Jung
Liturgist
I understand what Spector is saying. He is saying that it is too difficult for him to create a game that incorporates a story and choice. It's not impossible, and I point to the Gothics as good examples of games that offer both.
No, but I enjoy figuring them out. Unfortunately, as games get less and less complex, it takes no time at all. Honestly, being given hints ruin the immersion, at least for me.psorcerer said:Or are you trying to tell me that you have inborn ability to know any cRPG game rules?
You got me. Just don't tell anyone.Or are you playing only Fallout and Arcanum because in these ones you know what to do and you simply don't understand other games?
Depends. If such a clue is a dialogue line that leads you somewhere and make you want to continue talking instead of attacking, then, yes. If it takes any equivalent of moron indicators (visual aid) that it's always a bad design.Judging from your words it seems to me that you even remotely don't understand that every game designer puts a lot of clues in his/her games but in "good" designs you think of yourself as a smart guy and in "bad" - you think they try to make you moron.
Finally we agree on somethingSomething that's good for you seem total lameness to me and right now it's the case.
Ok, let's play that game, define the RPG genre or concept or whatever and let's take it from there. Do you feel confident enough to go first?Nope, I just figured out that you access RPGs not in the same way I do. So if we want to discuss it more it's better to agree on basic terms, like why do you need genres.
Alright, while you're taking your sweet time, the mutant army doesn't wait for you, and sooner then later they invade Necropolis killing everyone.It won't go this way. Becuase you see something in Fallout I missed or don't see so please explain yourself.
Story, history? I'm afraid to ask for your definition of story, so I'll ask for an actual example. Tell me if you can what is the story in KOTOR?So I guessed right you think that story = history, like some global-scale description of game events. And do you say I'm not smart? :D
It is, I give you that.I seriously don't think I can change the way you think, but I can give you a different approach which is at least amusing, isn't it?
These are not restrictions, any game that specializes in one area, would do it better, ie. shooters would have better combat, adventure games better story, etc. If an RPG would try to match that, it would become more of an adventure game, and less of an RPG (BG2, KOTOR, etc), or more of an action game like Diablo 2 and Sacred.I agree that it's complex, but it doesn't mean that you should reduce this complexity by making more and more borders: don't use this, because they use it in adventures, dont use that, because they use it in shooters and so on.
A genre is merely a definition of already existing things. So, I guess that means you don't like RPGs since you sure are crazy about adventure gamesI don't like genres at all.
Yeah, let's compare apples and oranges. Let's compare a game like Diablo 2 that focuses on one thing only: combat, to Fallout 2 that deals with combat, story, dialogues, role-playing, etc. Oh, wait, it's been already done. Was it a friend of yours?If I need to compare two games I use "aspects of gameplay" genres = limitations.
A genre, like I said, is a definition. It's very useful when you have to explain a person what RPGs are and what they aren't.And it seems to me that you think of genre like something superior to game when in fact game goes before genre and not after.
I can name one game for the PC which does, though: Soldier of Fortune 2. The only way you could get through most of the maps was if you reloaded hundreds of times due to the abundance of 'hidden snipers' in locations that you wouldn't expect, who were 100% accurate in their shots and the only way to take them out was if you had played through the area before, several times. That game was simply too annoying to play.
It's nice to know that the worries people had about Far Cry possibly suffering from the same issue were quelled with the inclusion of a set of BINOCULARS within the game which help you to detect enemies and aid in creating a set course of action before you proceed into the fray. It's this sort of information that helps to provide a much smoother, more intelligent gaming experience. An intelligent gamer would certainly realize to use all the information (or methods of gaining information) at his disposal in order to ensure his survival, much like a soldier would in real life. It doesn't 'baby' the player, nor does it force you to reload over and over again.
psorcerer said:Hmm...but you can not break the game rules, you're in preprogrammed computer game after all. My point was that instead of trying to understand the game world by learning the environment you do mindless trials. Mybe they're not mindless from your point of view but they're mindless from the game point if you get "an error".
Exitium said:In golf terms, reloading would be considered a mulligan. It's considered cheating and I don't think tournaments even allow them. Bill Clinton plays mulligans a lot, so nobody likes playing with him. It's just cheap, plain and simple. In a computer game, mulligans are typically used to 'get a better result', so to speak - like for the purpose of saving ammunition, or saving your health and armor. It gets really boring after awhile as it wears the game down to the pace of a slow, 50s movie which eventually gets so boring that you stop playing it altogether.
That's one thing. It's another thing when the game forces you to reload over and over because of poor design.
Vault Dweller said:If it takes any equivalent of moron indicators (visual aid) that it's always a bad design.
Spazmo said:Spector does have a point insofar that total freedom makes a weak or non existent story--see Everquest.
Volourn said:Problem is everyt ime I kncoked him out he'd be hostile twoards me forveer si I'd always be in combat mode on thats reen. otehrwsie, the non lethal damage was a nice pnp rule rule addition to the game..
Vault Dweller said:I should have been more specific. I'm talking about RPGs, not action games. Sure, in action games that's part of the design, i.e. keys are fucking huge in shooters, RTS have shiny beacons, your example, etc. These things would be ridiculous in RPGs. Hopefully you'd agree with that.
Exitium said:In the case of Vampire: Bloodlines, thare is going to be a certain degree of 'moron indicator-ism' for characters with high perception which allows them to see equippable items or 'usable' terrain. Generally, I'd disagree with this implementation as the Half Life 2 engine is certainly more than capable of physical destruction in a degree much greater than present games allow, so I see such moron indicators as a kind of setback to the engine's full capabilities. On the other hand, moron indicators of the sort don't exactly allow the gamer to think for himself and this is the kind of moron indicator that I despise. In the case of Far Cry, it's certainly useful to have a binoculars which you alone will decide when and where to use and it's simply provided to you as an aid to the gameplay rather than a straightforward guide.
Exitium said:In the case of Vampire: Bloodlines, thare is going to be a certain degree of 'moron indicator-ism' for characters with high perception which allows them to see equippable items or 'usable' terrain. Generally, I'd disagree with this implementation as the Half Life 2 engine is certainly more than capable of physical destruction in a degree much greater than present games allow, so I see such moron indicators as a kind of setback to the engine's full capabilities. On the other hand, moron indicators of the sort don't exactly allow the gamer to think for himself and this is the kind of moron indicator that I despise. In the case of Far Cry, it's certainly useful to have a binoculars which you alone will decide when and where to use and it's simply provided to you as an aid to the gameplay rather than a straightforward guide.
Personally, I think Vampire: Bloodlines could do without those moron indicators which guide you by the hand
psorcerer said:Vault Dweller said:Fallout didn't have a story? That's...interesting. Tell us more, please, tell us how you arrived to that conclusion. Surely you wouldn't have any problems presenting and defending your point of view?
Arrived? Very simple: played Fallout. No story detected. At least something better tahn Morrowind not detected, at all. Simple logic between NPCs, no relationship, no chemistry. Boring.
Article said:Meanwhile, the "tyranny of choice," as he puts it, can threaten to make the player freeze up because they're simply given too many options for things to do and places to go. The player doesn't know the particular rules are of the game--what he or she can get away with, what the long-term repercussions are of "bad" behavior, and the rewards of "good" behavior.
Volourn said:Please. DF had nor eal descernible story. It was utter fluff. In all the times we've argued about DF Otaku you have *never* (IIRC) mentioned how wodnerful the npcs are, writing, or quests. You always go on, and on, and on about how much "freedom" one has to explore the same crap and different poo (ie. random dungeons :twisted: ).
Otaku_Hanzo said:Ahhh....... Daggerfall. I think it's time to fire it up and play some more. Now if I could just rename all the fluff NPCs to Volourn just to spite him........... :twisted: