Haba
Harbinger of Decline
I'm glad there are no romances in the game
That's not entirely true... but...
Yeah.
You don't want to know.
I'm glad there are no romances in the game
You are forgetting something! The owner of the restaurant and the "other customers" are trying to convince you that the pizza you got is the best pizza in the world and you are just a spoiled child who doesnt know how to eat!I ordered a pepperoni pizza and I paid extra to double the cheese, extra sauce and onions too. The guy tells me that the pizza arrives in 30 minutes.
After 3 hours the pizza arrives cold, without sauce, without cheese, without onion and without pepperoni. It's just a baked dish, but, hey, I'm hungry!
After I eat 1/3 of this shit, I get a call from the owner of the pizzeria saying that he will send me some cheese and some pepperoni.
Fuck you, Fargo.
Alongside the fact that the whole slavers thing is entirely one-sided, I hate how Rhin is just cheap emotional manipulation 101, forcing a situation by means of emotional blackmailing, when there's plenty of reasonable options available, only that they're not offered to the player, completely ignoring one of the key agents of a good RPG; player agency. Pretty much everything related to Rhin is pure garbage. Forced, constipated, narrative garbage.Rhin has a major drawback - selling her to slavers has no real benefits.
Downloading PS:T for the first time.
Thanks InExile!
We have people on the Codex... who never played Planescape?
Fallout 3 was my first RPG
Colin McComb complains about female NPCs showing too much cleavage in PS:T
https://www.youtube.com/watch?v=JLC6QiV0kv8
https://www.youtube.com/watch?v=hzALM1xQoJw
Duh, if there's nothing else to compare it to, then it either achieved its goals (10/10) or it didn't (0/10). You won't know how well it achieved its goals because judging art is always abstract and it needs comparisons. That's why we can identify masterpieces. Aesthetic judgement is always tied to an intersubjective consensus.
Why did people like Rhin out of curiosity? I have mixed feelings about her. She was the best companion, but almost entirely by default. She's the only character (maybe excepting Aligern but Aligern's shit) that has any kind of emotional bond to the MC, which is amazing when you consider that in PST there wasn't a single companion that didn't have or develop some sort of craving dependency on the Nameless One. But even then, Rhin's connection amounts to being a cute, slightly precocious girl in need of protection.It's not necessarily Rhin's fault, it's the problem of the main character being a complete cipher incapable of fulfilling any emotional niche in the plot that prevents any bond being forged.And later an older, Mary Sue-ish badass version of same
Was it just the 'stir up protective feelings, then saddle you with terrible party member' thing that people liked, the subversion? Or was there something else to her that made her good?
Downloading PS:T for the first time.
Thanks InExile!
We have people on the Codex... who never played Planescape?
Fallout 3 was my first RPG
This is why stamps for free wine should be included in welfare. It helps with the pain if we can drink it away.
How would you know how well it succeeds if it's the first thing of its kind? The goal is to create a game, they succeeded in that, now what? You don't know what a game is, let alone an RPG. You also don't know what a book is, let alone a narrative. I can go on.Colin McComb complains about female NPCs showing too much cleavage in PS:T
https://www.youtube.com/watch?v=JLC6QiV0kv8
https://www.youtube.com/watch?v=hzALM1xQoJw
There weren't any prostitutes in Tides of Numenera and I doubt there will be any in Wasteland 3.
Duh, if there's nothing else to compare it to, then it either achieved its goals (10/10) or it didn't (0/10). You won't know how well it achieved its goals because judging art is always abstract and it needs comparisons. That's why we can identify masterpieces. Aesthetic judgement is always tied to an intersubjective consensus.
There are partial successes. If a game succeeds at some things, and fails at others, it'd go somewhere in the middle.
companions, as a rule, are there to fill in party skill gaps; an idea that I totally despise.
Quite easy. Make resting more involved. Make the sources of efforts rare. The problem is that resting is be all end all solution of all your problems in most cases. Timed quests mitigate that a bit, but not sufficiently. Also, make crises harder with fewer but more powerful apponents, so that you *really* have to invest into how to use abilities and cyphers.
- How T:TON should be balanced ?
- How to change the general gameplay and how to change the Crisis gameplay?
Alongside the fact that the whole slavers thing is entirely one-sided, I hate how Rhin is just cheap emotional manipulation 101, forcing a situation by means of emotional blackmailing, when there's plenty of reasonable options available, only that they're not offered to the player, completely ignoring one of the key agents of a good RPG; player agency. Pretty much everything related to Rhin is pure garbage. Forced, constipated, narrative garbage.Rhin has a major drawback - selling her to slavers has no real benefits.
snip
when you go down a dark alley because an individual with deranged eyes and a giant grin told you he has a great deal for you
NumaNuma companions didn't help too, I would gladly give them to the nearest Balthezu in exchange for power.
So, I haven't really played much of the game, since InXile was taking its sweet time implementing the GoG key shift. Here's something that puzzles me though - there seems to be quite a lot of praise for the Numenera setting, which sort of goes along with the notion that the problems with the game have more to do with bad implementation. My initial impression of the game is that the setting is a big part of the problem, though. Ever since I first read the books I had the feeling that the Numenera setting is startingly mediocre for a PnP setting, but I though that there was a good chance that you could hone it into an adequate PnP setting. Now that the game's out, though, I think a lot of problems the game has come down to Numenera just not being even remotely as interesting as Planescape is.
For instance, all these bog-standard humans with special snowflake superpowers that fail to make them interesting individuals? My feeling is that that's exactly what the Numenera PnP game is like. Numenera is a world with a bunch of mysterious junk in it, but the actual people populating the world are bland pseudo-medieval peasants with nothing particularly interesting to them. Mostly, it's a setting which doesn't contain any sort of interesting thematic conflict whatsoever. That's a far cry from Planescape, in which the conflicts between the Sigil factions, under the aegis of "belief changes the world", creates a vast reservoir of tension that can be milked for storytelling, and that's without even getting to angels and devils and all that stuff. I think the early part of PS:T was carried to a large extent by what an interesting place Sigil is and, more specifically, what a grotesque shithole the Hive is; the notion that you can be living in the most interesting place in the multiverse and still be dirt poor, miserable and probably a prostitute does a whole lot to establish the tragicomic feel that PS:T has all over it.
Now, whatever Sagus Cliffs is, it certainly is not the most interesting place in the multiverse. It feels strictly provincial, and even for that, it doesn't have, say, a Mos Eisley-esque liveliness that a seedy backwater town could have. It doesn't feel like there's any interesting tension going on in the city, and no wonder if your appearance is the most interesting thing to happen in ages. Which isn't inherently wrong, but (strangely, because there's a clear effort to involve you in a faction by having you pick between Alliguy and Callistege) no one I've met so far seems to be particularly invested in anything in the actual setting, they just sort of follow you around because you're apparently the only interesting thing in it. So I'm having some difficulty mustering any genuine enthusiasm for the sidequests, since my companions or even the quest givers don't really seem to care a whole lot. I think that PS:T had, on the whole, too much stuff in it and the early game has a positively glacial pace, but for all that, Mebbeth or Coaxmetal or the Brothel for Slaking Intellectual Lusts sure as hell weren't bland.
tl;dr I really miss the prostitutes.