TigerKnee
Arcane
- Joined
- Feb 24, 2012
- Messages
- 1,920
Are there points in the game where you absolutely need 6 characters and not less?D:OS only allows 4 characters (and 2 summons). You can have 6 characters in The Black Gate and Serpent Isle.
Are there points in the game where you absolutely need 6 characters and not less?D:OS only allows 4 characters (and 2 summons). You can have 6 characters in The Black Gate and Serpent Isle.
D:OS only allows 4 characters (and 2 summons). You can have 6 characters in The Black Gate and Serpent Isle.
That's the least of the problems. It doesn't support water travel, flying and NPC schedules, all of which are necessary to U7 quests, if I'm not mistaken.Is the D:OS tool-set so unwieldy that someone couldn't recreate U7 with proper combat?
D:OS only allows 4 characters (and 2 summons). You can have 6 characters in The Black Gate and Serpent Isle.
We would miss out on the vintage inventory as well.
That's the least of the problems. It doesn't support water travel, flying and NPC schedules, all of which are necessary to U7 quests, if I'm not mistaken.
Actually, I'm trying to remember what was the last RPG that allowed for different modes of movement/travel, and I'm drawing a blank. Risen maybe? Avernum has boats, but as a remake of a remake it doesn't quite count.Agreed. However, when Swen finally unveils his UTIMATE RPG™ perhaps such things will finally be in such a game. Hopefully the combat will be just as good. Perhaps that will be the engine one could do a proper remake.
In modern games, the world is either "to scale" now which generally means dropping the scale of the game world to a single country or such... or if they have to do long travel, they just do the cheap method of having you select choices from a menu.Why did these mechanics suddenly disappear from RPGs?
it wasn't so epic like the quest of the avatar, the dungeons were too easy
Hey, Heroine's quest has very good environmental interaction and NPC schedules.Same reason why environmental interaction, NPC schedules an all other features got abandoned an are too difficult to implement now.
Actually, I'm trying to remember what was the last RPG that allowed for different modes of movement/travel, and I'm drawing a blank. Risen maybe? Avernum has boats, but as a remake of a remake it doesn't quite count.
Well, if we're going into such ancient history, Wizards&Warriors had horses (was kinda funny how your party of seven mounted a single horse), rafts and ships. But horses are rather common in recent TES and TES-clones.Actually, I'm trying to remember what was the last RPG that allowed for different modes of movement/travel, and I'm drawing a blank. Risen maybe? Avernum has boats, but as a remake of a remake it doesn't quite count.
Daggerfall (1996) had horses, so there's that at least.
(Yes, I'm also drawing a blank on this.)
Because of modern graphics.Actually, I'm trying to remember what was the last RPG that allowed for different modes of movement/travel, and I'm drawing a blank. Risen maybe? Avernum has boats, but as a remake of a remake it doesn't quite count.Agreed. However, when Swen finally unveils his UTIMATE RPG™ perhaps such things will finally be in such a game. Hopefully the combat will be just as good. Perhaps that will be the engine one could do a proper remake.
Why did these mechanics suddenly disappear from RPGs?
The decrease in abstraction is what not many people realise.
Come to think of it, Skyrim is dual-scale - the major cities are all separate levels.Bring back the dual scale world, make abstraction great again
Perhaps I am hopelessly romantic, and I might be wrong with this, but I don't think these game design schools would do much good even if they taught the stuff you are talking about here. They are like these "creative writing" schools. Has any good author ever come out of those? And has any good game designer ever come out of a game design school?:Flash:
an example of how useless video game design schools are would be how a student of such could spend 2-4 years and learn how to program and learn how to utilize photoshop and but when asked to deconstruct a video game philosophically or asked to explain the importance of abstraction in the context we're talking about would not be able to give an answer on the level of an RPGCodex forum poster.
He's not teaching game design though, rather game studies seminars.One of my most satisfying moments as a teacher came two years ago when 15 students overcame their resistance and disorientation and embraced the original Fallout. I wrote about that experience, and since then I've continued to challenge my students with games that fall well outside their comfort zones: arcade classics (e.g. Defender); interactive fiction (e.g. Planetfall); and early dungeon-crawlers (e.g. Rogue).
But I've noticed a general downward trajectory forming over the last six years or so. Gradually my students have grown less and less capable of handling one particular assignment: Ultima IV. To be sure, they struggle with a game like Planetfall, but when they finally learn the game's syntax (and heed my advice to map their progress), it's mostly a question of puzzle-solving. Defenderknocks them down initially, but they soon apply the quick reflexes they've developed playing modern games, and they're fine.
Ultima IV is another story. Here's a sampling of posts from the forum I set up to facilitate out-of-class discussion of the game:
- I've been very confused throughout the entire experience. I've honestly sat here for hours trying to figure out what to do and it just isn't making much sense to me right now.
- When I start a game I like to do it all on my own, but it's been impossible to do so with Ultima. I've asked friends for help, looked up FAQs/walkthroughs, and even searched for Let's Play Ultima 4 on youtube and am still uncertain as to how to get further in this game.
- Yeah, I still have no idea what the main goal is. I suppose it's to basically find out what the purpose of the Ankh is. But I see no way of furthering that goal.
- I tried for awhile without any walkthroughs to get the full gamer experience sort thing and within the hour I gave up because of a combination of bad controls and a hard to get into story for me at least. It reminded me of a bad runescape.
- i dont quite understand the concept of the game. i believe my main confusion is the controls and how it displays what you have done and how you moved. im not used to rpg's and i dont like them to much. i hope to find out how to move forward,but so far no luck.
- How the hell do I get out of here after I die?
Concept Art from "The Ultima That Never Was"
Proclaiming that the artwork is from "a 3D Ultima project" that was in development back in 2002 and never released, artist Denis Loubet has uploaded three separate concept art pieces to his Facebook page featuring his interpretation of a mongbat, an orc, and a headless. I'm not sure if he's referring to Ultima Worlds Online: Origin, or if there was another single player title in the works around the same time that wound up being cancelled, but here are the summaries he includes with them:
Here is the classic Mongbat from the Ultima series. A flying monkey based loosely on the ones from The Wizard of Oz if I remember correctly. Golden haired and with a long tail, it terrorized the Britannian countryside with its fearsome teeth and claws.
I did this concept piece for a planned 3D Ultima project in 2002 as a freelancer.
Oddly, this guy looks kinda friendly. I probably shouldn't have made the eyes so big. Richard specified the white crest of hair, but I think the tail-vanes were my idea.
This was done in Painter 6, with a Wacom graphics tablet. I just used the pencil brush with a dark sepia color, and colored it on another layer with the Simple Water watercolor brush.
I was trying for a sunlight-tinted-red-as-it-passes-through-the-wing-membranes kind of thing, but I don't think it worked.
...
Here's two more from the Ultima that never was. We have the Headless, which is just a creepy idea from the get-go, and an ordinary orc.
I made the Headless hairy and primitive with no clue as to how it eats or detects its surroundings. That's just left mysterious. Stumpy legs, long torso, and ape-like arms make it dangerous, and the absence of a face makes it so alien it's unpredictable. Also note, it has a horrible tail. That has to be canon because I wouldn't have included it if I hadn't been instructed to.
The orc, unfortunately, is a little bland and generic. The only mildly unusual thing about him is the vaguely Roman leather armor he's wearing. That and his general state of cleanliness.
I have a habit of trying to do the most with the least. When drawing a knight, I'll avoid the enormous fantasy armor in favor of more realistic protection. I'll draw a fairly ordinary orc rather than indulge in horns and decorated tusks and axes as big as the character itself. I'll tell myself it doesn't need all that crazy stuff to be interesting. It's the character in the face that's important. It's the way the character carries itself. It's the impression and feeling that the character establishes that I'm after. So if my illustrations aren't wild or flamboyant, that's why.
Even keeping things real, I do get to focus on things l like or find fascinating. For instance, I worked hard on the way the hands support the headless, trying for that ape-like knuckledragging effect.
And the beefy torso of the orc came out very nice, as did the simple design of his leather skirt. I also enjoy the massive sturdy quality of his sword. Little successes like these are what keep me working.