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Wasteland Wasteland 2 Pre-Release Discussion Thread [GAME RELEASED, GO TO NEW THREAD]

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,589

Taking population into account paints a rather different picture:

Iceland
Finland
Sweden
Norway
Denmark
Croatia
Estonia
Australia
Poland
Canada
New Zealand
USA
Singapore
Ireland
Lithuania
Czech Republic
Israel
Slovakia
UK
Hungary
Austria
Netherlands
Serbia
Germany
Belgium
Bulgaria
Greece
Portugal
Romania
France
Russia
Argentina
Spain
Ukraine
Italy
Malaysia
Chile
Turkey
Brazil
Philippines
South Korea
Mexico
Japan
Indonesia
India

Facebook usage is nothing to be proud of..... The winners are at the bottom of the list.

On the topic of dialogue system, my only concern about the keyword system is that it obscures potential consequeces of dialogue choices the player is making during a conversation. In a dialogue tree, it is usually pretty clear to the player that certain options are more hostile than others or that the given options represent distinct ways of approaching a problem. It is much more difficult to convey that in a keyword system. I don't mind some ambiguity but it would be very annoying if just clicking one keyword leads to combat or a quest related decision unless such a result has already been set up by the earlier parts of the conversation.....
 

Kirtai

Augur
Joined
Sep 8, 2012
Messages
1,124
I wonder if they're going to use the keyword system to let you do things like ask people about rumours or items you've encountered without any prompting from the npc.
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,589
I wonder if they're going to use the keyword system to let you do things like ask people about rumours or items you've encountered without any prompting from the npc.

The demo video shows that you can. How often the NPCs will have something to say about non-prompted keywords is still in question....
 

Kirtai

Augur
Joined
Sep 8, 2012
Messages
1,124
I wonder if they're going to use the keyword system to let you do things like ask people about rumours or items you've encountered without any prompting from the npc.

The demo video shows that you can. How often the NPCs will have something to say about non-prompted keywords is still in question....
Thanks, I must have missed that. That'll teach me not to watch these things while half asleep.
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
The "cool lines" were just for entertainment, just like any other dialogue. If Fargo doesn't want them in the game for some reason, then that is the way it is.

Many factors go into these kind of decisions, including considering what Wasteland 1 did and if it still works as well now (because if it does, why not use it?) The sum of it all was keywords were better. Not what I was personally expecting/hoping for either, but I'm fine with it.

One bit of reasoning inXile mentioned that I can very much so understand is that this party is much more flexible than single-PCs even in a game like Fallout. In Fallout 1 you were male/female, but you were always of around the same age and raised in the vault. The PC didn't have too much specific character but they could write keeping his background in mind. In Wasteland 2 they can not, because you can make the party you want to make, from a band of 4 Russian female boozehounds to a party of straight-and-narrow "marine"-like dudes and gals. You can't really write for that, especially when any of them could be talking at any one time. Best you could do is keep every line as bland and devoid of character as you could. They didn't want to do that, so instead they do not force any words into your mouth and just let you talk about any subject that takes your fancy.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,758
I don't think you know what keywords mean.
Sure I do. Warren Spector, a guy who produced Ultima VI and Ultima Underworld, believes that there is no functional difference between branching-tree and keyword systems. http://www.gamasutra.com/view/feature/131716/remodeling_rpgs_for_the_new_.php?page=3
First, there are branching-tree/keyword systems. If you've played just about any computer RPG of the last 15 years, you're familiar with these. Any Ultima game and, more recently, Fallout will introduce you to the concept, if you're unfamiliar with it (Figure 5). In this system, players read or listen to a bit of dialogue "spoken" by an NPC and are then offered a number of response options (or are given the opportunity to type in whatever they want). Picking one of these options or typing in a likely keyword sends the NPC into another speech. Making a selection typically prevents the player from getting the information he or she would have gotten by picking another of the available response options. Eventually, the NPC runs out of things to say along a particular branch and the conversation ends, leaving the player either to start the whole conversation over and make different response option choices in an attempt to elicit additional information from the NPC, or to go talk to someone else.
And if that's what you would replace them with, then what the fuck did you solve? Helped "redding is teh hard" people?
Well, I'm not trying to "solve" anything. BN already gave their reasons for going this way a post ago.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Sure I do. Warren Spector.... believes

:retarded:

Talking to you is like talking to the collective consciousness of every game developer who ever existed.

But, if you actually can form any kind of thought by yourself: just replacing sentences with one word you don't get a keyword system. That's fucking retarded.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,690
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Prosperous post on W2 forums: http://wasteland.inxile-entertainment.com/forum/viewtopic.php?f=8&t=3417&start=20#p62847

First i would like to start and say that i am not a robot, and not very impressed by people trolling the fuck out of this topic like they are fallen angels or something, in a overly dramatic and emotional way.

Since this here is a post in the 'what to avoid' topic i will try to stick on topic instead of heavenly defending what I think is the right choice for the game, as it should be somewhat based on common sense and what is 'fun'. And if you read the book 'a theorie of fun' by ralph koster i think is his name (which is guaranteed to be in every game designers and developers bookcase unless they are currently aether reading or referencing it.) states that fun is mostly based on how a player is challenged, and outlines very simply a high and a low bar which in between gameplay needs to occur, because over the high bar is to frustrating (because the game is to hard) and under the low bar in the long term is boring (because its to easy and the feeling of reward is lost), like pretty much in the same way that probably don't get the same kick out of tying your shoelaces then when you where younger and just learned (but if you do good on you
icon_e_wink.gif
, we can probably be friends). Because you master certain elements in a game therefore the game has to gradually be more difficult in order for the player not to get bored, BUT also not TO difficult because then the player get frustrated (although i think brian knows that games now a days almost play themselves and this bar is never really pushed far enough for the player to experience completely new ways of growing their ability's as a person and obtaining new highs that they did not envision possible, 'wow, this game really SURPRISED me and was SUPERDUPER
icon_e_smile.gif
fun).

In conclusion you can say that if the player is always in between these lines then the game will always be challenging and interesting and rewarding, even if the reward is not what you where hoping for then you do get something out of it AKA a response from the other person on something you have said in dialog.

The line btw looks like this and they call it 'flow' when the game is good enough that the player can stay between it:
full image:
http://www.gamecareerguide.com/db_area/images/item_images/081014/081014_whyplay_flow.jpg
081014_whyplay_flow.jpg


If the game is not good enough and 'some element' is lacking because it has not been fleshed out right AKA the interaction system
icon_e_smile.gif
, then it breaks 'flow' meaning a nice gliding gameplay experience and funny feeling in your tummy from playing trough a seamless cool experience.

Seeing how the dialog system is inherently part of the game, then i don't see why it should not obey by the rules of flow? (ask a dev maybe for their explanation? Feel free to comment).

If you don't get this then you should read the book first, because it explains some necessary issues that you need to understand about game psychology aka ludology, and maybe as a more intermediate version read 'the rules of play' by katey salen and eric zimmerman, i think chapter 4 where they further explain the concept of flow, when a player enters the state of mind where she is constantly anticipating new situations and learning to adapt in such a way that the brain picks up on challenges quick enough that the players brain actually rewards the player for keeping up with the pace.

Obviusly this is based on real life where your brain would reward you for picking up on a survival skill therefore meaning you could have a bigger chance of continuing your bloodline, which might seem distant from current day RPG dialog system but i think its not because:

I understand the characters are blank slates from the beginning of the game with no other identity then that they are 'rangers' with a 'kill the slavers, save the cheerleader, save the world' type of mentality/drive like FA1/2 had 'get the gecko, save the village', 'go find the waterchip because YOU are the most irritating to the overseer' reasons of sending you on your way.

However once they get into that world and start interacting with people, then i assume that there would be some clever response or dialog option that sarcastically would disapprove of the type of attitude of kathy's over dramatized savior complex and that i could vocally kick her in the nuts, and that these options COULD be somehow related to some attribute/xp of the rangers in my squad, but would NOT HAVE TO BE, because its simply pre-scripted dialog like in fallout and its fun to read those things and like another poster mentioned you can also laugh about what you COULD have said but not necessarily chose it this first round (AN ACTUAL BIG RE-PLAYABILITY CONTRIBUTOR). Based on my response whether i calm her, remain neutral, fire her up or insult her (if my intelligence is high enough) THEN SHE WOULD CHOOSE whether she would calm down, keep wining, join your party to 'help' (help kathy help! durrgh?), send you out of the room to start quest without the option of talking to math first OR if really pushed it, attack you and/or kick you BACK in the nuts (funny fallout dialog response with one of the chars on the ground in the first round of combat) out of the building and make sure you don't come back, you know rightuess woman can be sometimes right? . Making you take the back door to still free those people if you choose to do so, but can also to completely ignore the ag center from now on and to really DO have it squashed like a grape
icon_e_smile.gif
in the long term. OPTIONS, re-playability guys!

I think its a nice try but a game that is like a prototype for relying on in-game typing has yet completely failed! (facaad) (which is like the only game mechanic there is, typing, THAT is the game) I played it again yesterday and its completely illogical to my natural responses, I have to give IT space and therefore it insults my intelligence more then it challenges me (and I'm not even that clever for real, i just like rambling), based on my reply's that those characters in that game are have illogical behavior and drama complexes, (stated in a very simple way, ' your behavior is illogical because you over dramatize' or other BASIC critiques like stop drinking when you are around me) the characters do not respond AT ALL, they just stand there and stare at me blank, and then whine some more about their marriage, after 10 minutes of frustration and continually not reacting to their drama but trying connect via common sense they completely ignore me and stare in a glazy way at me. I then proceed to say that 'fuck you, I'm not a robot and i matter goddamit!', and of course they kick me out of the apartment. From a higher perspective i can understand the joke, and that i'm a guy behind the computer and they ARE robots and i insult their game world woops, More the point that i'm trying to make is: MAKE INTERESTING DIALOG NOT dependent ON IF i hit and type correctly the right triggerterm or not. I would seriously BURN IT TO THE GROUND! 'internet troll violently burns the developers unfinished mechanic down to the ground with his rusty acer aspire one creating some serious pain! as it falls down the beast shrivels up in agony and the smell is foul like burning a fat greasy witch tied to a hair spray infected X-mas tree with road kill decorations hanging from it and the treetopper head of her dead first born, the horrid stench of FAIL follows you while you flee the scene and feel noxious in the contrast of fresh cold air in the night, you are glad that only your boots are touched by this now undeveloped filth, even though your stomach contents are still in battle to leave your body it feels somehow ironic as your boot feels like the right place for this mechanic . BAM!
icon_e_smile.gif
hehe,

I want to be able to tell people to cut of their little left pinky or i won't help them, its not gonna happen or be apparent when only one word is my option AND i means that i can basically NEVER develop my own perception of how my party would act (or follow a BRANCH of the supposed TREE?)(which only happens in my head for pure entertainment AS THE GAME WOULD STILL ONLY REGISTER MY ACTUAL ACTIONS, and maybe some characters would strongly dislike me because masturbating is now a 'little' bit less of a physical sensation
icon_e_smile.gif
, i saved your daughter dude, your pinky was worth it right
icon_e_smile.gif
? Or not? Do you want to TALK about it? (option to ducktape back on his pinkey... out of me making him feel guilty for complaining, because the sarcastic cynical sadistic dickhead trait is present in ONE of my rangers
icon_e_smile.gif
.


I think maybe the game is broken still and a bug wont allow characters to have more then a measured intelligence of 3? (durgh 1 word responses? or hugging lynett because you cant speak like i read on a playtrough somewhere
icon_e_smile.gif
).

Also the BURN the idiot who invented the over obvious dummy (strength)(good)(evil) options of FA3, like i mentioned I'm not a robot and YOU developers said that there would be massive gray zones and not always the apparent right choice, how is 'help' 'rangers' or 'lack' going to be sufficient to make up for that claim? If you want your gamers to be that unchallenged and unintelligent then why not just implement a 'casual' feature for the dumb down 'dummy proof ' type of player, i think the human mind in entitle to more then just robotic play troughs, its not really a game if its just a interactive movie ('its just wrong' (FA2) even if its just the dialog system).

I think the options should be made available by the rangers of your squad and their ability's + standard txt for that NPC (even though its not one char like in fallout i think you can get away with it, and its a valid compromise, instead of having 0 original txt for the sake of integration, its not really a dialog if i don't say anything, even if that one word is my only option... You could explore ranger guys specific txt, but that would take away from blank slate customizable characters or not? Ideas?).

However I DO NOT LIKE as as it seems a lot of others with me the 'shopping list' type of speech option, my opp is to try to make it this way:

- HAVE FA1/2 dialog, with many options, and certain options crossed out/added based on XP/skill/attribute and in-game knowledge (talked to char X, visited place Y, made a choice to impersonate NPC Z ect).

- Have the option to mention triggerterms (rumors and additional info) from the journal, to get extra information/supplies and or BONUSES like ammo or 'help'
icon_e_wink.gif


- Have the option to create triggerterms dynamically (like you did with the typing option), with the only addition of also being able to turn it into a macro meaning you don't have to retype all the time ect.

(which you should be able to make macro's really instead of retype everything all the time).

Having a 'shopping list' is tedious and boring, why have the option to click at all if all the responses of the NPC there are always going to be the same, i would suggest then not giving the option to click in dialog then.

I do like the idea of having the option to HAIL certain topics morrowind style from my journal or type in random comments IN ADDITION to a INTELLIGENT DIALOG SYSTEM. Heck i even suggested this myself in a different topic about how you should be able to pinpoint terms from certain journal entry's. (its a good SEPERATE things, but sorry guys its not a good replacement for the awesome 'kick-your-butt' in dialog options of FA1/2). Otherwise the dialog even though more more intelligent and better would just come out like that one fallout game that was done for xbox1 (don't look it up, I'm serious its not worth it, big fallout 1/2 fan speaking, there is a reason you never found out now it exist
icon_e_wink.gif
).

Again I'm not a robot and i think about things/like creative options, and to not leave you a complete trainwreck i would like to say that i absolutely LOVE the game
icon_e_smile.gif
, wow was my first impression and i think you absolutely NAILED the combat, it looks awesome and intelligent and i would love to see fights with bigger groups, it appears to be rather speedy which is a good thing and maybe with really big battles you have something that works in phases? The graphics are awesome and the world looks alive and detailed, its has definitely been worth the development money.

Finally i do have to say (coming back to koster and ludologic) and the way the dialog works now is NOT FUN, there is not a challenge and its not apparent enough what you clicking a button with 1 word on it will lead to (and its UNACCEPTABLE to fix this the FA3 a:(to direct obvious boring option), b:(to boring direct obvious option), c:(to obvious direct boring option) way, sorry you are going to have to come up with something better), you should be able to somehow have the appearance of playing with the NPC's mind a bit (gamble, bluff, take a risk, RISK IS FUN) and/or make it apparent what your intentions are (help, negotiate, pledge your life and honor, get married in return ect) and be able to somehow anticipate a 'little' bit the others chars response or be SURPRISED.

like that guy taking his pinky and really doing it out a harsh 'i'm fucked if i don't make it' 'WASTELAND' mentality!

Hope you have fun reading my piece and it helps you in some way,

groetjes,

BaBAMski!

P.s. EDIT: ow yeah i wanted to add that i like 'clicking' keep the gameplay nice and fast, slows me down having to type 'all the time' and use the keyboard for other things then shortcuts ect

:hero:
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I want to be able to tell people to cut of their little left pinky or i won't help them, its not gonna happen or be apparent when only one word is my option AND i means that i can basically NEVER develop my own perception of how my party would act (or follow a BRANCH of the supposed TREE?)(which only happens in my head for pure entertainment AS THE GAME WOULD STILL ONLY REGISTER MY ACTUAL ACTIONS, and maybe some characters would strongly dislike me because masturbating is now a 'little' bit less of a physical sensation
icon_e_smile.gif
, i saved your daughter dude, your pinky was worth it right
icon_e_smile.gif
? Or not? Do you want to TALK about it? (option to ducktape back on his pinkey... out of me making him feel guilty for complaining, because the sarcastic cynical sadistic dickhead trait is present in ONE of my rangers
icon_e_smile.gif
.
:what:
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,690
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.destructoid.com/watch-the-first-gameplay-footage-of-wasteland-2-244516.phtml

I was never sold on Wasteland 2, though I was thrilled to see that the funding was a success and that the game would see production. Despite being a big fan of the spiritually successive Fallout, the way in which the Kickstarter drive presented the project gave me concerns over whether or not I would still enjoy a game produced today with that design approach. I'm still not all the way there, but this helps a lot and I'll be very curious to see what people think of the game when it releases later this year.

Translation: I was butthurt because of Brian Fargo's console and publisher-bashing. :declining:
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
You could kill a pet dog and then its child owner in two consecutive combats back then
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,690
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Codexers! Meet Migrib, man of RPGWatch: http://www.rpgwatch.com/forums/showthread.php?t=19481&page=2

So, inExile was left to it's own device to produce magic and what they are creating looks like a graphic overhaul of a turn-based strategy game of the mid 90's? Krater did the same, in real time, and there was no red carpet and mariachi band announcing it…

Why trolling? Are there any rules in this forum that we must acclaim every old school game as the work of genius? If there is, my apologies. Otherwise, the radio transmissions sound cool, and (maybe) if they turn those text boxes into voice acting the game will look cool on the whole. By now it seems pretty dull and clearly not an RPG, but strategy with dialogue (like Jagged Alliance). I know it's just a preview, but I was expecting more from some game which has been hyped up since the artwork showing a bearded guy with a cowboy hat was divulged… For me stapling the names Brian Fargo and Chris Avellone to something isn't enough.

Yes, because they are both post-apocalyptic, both of them look like graphic overhauls of mid/ late 90s games and they are both advertised as RPGs, though none looks like an RPG. Krater is more of a skirmish game, this one isn't finished, but it is clearly pointing to turn-based strategy.

Yes, I the cost thing is a problem. But I can't have role playing without voice anymore. Just doesn't cut it for me. The same with too much tactical combat. I know that most people (in this forum at least) have no problem with strategy and tactical combat in an RPG, but that's not my personal taste

They presented a lot of strategy, yes, the interaction with NPCs part did not seem to be that much important (maybe it will be in the final version, but here it isn't. And yes again, I do not like the combats to be tactical, I like them quick and dirty. Not as in Diablo, but as in any Fallout 3, FONV, Mass Effect… I wasn't expecting another Mass Effect (I would like it to be more like that, but I knew it wasn't). I was expecting it to be more of a modern version of the early Fallouts, but with all the bells and whistles that by that time they couldn't have. After this video, I don't know…

Well, what I saw there was too much strategy, too little interaction. Hence the comparison with Jagged Alliance. Fallout had tactital combat, but nevertheless it was a role playing game - and not just because it had RPG rules, skills and all that jazz. It was an RPG, with tactical combat.

I agree that Krater went for the skirmish thing… But I can't clearly see an RPG there, except for what is being said about the game. What is shown, looks like turn-based strategy. That's what I saw, maybe I'm prejudiced about it because I do not like tactical combat.

I won't take it as an offense, but only if you are not offended if I tell you that maybe, just maybe, you are wrong about the dumbing down and that maybe you are generalizing about what is investing in games. I am not really a console player, but I would rather invest my time in NPC interaction than in combat tactics and equipment management. But you are right on your first assertion, I wasn't expecting this to be a game for me, though I had a vague hope that it would turn out to be a little more close to my taste. On the not so bright side (for me), there are not many games on the horizon that are quite what I like (how many Mass Effect or Fallout 3 games do you know about being made right now? Not many , I'm sure). On the other bright side (not for me), old school seems to be very fashionable this season.

Again, as I said, it was based on what I saw, and it was not not much, but added to the fact that I know that most people who are backing kickstarters don't really want role playing, but "old school role playing", which isn't quite role playing ( as we, pen & paper RPGers might understand it) but tactical strategy gaming with some dialogue, skills and equipment managing. I might have been wrongly directed by that assumption. Might have been…

I certainly am for real. Why is it so strange to expect that an industry that (ideally, at least) strives to produce quality audiovisual entertainment does it with the tools that, nowadays, are at their disposal? So many people want video games to be considered a fine art and usually forget that the only reason that one day that may be possible is the proximity (not similarity, but proximity) video games have to movies. Voice acting is the acting you get in a video game, the musical score is important too, the graphics is your cinematography here… Besides this point, which has nothing to do with the discussion about Wasteland 2, a role playing game - in my opinion, and the opinion of many more - is not about tactical combat, strategical decisions, skills/attributes and equipment management or puzzle solving. Those elements can be present in a role playing game (I am talking about either pen & paper or cRPG versions), they are present in most cases, but the essence of the thing is the role playing, as the name of the genre implies. Not just filling a role, but more than that, interpreting a role.

...and much much more.

Troll likelihood - 90%
 

hoverdog

dog that is hovering, Wastelands Interactive
Developer
Joined
Jul 8, 2010
Messages
5,589
Location
Jordan, Minnesota
Project: Eternity
Codexers! Meet Migrib, man of RPGWatch: http://www.rpgwatch.com/forums/showthread.php?t=19481&page=2

So, inExile was left to it's own device to produce magic and what they are creating looks like a graphic overhaul of a turn-based strategy game of the mid 90's? Krater did the same, in real time, and there was no red carpet and mariachi band announcing it…

Why trolling? Are there any rules in this forum that we must acclaim every old school game as the work of genius? If there is, my apologies. Otherwise, the radio transmissions sound cool, and (maybe) if they turn those text boxes into voice acting the game will look cool on the whole. By now it seems pretty dull and clearly not an RPG, but strategy with dialogue (like Jagged Alliance). I know it's just a preview, but I was expecting more from some game which has been hyped up since the artwork showing a bearded guy with a cowboy hat was divulged… For me stapling the names Brian Fargo and Chris Avellone to something isn't enough.

Yes, because they are both post-apocalyptic, both of them look like graphic overhauls of mid/ late 90s games and they are both advertised as RPGs, though none looks like an RPG. Krater is more of a skirmish game, this one isn't finished, but it is clearly pointing to turn-based strategy.

Yes, I the cost thing is a problem. But I can't have role playing without voice anymore. Just doesn't cut it for me. The same with too much tactical combat. I know that most people (in this forum at least) have no problem with strategy and tactical combat in an RPG, but that's not my personal taste

They presented a lot of strategy, yes, the interaction with NPCs part did not seem to be that much important (maybe it will be in the final version, but here it isn't. And yes again, I do not like the combats to be tactical, I like them quick and dirty. Not as in Diablo, but as in any Fallout 3, FONV, Mass Effect… I wasn't expecting another Mass Effect (I would like it to be more like that, but I knew it wasn't). I was expecting it to be more of a modern version of the early Fallouts, but with all the bells and whistles that by that time they couldn't have. After this video, I don't know…

Well, what I saw there was too much strategy, too little interaction. Hence the comparison with Jagged Alliance. Fallout had tactital combat, but nevertheless it was a role playing game - and not just because it had RPG rules, skills and all that jazz. It was an RPG, with tactical combat.

I agree that Krater went for the skirmish thing… But I can't clearly see an RPG there, except for what is being said about the game. What is shown, looks like turn-based strategy. That's what I saw, maybe I'm prejudiced about it because I do not like tactical combat.

I won't take it as an offense, but only if you are not offended if I tell you that maybe, just maybe, you are wrong about the dumbing down and that maybe you are generalizing about what is investing in games. I am not really a console player, but I would rather invest my time in NPC interaction than in combat tactics and equipment management. But you are right on your first assertion, I wasn't expecting this to be a game for me, though I had a vague hope that it would turn out to be a little more close to my taste. On the not so bright side (for me), there are not many games on the horizon that are quite what I like (how many Mass Effect or Fallout 3 games do you know about being made right now? Not many , I'm sure). On the other bright side (not for me), old school seems to be very fashionable this season.

Again, as I said, it was based on what I saw, and it was not not much, but added to the fact that I know that most people who are backing kickstarters don't really want role playing, but "old school role playing", which isn't quite role playing ( as we, pen & paper RPGers might understand it) but tactical strategy gaming with some dialogue, skills and equipment managing. I might have been wrongly directed by that assumption. Might have been…

...and much much more.

Troll likelihood - 90%
Ban watchwitz Infinitron
 

toro

Arcane
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Codexers! Meet Migrib, man of RPGWatch: http://www.rpgwatch.com/forums/showthread.php?t=19481&page=2

So, inExile was left to it's own device to produce magic and what they are creating looks like a graphic overhaul of a turn-based strategy game of the mid 90's? Krater did the same, in real time, and there was no red carpet and mariachi band announcing it…

Why trolling? Are there any rules in this forum that we must acclaim every old school game as the work of genius? If there is, my apologies. Otherwise, the radio transmissions sound cool, and (maybe) if they turn those text boxes into voice acting the game will look cool on the whole. By now it seems pretty dull and clearly not an RPG, but strategy with dialogue (like Jagged Alliance). I know it's just a preview, but I was expecting more from some game which has been hyped up since the artwork showing a bearded guy with a cowboy hat was divulged… For me stapling the names Brian Fargo and Chris Avellone to something isn't enough.

Yes, because they are both post-apocalyptic, both of them look like graphic overhauls of mid/ late 90s games and they are both advertised as RPGs, though none looks like an RPG. Krater is more of a skirmish game, this one isn't finished, but it is clearly pointing to turn-based strategy.

Yes, I the cost thing is a problem. But I can't have role playing without voice anymore. Just doesn't cut it for me. The same with too much tactical combat. I know that most people (in this forum at least) have no problem with strategy and tactical combat in an RPG, but that's not my personal taste

They presented a lot of strategy, yes, the interaction with NPCs part did not seem to be that much important (maybe it will be in the final version, but here it isn't. And yes again, I do not like the combats to be tactical, I like them quick and dirty. Not as in Diablo, but as in any Fallout 3, FONV, Mass Effect… I wasn't expecting another Mass Effect (I would like it to be more like that, but I knew it wasn't). I was expecting it to be more of a modern version of the early Fallouts, but with all the bells and whistles that by that time they couldn't have. After this video, I don't know…

Well, what I saw there was too much strategy, too little interaction. Hence the comparison with Jagged Alliance. Fallout had tactital combat, but nevertheless it was a role playing game - and not just because it had RPG rules, skills and all that jazz. It was an RPG, with tactical combat.

I agree that Krater went for the skirmish thing… But I can't clearly see an RPG there, except for what is being said about the game. What is shown, looks like turn-based strategy. That's what I saw, maybe I'm prejudiced about it because I do not like tactical combat.

I won't take it as an offense, but only if you are not offended if I tell you that maybe, just maybe, you are wrong about the dumbing down and that maybe you are generalizing about what is investing in games. I am not really a console player, but I would rather invest my time in NPC interaction than in combat tactics and equipment management. But you are right on your first assertion, I wasn't expecting this to be a game for me, though I had a vague hope that it would turn out to be a little more close to my taste. On the not so bright side (for me), there are not many games on the horizon that are quite what I like (how many Mass Effect or Fallout 3 games do you know about being made right now? Not many , I'm sure). On the other bright side (not for me), old school seems to be very fashionable this season.

Again, as I said, it was based on what I saw, and it was not not much, but added to the fact that I know that most people who are backing kickstarters don't really want role playing, but "old school role playing", which isn't quite role playing ( as we, pen & paper RPGers might understand it) but tactical strategy gaming with some dialogue, skills and equipment managing. I might have been wrongly directed by that assumption. Might have been…

I certainly am for real. Why is it so strange to expect that an industry that (ideally, at least) strives to produce quality audiovisual entertainment does it with the tools that, nowadays, are at their disposal? So many people want video games to be considered a fine art and usually forget that the only reason that one day that may be possible is the proximity (not similarity, but proximity) video games have to movies. Voice acting is the acting you get in a video game, the musical score is important too, the graphics is your cinematography here… Besides this point, which has nothing to do with the discussion about Wasteland 2, a role playing game - in my opinion, and the opinion of many more - is not about tactical combat, strategical decisions, skills/attributes and equipment management or puzzle solving. Those elements can be present in a role playing game (I am talking about either pen & paper or cRPG versions), they are present in most cases, but the essence of the thing is the role playing, as the name of the genre implies. Not just filling a role, but more than that, interpreting a role.

...and much much more.

Troll likelihood - 90%

He mentions Krater 3 times. Troll likelihood 100%
 

Shadenuat

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But I can't have role playing without voice anymore. Just doesn't cut it for me. The same with too much tactical combat. I know that most people (in this forum at least) have no problem with strategy and tactical combat in an RPG, but that's not my personal taste
Then good fucking riddance.

I just don't get it. Why is that that one can defend next-gen RPGs by just the argument of taste, but not turn-based tactical ones?
That reminds me of that retarded RPS interview with Vince, where dude was constantly nagging VD about why does he want to make a turn-based combat - Vince, are you doing it as a demarch? Vince, are you angry? Vince, are you indie?
Like tactical turn-based combat is an anomaly, anathema of a genre. The hell.
 

Multi-headed Cow

Guest
You could kill a pet dog and then its child owner in two consecutive combats back then
(that was the point gozma! i was being bitchy, you see)

I just don't get it. Why is that that one can defend next-gen RPGs by just the argument of taste, but not turn-based tactical ones?
In that guy's defense he seems to be talking entirely about his own personal perspective. He isn't pulling a "RPGs without voicework are all bad. But this is just my opinion so I can't be wrong lol!" he's just saying he personally can't enjoy RPGs without voices. Which is shit of course but the "But it's my opinion" defense works for it.
 

Shadenuat

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In that guy's defense he seems to be talking entirely about his own personal perspective.
Everyone is always talking about their own perspective, and from the point of their own perspective. The difference is if one supports his perspective with arguments. The dude there pointed out how technical limitations of voice acting put a stress on dialogue system, and our guy's response was "his perspective"... which supposedly means running into Wasteland 2 thread and telling everyone how dissapointing is it to see a strategy game from the 90's without voice acting.

"But it's my opinion" defense works for it.
The only time this sort of defence works is if you're talking about food. Or maybe sex fetishes. Otherwise it never works, because defending your opinion on a basis of a fact that it is either yours, or it's just an opinion, does not make any sense.
And that's not even mentioning that opinion is not something which eccentialy requers a defence to begin with.

"Hello, Wasteland 2 thread, I'm Bob, I don't like tactical combat and lack of voice acting".
"Hello, Bob."
"Goodbye, Wasteland 2, thread".
"Goodbye, Bob."
Boy, did the world just become richier after that or what?
 
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The island of misfit mascots
In that guy's defense he seems to be talking entirely about his own personal perspective.
Everyone is always talking about their own perspective, and from the point of their own perspective. The difference is if one supports his perspective with arguments. The dude there pointed out how technical limitations of voice acting put a stress on dialogue system, and our guy's response was "his perspective"... which supposedly means running into Wasteland 2 thread and telling everyone how dissapointing is it to see a strategy game from the 90's without voice acting.

"But it's my opinion" defense works for it.
The only time this sort of defence works is if you're talking about food. Or maybe sex fetishes. Otherwise it never works, because defending your opinion on a basis of a fact that it is either yours, or it's just an opinion, does not make any sense.
And that's not even mentioning that opinion is not something which eccentialy requers a defence to begin with.

"Hello, Wasteland 2 thread, I'm Bob, I don't like tactical combat and lack of voice acting".
"Hello, Bob."
"Goodbye, Wasteland 2, thread".
"Goodbye, Bob."
Boy, did the world just become richier after that or what?

I don't see anything necessarily irrational about saying 'I know this is shit, but I enjoy it' - you're just using the first adjective in an objective sense and the second in a subjective sense. Happens with music all the time - why not games as well?
 

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