Junmarko
† Cristo è Re †
Lol.
This is more like No Truce With The Furies and too many artists in the room.
Be glad if your journey ended with "Dead Gods" and not "Faction War". "Faction War" (1998) was released later than "Dead Gods" (1997). I view "Dead Gods" as an glorious end of this "Silver age of DnD". Perhaps "Dead Gods" would be good as a background for a cRPG. "Return to the Temple of Elemental Evil" is viewed by many as the better module, but i think that this is only because RtToEE is more Tolkienesque.I agree, funny that it was the very last thing labeled Planescape I bought (to be fair, it was the very last Planescape thing I didn't have except Ral Partha miniatures and the rest of Blood Wars CCG) and thus, the very last D&D book I bought.Dead Gods is quite good and in my opinion the last good thing from Monte.
An end on many levels.
I have also no problems with other kind of games if they are made by cRPGs developers, like Obsidian. But i hope for an interesting isometric cRPG with a good RPG System, a very good story, interesting NPCs and Enemies. And everything (AoD and Underrail excluded) was a let down since NWN2 MTB. Wasteland 2 was boring and i never had the feeling of playing an RPG. PoE was totaly uninteresting and the system feels for me like a MMORPG system. DOS has only a fun combat system. TToN is also not giving me a feel of playing an interesting RPG, perhaps this is due the writing or the Numenera System. And now T.Cain is speaking about 2 triangles and their permutations for RPG character stats.I wasn't angry at Obsidian developing Amored Warfare, sometimes you have to eat. But if they are going to Beth's levels...T.Cain is going more for a "Torment: TheCodex on NoNumbers (TToN) with the incarnation of sour the entropy of cRPGs".
It could turn to something not bad, but since VTMB, there were 2 ES, 2 Beth's Fallout, although NV, 4 ME and 3 DA. I would be ok with something more like Alpha Protocol though.
FROM THE MAKERS OF FALLOUT AND OTHER CULT CLASSICS, HERE COMES ANOTHER HARDCORE CRPG
What's with this trend of making CRPGs for people who don't like CRPGs.
VTMB and New Vegas are fairly good RPGs with simplified combat, but these are in 3D engines. Its one thing to make a twitcher game when you have voice acting, graphics, and money, but no one wants to play an isometric with all the strategy removed and nu-obsidian's stupid text dumps. No one wants to play a click to win fan fiction novel, numbers are 2/3rds of isometric gameplay
Both at the same time? How is this possible?!What's with this trend of making CRPGs for people who don't like CRPGs.
They're making action games that they arbitrarily define as RPGs. This way they can sell their game to the dumb masses and the much smaller RPG audience.
Indeed, this reminds me of this other classic: http://rpgcodex.net/forums/index.php?threads/how-rpgs-were-a-30-year-detour.59806/The level of butthurt in this thread.
It is glorious.
Those who want a more classical experience from Obsidian will have to look towards Pillars of Eternity II.
Finally, Tim Cain has taken the black pill and has decided to create a VIDEOGAME for RETARDED BABIES, because only RETARDED BABIES PLAY VIDEOGAMES!
Put down the fucking mouse, the shit-encrusted joystick, and throw away the cum-covered keyboard. The FUTURE of RPGs is playing with triangles on your IPad as you go through space doing dumb shit for fucking idiots. Put the game down and put the gun to your temple you idiots!!!!
Codexers tend to think that people who don't understand RPG system design will always make systems that are simple and dumb. So if they once made something complex, they must be knowledgable and smart. That may be true for millenials, but it's not true for somebody who was born in 1965. Roleplayers from Tim Cain's generation designed games with complex systems because those were the inspirations that were available to them. I mean, Fallout is basically a GURPS knockoff. And one of its big inspirations? The game where my portrait is from, Star Control 2, a non-RPG with no character creation.
Mistake #5 - Forcing Linearity
Mistake #6 - Being Non-Reactive
Mistake #7 - Telling Horrible Stories: Tim uses this to emphasize again that games are not movies. Not every character in a game has to be important or advance the plot.
People like me and Grunker have been telling you for years that Tim Cain was no grognardy system design savant. He's just a guy who wanted to make non-linear RPGs with lots of reactivity, and for a while "character creation with walls of stats" was the only way he knew how to do that.
Codexers tend to think that people who don't understand RPG system design will always make systems that are simple and dumb. So if they once made something complex, they must be knowledgable and smart. That may be true for millenials, but it's not true for somebody who was born in 1965. Roleplayers from Tim Cain's generation designed games with complex systems because those were the inspirations that were available to them. I mean, Fallout is basically a GURPS knockoff. And one of its big inspirations? The game where my portrait is from, Star Control 2, a non-RPG with no character creation.
Fallout is more than Tim Cain though, it's a group effort by Tim Cain, Feargus, Leonard Boyarsky, Christopher Taylor, Mark O'Green, Chris Jones and others
Like the Beatles were great as a group, if you like that kind of thing. Apart they were awful like McCartney and Ringo. Ordinary like Harrison and okay sometimes like Lennon.
Like the Beatles were great as a group, if you like that kind of thing. Apart they were awful like McCartney and Ringo. Ordinary like Harrison and okay sometimes like Lennon.
That's why we won't have the same game as Fallout 1/2 unless the same people will make it again
That's why we won't have the same game as Fallout 1/2 unless the same people will make it again
This takes the SPECIAL system to a whole 'nother level.