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Game News Torment Kickstarter Update #22: On Companions, Crafting, Crises and more

hiver

Guest
"How about adding another flavor to the mix?
Such as "Companion wants something" - player provides - companion comes to understand the old saying "beware what you wish for, because you might get it".
or vice-versa, - player doesnt provide or fulfill that wish and companion comes to understand it was a better solution. -
After some time, naturally, maybe after some other events unfurl later on."

Not new. Not original. Has been done. Repeatedly. Next.
I very well know it is nothing original dear Volly. I never said anything about originality and it was not my FUCKING intent to produce something fucking original so you complaining about it is as bright as darkunderlord asshole.

It is merely one suggestion how to make things a bit more diverse and interesting.
While much of it depends on specifics on how such setups would be implemented, in what situations, relating to what characteristics and what events and what motivations and soon and so on.

If you want something original or better then FUCKING INVENT IT YOUR FUCKING SELF.

dear v olly.


hiver You have fans in the shoutbox.
they can go and suck donkey balls.


-edit-

one correction, in crises example written by Colin youre not pushing the enemies with a force shield, you are pushing them INTO the force shield, or field of some sort. I misread.

But still, doesnt change the rest of my thoughts on the matter.


Furthermore - maybe an even better expression about the issue would be - using force.
Rather then just "violence".
A man can use force for a number of different things and the meaning doesnt succumb into being just another phrase for teh "evil" - as violence does.


Of course, the example was simplistic, using only two tides, Red and Blue (which makes my skin crawl) - and im well aware that the team does not want a simplified gameplay where all violence is connected to the Red tide...at least i hope so, but i dont see how such result can be avoided with this simplified notion of "violence" as it is presented.


Im not accusing anyone of anything here. Just turning some attention to this whole...thing.
 
Last edited by a moderator:

hiver

Guest
Anyway, a really good update.

I wish we could get an example of a crises that is built from the ground up with mind of all Tides though.
Because a crises blatantly built around only two - which maybe can later get the rest simply tacked on, based on some small insignificant details, ... just wont cut it.
(yes, this was done for clear example purposes - ok - still.)

and it would be nice to hear something about this possible issue of "violence" = Red Tide.
From philosophical, everyday reality, and design point of view of the main three guys.
 

Septaryeth

Augur
Joined
Jun 24, 2013
Messages
298
You're still implementing arbitrary quantitative triggers to govern how a relationship with an NPC evolves. Sure, one is based on your actions and one is based on your words but in the end it's still guesswork.
Kinda like in the real world, you mean?

What does the real world have to do with a video game system?
That's the problem though. Character interactions and storyfocused games aren't the best fits for systemic approach. They are closer to books in a way. That"s why they are always heavily scripted.
And remember, when there is a "systemic" function to companions like the innfluence in Bioware games, people complain that it feels unnatural and you an metagame the hell of it. "I killed her mother, but then i bought her gifts and she likes me now"

And? The point remains -- characters change depending on certain things you do to them but not others, with no logic behind it besides what the designer/writer wanted. So, saying "we improved upon Bioware-style relationships with NPCs through XYZ" what they're really saying is "we have Bioware-style relationships but with a few more arbitrary triggers."

Is changing a character based on your action something bioware-exclusive?
I thought they just push it to a level where they present a "approval gauge" and actually tells you "how much" the characters like/hate you.
But heck, come to think of it, some other non-bioware games do that as well.
 

CyberWhale

Arcane
Glory to Ukraine
Joined
Mar 26, 2013
Messages
6,734
Location
Fortress of Solitude
I thought they just push it to a level where they present a "approval gauge" and actually tells you "how much" the characters like/hate you.

That's, like, so passé. Since Mass Effect 2 we have streamlined that shit into a binary choice - they either like you or they don't. :smug:
 

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