you as a "non-combat" character (or any other in fact). That's the real tragedy. With all your freedom and available content you are essentially bound to one role of a dragonborn savior. All your characters are the same unless the game world acknowledges they aren't and everything else is just "roleplay in your head".
What will it change? Absolutely nothing. Ignoring the main quest will not make the world reactive and the game will never acknowledge your character.You can avoid going to Whiterun (Bleak Falls Barrow / Western Watchtower) and do every other hold, every faction, explore most every location, and do most every quest in the game without once becoming the Dragonborn. You are the one treating it like a Mario game with a clear path to an ending. You can even do a huge portion of the "Dragonborn" expansion without becoming the Dragonborn.
I certainly don't disagree that Skyrim could be way more reactive, but I do disagree that you can essentially only make one character and that "nothing matters" if you play differently. The freedom to play differently is the reward and I don't need a cookie for taking advantage of it.Who said that in order for you to have a sense of agenda it has to be a linear experience? New Vegas has all the same stuff as Skyrim, except the world actually reacts to you, your deeds, accomplishments and failures. Skyrim's world is dead and static and nothing you do matters. This is the exact opposite of how RPG should be done.
If you combined the superior creativity of Enderal SE along with the technical and grand nature of Wildlander you'd have something p. special.Avoid Skyrim, play Enderal instead, this is what Skyrim should have been to begin with.
The point is, I think, that due to the nature of the game you can have a character who can do literally anything and everything. All things being equal, in Morrowind at least you had to have certain skills high enough in order to advance in hierarchy, which meant you needed either to work harder for it or pay trainers to bring your skills up. In Skyrim aside from the initial "test" you can literally become a leader of the Mage Guild as a warrior, which is laughable. Skill points/specializations are nice, but most of them focus on effectiveness and don't change how the system work in general.I certainly don't disagree that Skyrim could be way more reactive, but I do disagree that you can essentially only make one character and that "nothing matters" if you play differently. The freedom to play differently is the reward and I don't need a cookie for taking advantage of it.