Dude I just stole an HDTV. They should really lower their prices.
Stealing a truck filled with Modern Warfare 3 DVDs != illegally copying through a torrent without removing anything from an inventory.
Brofists to the devs and all but after all this years i can't get myself get excited about a preview of a demo, i'm totally flaccid. If i can't get my hands on the game then i don't care anymore. All i want to hear is: AoD went gold, gib moneys. And i will give you your 20 to 50 bucks.
Colbert. Sometimes he's funny. I prefer Stewart, though.
EDIT: Weren't you from Germany, too, TftC? New computer games games could almost always be gotten for 40€ or less. Especially when you talk about a few years ago. Now computer games seem to have moved towards consoles in pricing too and one will see more 45€ games, but still... Nothing changed with the packaging, though. The vast majority of normal editions comes in a DVD case with a 5-20 page booklet.
I don't really care about packaging and booklets though I'll probably go for the digital version.
I'm not saying that walking around and exploring is boring. I'm saying that running between maps to deliver a message or going back and forth between NPCs is boring. Some examples:
The Witcher: "Yaevinn (in the swamps) will ask you to deliver a letter to Golan Vivaldi in the Temple Quarterand then return with his reply."
You run through the streets, leave the town - loading screen, go to the dock, travel to the swamps - cutscene/loading screen, run around in the swamps, get a quest to go back to the town (running back to the dock, loading screen, enter the town - loading screen, run to another district - loading screen, and then do all over again to return with the reply. I think it was the first quest I've turned down because the traveling was too much.
The way I see, when you do a non-combat quest, the best part (or the only good part?) is dealing with different people and trying different ways to accomplish your objective. Not running for 10 min, hoping that you'll be ambushed to break the boredom.
Other memorable examples are the city of Athkatla in BG2, ToEE's Hommlet's quests, and even some Arcanum's quests, like the crystal ball one - talk to A, she sends you to B, B gives you the ball, bring it back to A, something happens, go talk to B again. Thank God they were on the same map. It's not a bad quest, but 90% of it is running back and forth between A and B.
In what way?When you abruptly go from one location to another just to pick an answer from a list it kind of misses the point of a role playing game in the traditional sense...
It really isn't. AoD draws heavily from the old games, so it doesn't redefine anything, but rearranges RPG concepts in a different way. RPGs are the most diverse genre (dungeon crawlers, sandbox, story-driven, tactical, etc), so AoD is our contribution to it, nothing else....but then again AoD is set to redefine what is meant by the term 'RPG'...
I'm interested in how it will pan out in practice, though. I'm of the firm belief that filler serves a purpose, and sometimes, is important for a game - though of course, the much more common sin is excessive filler. I remember that when I was playing FNV for the 5th time or so just to see what I hadn't seen, I was using console commands to teleport between areas when there were such walk-here quest fillers. At first it was great, but after a while I realized I wasn't really getting enjoyment from the game, and I wasn't really playing it at all. Now, some of that is due to playing it so many times, and the fact that the game wasn't designed for this, but I think there is definitely something to be said about having different paces to a game, instead of being delivered to the next Interesting Hotpoint immediately, and to giving the gameworld a bit more life. Other examples might be using the frame skip / speed up functions a lot on emulators of older games, or using Ctrl+J to teleport in IE games.
That isn't necessarily a criticism, as I don't know how AOD does it - I imagine it doesn't teleport you all the time, and there's still plenty of opportunity to do 'leisurely' strolls. But combined with the confirmed fact that there are quite a lot of text adventures which really is an extreme of what we're talking about here, it'll be interesting to see how it's done.
You go around and explore normally. The game doesn't teleport you all the time. It does so only when it's a text-adventure, or if you're in a go to A then B then back to C situation, to provide a shortcut. Sometimes you can say "Go there later." and then have to go there yourself. Example: you show the map to your quest giver, he tells you to show it to a loremaster. You get 2 dialogue options:That isn't necessarily a criticism, as I don't know how AOD does it - I imagine it doesn't teleport you all the time, and there's still plenty of opportunity to do 'leisurely' strolls. But combined with the confirmed fact that there are quite a lot of text adventures which really is an extreme of what we're talking about here, it'll be interesting to see how it's done.
The whole game was filler
There were a ton of boring fetch quests. TNO even makes snarky comments about them in his journal. Also nearly every instance of combat is filler.Other than the Hive Thugs, did PS:T have much filler? Are rose-tinted glasses fogging my view?
I guess I'm asking what PS:T did right about filler. I thought its content was sufficiently densely packed--where it wasn't, there was a specific "this is a dungeon you're exploring," or "this is a battle you have to fight through" set-up, so it didn't seem like the game was holding back on the 'main game' with filler. Is that what you mean? Or have I just blanked Planescape's filler from my mind?