Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

The Outer Worlds Pre-Release Thread [GO TO NEW THREAD]

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Anyway, Obsidian should have never let John Gonzalez go.

I mean I like John Gonzalez and all, but that guy is no less a leftist nor exactly without fault in the writing department. New Vegas being imo the only one that stands out.

Tim and Leonard have a larger background than one game for you to trust.
 

Efe

Erudite
Joined
Dec 27, 2015
Messages
2,605
consortium is alright.
its like fps aod.
you fail and replay again and again to gather new clues and insights and reach different outcomes in a short story.
 

Chippy

Arcane
Patron
Joined
May 5, 2018
Messages
6,241
Steve gets a Kidney but I don't even get a tag.
Crafting is a waste of time and resources in RPGs, especially in FPS ones.

What they did in Arcanum was beautiful. What Obsidian did in KOTOR2 was also pretty great, and to a lesser extent in F:NV. I'd prefer it was in than out anyway.
 

imweasel

Guest
The only RPG that did crafting well was probably Baldur's Gate 2. It wasn't bloated and promoted adventuring to find the rare ingredients. The stuff you could craft was also very useful.

I also thought that the crafting in New Vegas was kind of neat. It just happens to be completely unnecessary and therefore a waste of time.

Tim and Leonard have a larger background than one game for you to trust.
Well, I trusted them enough not to let shit writers work on the game and was let down. :argh:
 

Master

Arbiter
Joined
Oct 19, 2016
Messages
1,160
Nobody reacts to having a gun pointed at their head.
Not only that but it also makes you feel like your character is some kind of a robot, I mean, who walks like that!? Unless of course it's a dude from an FPS of the 90's. Ugh, at least add the animation to lower the gun when the PC talks to someone. This is definitely not the only game that does that, but it seems very little people pay attention to how awkward it looks. At least games like CP2077 seem to have put some thought into FP animations.
Well, CDP has always pushed the RPG genre forward with stuff that matters. Should we be surprised?
I do remember that in Fallout 1 you had to holster your gun in some place or people would actually start shooting at you. Surely something simmilar happens in the harsh world of CP2077? Or...?
 

Terenty

Liturgist
Joined
Nov 29, 2018
Messages
1,467
The only RPG that did crafting well was probably Baldur's Gate 2

Crafting in arcanum was great. You could craft unique weapons you couldnt obtain anywhere else in the world. I remember crafting a cool gun from schematic in Vendigrot that used oil instead of bullets.
 
The Real Fanboy
Joined
Oct 8, 2018
Messages
1,121
DsBT9uu.png


mood
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,753
I mean I like John Gonzalez and all, but that guy is no less a leftist nor exactly without fault in the writing department. New Vegas being imo the only one that stands out.
Gonzalez isn't on twitter or tumblr, which is a big deal. Additionally, while on the bland side, his work on DS3 wasn't bad.
https://forums.obsidian.net/topic/5...-questions-on-the-obsidian-blog/#entry1134451
John G. wrote a good part of Anjali's dialogue, and he did an overall polish pass on many of the side-quest NPCs in the game.

Travis wrote most of Reinhart's dialogue and about half of Katarina. He also wrote a lot of side-quest NPCs like Leona, the Gunderics, Drakomir, Fitch, etc.

The remainder of the side quest dialogue was written by the respective area designers.

I wrote the main plotline dialogues (Marten and Odo, Dapper Gent, Meisters, Jeyne, archons, etc.), plus most of Lucas and some of Katarina.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I hate RPGs that have you go around picking up herbs and metals and shit when you own a fucking castle or something. Which describes DAI perfectly.

shit that's ok:
clearing a mine from monsters and having it provide you with a stream of resources
obtaining rare & valuable resources from dangerous places

shit that's not ok:
having me pick 10 common flowers to make something stupid or for a quest
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
I don't like crafting on most games because it is just a convoluted, wasting time way of getting more power that just adds a ton of inventory juggling that gets incredible annoying in time. There is practically nothing that a crafting add that can't be provided on other ways, less annoying ways that don't involve inventory juggling.

Maybe if the crafting system is really extensive to the point of being the whole way to play a class like the mechanist on Arcanum as it made sense for your class to be some sort of mad engineer or the way Mask of the Betrayer does crafting, playing with the whole soul devouring mechanic granting you powerful essence that you could craft into obscenely powerful items that were all plot related. If the crafting system is a good thematic exploration like it was on Mark of the Betrayer or a mechanical requisition like Arcanum that is connected to the rest of the game, it is okay, if it is just a throw away system to make the player feel he is doing "stuff", that is a waste of time.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom