Dr Schultz
Augur
- Joined
- Dec 21, 2013
- Messages
- 492
My bad :D.Dr Schultz Something on your side messes up the formatting of your posts. Seems like it inserts line breaks after each line (even within quotes), making your posts look totally blown up. Or do you insert those manually?
Well, it's not that I don't recokonize genres as useful tools of analysis. It's more like that I'm tired to dissert about "what is an RPG" without the basic assumption that tabletop RPGs and Computer-RPGs are two different beasts, not only in form but also in nature. Any honest discussion about the nature of the genre should start with the recognition that P&P RPGs are first and foremost multiplayer games where the ultimate goal is telling a cooperative story, while computer RPGs are (usually) single-player games where the ultimate goal is beating the game; and from that a loooong list of gameplay differences descends, or at least should descend.Dark Souls is not an RPG as TNW aims to be. Neither is Witcher 3. Both are action games with a certain RPG part.
Not interested anymore in this kind of distinction. I could argue that Baldur's Gate is not a true RPG while Quest for Glory definitely is. But as I said, I’m not interested anymore in this kind of discussion. I’m more concerned about the quality of a game and its systems regardless its perceived genre.
Well, that's too bad, because a game is well defined by its genre.
In this case, the genre of the game is even the whole point of it for many people.
Of course, I'm not saying that you are the kind of person that doesn't recognize this difference, but as a rule, I think that in a videogame forum it's more productive to discuss about what makes for a good videogame. After all, we are here because we love a certain type of videogame, not necessarly because we are P&P enthusiasts.
Neither do I. Not in Vince's game at least.Ah, yes, when I talk about player skill, I am talking about action & twitch reflexes - which is what is afaik usually implied with that.I personally did it SEVERAL times in XCOM (the old-ones and the new-ones, particularly the old ones), Jagged Alliance, Silent Storm, Knights of Chalice, TOEE, Final Fantasy Tactics, Tactics Ogre, Fire Emblem, Disgaea, Telephat Tactics and a bunch of other tactical games.
None of these games strike me as particularly casual or action oriented, which is my way to say that the idea that action games are about skill while tactical games are about stats has never be true. And I mean NEVER EVER. Not even before computers were invented.
Of course, it requires skill to build a good character and make sound tactical decisions. But those are mental or intellectual skills, if you want - a lot of it is simply knowledge-, while action & twitch reflexes are of a far more physical nature.
I do not want any action & twitch reflex skills required in an RPG (that is not an Action-RPG).
I get it and it's a perfectly sound position logically speaking; but still I think it doesn’t makes for good non-combat gameplay. To me any major conversation in the game should be “winnable” without a single skill related line, at least at the basic degree of success. But, of course, it should be a freaking hard thing to do.Don't get me wrong. I DO think that Vince is perfectly aware that a dialogue has to be kind a guessing game in order to be "fun" to play. I don't think that preventing players to "win" even when they give all the right answers is the funniest way to achieve that.
I think what Vince meant to do is that he is going prevent players from 'winning' because, despite of giving the right answers, their character didn't give it the right way, which is what happens when the player character's skills aren't good enough.
Well, maybe it's just me, but I'd love to struggle with a socially-impaired character that misinterprets everything about people disposition toward him. It would make a diplomatic-playthrough with this character one of the funniest experience I had in an CRPG.As for you question: given the text-heavy nature of his game, this passive skill of mine should work like this: The skill is high enough, you get a bunch of paragraphs in prose that describe in broad strokes the attitude of the character you are talking to, possibly at key points of the dialogue; the skill isn't high enough, you get nothing, or even better, you get misleading descriptions.
I'm not sure having misleading descriptions simply because my character's skill isn't suffice would be 'fun'. Maybe like how Empathy perk from Fallout 2 worked will suffice, but I think it's better to keep a singular narrative text version across different characters and let players use their own wits on solving the problems that is an RPG NPCs.
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