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Qarl

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Joined
Dec 27, 2005
Messages
21
Seboss said:
At least Oblivion should me a marvellous sandbox for wannabe RPG makers.
I'm impatient to lay my hands on the CS. Maybe this time I'll manage to produce something worth releasing to the public.

Maybe not. It appears as though they may have totally castrated the ability to mod the game as well:

From Bethesda's Oblivion FAQ:
Will the TES Construction Set be included again?
The TES CS will be available to download for the PC version. It will not be available for the Xbox 360.


More bad news:
http://www.elderscrolls.com/forums/inde ... pic=249910

So, if modders don't get the tools they need, the modding community will desolve (or they'll just stick with MW.)
 

OverrideB1

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Messages
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Hmmmm....

Looks suspiciously like the only element that kept MW alive for so long is about to get shafted big-time. Of course, why we should expect anything else with the advent of pay-to-download-official-content is a moot point...
 

kris

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Messages
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Location
Lulea, Sweden
I would like to counter all your hate post point by point since Oblivion will be awesome, like sex with experienced virgins. but I don't want to do all this reading required.
 

elander_

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Messages
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Excrément said:
In one word : Immersion.

Since when Immersion has replaced classic role-playing?

Excrément said:
First Person View + Huge World + Amazing graphics + RAI = Best Immersion ever for an adventure game and so a revolution.

So does Half-Life2, Doom3 (excpet for big world), Halo1/2 and every other FPS out there LOL.

Excrément said:
I don't want to redemonstrate why it will certainly be an excellent RPG also, I sum-up : skill perks + dialogue trees back + advanced stealth system + armor restrictions (for sneak and spell))

I see you are a bit noob in these things. Besides that isn't a dialog tree in case you have never seen one. Thats Ultima 7 dialog system that wasn't made to be very deep or interactive, just to let you follow the story easly.

Read and instruct yourself. Wiki has become a very interesting source of information. They even mention Roshambo in the Fallout wiki. Oh the contrast.

First the basics, the mother of all rping or pnps:

http://en.wikipedia.org/wiki/D%26D
http://en.wikipedia.org/wiki/Gurps
http://www.sjgames.com/gurps/

In a pnp you have the world or the setting that is usually described in pnp books and you have the char system to help you role-play whovever you want. It only depends on the imagination of the game master who is controling the game. It's not possible to have this freedom in a crpg.

I think with a little observation you will reognize d&d and grups as the main systems used by the classics like Darklands (1992), Daggerfall (1996), Fallout (1997), Baldurs Gate (1998), Planescape (1999) just to mention a few. You could say this was the golden age of crpgs. From planescape afterwards it followed the slow fall of Interplay and the dark age of crpgs. Bethesda was also reaquired and the original Daggerfall team completely replaced. With only a few exceptions like Gothic and a few others most crpgs done since that time are very futile focusing in visual customization and a linear and cliche story intermixed with moments of hack and slash gameplay to unlock the next episode of the story.

Theres plenty of references for the classics here:

http://en.wikipedia.org/wiki/Darklands
http://en.wikipedia.org/wiki/Daggerfall
http://en.wikipedia.org/wiki/Fallout_%2 ... er_game%29
http://en.wikipedia.org/wiki/Baldur%27s_Gate_series
http://en.wikipedia.org/wiki/Planescape:_Torment

In a crpg the computer replaces the game master and tries to provide a wide variety of gameplay and life experiences for the major adventuring classes that are part of the world. The world itself and the npcs that populate it must also behave and react in a realistic and adequate way for the rpg world they are playing in. Your Immersion metaphor must also apply to npc behaviors, social structure, factions, organizations, city layouts, map layouts, etc...

I don't consider a game a crpg if it's linear and provides only one type of gameplay. It should at least provide unique gameplay for the basic adventure types: thief/assassin, warrior/soldier, wizard/scholar, tech/mechanist/dwarf to be able to role-play. That is the world should be able to supply each type with the apropriate quests for him to be able to level up (have a career) using only his skills of choices and the world should provide a credible background and npc reactions for this char type way of life.

Let's see how this works with the games above.

Darklands: German games allways have something bold and crazy and completely innovative about them. In this game the players objective is to become famous in whatever the players career he chooses. Theres no main quest. It's a game of pure exploration and discovery.

Daggerfall: The game is much like Darklands but with a complex and well writen main quest graph. Again in Daggerfall we can specialize in a carrer and trough guilds and merchant quests one can continualy role-play and keep developing his character of choice. I admit that Daggerfall had too many bugs and was mostly an incomplete game. But it already shows what was in plane for it, with a generated world and the possibility to allocate chars and quest items dynamicaly. Daggerfall path was to proceduraly generate quests and locations from templates to make the rping experience much more interesting. The world was also suposed to be much more dynamic with towns ocasionaly being under siege or afected by plagues.

Fallout: This is the classic of the classics for me. It's an example of how it's possible to create a great rpg without geting stuck on fantasy cliches. The world is brilliant and very imaginative. The quest and character dialogs are of excellent quality. Quests are not just simple quest for bonus items. They tell the human story of the Fallout world. In each town there are usualy factions in conflict and quests invite the player to take part in one the sides or play for yourself doing quests for both sides. Your actions will change the outcome of each place when you finish the main quest. You can finish Fallout as a stupid char (int <4 or something), by not shoting anybody, by dialog only, by sneaking all your way around, by using your science and repair skills. Fallout skills are those we know from common crpgs but they are focused on tech, doctor, stealth, diplomatic/dialog, survival, and combat groups adequate for a post-apocaliptic and slightly sci-fi world.

Baldurs Gate: This game comes after Fallout and is a bit more streamlinedin terms of role-playing. Most quests will resolve in combat but you have an opurtunity to play a specialist char by playing in a team. You usually compose a team with at least a thief, a warrior, a priest, a mage, a warrior. What makes BG different is the personality of npcs that can join your team later. They will engage in conversations, discussions and comflicts by their own during your travels. They will also question the player about is actions and complain if it doesn't please them. Dialog is great and requires you to think before answering. Each npc has his own story and motivations and it's wise to know them well.

Planescape: Planescape it's a bit like Baldurs Gate. Except multiply the story originality by 10 and multiply the deep of npc interactions by 10 again and you have Planescape. Planesacpe story would be worth a book. Combat wasn't as good as BG in my opinion and the game was a bit more streamlined in this area. It's said that the amount of text in Planescape feets in an encyclopedia book (around 1000 pages).

After this Interplay starts going down.

The problem with modern CRPGs is that they aren't crpgs at all, just games with rpg elements focused in hack-and-slash and visuals. You have small twitches to quests like in DeusEx where having stealth skill or hacker skill can help here and there but you are still completely dependent of combat. Dialog, npc reaction and interaction is far from the sofistication we know from Fallout, BG and Planescape. Dialog is usualy just a basic storytelling device and usually very safe to use and also very boring if the story is crap. The story is usualy linear and easy to fallow or divided in linear pieces also each one easy to follow and identify. The world is filed with little bonus items and power provider objects that make the game look like a Final Fantasy game but spoils the world credibility completey and thus immersion. In Oblivion for example you can join and be head of all guilds just because it would be bad to restrict the paying customer to play all the guilds. Character systems provide lots of visual and cosmetic options but at the same time remove those options that provide more variety and deep to role-playing. Everything is too linear, too much focused in visuals, too soft, too safe, too fake and too laking in real rp.

Sure if your rp standard are modern rpgs like Diablo, DeusEx and Morrowind or the pre-historic rp games like Dungeon Master and Bards Tale you should be very happy with Oblivion. It's true evolution if you forget everything that was done in the 1990-2000 period.

Pfeew i wanted to make a post and made an article instead.
 

elander_

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Joined
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Messages
2,015
OverrideB1 said:
Hmmmm....

Looks suspiciously like the only element that kept MW alive for so long is about to get shafted big-time. Of course, why we should expect anything else with the advent of pay-to-download-official-content is a moot point...

Don't worry too much about this. It's geting easier and easier to make indie games with free game kits. Very soon we will get game construction kits for free with a quality similar to Oblivion and Morrowind.
 

Excrément

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Rockville
elander_ said:
I see you are a bit noob in these things.

Thanks but I don't think so, I didn't play a lot of RPGs, I have to admit it (I never played BG series and Gothic series for example),but I don't think I am a noob (even if I am not an expert) . My first RPG was a "book" rpg I played in the mid 80s (Warhammer) and my favorites RPGs are daggerfall and fallout. and I hope in 2 weeks I will say Oblivion is also one of my favorite.

elander_ said:
Read and instruct yourself. Wiki has become a very interesting source of information. They even mention Roshambo in the Fallout wiki. Oh the contrast.

First the basics, the mother of all rping or pnps:

http://en.wikipedia.org/wiki/D%26D
http://en.wikipedia.org/wiki/Gurps
http://www.sjgames.com/gurps/





In a pnp you have the world or the setting that is usually described in pnp books and you have the char system to help you role-play whovever you want. It only depends on the imagination of the game master who is controling the game. It's not possible to have this freedom in a crpg.

I think with a little observation you will reognize d&d and grups as the main systems used by the classics like Darklands (1992), Daggerfall (1996), Fallout (1997), Baldurs Gate (1998), Planescape (1999) just to mention a few. You could say this was the golden age of crpgs. From planescape afterwards it followed the slow fall of Interplay and the dark age of crpgs. Bethesda was also reaquired and the original Daggerfall team completely replaced. With only a few exceptions like Gothic and a few others most crpgs done since that time are very futile focusing in visual customization and a linear and cliche story intermixed with moments of hack and slash gameplay to unlock the next episode of the story.

Theres plenty of references for the classics here:

http://en.wikipedia.org/wiki/Darklands
http://en.wikipedia.org/wiki/Daggerfall
http://en.wikipedia.org/wiki/Fallout_%2 ... er_game%29
http://en.wikipedia.org/wiki/Baldur%27s_Gate_series
http://en.wikipedia.org/wiki/Planescape:_Torment

Thanks for your contribution to my knowledge.

elander_ said:
In a crpg the computer replaces the game master and tries to provide a wide variety of gameplay and life experiences for the major adventuring classes that are part of the world. The world itself and the npcs that populate it must also behave and react in a realistic and adequate way for the rpg world they are playing in. Your Immersion metaphor must also apply to npc behaviors, social structure, factions, organizations, city layouts, map layouts, etc...

I don't consider a game a crpg if it's linear and provides only one type of gameplay. It should at least provide unique gameplay for the basic adventure types: thief/assassin, warrior/soldier, wizard/scholar, tech/mechanist/dwarf to be able to role-play. That is the world should be able to supply each type with the apropriate quests for him to be able to level up (have a career) using only his skills of choices and the world should provide a credible background and npc reactions for this char type way of life.

I totally agree with you and that's why I can't wait for Oblivion.


[/quote]
 

kingcomrade

Kingcomrade
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In a crpg the computer replaces the game master and tries to provide a wide variety of gameplay and life experiences for the major adventuring classes that are part of the world. The world itself and the npcs that populate it must also behave and react in a realistic and adequate way for the rpg world they are playing in. Your Immersion metaphor must also apply to npc behaviors, social structure, factions, organizations, city layouts, map layouts, etc...

I don't consider a game a crpg if it's linear and provides only one type of gameplay. It should at least provide unique gameplay for the basic adventure types: thief/assassin, warrior/soldier, wizard/scholar, tech/mechanist/dwarf to be able to role-play. That is the world should be able to supply each type with the apropriate quests for him to be able to level up (have a career) using only his skills of choices and the world should provide a credible background and npc reactions for this char type way of life.

I totally agree with you and that's why I can't wait for Oblivion.

Holy non-sequitur, batman.
 

elander_

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Messages
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Excrément said:
I totally agree with you and that's why I can't wait for Oblivion.

I guess it will take less than an hour playing it for you to come here and post how you hate Oblivion. :lol: I sugest you choose at least one weapon skill and one armor skill if you wan't the game to be at least playable. I would stay away from using h2h or bow as your main combat skills. MSFD posts in this mater were less than conclusive.
 

Excrément

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elander_ said:
I guess it will take less than an hour playing it for you to come here and post how you hate Oblivion. :lol:

If the game is a crap I will admit it.

elander_ said:
I sugest you choose at least one weapon skill and one armor skill if you wan't the game to be at least playable. I would stay away from using h2h or bow as your main combat skills. MSFD posts in this mater were less than conclusive.

Here is a quote from Emilpags at bloodandshadows :

Ahh.. but then there was sort of my Chinese-inspired wizard/monk. Hand to Hand and Destruction magic. REALLY powerful combination.

It makes sense : if you take hand to hand you don't have armor, we know armor has a bad impact on your spell effectiveness. so a hand to hand chinese wizard / monk will do a very powerful mage. that's role-playing and it was not possible in morrowind or daggerfall.
 

cmagoun

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Mar 3, 2006
Messages
10
WouldBeCreator said:
Shrug, this is what washed out old-timers have been saying about every change in every media forever...

...To the extent we're able to get rid of all the statistics, arcane rules (I still don't entirely grasp THAC0), and numbers, and go back to tell a story, it's a good thinig.

An interesting set of points WBC, but personally, I want my RPG to have fairly rigid rules and constraints. You seem to feel that the arcane rules of most RPGs get in the way of storytelling. However, I feel that those constraints are necessary to make RPGs viable games. Just as importantly, in my experience those rules help the players and the GM tell a compelling story.

Imagine you are playing an RPG and your hero is being chased by a number of dangerous enemies. As he flees for his life, he comes to a large crack in the earth. There is no time to go around, but the chasm is narrow enough that your hero <B>might</B> be able to jump across.

Now here is a potentially exciting moment in a game. You have to make a decision for your hero. Do you jump? Do you turn and fight?

In a game with dice and rules, the you consider your hero's jumping skill and the width of the chasm. Depending on the game and the GM, you might know your exact chance of succeeding, or only have a vague idea. A good set of rules might lead you to meaningful choices such as whether to drop your pack, and give up your treasure, to increase your chance of success.

Once the decision is made, you roll your dice and live or die by them. To many RPG players, that is exciting.

In a "freeform" game, the GM makes an arbitrary decision as to whether the jump succeeds. If you make the jump, then there really was no obstacle, was there? Your success was predetermined by the GM. Similarly, if you fail, you never had a chance. In either case, the chasm was a non-event. The predetermined outcome lacks excitement or drama.

That is not to say that there cannot be drama or excitement in a freeform game, but certainly the action portions of the game suffer. In a freeform game, I can talk to NPCs, investigate, and play power-politics, but the fights seem like watching cutscenes rather than playing a game.

Now, in a computer game, there is a complicated set of rules. Whether the player sees them or not is the big question. My opinion is that in a CRPG, I want as many character options as possible. I want to know the stats, the skills, and more importantly, the effect these numbers have on my character's performance in the game. That's part of the fun. If the game developer ignores the stat portion of the RPG, makes it too simplistic, or too opaque, then I feel I am playing an adventure game as opposed to an RPG.

Thanks for the discussion,
 

WouldBeCreator

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cmagoun said:
WouldBeCreator said:
Shrug, this is what washed out old-timers have been saying about every change in every media forever...

...To the extent we're able to get rid of all the statistics, arcane rules (I still don't entirely grasp THAC0), and numbers, and go back to tell a story, it's a good thinig.

An interesting set of points WBC, but personally, I want my RPG to have fairly rigid rules and constraints. You seem to feel that the arcane rules of most RPGs get in the way of storytelling. However, I feel that those constraints are necessary to make RPGs viable games. Just as importantly, in my experience those rules help the players and the GM tell a compelling story.

Imagine you are playing an RPG and your hero is being chased by a number of dangerous enemies. As he flees for his life, he comes to a large crack in the earth. There is no time to go around, but the chasm is narrow enough that your hero <B>might</B> be able to jump across.

Now here is a potentially exciting moment in a game. You have to make a decision for your hero. Do you jump? Do you turn and fight?

In a game with dice and rules, the you consider your hero's jumping skill and the width of the chasm. Depending on the game and the GM, you might know your exact chance of succeeding, or only have a vague idea. A good set of rules might lead you to meaningful choices such as whether to drop your pack, and give up your treasure, to increase your chance of success.

Once the decision is made, you roll your dice and live or die by them. To many RPG players, that is exciting.

In a "freeform" game, the GM makes an arbitrary decision as to whether the jump succeeds. If you make the jump, then there really was no obstacle, was there? Your success was predetermined by the GM. Similarly, if you fail, you never had a chance. In either case, the chasm was a non-event. The predetermined outcome lacks excitement or drama.

This is a fair argument, and one that I think I alluded to in this post or elsewhere. But I'm not altogether sure that it's a winner because I'm skeptical that GMs/DMs are able to stick to the rules even when there are rules. I speak here from my own very limited experience, since the only time I played dice & rules RPGs was for one summer camp when I was a freshman in high school. I was the DM for maybe 80-90% of the time, so in some ways I'm just projecting my own flaws here. So take those caveats with this argument.

My experience was that the rules end up being less significant in three ways. First, if a DM puts a chasm there, it's probably because he wants you not to cross it. Tha tmeans he'll make it large enough that you won't be able to. If he wants you to be able to cross it, he'll make it possible to because. . . . Two, RPGing is a social activity and you don't want to kick out your friends. If you friend jumps and dies and that's it, then what the hell are you going to do? He starts whining to start a new game, or he just leaves and the game is made significantly less fun for having fewer people and for not having someone you enjoy playing the game with around. Three, once players realize this fact, they're going to start making jumps they know they can't make knowing that you won't kill them. Not using the rules lets you prevent the jump in creative ways that makes it less obvious what's going on. When they roll a 4 and that means they die and suddenly you save them, they know that the rules are gone and that you're desperate, and things rapidly fall apart. If they say, "I jump" and you never roll the dice, then there's still the illusion that you didn't bend the ruels to let them live.

That said, I'm sure in geekier crowds, there are more would-be players and the DMs are able to actually kill people. But in my experience you never had more than four or five people who were fun to play with, so why antagonize them with stupid dice rolls?

Indeed, to this day I don't really understand how AD&D is actually playable. I mean, mages *really* only get 1-4 HP when they're starting out? Fighters too? So if you roll a 1, you'll die in any fight anytime anyone hits you? How can that possibly be fun? And how can you possibly ever reach level 2? And if you do and roll another 1? I mean, the odds of that happening are only 1/64 for a fighter, which isn't *that* unlikely. Meanwhile, your friend rolls two 8's, and he's eight times as powerful as you are?! He can take on a handful of goblins and a one rat is life or death for you? How can that be fun?

That is not to say that there cannot be drama or excitement in a freeform game, but certainly the action portions of the game suffer. In a freeform game, I can talk to NPCs, investigate, and play power-politics, but the fights seem like watching cutscenes rather than playing a game.

That's somewhat true, but not entirely. If the point is that the player wants to feel he's contributing to the story he still gets to say *how* the dragon gets killed, even if not *whether* it gets killed. Again, it's worth wondering whether it's more fun to die to a dragon than it is to not get to determine *whether* it gets killed. I just dont' know. But I imagine sitting around watching your friends play AD&D once your character is dead isn't much fun.

Now, in a computer game, there is a complicated set of rules. Whether the player sees them or not is the big question.

Right, that's what we're really talking about. But it's not clear to me that you need to see the background statistics to know what's going on. When you play a game like Enemy Territory, you don't know the numbers attached to anything, but it's fairly quickly clear to the player what the rules are.

We both agree that (computer) games need to be transparent. The question is not *whether* the player should see the rules but rather *how* the player should see the rules. I'm inclined to say it should be through non-numerical feedback -- graphics, the way the world reacts to you, etc. Those things contribute to story-telling, whereas numbers really don't. One thing I remember from my brief AD&D days was people getting self-righteous when I would refer to something as a "+1 longsword" because in game my character was supposed to call it "mildly enchanted" or somesuch silliness. Silliness, true, but with a computer game, better for it to be "milldy enchanted" if you can still convey the necessary information. Better still for the player to be able to *see* it's mildly enchanted or *feel* it when he uses it than to have any label on it at all.

I should add, too, that even if we're obliged to keep the *rules* of AD&D, I think it's godawful and frankly embarassing that we keep the *dice* of AD&D. Most of AD&D "decisions" really were made by the dice, not the player, if you played strictly by the rules. No matter how well I role-played my barbarian warrior, if I rolled three 1's on his HP rolls, at level 3 he would be a total joke. And if in battle against an orc, I rolled back to hit rolls, it wouldn't matter how well I planned out the fight.

That's why I'm baffled as to why people are so up-in-arms over Oblivion's new combat system. I'd much rather lose a fight because I missed with my targeting reticule than lose a fight because the computer generated a 3 rather than a 7. At least in the former scenario, I have some agency, and can get *better* rather than just reload.
 

GhanBuriGhan

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Messages
1,170
OverrideB1 said:
Hmmmm....

Looks suspiciously like the only element that kept MW alive for so long is about to get shafted big-time. Of course, why we should expect anything else with the advent of pay-to-download-official-content is a moot point...

Oooh, so angry again. Facts are:
The CS will be a free download.
According to Maverique the do "everything they can" to be able to release the exporter for 3Dstudio.

A bit thin to call down doom again, but that never stops anyone here, so :)
 

elander_

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Excrément said:
It makes sense : if you take hand to hand you don't have armor, we know armor has a bad impact on your spell effectiveness. so a hand to hand chinese wizard / monk will do a very powerful mage.

I forgot about the amazing abilities of a mage to wipe out a group of enemies with a staff of fireballs or to enance itself with spells. I wouldn't say it adds more to roleplaying. It certainly adds more variety to combat gameplay.

Your chinese wizard/monk example is interesting. A wizard/monk is just a way of dressing and a fighting style. Thats only what Oblivion allows you to do. To properly role-play a char like this you would need to have monasteries, quests and npc reactions specific for a wizard/monk. There would be also inter-faction relations afecting how certain chars ould react to your wizard/monk. There would be lore and books describing the wizard/monks and their achievements in the past. You wouldn't be a wizard/monk only after being acepted in a monastery and passing the necessary tests.

Excrément said:
that's role-playing and it was not possible in morrowind or daggerfall.

But on the other side Daggerfall had climbing, languages, streetwise and etiquete. It would be interesting to see these skills better developed with its own gameplay.

Seboss said:
They merged HtH and Unarmored skill ?

Unarmored doesn't exist anymore. I think it's now a perk of acrobatics that allows you to side-step at a much faster speed. Dodging and block are done manualy now. No big deal.
 

HardCode

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I love how they claim to have no control over whether or not their game will be moddable. What a crock of shit. It's just their excuse to say, "Sorry, you can't mod the game. But ... you can pay for our content on-line!" I am sure it's just news to Bethesda that their may be "licensing issues" and they just found out the same day they made the gone-gold announcement.

What a scumbag company.
 

Levski 1912

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Anime is mostly nothing but a bunch of semi-mystical crap and barely contained perversions.

Even popular shows on U.S. television like Full Metal Alchemist tell complex and interesting stories in ways that American animators can only envy.

Pixar is way better than anime.
 

WouldBeCreator

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Not to mention The Simpsons. Or Batman: The Animated Series. That said, I do kinda groove on FMA, even though at least a third of every episode is ruined by godawful anime conventions.
 

Qarl

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Messages
21
HardCode said:
I love how they claim to have no control over whether or not their game will be moddable. What a crock of shit. It's just their excuse to say, "Sorry, you can't mod the game. But ... you can pay for our content on-line!" I am sure it's just news to Bethesda that their may be "licensing issues" and they just found out the same day they made the gone-gold announcement.

What a scumbag company.
I'm going to have to agree. Isn't it convenient that they have this third party middleware issue from companies like Havok that they can blame if they fail to release the tools modders need? "Hey, don't blame us, blame Havok and Speedtree!" Why are these issues just coming up now? They've been working on the game for 4 years! They're just NOW thinking about modders and deciding that they have to get some licensing permissions?

Modding should've been one of the biggest parts of the decision process from day 1. If they couldn't keep Oblivion as moddable as MW was because of dodgey Havok legalities, they should've looked elsewhere for their physics engine needs (or God forbid, program it themselves! :shock: )
 

Qarl

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Messages
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Duodenum said:

OK, we have a (supposedly) uncrippled CS to download for free -and access to the art assets. But without a NIF exporter, we can't get our own meshes into the game. No Better Bodies, no new clothing, armor, weapons meshes, no new animations, no new creatures, etc. Without the other tools we need, the modding ability of the game is castrated.
 

OverrideB1

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The other side of the mirror
GhanBuriGhan said:
Oooh, so angry again. Facts are:
The CS will be a free download.
According to Maverique the do "everything they can" to be able to release the exporter for 3Dstudio.

A bit thin to call down doom again, but that never stops anyone here, so :)

Facts are that they've had 3 years to sort out permissions for exporters/shaders from 3rd party suppliers. But they "suddenly" announce that the CS will be downloadable (and not with the game) and that they have yet to secure permissions for 3rd-party plugins. All just as the announcement goes out that the game is going gold.

Facts are that Bethesda are offering pay-for-download-official content - which makes the preceeding "problem" that has "suddenly" been "discovered" and "reluctantly" made public knowledge more than a little suspicious to a cynical old sod like me.

Facts are that Bethesda have systematically mislead everyone about various things in the game - manipulating PR to suit the current build-of-the-week.

As for Oblivion being doomed - I think that was pretty obvious when they began removing RPG elements from the game as being too complex for the poor befuddled masses
 

galsiah

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WouldBeCreator said:
This is a fair argument, and one that I think I alluded to in this post or elsewhere. But I'm not altogether sure that it's a winner because I'm skeptical that GMs/DMs are able to stick to the rules even when there are rules. I speak here from my own very limited experience, since the only time I played dice & rules RPGs was for one summer camp when I was a freshman in high school. I was the DM for maybe 80-90% of the time, so in some ways I'm just projecting my own flaws here. So take those caveats with this argument.
I just thought I'd chime in here, since I have some experience of bad DMing (my own) at a tender age.

On the main issue, I generally agree with DM decisions over hard rules, and with no numbers (as far as possible) shown to the player in cRPGs - preferably few labels either. Most Succeed-or-Die choices (e.g. chasm jumping) should probably be avoided in cRPGs, unless failure can usually be made into an interesting challenge, rather than the end of the game.

On D&D stuff:
If you friend jumps and dies and that's it, then what the hell are you going to do?
There are two steps here - however you decide whether the jump was successful:
(1) Was the jump successful.
(2) What happens if it fails.

If you're sticking to the rules on (1), then you had better be ready to be inventive with (2). A few ideas off the top of my head:
Player fails jump by tripping as he starts to jump. He manages to grab onto the side of the chasm as he starts to fall (or not another die roll?? another interesting failure?). Before he can be pulled up, dramatic situation X occurs (combat / something more inventive). He is left hanging, perhaps separated from party, perhaps has to drop his backpack to climb up.

Player falls short of the other side and falls, injuring himself badly, but finding that the chasm was not as deep as it first appeared. {insert more drama here}

Player falls short of the other side, but falls onto a ledge. Maybe the party need to rescue him (encourage inventive rope use). Perhaps he can climb up from the ledge (more die rolls?). Perhaps there is a passage leading off from the ledge... {insert drama}

Player almost makes jump, but can only grab onto the other side with his hands. Needs to climb up / drop backpack / gets minorly hurt...


The basic idea is to punish the player for failing the jump, but not to kill him. The player probably knows that you're not going to let him die (unless he repeatedly takes the piss), but he'll also know that failure will make things much harder. He might get hurt / have to drop prized possessions to survive / be forced to overcome difficult obstacles...

Being a DM is hard because you need to respond inventively to any situation that arrises - preferably without killing half the party or making them feel godlike. Whether you decide on failure, or the dice decide is not too important. It's what you do from there that matters. You can do anything. You're telling a story, but the player's decisions should have a real impact on it. Heros don't always make it across chasms, they are just lucky enough to survive somehow when they fail. It's up to the DM to come up with an interesting "somehow" while making sure that the player loses out in some way. A creative DM will hardly ever need to kill players (if the players are anti death) - this doesn't need to make things less exciting.

Indeed, to this day I don't really understand how AD&D is actually playable. I mean, mages *really* only get 1-4 HP when they're starting out? Fighters too? So if you roll a 1, you'll die in any fight anytime anyone hits you? ...Meanwhile, your friend rolls two 8's, and he's eight times as powerful as you are?! He can take on a handful of goblins and a one rat is life or death for you? How can that be fun?
Quite a few DMs will give players a decent "roll" for the first level automatically. That's probably more fun, I agree.
For a level 1 mage, he'll probably die if he gets into melee combat (again an inventive DM can usually prevent death and instead give another punishment - if desired). Perhaps in that case first level characters shouldn't usually get into combat. Combat is dangerous for low levels, so should usually be avoided if possible. Occasionally it'll be necessary, but often it can be a "party vs one enemy" situation. Harder combats will be dangerous, but that can make them more exciting. Again, if players are death phobic, the DM will have to be inventive / bend the rules to avoid killing them - but should definitely punish them for these near death experiences. If they were unlucky, a slight punishment is reasonable. If they were stupid, a harsh punishment is better.

Also, you're exaggerating when you say that two 8's will make a fighter 8 times as powerful as two ones. For a start, many fighters will have a constitution hp bonus, so two ones might be 4 or 6hp. Also, if many hits will do e.g. 1d8 or more damage. On an 8, the fighter who rolled an 8 will die after 2 or 3 hits, while the one who rolled ones will die after 1 hit. Sure, he's much more powerful, but not eight times.

Personally I think that having 1d8 hp (or 1d10...) is a bit silly. 1d4+2 or 1d6+2 etc. would make more sense. Stupid die rolls should be abandoned, but that doesn't make using dice a bad idea - you just need to have reasonable rules. I don't think 1d8 is reasonable. 1d4 + 2, 1d4 + 4 or 1d6 + 2 ... make more sense.

Again, it's worth wondering whether it's more fun to die to a dragon than it is to not get to determine *whether* it gets killed.
Again, the question shouldn't be whether the dragon dies or you die, but rather whether the dragon dies. Whether you die is a separate issue. The DM can usually save players in quite a few ways. For a start, if the players get into a situation where they can't win, the DM should try to make this clear either through narration, or by throwing in clues through events. If the players are losing, they should be encouraged - and rewarded - for making a sensible retreat - particularly if they cover their retreat in an inventive manner. It is quite reasonable to award experience for a sensible retreat in the face of clearly superior odds.

Even if you are using transparent die rolls, and a player is "killed", you can use the rule whereby being reduced below 0hp just knocks you out and requires weeks of recovery before you can do anything. If a player has this happen, the other party members will usually be able to get him out of the situation before he is properly killed - the DM can make sure they get out, but reward them if they do it cleverly / excitingly / inventively, and punish them (somehow) if they "wait for the DM to save them".

Better still for the player to be able to *see* it's mildly enchanted or *feel* it when he uses it than to have any label on it at all.
I definitely agree here.

No matter how well I role-played my barbarian warrior, if I rolled three 1's on his HP rolls, at level 3 he would be a total joke.
True - the range of hp should be less extreme.

And if in battle against an orc, I rolled back to hit rolls, it wouldn't matter how well I planned out the fight.
If the DM is good, he'll make it matter. Even if you play strictly by the rules, the DM can add extra bonuses / penalties when he chooses for situations not governed by the rules. He can also make anything happen. A good DM will reward his players for good decisions in combat. He might do this through appropriate bonuses / penalties, or through "random" events.

NOTE: I've never really DMed properly. All my DMing was done with small groups of young players when I was under 14. I've been interested in P&P RPGs since, but have never played seriously. I have learned the error of my ways though (I hope), so that I'd at least be a much better DM now than I was then. I don't think my story-telling is good enough though.

That's why I'm baffled as to why people are so up-in-arms over Oblivion's new combat system. I'd much rather lose a fight because I missed with my targeting reticule than lose a fight because the computer generated a 3 rather than a 7. At least in the former scenario, I have some agency, and can get *better* rather than just reload.
In D&D a player should be awarded or punished based primarily on his roleplaying decisions, not on his die rolls. Clearly if he hits, he hits and if he misses he misses, but the chances of those occurences and their consequences should depend on the quality of the roleplaying decisions behind them.

Personally I don't see the problem with damage variation rather than to-hit variation. So long as a player is rewarded for picking sensible battles and being skilled / well prepared, I don't see that it matters how this is achieved. I'd still prefer most losses to make me think "I wasn't skilled enough", "I was badly prepared" or "I should have avoided that fight", rather than "I need to improve my clicking". This doesn't depend on to-hit rolls though, just on the extent that stats determine success in combat. If it isn't possible to block perfectly with a low block skill (or a bad shield), and low weapon skill (or a blunt weapon) leads to very low damage, I don't see the problem. So long as I can usually blame my roleplaying decisions, rather than my skill with a mouse, I'm not bothered.

It can be made harder to hit an enemy in indirect ways too in any case. E.g. increasing the time it takes to swing. Reducing the speed of a swing. Increasing the chance an enemy will block your swing (since he can see what you're about to do). Increasing the recovery time between swings. Increasing the time you're left unable to block after a swing (you'll be more likely to have to retreat slightly). All these things can be stat based.

I really don't see the need for an abstract "to hit" roll. Combat success just needs to be primarily stat based - whether this is true remains to be seen. Perhaps Oblivion's combat isn't any good, but I can't see how adding a to hit roll would improve anything.
 

WouldBeCreator

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This is all extremely sensible and I agree with all of it, although it does reinforce my impression that rule-bound AD&D simply fails. Also, if level one characters can't fight, how do they level them up? It's slightly preposterous, IMHO, for a level one *fighter* to be able to reach level two, and thereby improve his *fighting* abilities, by skulking around town and delivering love letters (a la Torment) or whatever. Maybe the answer is that you start players on level three, not level one, I guess.

But I'm really curious, just as a logistical matter, how it *works.* Like in a normal AD&D session, where people are level one, do you just not let them fight? Make then do like 4 on 1's versus kobolds or something godawful like that?

I never played BG1, and in PS:T you start out vastly more powerful than a level one character given how you can maximin your stats and whatnot (and given Morte's awesome resitances), so I don't know how it works in games. I can't really remember back to the Gold Box games, either.
 

galsiah

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WouldBeCreator said:
...although it does reinforce my impression that rule-bound AD&D simply fails.
I agree. At the very least the DM needs to add to the rules. Bending / breaking them probably helps too.

Maybe the answer is that you start players on level three, not level one, I guess.
That's a possibility, but probably not the best way, I think. The vulnerability of level one characters does make things a bit more exciting. Also, it probably works better for a player to have the opportunity to develop his character's character from the outset.

But I'm really curious, just as a logistical matter, how it *works.*...
I'm not sure in practice - when I DMed, my brother might have stormed off if his character failed at anything :).

I guess I'd go for:
Making sure no character had stupidly low HP - e.g. start with 1d4 + 4 rather than 1d10 etc.
Using the "0hp = unconscious" rule, so that one player "dieing" just put him out of action for a few weeks, so long as the party got him to safety. [one way to make this less of a problem for that session is to introduce an NPC for the "dead" player to play for the remainder of that session / until he is healed. You'd have such an NPC prepared just in case]
Limiting random combat, or at least making it avoidable.
Providing some relatively safe combat - e.g. one enemy, or the party supporting an attack involving NPCs (making withdrawal much simpler if things go badly).
Encouraging inventiveness in combat - e.g. players might have to ambush a group of relatively weak opposition at a known location with a few days to prepare. Combat can be heavily stacked in their favour without seeming contrived (hopefully), since they've done the stacking: digging ditches, setting inventive traps, decoys, attacking from a few directions, splitting up the enemy to pick them off...

The last bit is probably the most important. Keeping 1st level characters alive is going to take a lot of effort, but ideally it should be the players who make the effort. The DM can probably concoct "single kobold" type encounters, but it'll be hard for it not to seem contrived. I think it'd work better to give the players a potentially dangerous combat, but give them the opportunity to use their skills and inventiveness to prepare for and limit the danger.

It's probably hard work to come up with a good adventure for 1st levels which can be made to work without cheating or killing the party. I think it'd be possible though.

I guess in games you either start out more powerful, or you need to be provided with simple challenges to start with - and the opportunity to prepare well. It's probably easier for single character games than in party based games / P&P though, since in single character games an encounter can be a significant challenge without giving a significant risk of death. In party based D&D that's harder, since pretty much anything is a significant risk of death for a level 1 wizard - anything that isn't would be foolish to attack a party.
 

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