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Starfield Thread - now with Shattered Space horror expansion

Moink

Cipher
Joined
Feb 28, 2015
Messages
675
https://www.nexusmods.com/news/14888

Funny url aside, seems like there might be some serious problems when it comes to modding in the future.

The game engine appears to be treating light and regular plugins as two separate, distinct load orders when looking at the masters of a plugin rather than a single flat list as it had worked in Skyrim/Fallout 4. This means that if your plugin has another plugin as a master which is marked as light, that plugin will be loaded into the "light" load order. Then, if a new version of the master plugin is released without the light flag, the plugin will now be loaded into the "regular" load order. As the plugin no longer exists in the load order it is expected to be in, the game will be unable to resolve any data from your plugin that references the master and the entire plugin will effectively be corrupted.
 

Vic

Savant
Undisputed Queen of Faggotry Bethestard
Joined
Oct 24, 2018
Messages
5,678
Location
[REDACTED]
Interesting, even Reddit NPCs find Starfield mediocre:
8mnxVLv.jpeg


Wasn't someone here just saying that it is a good game? :)
yeah reception of the game was from the very beginning 50/50 love/hate. Even now the fires are still burning especially on the steam forums.

edit: dude fuck off with that Besthard tag whoever gave it to me again you suck big black cocks
 

Bulo

Scholar
Joined
Mar 28, 2018
Messages
336
It probably has something to do with your strange servile behaviour. In one post you're defending Starfield vehemently, as if Bethesda could do no wrong, and in the next you can't say enough bad things about it (either because you want the bullies to ease off, or because there's a voice ringing through your skull, trying to wake you to the truth that Starfield is an extraordinarily poor effort that's only superficially engaging and not at all worth your time or loyalty)
 

Vic

Savant
Undisputed Queen of Faggotry Bethestard
Joined
Oct 24, 2018
Messages
5,678
Location
[REDACTED]
It probably has something to do with your strange servile behaviour. In one post you're defending Starfield vehemently, as if Bethesda could do no wrong, and in the next you can't say enough bad things about it (either because you want the bullies to ease off, or because there's a voice ringing through your skull, trying to wake you to the truth that Starfield is an extraordinarily poor effort that's only superficially engaging and not at all worth your time or loyalty)
So if I like a game I have to become a fanboy and only talk about the good parts? Plenty of shortcomings that I have talked about but overall I still like it. Can you imagine
 

Vic

Savant
Undisputed Queen of Faggotry Bethestard
Joined
Oct 24, 2018
Messages
5,678
Location
[REDACTED]
I guess talking about a game you like is a punishable offense. Literally nazi germany
Please put a yellow star somewhere in the 'Bethestard' tag.
it wasn't just the jews that got fucked during nazi germany. Information and propaganda was tightly controled by the nazi regime, with many germans who spoke out against the regime being tortured or executed, similar to how it is in this thread.

edit: I'm not even joking anymore. I had to beg infinitron last time to remove this stupid tag and now some dipshit gave it to me again because I like a game? go and fuck yourself asshole
 
Last edited:

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,186
Location
Grand Chien
https://www.nexusmods.com/news/14888

Funny url aside, seems like there might be some serious problems when it comes to modding in the future.

The game engine appears to be treating light and regular plugins as two separate, distinct load orders when looking at the masters of a plugin rather than a single flat list as it had worked in Skyrim/Fallout 4. This means that if your plugin has another plugin as a master which is marked as light, that plugin will be loaded into the "light" load order. Then, if a new version of the master plugin is released without the light flag, the plugin will now be loaded into the "regular" load order. As the plugin no longer exists in the load order it is expected to be in, the game will be unable to resolve any data from your plugin that references the master and the entire plugin will effectively be corrupted.
I guarantee most modders are going to run out of steam quite quickly with this game. This is not going to be another Skyrim. Of course there will be the modders who devote their lives to fixing the game, but it will not be a thriving community like Skyrim is.

Well that's my prediction anyway
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,558
https://www.nexusmods.com/news/14888

Funny url aside, seems like there might be some serious problems when it comes to modding in the future.

The game engine appears to be treating light and regular plugins as two separate, distinct load orders when looking at the masters of a plugin rather than a single flat list as it had worked in Skyrim/Fallout 4. This means that if your plugin has another plugin as a master which is marked as light, that plugin will be loaded into the "light" load order. Then, if a new version of the master plugin is released without the light flag, the plugin will now be loaded into the "regular" load order. As the plugin no longer exists in the load order it is expected to be in, the game will be unable to resolve any data from your plugin that references the master and the entire plugin will effectively be corrupted.
NO MOD NO TODD
 

Silverfish

Arbiter
Joined
Dec 4, 2019
Messages
3,881
I had to beg infinitron last time to remove this stupid tag and now some dipshit gave it to me again because I like a game?

That, and because it's funny. The important thing is that [Intelligence] you're fighting the good fight with your voice.
 

Robotigan

Learned
Joined
Jan 18, 2022
Messages
420
The guy's been overrated since Oblivion. Doing "the best" quest in an awful game isn't an accomplishment.
Not to mention that most of the positives regarding Oblivion's Dark Brotherhood amount to quest design and not storytelling, but again, people like to prop it up regardless.
But let's not forget, this is the same guy who wanted to add all of Garrot's tools from Thief into Oblivion but decided against it simply because modders will do it for them.
Quest design is more important than storytelling.
 

Non-Edgy Gamer

Grand Dragon
Patron
Glory to Ukraine
Joined
Nov 6, 2020
Messages
17,656
Strap Yourselves In
Quest design is more important than storytelling.
Eh. If that were always the case, visual novels wouldn't be a thing.

Personally, I find games like Skyrim are ruined for me due to their awful writing rather than their boring quest design.

Morrowind's quests were mostly fetch quests and other boring things, but the writing was fairly high-quality compared to Oblivion and everything that followed it.
 

Just Locus

Educated
Joined
Mar 11, 2022
Messages
508
Eh. If that were always the case, visual novels wouldn't be a thing.
I'd also like to mention that the latter half of the Dark Brotherhood questline is extremely mediocre compared to the start, which you conveniently don't see people mentioning... Almost like it's extremely overrated or something
 

Robotigan

Learned
Joined
Jan 18, 2022
Messages
420
Quest design is more important than storytelling.
Eh. If that were always the case, visual novels wouldn't be a thing.
Well, well, well. So you finally admit it, eh? But to be serious for a moment, these are roleplaying games so constructing good gameplay scenarios should be a priority. Visual novels are more of an evolution of comic books.
Personally, I find games like Skyrim are ruined for me due to their awful writing rather than their boring quest design.

Morrowind's quests were mostly fetch quests and other boring things, but the writing was fairly high-quality compared to Oblivion and everything that followed it.
Morrowind doesn't have writing, Morrowind has non-writing. It has a big book of lore, but how the characters and stories work is purely functional. Now as a strategy gamer, I'm fine with that. But just letting you guys know because when a company like Bethesda hears "you need better writing" they're gonna be thinking TLoU or Disco Elysium not Morrowind. Now all that being said, yes I appreciate Morrowind's lore immensely and it led to some of the most intriguing civilizations in any RPG. It's really cool that there are 4 distinct architectural styles associated with each society.

Now THAT being said, some grognards discredit Skyrim because most of what it does better is the unspoken stuff. Like besides the towns and cities, Skyrim's overworld is way better than Morrowind. It's not even close. Morrowinds fauna just aimlessly meanders around waiting to attack the player like an MMO. In Skyrim bears and sabertooth cats lurk in caves and dens. Giants lead mammoth herds. Wolves hunt in packs. Mudcrabs hide in marshlands. Birds fly overhead and butterflies flit around. There's at least 8 distinct biomes that seamlessly blend into each other. Morrowind has maybe 3 and the most prominent one is basically just empty terrain map that you spend your entire playthrough trying to avoid. The reason that dragons are such a big deal for Skyrim when they're in half of all fantasy games (and much more challenging encounters) is because Skyrim's ecology is more convincing and dragons have been integrated into that in just about the highest effort way possible. Now in terms of lore, yes they're integrated in just about the laziest way possible. But again, I would argue that making cool dragons is more important than making cool dragon lore. We're not exactly starving for the latter.

Oh, and one more thing. Skyrim did Dwemer ruins better. In Morrowind much of their design--aside from big daddy Akulakhan himself--is generic steampunk. There's a semblence of their Babylonian inspiration in Morrowind, but Skyrim did 90% of the work manifesting it. Also depicting Dwemer as floating ghosts when their disappearance is such a major part of the lore was stupid. Skyrim's idea to invent a Falmer slave race that inhabits the ruins instead was such an improvement.
 

Non-Edgy Gamer

Grand Dragon
Patron
Glory to Ukraine
Joined
Nov 6, 2020
Messages
17,656
Strap Yourselves In
Well, well, well. So you finally admit it, eh?
Admit what? That plot-on-rails VNs exist?
these are roleplaying games so constructing good gameplay scenarios should be a priority. Visual novels are more of an evolution of comic books.
Yes and no. You can't make choices in comics. Some VNs have fairly extensive branching possibilities and even something like new game+ functionality. And a lot of VNs have other mechanics - resource management, stats, combat, quests - but people still buy games without those.

My point was: a game without quest design is still appealing.
Morrowind doesn't have writing, Morrowind has non-writing. It has a big book of lore, but how the characters and stories work is purely functional.
Someone wrote said lore though. Ergo writing. Semantics.
Now THAT being said, some grognards discredit Skyrim because most of what it does better is the unspoken stuff.
I don't like Skyrim because of the dumb writing. You can have the best simulation in the world, but if most of the questlines are appallingly stupid, it still won't be enjoyable.

This is why Skyrim et al get called walking sims. Because that's the important part to fans. "Look! A deer! In the woods! It's like I'm actually leaving my mother's basement!"
Oh, and one more thing. Skyrim did Dwemer ruins better. In Morrowind much of their design--aside from big daddy Akulakhan himself--is generic steampunk.
Not really the subject of a conversation about writing though.
Skyrim's idea to invent a Falmer slave race that inhabits the ruins instead was such an improvement.
True. Doesn't make up for the rest of the writing though.
 

Robotigan

Learned
Joined
Jan 18, 2022
Messages
420
Yes and no. You can't make choices in comics. Some VNs have fairly extensive branching possibilities and even something like new game+ functionality. And a lot of VNs have other mechanics - resource management, stats, combat, quests - but people still buy games without those.
Plenty of CYOA experiments have been tried, they just didn't take off until programmable interfaces automated away the egregious amount of "turn to page 129 and look up item B17 in the appendix". In terms of program architecture, they're basically single-client web servers. A series of static pages that direct to each other via a route tree and use session cookies to manage state. Every website is effectively a visual novel.
Someone wrote said lore though. Ergo writing. Semantics.
No one considers tool tips to be writing. Writing is generally associated with story construction.
I don't like Skyrim because of the dumb writing. You can have the best simulation in the world, but if most of the questlines are appallingly stupid, it still won't be enjoyable.

This is why Skyrim et al get called walking sims. Because that's the important part to fans. "Look! A deer! In the woods! It's like I'm actually leaving my mother's basement!"
The simulation is the entire point of making a game. This is the most "just read a book" complaint I've ever seen. Actually it's not even like that since you don't seem particularly interested in narrative design either. It's more like "just read an encylopedia." The programmers are the most expensive people on staff. If you really don't care about that stuff, you can hire a single web dev and task them with displaying your branching content at the appropriate time.
Not really the subject of a conversation about writing though.
It's the same thing. You want the lore to be convincing. I agree. I'm just also throwing the art and world design in there as well since it takes the place of what would be written descriptions in a novel or lower-budget production. You can imagine a novelist writing:

"The Dragonborn trudged through the frigid marshes of Hjaalmarch, the bitter cold and swamp stench seaping into his clothes with every step. His journey slowed by the heavy weight of his provisions. Unfortunately, packing light wasn't an option, everything that grew in these accursed marshlands was poison. 'Eeeee', a mudcrab hissed as he approach though he payed it little mind. All his focus was concentrated on the scanning the murky waters below for slaughterfish--large ambush predators with long narrow snouts lined with razor sharp teeth, shallow stagnant pools such as these were their favorite hunting grounds. On a brighter day, the flash of the sunlight reflected off silver scales would be difficult to miss, but today the skies had betrayed him. It was nearly impossible to make anything out beneath the clouds and mud."

In a high-budget video game, all of this is just depicted by the artists and level designers instead. The fact that anyone who played the game can relate to that paragraph implies they did a really good job.
 

Robotigan

Learned
Joined
Jan 18, 2022
Messages
420
Come to think of it. Roadwarden is a text-based RPG full of written descriptions like that and relatively light on exact events. I don't think it's truly about "the writing" as Morrowboomers claim. It's about the lore wiki. They're not interested in that intimate, experiential stuff. They want drama. Factional politicking, major paradigms shifts, and the like. Stuff that a royal scribe would consider worth documenting in their biographies. More Cicero less Henry David Thoreau.
 

Stormcrowfleet

Aeon & Star Interactive
Developer
Joined
Sep 23, 2009
Messages
1,058
Come to think of it. Roadwarden is a text-based RPG full of written descriptions like that and relatively light on exact events. I don't think it's truly about "the writing" as Morrowboomers claim. It's about the lore wiki. They're not interested in that intimate, experiential stuff. They want drama. Factional politicking, major paradigms shifts, and the like. Stuff that a royal scribe would consider worth documenting in their biographies. More Cicero less Henry David Thoreau.
I haven't played Starfield and Roadwarden, would you care to elaborate on the comparison, especially related to "relatively light on exact events"? Thanks.
 

Robotigan

Learned
Joined
Jan 18, 2022
Messages
420
Come to think of it. Roadwarden is a text-based RPG full of written descriptions like that and relatively light on exact events. I don't think it's truly about "the writing" as Morrowboomers claim. It's about the lore wiki. They're not interested in that intimate, experiential stuff. They want drama. Factional politicking, major paradigms shifts, and the like. Stuff that a royal scribe would consider worth documenting in their biographies. More Cicero less Henry David Thoreau.
I haven't played Starfield and Roadwarden, would you care to elaborate on the comparison, especially related to "relatively light on exact events"? Thanks.
It's the same as any Bethesda game. Outside of the main story beats, not much happens. I mean a lot happens in Starfield but not for the scale of the game. It's mostly about wandering around and drinking in the setting or in Roadwarden's case descriptions thereof. There's more focus on what the player experiences than major plot events in the narrative. I'm just drawing a parallel between something that is entirely writing in one game can be expressed without any writing in a larger budget production.
 

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