felipepepe
Codex's Heretic
Even so, he's still the lead designer of a gridless, FPS real-time Fallout game...
Personally, I loved that KOTC2 shot and thought that it was an improvement over the original, but that's not what most people want.
Personally, I loved that KOTC2 shot and thought that it was an improvement over the original, but that's not what most people want.
Fargo: We don't care about what most people want etc.
Vault Dweller said:I'm sure you saw the Codex reaction to Underrail. Its design appeals to a lot more hardcore RPG fans than what we did. That's what I meant.
l3loodAngel said:Underrail is a separate topic. I also liked Underrail. The thing with Underrail is that you just don't want to replay it, it had nothing memorable.
Sure it has a ton of cool features, lighs, sneak, crafting system, but it also has worse writing, worst possible combat system, not so interesting characters and a weird setting. Most of it's popularity comes from easy combat. I pretty much slaughtered everyone with melee weapons, even the strongest characters that kill you in one turn and give you 4k exp were obliterated. EDIT. The quest system is nothing but fetch quests!
Vault Dweller said:Again, did you see the reaction? It speaks for itself, doesn't it?
This isn't a veiled stab at the game, mind you. It's pretty good, but it's very different from AoD and, as it happens, it's a lot closer to what people want to play than AoD is.
The real issue with AoD isn't the difficulty or anything you listed, but the overall design and the focus on the story-telling and text-adventure elements. What did some people on the Codex call it? City intrigue simulator? Not everyone wants to play those.
I feel like I haven't explained my self very well.Not drawing hexes under the corridor walls is what would make it even more confusing as to why you can't walk through the space. This would be result of just taking an existing map and laying a hex grid under everything without extensive and meticulous tweaking.
There is smart intelligently written humor, there is ...decent enough but generally mediocre humor - and there is stupid as brahmin shit humor.Au contraire, Ms. Bee. It's very relevant (special thanks to Infinitron who mentioned Fallout 2 here). See, Fallout 2 had wacky shit - the rat king, talking deathclaws, yakuza, giant robots and such, but they were treated seriously, as if they made perfect sense and fit right in. Even some explanations were provided. Fallout 3 was retarded because they treated everything like lulz.*shrug shrug* Irrelevant.
Okay, so I'm just gonna disregard what you said about Fallout 2 because it doesn't make much sense to me, and say that I don't mind straightforwardly lulzy games; in fact, I love them. Saints Row IV is my game of the year, and you can't get more lulzy than that. Fallout 3 sucked not because it treated everything like lulz, but simply because it failed at being entertaining. There just wasn't a single memorable lulzy moment or joke in it. Also it wasn't a Wasteland game, it was a Fallout game, so different standards applied.
If Wasteland 2 treats everything like lulz and does it well, I'm all for it. I don't want it to treat its subject matter seriously, because then it wouldn't be a Wasteland game.
...stupid as brahmin shit humor.
Hex grids are not very fair in this respect either. Open a grid. If you move north or south through an edge (or one of the other four directions) everything is fine. But open a grid and try moving directly east or west. You won't move as far because you are not moving in a straight line. You are instead doing the "ziggedy ziggedy zag" that we all know and "love" from Fallout.HiddenX I thought the solution posted by someone above (2 AP for non-diagonals, 3 AP for diagonals) was pretty fair. Not ideal (1.5 isn't exactly 1.41) but much more fair than... otherwise.
Who said that? I know about as many games that use or recommend hexes for grid maps as I do games that go for squares.Hex grids are not very fair in this respect either. Open a grid. If you move north or south through an edge (or one of the other four directions) everything is fine. But open a grid and try moving directly east or west. You won't move as far because you are not moving in a straight line. You are instead doing the "ziggedy ziggedy zag" that we all know and "love" from Fallout.
Hex grids aren't perfect either and are not the PnP-tile of choice "as intented by god"
Who said that?Hex grids are not very fair in this respect either. Open a grid. If you move north or south through an edge (or one of the other four directions) everything is fine. But open a grid and try moving directly east or west. You won't move as far because you are not moving in a straight line. You are instead doing the "ziggedy ziggedy zag" that we all know and "love" from Fallout.
Hex grids aren't perfect either and are not the PnP-tile of choice "as intented by god"
Hexes are slightly more accurate, so it is usually a good to try and use them instead. But they aren't perfect either. As shihonage already said, interpreting diagonal movement on a square grid as 1.5 moves is probaly just as good (if not better) than a hex grid.I know about as many games that use or recommend hexes for grid maps as I do games that go for squares.
Square grids are only for games where precise dungeon mapping plays a huge part, otherwise you are much better off with hexes
Reminder:The major problem i am seeing with this latest demo is down to pacing and writing, both of which are way off.
InXile said:The level was the winner of an internal competition process (as mentioned last update).
InXile said:Once we learned the show date, we figured we’d get a little friendly competition going. 2 levels were chosen to have a level-off. The teams would work for 2 weeks straight, making it as great as possible during that time. We’d then select the level that showed the best and spend the next few weeks polishing it up.
Reminder:The major problem i am seeing with this latest demo is down to pacing and writing, both of which are way off.
InXile said:The level was the winner of an internal competition process (as mentioned last update).
InXile said:Once we learned the show date, we figured we’d get a little friendly competition going. 2 levels were chosen to have a level-off. The teams would work for 2 weeks straight, making it as great as possible during that time. We’d then select the level that showed the best and spend the next few weeks polishing it up.
Not for designing a map. Besides the map was already existing, they just had two weeks to polish and maybe make some demo-friendly content.Reminder:The major problem i am seeing with this latest demo is down to pacing and writing, both of which are way off.
InXile said:The level was the winner of an internal competition process (as mentioned last update).
InXile said:Once we learned the show date, we figured we’d get a little friendly competition going. 2 levels were chosen to have a level-off. The teams would work for 2 weeks straight, making it as great as possible during that time. We’d then select the level that showed the best and spend the next few weeks polishing it up.
Consider how long it takes to develop the game. Two weeks is a rush job.
Who said that?Hex grids are not very fair in this respect either. Open a grid. If you move north or south through an edge (or one of the other four directions) everything is fine. But open a grid and try moving directly east or west. You won't move as far because you are not moving in a straight line. You are instead doing the "ziggedy ziggedy zag" that we all know and "love" from Fallout.
Hex grids aren't perfect either and are not the PnP-tile of choice "as intented by god"
"Do not disturb my circles" - Archimedes
Hexes are slightly more accurate, so it is usually a good to try and use them instead. But they aren't perfect either. As shihonage already said, interpreting diagonal movement on a square grid as 1.5 moves is probaly just as good (if not better) than a hex grid.I know about as many games that use or recommend hexes for grid maps as I do games that go for squares.
Square grids are only for games where precise dungeon mapping plays a huge part, otherwise you are much better off with hexes
I don't have a problem with square grid (sure, I'd like hexes too, but it's not crucial for a good crpg IMO), but other things disappointed me, like writing, dialogue, stupid C&C, railroading, exploration what others here said. Have they delved too deep in popamole as to forget what an open world crpg should be like?
I don't have a problem with square grid (sure, I'd like hexes too, but it's not crucial for a good crpg IMO), but other things disappointed me, like writing, dialogue, stupid C&C, railroading, exploration what others here said. Have they delved too deep in popamole as to forget what an open world crpg should be like?
The question is, did Fargo ever understand, on the ground, pedal-to-the-metal level, how to design an open CRPG, or was he too high-up on the development ladder to see the fine details. He always struck me as more of a publisher-level guy who understood the basics of programming and design effectively enough to communicate with the actual "doers" in the team.
Unfortunately an open-world CRPG is one of the hardest gameplay types to design. I have a sense that he still sees such a game as a large collection of IF-THEN statements that in sufficient quantity will create game magic.
Unlike more researched genres like side-scrollers, RTS games, or story-driven FPS, there aren't that many useful development tools and design conventions when it comes to core mechanics of an open-world CRPG. Due to deeper properties of world actors and multitude of states, the game data accumulates at catastrophic rate, much of it is interlinked, and the whole mess needs to be managed and altered effectively, without having to retrace every changed dependency by hand.
Fargo does, however, show a lot of enthusiasm and he's actively listening to feedback. Maybe he'll figure it out, or someone on his team will after he gives them enough lashes.