IncendiaryDevice
Self-Ejected
- Joined
- Nov 3, 2014
- Messages
- 7,407
What was your point? Not trying to be funny, but I don't think you made it very clear.
What are you talking about?
What was your point? Not trying to be funny, but I don't think you made it very clear.
Why do you think I've stated it like this? Fallout allows for various playthroughs and you can use 150 days however you like. The time limit is long enough to explore and waste time, although for the first time you don't know it and that's what's great about it."no one in his right mind" is a game play style, aka 1INT in fallouts.
There are more games of course but Fallout 1 is the only one (I know) that did that right. Still, most casuals dislike the time limit and prefer Bethesda style. Even Mass Effect had time limits (same goes for Wasteland 2). I also mentioned Tranny in my first post here.(...) You got anything else apart from Fallout examples? Or are you going to continue to ignore my point and just wank over Fallout like its the only RPG you ever played.
There are more games of course but Fallout 1 is the only one (I know) that did that right. Still, most casuals dislike the time limit and prefer Bethesda style. Even Mass Effect had time limits (same goes for Wasteland 2). I also mentioned Tranny in my first post here.
Problem is, while that all works well in first-person view, the omnipresent 3rd-person "behind the back" camera makes most of those tricks impossible - you can't seamlessly teleport a player in a game like The Witcher or Dark Souls without him noticing.
I think flavor text hasn't been mentioned yet. Not so much item text or books but rather descriptions of rooms and characters you encounter, similar to what a DM may read to you during a PnP session. Or inconsequential minor events like the least nimble character in your party slipping on the remnants of a broken potion. Modern tech has made this completely impossible, you can't have a detailed, pseudo-realistic 3d world and then use text instead of graphics/voice acting. But at the same time you can't have scripted scenes for all these minor events, either, it would ruin the pacing. So instead they're completely gone.
All seven of the Ash Vampires have unique dialogue, though two of them just tell you to shut up and fight. Since they attack on sight, they require either sneaking or use of a calm spell in order to entire dialogue mode, unless you're fast enough to activate dialogue mode before they can enter their combat mode.There's a bit in Morrowind where you can get to talk to one of those dagoth monsters in a specific location in one of those Sixth House fortresses. The reature attacks you normally, but there's a tiny window of time where you can engage in conversation and the creature will give you dagoth brandy, which only had negative effects.
Translatable Languages:
Pool of Radiance comes to mind. While it was as simple as taking out the DRM-wheel and translating some runic symbols, the process involved added to the experience. Another example being The Elder Scrolls III: Morrowind, where you don't immediately know how to translate Daedric symbols, but start to piece it together, and quickly realize that the game allows you to learn a lot of information earlier than you're perhaps supposed to, if you translate the right messages.
This is a pretty abstract example and not even really an RPG, but one of my favorite games as a kid was Ogre Battle 64. The game had a number of elements that you don't see very often anymore, but the particular one I want to highlight is the way the game used the in-game calendar as a way to create secrets.
4. Every C64 game that came on floppy disk instead of tape - automatically formating/wiping the disk because you inserted it before turning the computer on instead of after. Particularly annoying because my other computer as a kid was the Apple IIe, where you had to insert the disk before booting up the computer. Made that mistake so....many....fucking....times. Occasionally I'd realise in time and pull the plug before the disk was wiped. Other times I just facepalmed at realising that I'd just wiped a game I'd only just bought that day, despite being thoroughly aware of the issue but being too much into the 'must....get....another...Bards Tale....level....' hypnosis mindset to remember that I was using the C64 instead of the Apple IIe.
Incidentally, was that last one just some fucked up setting on my C64 that you could change, or did that shit happen to everyone? Always wanted to know that, because even as a kid, it seemed like such an obviously stupid mechanism that I felt like there had to be a way to turn it off, so you could put the disk in first like with the Apple IIe, but I never ended up finding out.
Methinks the saddest loss is the ability to interact with the world in unorthodox ways; not necessarily "creative" or "unexpected" -most of the time it just means a scripted event- but overcoming obstacles in a logical way considering the tools at you disposal: namely, breaking down walls and doors, flying, walking over water, teleporting... Yes, I'm thinking in M&M. Technology evolves but the player is more and more constrained to preset paths, unable to use consistently the powers the characters are supposed to have.
Why can't we have spells which turn the party into rat-sized heroes in order to walk through cracks in dungeons avoiding monsters? To cheat without breaking the rules, not thanks to a flaw but to a design choice which gives freedom to the player, is something very rewarding in old RPGs. Fuck, flying is so awesome...
Didn't Arena had a spell that allowed you to destroy walls?
Why can't we have spells which turn the party into rat-sized heroes in order to walk through cracks in dungeons avoiding monsters?
Any suggestions? It's a fun discussion, and I'll credit any idea I end up using.
I understand how you feel, however you need to keep in mind that this game, like Fallout 3, is 100% reliant on quest markers. You WILL NOT receive directions to specific locations, and will have to look at your map and see the map marker the quest added to know where you're going. But if you do that, it's not really much different than using quest markers.