Crooked Bee
(no longer) a wide-wandering bee
Huh, well I don't understand why they went with squares then other than perhaps typical inXile ineptitude.
Because gridless sucks?
Huh, well I don't understand why they went with squares then other than perhaps typical inXile ineptitude.
Going from something that sucks to something that also sucks? What a strange company.
Going from something that sucks to something that also sucks? What a strange company.
Are you serious? Wasteland 2 must be atrocious.Fallout 3 is a shooter and never claimed to be a gameplay/spiritual successor to Fallout.
FO3 is a shit game and has a stupid plot and some really stupid characters, but it has has better "game writing" than WL2 which is a superfluous unedited mess.
FO3 is a shit game and has a stupid plot and some really stupid characters, but it has has better "game writing" than WL2.
What I mean is that FO3, while shitty, has shitty writing well-suited for its shittiness. Go to A, get quick info, continue to B. It's stupid, but it's concise. WL2 has a lot of nonsense writing for no other reason than to have a lot of writing.FO3 is a shit game and has a stupid plot and some really stupid characters, but it has has better "game writing" than WL2.
I haven't seen enough of WL2 to be sure, but how is that even possible ? Fallout 3 is the game where [intelligence] checks has your character saying inane shit like "So you fight the Good Fight with your voice on Galaxy News Radio." to Three Dogs and him answering "Well, holy shit! Aren't you a chip off the old block? You ARE as smart as your dad.". Fallout 3 is the only game I've played where stat checks on Intelligence makes you say even more retarded crap than the regular dialogue.
Eh. I haven't seen all of the W2 beta, but at least in the early parts I find it very easy to just say "Goodbye" when I have the mission-critical info I need, with tons of the dialogue being totally optional. Maybe my impression is mistaken.
I'm also in this camp (probably due to my MUD background), but it seems that this is very much a minority opinion nowadays. It's all about "less is more" and "show, don't tell", and players reach very negatively to more than 1-2 paragraphs of text in a single conversation node (exposition dump oh noes!)...I have no problem with Wasteland 2's verbosity. The textier, the better.
if a *novel* needs exposition dumps it's a bad novel, never mind if your game needs themIt's all about "less is more" and "show, don't tell", and players reach very negatively to more than 1-2 paragraphs of text in a single conversation node (exposition dump oh noes!)
I agree that words for the sake of them is dumb, but what I've seen in W2 isn't that way. Most NPCs do have a ton of keywords to choose from ... the important concept there being choice. If some moron chooses to click every damn keyword in sight because he feels like he has to, he shouldn't be surprised when that person talks back for several minutes. The point is that he can also choose not to and it's fine.I want to read meaningful shit not just wordswordswordswords. Nothing is gained from verbosity besides making conversation look as unnatural as possible most of the time
I have found this approach dangerous in some other games...I agree that words for the sake of them is dumb, but what I've seen in W2 isn't that way. Most NPCs do have a ton of keywords to choose from ... the important concept there being choice. If some moron chooses to click every damn keyword in sight because he feels like he has to, he shouldn't be surprised when that person talks back for several minutes. The point is that he can also choose not to and it's fine.I want to read meaningful shit not just wordswordswordswords. Nothing is gained from verbosity besides making conversation look as unnatural as possible most of the time
Once I realized that I don't care what some shopkeeper thinks about some guy I heard about once, conversations became much more natural.
I urge others to follow my example and only click a keyword if you actually want to hear about that subject.
I do dislike keywords very much, but I remember a lot of dialogue where I was like "why are you telling me this it's not like I asked". I'm guessing it is that way because the NPC many times has to mention something for the topic to become a keyword. The Wasteland should be a cowboy place with Man with No Name-types.Eh. I haven't seen all of the W2 beta, but at least in the early parts I find it very easy to just say "Goodbye" when I have the mission-critical info I need, with tons of the dialogue being totally optional. Maybe my impression is mistaken.
He's probably talking about the very first conversation in the game. Vargas won't let you leave until you've heard your mission. Sheesh, what's the rush, Zed? You hate keywords that much?
This is the reason why I called it bad "game writing" and not just bad writing.I have found this approach dangerous in some other games...I agree that words for the sake of them is dumb, but what I've seen in W2 isn't that way. Most NPCs do have a ton of keywords to choose from ... the important concept there being choice. If some moron chooses to click every damn keyword in sight because he feels like he has to, he shouldn't be surprised when that person talks back for several minutes. The point is that he can also choose not to and it's fine.I want to read meaningful shit not just wordswordswordswords. Nothing is gained from verbosity besides making conversation look as unnatural as possible most of the time
Once I realized that I don't care what some shopkeeper thinks about some guy I heard about once, conversations became much more natural.
I urge others to follow my example and only click a keyword if you actually want to hear about that subject.
Bioshock owns