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the mole

Arbiter
Shitposter
Joined
Aug 1, 2019
Messages
1,933
jrpg, shin megami tensu v vengeance, 300 possible party members

colostomy shit, balljerk gay 1, 2 and 3, shillers of recturnity 1 and 2, assfinder shitmaker and wrath of the whiteness, brainscrape torment, arcanalm combined 100 possible party members

monster taming rpgs are just superior to basically everything

siralim 3 got 600 hours out of me, I can only get 250-300 hours out of a crpg typically, accept it, accept it
 

Hell Swarm

Learned
Joined
Jun 16, 2023
Messages
2,144

Vic

Augur
Bethestard
Joined
Oct 24, 2018
Messages
5,845
Location
[REDACTED]
my favourite genre. I wish there were more people interested in discussing them.
but you did discuss them Halfling Rodeo

https://rpgcodex.net/forums/threads/rpg-with-the-best-monster-raising-mechanics.149311/

Why did you ever make a new account? Maybe because you lost your shit and insulted the staff?
I changed the password of my old account to leave the site forever.. No wait that was you Bethestard.
Can you explain to me how the Beta mind works? Why did you feel the need to run and hide your identity?

I'm on to you nigger, you can't run and you can't hide. I'll sniff you out no matter how many alts you make.

You're in for world of hurt, or should I say, a world of Vic.
 

ds

Cipher
Patron
Joined
Jul 17, 2013
Messages
2,904
Location
here
Can you explain to me how the Beta mind works? Why did you feel the need to run and hide your identity?

I'm on to you nigger, you can't run and you can't hide. I'll sniff you out no matter how many alts you make.

You're in for world of hurt, or should I say, a world of Vic.
Weak copypasta, try again.
 

Hell Swarm

Learned
Joined
Jun 16, 2023
Messages
2,144
my favourite genre. I wish there were more people interested in discussing them.
but you did discuss them Halfling Rodeo

https://rpgcodex.net/forums/threads/rpg-with-the-best-monster-raising-mechanics.149311/

Why did you ever make a new account? Maybe because you lost your shit and insulted the staff?
I changed the password of my old account to leave the site forever.. No wait that was you Bethestard.
Can you explain to me how the Beta mind works? Why did you feel the need to run and hide your identity?

I'm on to you nigger, you can't run and you can't hide. I'll sniff you out no matter how many alts you make.

You're in for world of hurt, or should I say, a world of Vic.
You should check the join dates. Can't be an alt of an account made later Bethestard. I can't explain how your mind works since I'm not a beta like you.

Now for something on topic.

I enjoy playing games with a controller more than mouse and keyboard.
 

the mole

Arbiter
Shitposter
Joined
Aug 1, 2019
Messages
1,933
quest markers are based, relying on a game developer to make a game intuitive and completable is just asking for problems, there are infinite examples of this

quest markers just show the player where the content is, by being as obtuse as possible, gating off the end of the game with obscure puzzles that you need a game magazine to solve, that's pure autism

this is also a part of muh game is hard so it's good, having to delve into the mind of a game dev is frightening especially in the current age

also games generally shouldn't feel like work, like taking notes to play a game, most of the time is stupid, there is a reason I'm playing a game and not studying mechanics or actually useful things

also, especially in bethesgenre games, you have 20 sidequests and it is impossible to remember all of them, marking one at a time with a quest marker isn't bad at all
 

ShiningSoldier

Educated
Joined
Jul 21, 2024
Messages
192
also games generally shouldn't feel like work, like taking notes to play a game, most of the time is stupid, there is a reason I'm playing a game and not studying mechanics or actually useful things
On the contrary, quest markers make games feel like a work. It feels like you're absolutely obliged to follow the fucking quest arrow instead of just playing.
Adding quest markers is the best way to transform an RPG into an abomination, where the player just runs around marked points on the map, doing quests like "kill 10 bears and collect their asses".
 

Hell Swarm

Learned
Joined
Jun 16, 2023
Messages
2,144
also games generally shouldn't feel like work, like taking notes to play a game, most of the time is stupid, there is a reason I'm playing a game and not studying mechanics or actually useful things
On the contrary, quest markers make games feel like a work. It feels like you're absolutely obliged to follow the fucking quest arrow instead of just playing.
Adding quest markers is the best way to transform an RPG into an abomination, where the player just runs around marked points on the map, doing quests like "kill 10 bears and collect their asses".
Depends on the quest markers. If your quest is "John the bard told you to find bumblefuck the village of dung men, he has marked it on your map!" a quest marker is fine. If it's "Kill 5 wolves" then it isn't. Quest markers should be used for when you've been given exact information and mostly for the main quest to help struggling players. They can even have the npc have 2 dialog options when giving it "Yes, give me the map" or "No, I'll find it myself". Then you pick and choose which quests get markers and don't.

There's no wrong tools, only wrong ways to use tools.
 

ShiningSoldier

Educated
Joined
Jul 21, 2024
Messages
192
also games generally shouldn't feel like work, like taking notes to play a game, most of the time is stupid, there is a reason I'm playing a game and not studying mechanics or actually useful things
On the contrary, quest markers make games feel like a work. It feels like you're absolutely obliged to follow the fucking quest arrow instead of just playing.
Adding quest markers is the best way to transform an RPG into an abomination, where the player just runs around marked points on the map, doing quests like "kill 10 bears and collect their asses".
Depends on the quest markers. If your quest is "John the bard told you to find bumblefuck the village of dung men, he has marked it on your map!" a quest marker is fine. If it's "Kill 5 wolves" then it isn't. Quest markers should be used for when you've been given exact information and mostly for the main quest to help struggling players. They can even have the npc have 2 dialog options when giving it "Yes, give me the map" or "No, I'll find it myself". Then you pick and choose which quests get markers and don't.

There's no wrong tools, only wrong ways to use tools.
Yeah, but there's a huge difference between "I'll mark the village of dung men on your map" (markers like these were in Morrowind and Gothic, for example), and "Here's the huge arrow above the head of your character - it shows the exact location of not only the village, but also of the specific NPC and follows him like it's controlled by a goddamn GPS".
Thee first approach is completely fine - it really helps player. The second transform quest into a chore, where you should just follow the arrow, press a button, then teleport back to the questgiver.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,912
Location
Bjørgvin
I like both Turn Based and Real Time with Pause.
So gather your torches and pitchforks, peasants, and come at me. But preferably in turn, since that makes it easier.
 

the mole

Arbiter
Shitposter
Joined
Aug 1, 2019
Messages
1,933
also games generally shouldn't feel like work, like taking notes to play a game, most of the time is stupid, there is a reason I'm playing a game and not studying mechanics or actually useful things
On the contrary, quest markers make games feel like a work. It feels like you're absolutely obliged to follow the fucking quest arrow instead of just playing.
Adding quest markers is the best way to transform an RPG into an abomination, where the player just runs around marked points on the map, doing quests like "kill 10 bears and collect their asses".
Bro the only way to advance the main quest is to crouch by a wall for 7.3 seconds



That is actually how some game devs do things

You could never beat the game without this obscure knowledge, which seems like pure luck

Killing bears is an important community service and it matters where you kill them, and for whomst
 
Last edited:

the mole

Arbiter
Shitposter
Joined
Aug 1, 2019
Messages
1,933
I'm currently playing expeditions vikings, my starting village is full of brown wooden shacks, that all look basically identical

every npc is a white person with brown or black clothing on generally

despite the village being small, I still did a lap of it before I found an npc

this is especially a problem in isometric games where everything looks similar for style reasons, there are no signposts telling me where maria skalegnegjre's house is

but the quest marker did, it had a big beautiful yellow arrow that told me exactly where to go

it was completely optional to turn the quest arrow on in the quest tab

also my character grew up in this small village for over 20 years and he doesn't know where his childhood friend's house is, I have to go around like an amnesiac half tard knocking on doors asking for directions, not with quest markers, it's smooth
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,744
quest markers are based, relying on a game developer to make a game intuitive and completable is just asking for problems, there are infinite examples of this

quest markers just show the player where the content is, by being as obtuse as possible, gating off the end of the game with obscure puzzles that you need a game magazine to solve, that's pure autism

this is also a part of muh game is hard so it's good, having to delve into the mind of a game dev is frightening especially in the current age

also games generally shouldn't feel like work, like taking notes to play a game, most of the time is stupid, there is a reason I'm playing a game and not studying mechanics or actually useful things

also, especially in bethesgenre games, you have 20 sidequests and it is impossible to remember all of them, marking one at a time with a quest marker isn't bad at all
Quest list are useful is the game is not a RPG but just day-to-day work and you are the employee.
 

the mole

Arbiter
Shitposter
Joined
Aug 1, 2019
Messages
1,933
Compared to adventure games, most RPGs don't need much thinking and problem solving skills.
Puzzles required for exploration test the player's critical-thinking and problem-solving skills.

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why can't they just walk on the ledge between the holes
 

Tihskael

Learned
Joined
Jun 22, 2020
Messages
344
planescape torment is massively overrated boomercore,
Is it overrated though? PS:T is liked because of its writing. The only other game that can rival PS:T in that arena is Disco Elysium.
everyone hates multiverses now because it's just anything can happen post modernism, yet somehow pst is the best rpg of all time, I'm not so sure about that

I played for probably 5 hours and I couldn't find a compelling choice or consequence, since then I have played many crpgs and beaten them but at the time I wasn't impressed or really amused
Lol, I was like "okay, I'm like 10 hours in; surely the *real game* will soon start".

20 hours later...


Nah, this "best RPG of all time" doesn't get any better. I think I stopped after the alley that gave birth or something, after I got Morte back. Well, I liked Morte, he was the best part, actually. At least the guy was economical with words.
I think I left the game around the same point too. Not my cup of tea I guess.
 

Kruyurk

Learned
Joined
Nov 16, 2021
Messages
529
Sometimes it's best to use acronyms because names like Shooter Tactical Action Life Killing Enemies RPG: Shadow of Chernobyl are just too long.
 

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