ksaun Have you ever programmed in LISP?![]()
It's the language I know (knew) best. As a graduate student, I did some research work on natural language processing systems developed in LISP. (Why do you ask? =) )
This kind of thinking is what separates JE Sawyer from the rest.While designing new game systems can be very enjoyable, you can find yourself wasting time on silly things like whether to have 3 or 4 stats and what to call them.
But Josh has 6 attributes because that's what AD&D had it's what people expectThis kind of thinking is what separates JE Sawyer from the rest.While designing new game systems can be very enjoyable, you can find yourself wasting time on silly things like whether to have 3 or 4 stats and what to call them.
That's a reasonable sacrifice. When it comes to new systems it's allBut Josh has 6 attributes because that's what AD&D had it's what people expect![]()
Most designers = KevinI believe that game designers, whether working in the RPG genre or otherwise, should establish what they want the player to be doing within the world. That is, they must ask themselves what they want the core activities of the player to be. Within those activities, the designer can find ways to allow growth over time in a variety of ways. How they want that growth to occur and what sort of choices they want to force the player to make -- that's what should drive the design of the advancement/RPG system.
Instead it usually seems like most designers sit down and say, "Well what are the ability scores going to be?"
Oooh snapBut Josh has 6 attributes because that's what AD&D had it's what people expectThis kind of thinking is what separates JE Sawyer from the rest.While designing new game systems can be very enjoyable, you can find yourself wasting time on silly things like whether to have 3 or 4 stats and what to call them.![]()
They licensed the setting.More like it would beat the purpose of adapting pre-existing ruleset in the first place. If they changed the stats they'd need to work over the entire system.
We licensed Numenera not only for the setting, but also to use its systems as a foundation for Torment’s – one of the appeals of Numenera was that we felt its rules were well-suited for computer adaptation for Torment.
But they also decided to use the rules. They could just have used CLASSICThey licensed the setting.More like it would beat the purpose of adapting pre-existing ruleset in the first place. If they changed the stats they'd need to work over the entire system.
No shit Roguey, it's an Action RPG. Similarities will probably end on common terminology if there are any.I imagine CD Projekt's Cyberpunk is going to look very different from the tabletop system, if they hired enough smart westerners.
Most designers = Kevin
This is no where close to true, but I'm not going to blame anyone for what happens with the Aurora engine.I know you're being deliberately obnoxious so in that highly unproductive vein
MotB >>> F:NV
Haha no. FNV has many flaws but at least it isn't a NWN2 moduleMost designers = Kevin
I know you're being deliberately obnoxious so in that highly unproductive vein
MotB >>> F:NV
Within it's Genre, NO! Most explicitly, NO! FO3 is the single worst FPS I've played. NWN2 is just the bad side of mediocre for a third person RPG.Yeah, and even that is more tolerable than NWN2.
When it comes to systems and combat content? No.I know you're being deliberately obnoxious so in that highly unproductive vein
MotB >>> F:NV
Kevin and Avellone and Ferg were quick to prevent me from requesting IWD2-levels of difficulty because they have more sympathy for nubs than I do. And I should make it clear that I didn't tune the combat personally. I made suggestions that were considered by individual designers and either accepted, rejected, or modified based on their best judgment and the goals Kevin thought were appropriate. I think the game difficulty, as tuned by the designers, is interesting but not difficult for me.
I've played much worse than New Vegas.FO3 is the single worst FPS I've played.
OTOH, NWN2 and NWN are the worst-feeling wannabe-tactical RPGs I've ever tried playing.NWN2 is just the bad side of mediocre for a third person RPG.
This kind of thinking is what separates JE Sawyer from the rest.While designing new game systems can be very enjoyable, you can find yourself wasting time on silly things like whether to have 3 or 4 stats and what to call them.
That's a reasonable sacrifice. When it comes to new systems it's allBut Josh has 6 attributes because that's what AD&D had it's what people expect![]()
Most designers = KevinI believe that game designers, whether working in the RPG genre or otherwise, should establish what they want the player to be doing within the world. That is, they must ask themselves what they want the core activities of the player to be. Within those activities, the designer can find ways to allow growth over time in a variety of ways. How they want that growth to occur and what sort of choices they want to force the player to make -- that's what should drive the design of the advancement/RPG system.
Instead it usually seems like most designers sit down and say, "Well what are the ability scores going to be?"