MRY
Wormwood Studios
His life is way more interesting. I'm a generic well-off American whose life has entailed no meaningful struggle. It's easy to masquerade as a nice guy with that background.
Getting the player to actually credit his character’s delusions (or at least play along with them) rather than metagaming around them is tough. And when you reduce it to “shoots his allies” or “drops his weapons and runs away,” I find it a drag.
mind-control and panic were far and away the worst parts of X-Com in my opinion.
Politness is not speech control, it is just a basic condition of any meaningful conversation. Conflating the two things on the other hand is a good excuse to indulge in internet insults and petty bickering.Speech control is thought control. Science knows it, politicians know it, you know it, I know it.
What? This is basically the opposite of both my experience and what I tend to hear. You've never played a roguelike or similar? You're basically saying all of your best gaming memories are created by save scumming.I must say, I side fully with VD on the subject of death & reloading.
I've got very fond memories of many encounters (or dungeons, or dangerous situations in general) in games where I was either saving after walking around every corner or reloading very often to try and tackle that one boss/encounter/whatever.
Meanwhile, I do not have that many memories of occasions where my character(s) failed, but the game just went on with some kind of disadvantage (or just different outcome) coming from that.
That might come from the fact that the reloading & reliving the whole encounter multiple times imprinted it way better than just doing it once and having any result - but that is kind of a proof on its own, isn't it?
Right, I've never played a roguelike and all my best gaming memories stem from save scumming.What? This is basically the opposite of both my experience and what I tend to hear. You've never played a roguelike or similar? You're basically saying all of your best gaming memories are created by save scumming.I must say, I side fully with VD on the subject of death & reloading.
I've got very fond memories of many encounters (or dungeons, or dangerous situations in general) in games where I was either saving after walking around every corner or reloading very often to try and tackle that one boss/encounter/whatever.
Meanwhile, I do not have that many memories of occasions where my character(s) failed, but the game just went on with some kind of disadvantage (or just different outcome) coming from that.
That might come from the fact that the reloading & reliving the whole encounter multiple times imprinted it way better than just doing it once and having any result - but that is kind of a proof on its own, isn't it?
My experience with Invisible Inc. was that I played through it once and had 0 desire to replay it. Really don't know why some people praise that game so much, I found it rather boring.Around half of my best gaming memories as an adult are tied to games with enforced ironman mechanics in some form -- for example, the brilliant Invisible Inc., where failure necessitates improvisation that is both thematically fitting and strategically interesting.
I love the law, and I've probably never been better (certainly never been adjudged better) at anything in my life than being a lawyer. If I wasn't a lawyer, I'd probably want to be a teacher (in fact, I went to law school after being unable to get a job teaching English). Making games full time doesn't really hold that much allure to me. The ability to walk away makes everything about it that would otherwise be exasperating fairly trivial.
Like:Have you ever considered making an RPG that strongly incorporates a system of law, trials of some sort, and the need for characters with the skill to understand that system?
Here was my joke on what that would actually look like.As a Fatebinder and servant of Tunon, it is your duty to resolve disputes that arise between the different armies and mage guilds. You decide whose actions are best in line with Kyros’ laws, mediate where you can, and order punishments – and executions – where required. Any citizen in Kyros’ Empire can appeal to a Fatebinder for judgment, even if their problem doesn’t involve a dispute between factions. Doing so is dangerous, as a Fatebinder’s judgments cannot be appealed and some Binders deal harshly with those who bother them for trivial complaints. ...
Kyros’ laws are numerous, and it is the duty of Fatebinders to interpret them in their judgments. Some laws are absolute, some are contradictory, and some are both absolute and contradictory. Fatebinders spend many years learning Kyros’ laws, the judgments handed down by previous generations of Binders, and the times when Kyros punished a Fatebinder for overstepping with their judgments.
Anyway, the real nightmare is, what if my former colleague Senator Lee asks me to define RPGs?
You jest, but I haven't seen a meaningful exchange in a senate nomination hearing in years.I think the conventional answer is to say that the question can't be answered in the abstract because it would prejudge the issue should it arise in an actual case or controversy, which naturally would have to be evaluated on its own particular facts. Then when pressed on whether an already-released game is an RPG, I would insist on answering "under established usages." "IGN would call that an RPG, Mr. Senator." "But would you?" "I'm afraid I haven't played it sufficiently to form my own opinion."
But even though my favorite legal drama takes place in an Icelandic saga (the Saga of Burnt Njal)
If I can somehow manage to make games that encourage people to believe in law as a cultural patrimony, part of what defines us and binds us and protects us, I would be very happy with myself. Simulating legal practice would be a fun novelty, but it's not essential.
Fair enough, but that's not why I enjoyed the saga so much. The saga is great for many reasons, but the special part of the legal drama for me is the climax where there is a trial between the good faction and bad faction at the Thing. The good guys are going to win, but then the bad guys, advised by their lawyer, challenge the qualification of one of the jurors selected to hear the case because the juror lacks sufficient acreage of land. The good guys are staggered and rush back to their own lawyer (I don't think it's Njal; I think he's burnt by this point). He's so furious with them for making such a sloppy mistake in impaneling the jury, he slams his spear into his own foot. Then, notwithstanding this injury, he recites to them an obscure legal rule that permits a shortfall in qualifying acreage to be made up by a sufficient head of cattle. The good guys rush back, check with the juror, confirm the size of his herds, and then return to the Thing, where they provide the counter legal rule. Now it's the bad guys who are nonplussed. They rush back to their lawyer, and he stands there dumbstruck, eventually saying that he of course knew that rule, which he had learned from an old, wise, and now dead lawyer, but that he believed himself to be the only living lawyer in Iceland aware of it. "There's nothing more I can do for you," he tells them. (I may be messing up some details, but that's the gist of it.)That's kind of cheating. I think if Matlock beheaded lying witnesses he might have a wider fanbase.
I'm pleased to hear of your experience, but I am not doing market research. Fallen Gods is not a multi-generational game, though it has some commonalities with KODP. It will take me a long time to finish FG, and after that, I have no idea what I'll make. Ultimately, while the law is one thing I like to explore and venerate in my game stories, it's the not the only thing. Also, I don't really make games for other people, even though I am certainly desperate for others' approval -- it's hard enough figuring out the needs and wants of the small number of people I regularly spend time with, so I would be hopeless at catering to the public as a whole. I just make the games I want to make, and hopefully I won't get guillotined for making them. (Or for posting about them here.)FWIW, if you are doing possible market research on this game
Well I did ask if the Inquisition game would have party creation.meanwhile VD is standing somewhere by the wall, arms crossed and gaze fixed on the floor, murmuring "why won't anyone ask ME any questions?"
Well I did ask if the Inquisition game would have party creation.meanwhile VD is standing somewhere by the wall, arms crossed and gaze fixed on the floor, murmuring "why won't anyone ask ME any questions?"