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Narrative design is majority-female for pretty much every RPG developer now. This was even more true for the previous iteration.Too many women involved.
VTMB was about women, not by women.
Confirmed DoA.
Narrative design is majority-female for pretty much every RPG developer now. This was even more true for the previous iteration.Too many women involved.
VTMB was about women, not by women.
Confirmed DoA.
Yeah he was, the quests weren't amazing or anything but certainly better than everything else in the game. Given how vanilla and safe everything else is she must have had to fight hard to be allowed to put even the tiny amount of edge that that questline had into the game so props to her for that I guessI'm gonna parrot opinions I read online but apparently the Sebastian character was one of the high points of character design (story-wise) in the game.Here's what she specifically wrote, someone who played it would have to comment on the quality
Potentially good news for people worried the game's going to be filled with Rudi's Army charactersYeah he was, the quests weren't amazing or anything but certainly better than everything else in the game. Given how vanilla and safe everything else is she must have had to fight hard to be allowed to put even the tiny amount of edge that that questline had into the game so props to her for that I guessI'm gonna parrot opinions I read online but apparently the Sebastian character was one of the high points of character design (story-wise) in the game.Here's what she specifically wrote, someone who played it would have to comment on the quality
Kindred are hardly savoury, and each character is their own flavour of monster. They are not spokespeople for our ideas, and no ideology is without flaw. We all have to laugh at ourselves.Worried about the way writers tell stories nowadays, almost sterilized, afraid of offending groups or touching sensitive subjects. Here's hoping you're not in that category. Vtm almost relishes in that, at least it used to
Once you're embraced, nobody cares about what group you once belonged to, only which you belong to now and where you sit on the hierarchy. Who is using who and for what.
Well, depending on how you see it Bloodlines was linear. And not that far off from being action/adventure. Sure the action part sucked, and there were skillchecks. But it wasn't Age of Decadence. It wasn't built around creating different experiences via those skill checks, and passing all of them was a trivial thing.There is (I was certain PK would be an irrelevant flop too), but at the time they were specific about the genre! These guys are rather vague. Hope I am wrong, but their description as I understand it, is more reminiscent to a, most likely linear, action/adventure game.
The real C&C was clan choice. It was all about having to walk through the sewers as a Nosferatu, having voices and special dialogue options as a Malkavian, having special Tremere Chantry content as Tremere, and some minor clan reactions here and there. It was about being able to stealth around easily as a Nossie, and using the sleep spell as Tremere. That sort of reactivity is not really at odds with an action/adventure game.
The trailer has shown us that there will be combat, so it's not a walking sim. If the TCR pictures teasing the in-game UI can still be believed, then the very straightforward character building of this kind of tabletop game is still in. So I'm not wary of the game's genre. At least not yet.
And how non-linear and non-action-y Bloodlines 1 is? There is a divergence point at the end, but other than that there is very little in terms of non-linearity or anything that seriously impacts your run. Which, sadly, is common to heavily narrative-driven RPGs.Hope I am wrong, but their description as I understand it, is more reminiscent to a, most likely linear, action/adventure game.
Potentially good news for people worried the game's going to be filled with Rudi's Army charactersYeah he was, the quests weren't amazing or anything but certainly better than everything else in the game. Given how vanilla and safe everything else is she must have had to fight hard to be allowed to put even the tiny amount of edge that that questline had into the game so props to her for that I guessI'm gonna parrot opinions I read online but apparently the Sebastian character was one of the high points of character design (story-wise) in the game.Here's what she specifically wrote, someone who played it would have to comment on the quality
Kindred are hardly savoury, and each character is their own flavour of monster. They are not spokespeople for our ideas, and no ideology is without flaw. We all have to laugh at ourselves.Worried about the way writers tell stories nowadays, almost sterilized, afraid of offending groups or touching sensitive subjects. Here's hoping you're not in that category. Vtm almost relishes in that, at least it used to
Once you're embraced, nobody cares about what group you once belonged to, only which you belong to now and where you sit on the hierarchy. Who is using who and for what.
No vampire activists here.
Based, she gets itdesigned to inject some much-needed house rivalry
So she knows that one shouldn't inject real life views into video game characters, even though she herself might hold these opinions?She is an activist. Get ready to be lectured by a tranny vampire about your cis privilege.
Really, I don't believe I am looking B1 through rosy glasses or something here, but I think it was decently non-linear given the era it came out.
Pretty much everyone in the game industry has those beliefs. Doesn't mean they'll necessarily lecture you about it in their games (the difference between pozzed and woke).She is an activist. Get ready to be lectured by a tranny vampire about your cis privilege.
Oh, Thinblood Alchemy isn't their invention either. From the wiki it's supposed to be able to mimick lesser effects of other disciplines. I'm sure there's a way to turn into mist if you can do that.They didn't.Granted I know nothing about the Larps, this is interesting because maybe mitsoda and crew really departed heavily from V5.
Except for the Thinblood superpower bonanza needed for all their silly level traversal ideas...
For sure the game will be filled with vampire women in position of power, especially Lou the ex-Prince and the new asian Prince(?) you see in the trailer.
That is troubling me a bit. If the player is indeed forced to play a female too, like the website hints at, we will get Swansong all over again and I believe that flopped hard...
Obviously. Imagine a VtM in the scale of Arcanum in 2004, requiring animations, effects, voicing and whatnot. I am sure that if it was within Troika's budget and capabilities, they would go for it - at least that's what its design tells me.Really, I don't believe I am looking B1 through rosy glasses or something here, but I think it was decently non-linear given the era it came out.
It was more on-rails compared to Troika's previous games.
To be quite honest, what BL1's design tells me is they wanted to make a linear game set in a world/ruleset heavily focused on narrative. Which makes sense. It's not so much that you're seeing BL1 through rosy glasses, but your standards to what constitutes decently non-linear are, well, I wouldn't be surprised if BL2 turned out to be as 'decently non-linear' as BL1. To give you an idea, I also wouldn't be disappointed.Obviously. Imagine a VtM in the scale of Arcanum in 2004, requiring animations, effects, voicing and whatnot. I am sure that if it was within Troika's budget and capabilities, they would go for it - at least that's what its design tells me.Really, I don't believe I am looking B1 through rosy glasses or something here, but I think it was decently non-linear given the era it came out.
It was more on-rails compared to Troika's previous games.
FYP np.CDProjekt tried to make a narrative heavy RPG set in a heavily urbanized ballpit
someone never crashed their car against a building that didn't really exist and end up in a left over map from blood and wine how's that for explorationFYP np.CDProjekt tried to make a narrative heavy RPG set in a heavily urbanized ballpit
Ok I'm intrigued lol.someone never crashed their car against a building that didn't really exist and end up in a left over map from blood and wine how's that for exploration
For sure the game will be filled with vampire women in position of power, especially Lou the ex-Prince and the new asian Prince(?) you see in the trailer.
That is troubling me a bit. If the player is indeed forced to play a female too, like the website hints at, we will get Swansong all over again and I believe that flopped hard...
Can you imagine if they also made the player character arms black? We would have ten more pages of shitpost.
Hey, I'm sure people here didn't mind male Brujah being black, given the clan's history of sudden, violent outbursts.Can you imagine if they also made the player character arms black? We would have ten more pages of shitpost.
If I remember correctly you could choose gender and skin color in Bloodlines, only the latter was connected to certain clans because the character creator was very limited.
Why are you always talking about "her" moment? It means nothing to our character. Obviously its about woman with - "My blood is singing"For sure the game will be filled with vampire women in position of power, especially Lou the ex-Prince and the new asian Prince(?) you see in the trailer.
That is troubling me a bit. If the player is indeed forced to play a female too, like the website hints at, we will get Swansong all over again and I believe that flopped hard...
To be quite honest, what BL1's design tells me is they wanted to make a linear game set in a world/ruleset heavily focused on narrative. Which makes sense. It's not so much that you're seeing BL1 through rosy glasses, but your standards to what constitutes decently non-linear are, well, I wouldn't be surprised if BL2 turned out to be as 'decently non-linear' as BL1. To give you an idea, I also wouldn't be disappointed.Obviously. Imagine a VtM in the scale of Arcanum in 2004, requiring animations, effects, voicing and whatnot. I am sure that if it was within Troika's budget and capabilities, they would go for it - at least that's what its design tells me.Really, I don't believe I am looking B1 through rosy glasses or something here, but I think it was decently non-linear given the era it came out.
It was more on-rails compared to Troika's previous games.
CDProjekt tried to make a narrative heavy RPG set in a heavily urbanized sandbox. It was clearly the wrong decision. BL1's scope is much more reasonable and fair. So much so I can see a normie studio making BL2 that way. And why wouldn't they? BL1 was a first person shooter with RPG mechanics that used the source engine. It was a mainstream game. The reason it failed isn't because BL1 was a crust of the earth classic RPG. It did because it was a technical disaster that had to compete with HL2.