Bruma Hobo
Lurker
- Joined
- Dec 29, 2011
- Messages
- 2,481
Storyfags are obviously retarded, everything they say is always wrong so you might think that they can be easily ignored, but that's not possible because of their brown Midas touch, just look how they massacred the Choices and Consequences concept by turning it into lame story branches, dialogue choices and ending slides. Combatfags on the other hand usually make some semblance of sense and their arguments can sometimes be persuasive, but ultimately all they want from their RPGs are glorified hamster wheels and loot dispensers, they're disgusting pigs who fancy themselves as great strategists just by beating a retarded IA in games that allow them to grind and savescum their way through a linear plot.
This is why both combatfags and storyfags must be hanged.
Unfortunately though anything that doesn't cater to these two retarded groups of people tend to be quickly dismissed, and as a consequence many can no longer think of RPGs as holistic experiences, so they've become tacticool games with awkwardly attached plot segments completely divorced from its mechanics. When you fall for this trap, you end up ignoring gameplay elements like survival, clue-gathering, exploration, risk and reward scenarios, thieving, puzzle-solving, player expression, and so on. Then you have also people claiming that games like Fallout, Arcanum, Darklands, Dragon Wars, Ultima, Quest for Glory or Morrowind must be storyfag games, because you know, their combat mechanics suck! Heck, even minimalistic and ruthless dungeon-crawlers with perma-death (like early Wizardry clones and roguelikes) are endangered by this narrative, because there will always retards claiming that if a game has not long and complex tacticool encounters then its combat has to be inferior, and if a game has inferior combat then it has to have worse game mechanics.
Wake up sheeple, and death to all fags. Make the Codex straight again!
This is why both combatfags and storyfags must be hanged.
Unfortunately though anything that doesn't cater to these two retarded groups of people tend to be quickly dismissed, and as a consequence many can no longer think of RPGs as holistic experiences, so they've become tacticool games with awkwardly attached plot segments completely divorced from its mechanics. When you fall for this trap, you end up ignoring gameplay elements like survival, clue-gathering, exploration, risk and reward scenarios, thieving, puzzle-solving, player expression, and so on. Then you have also people claiming that games like Fallout, Arcanum, Darklands, Dragon Wars, Ultima, Quest for Glory or Morrowind must be storyfag games, because you know, their combat mechanics suck! Heck, even minimalistic and ruthless dungeon-crawlers with perma-death (like early Wizardry clones and roguelikes) are endangered by this narrative, because there will always retards claiming that if a game has not long and complex tacticool encounters then its combat has to be inferior, and if a game has inferior combat then it has to have worse game mechanics.
Wake up sheeple, and death to all fags. Make the Codex straight again!