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Shadowstrider

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Posts posted by Shadowstrider

  1. Sawyer, I think you're right as far as making a fantasy game goes, but I wouldn't make the "weapons are specific and unique" thing a completely fundamental value. Some weapons are just better than others.

    In reality, in different circumstances, yes, but we're making a game. I don't see value in spending resources to make weapon types (and skills/talents/perks/whatever to use them) that are designed to be inherently inferior in all circumstances. We spent plenty of time making weapons in IWD (especially) and IWD2 that no one used because they were fundamentally bad at a base level.

     

    Does verisimilitude of setting have no value?

    No.

  2. I mentioned this in a previous post, but I personally don't like the idea of magic complying with human classification. To me, magic is an unknowable, mysterious force that men just tap into for power, so it always bothered me that I couldn't cast illusions just because I chose the wrong wizard specialization. It seemed like a very "mechanical" limitation, that always took me out of the moment. Taking it a step further, I also think it's rather silly that all spells that heal are "restoration magic" in Elder Scrolls and the like systems. I prefer WoW's model where multiple "types" of magic can all have the same effect, because to me, it represents the concept that magic is not something man invented, but rather something that man has discovered.

     

    In terms of gameplay, I prefer a mana system to spell memorization, but it's not the end of the world either way. I also enjoy the struggling to find a safe place to rest in order to continue the journey.

     

    I don't really understand the second question in the poll - why do all spells need to be 1 or the other? I personally like that magic missile improves as you level up, but that it's largely surpassed in effectiveness by later spells. Maybe I misunderstood the question.

    • Like 1
  3. This also applies to weapon upgrades within "type". A longsword +2 is universally superior to a longsword +1. I think things get more interesting when an upgraded weapon is slightly inferior to its antecedent in one way. The more the player stops and makes a consideration of the pros and cons of using one weapon or another, the more he or she is problem solving and engaged in what's going on. If choices ever become no-brainers, they aren't really choices, and I think that can detract from the enjoyment of the game.

     

    Along those lines, have you given thought to designing a "legacy" system for weapons/armor? By that, I mean a system that allows for equipment to evolve beyond the usual systems of enchanting. As a brief example, let's say you've used the same longsword to kill 500 goblins, goblins come to recognize and fear the blade (regardless of who uses it). When using that weapon against goblins you could gain effects, ranging from the standard "+1 vs goblins" to special effects like causing fear, or special dialogue options.

     

    It's something that I've thought about for awhile, and that I think could go a long way to making the player grow attached to both the player and defining their character mechanically through equipment. Taking it a step further and allowing players to rename a weapon would, in my mind, go a long way to making the game feel inclusive of the player and reflective of his actions without without showing showing a meta-game achievement for their deeds. Plus, it encourages my nerd fantasies, and I am imagining a future game that actually detects signature weapons from save game imports, and adds it to loot tables based on stats... but probably asking too much!

     

    New Vegas sort of touched on this aswell. There were challenge perks that were unlocked when a certain weapon type was used enough.

     

    The challenge perks were tied to the character however, not the weapon. If they would simply tie the challenge perks to the weapons or armor instead, you're right, that might be a fun feature.

     

    For me, this represents a lore more than interesting choices to the player, though that aspect shouldn't be minimized. This boils down to enabling the player to create lore, rather than just being surrounded by it, even if the lore is localized to that player's experience. Through the current generation, players have only been able to create lore through player-made mods, fanon, and developer intervention.

     

    This system, in itself, isn't that difficult to implement. It's a value that can be modified by the player (item name), and tracking the various accomplishments of a player while that weapon is wielded. If you want to get fancy you can allow that progression to track no matter who carries it (i.e. I'm done with this sword, but my fighter friend can use it now!), or allow users to write the descriptions of their items, but these aren't really necessary.

     

    Anyway, I don't want to ramble too long. I'm getting too old for this ****.

  4. This also applies to weapon upgrades within "type". A longsword +2 is universally superior to a longsword +1. I think things get more interesting when an upgraded weapon is slightly inferior to its antecedent in one way. The more the player stops and makes a consideration of the pros and cons of using one weapon or another, the more he or she is problem solving and engaged in what's going on. If choices ever become no-brainers, they aren't really choices, and I think that can detract from the enjoyment of the game.

     

    Along those lines, have you given thought to designing a "legacy" system for weapons/armor? By that, I mean a system that allows for equipment to evolve beyond the usual systems of enchanting. As a brief example, let's say you've used the same longsword to kill 500 goblins, goblins come to recognize and fear the blade (regardless of who uses it). When using that weapon against goblins you could gain effects, ranging from the standard "+1 vs goblins" to special effects like causing fear, or special dialogue options.

     

    It's something that I've thought about for awhile, and that I think could go a long way to making the player grow attached to both the player and defining their character mechanically through equipment. Taking it a step further and allowing players to rename a weapon would, in my mind, go a long way to making the game feel inclusive of the player and reflective of his actions without without showing showing a meta-game achievement for their deeds. Plus, it encourages my nerd fantasies, and I am imagining a future game that actually detects signature weapons from save game imports, and adds it to loot tables based on stats... but probably asking too much!

    • Like 7
  5. Oh, it's nice of them...IRCC, even Avellone has gone mad to post something like - you don't care people losing jobs just for a game??? - on him. But you know, we are talking of Visceris...

     

    Well, I'm just a mere semi-regular, though.

     

    Can someone please translate?

    Avellone once responded to Visceris with "you don't care if people lose jobs over a game?" As evidence of how he could aggravate people.

     

    I see - I read his post a second time and it makes sense. I think I may vaguely recall that, but who knows.

  6. Let's talk about all the good things, and the bad things that may be.

     

    I love mods. I love making mods, playing mods, I even love bad mods. So obviously I'm interested in how extensively you guys intend to support mods. My gut says any support will be minimal, but my hope is that it will be quite extensive.

     

    I'm not asking for an end-user editor, but I would like to see the game developed in such a way that authors can readily shove content into the pipeline. Ideally the kind gentlemen-scholars at Obsidian will be thoroughly documenting their development practices on a wiki somewhere, and then publish the relevant bits for mod authors to use as a handbook. Go one step further, and develop the engine in a data-driven process, so that nice little config files containing data elements for everything from level caps to experience tables can be manipulated by the end-user - like 2DA files from the Infinity Engine but beyond.

     

    I know this is not easy, but I personally think it's important, and in the spirit of the Infinite Engine games.

  7. "Schools" of magic can be really hit or miss for my tastes. I generally prefer it when games don't break spells out into "schools," because a lot of spells defy classification.

     

    For example, in A Song of Ice and Fire, is a "glamour" spell an enchantment or an illusion?

     

    In World of Warcraft you have nature magic that can heal (druids), elemental magic that can heal (shaman), and holy magic that can heal (paladins and priests). Presumably they all heal in different methods, but would we assign them all to restoration?

     

    Personally, I like the idea that magic is an unknowable force, Wizards/mages/sorcerers may try to assign schools or spheres to a type of magic, magic defies their classification at every turn.

  8. Hats alone could make this a game of the decade.

     

    It worked for Team Fortress II!

     

    But seriously, I'm doubtful that we'll get much character detail from it with it being isometric. That said, we may still get plenty of visible customization on paper dolls or character portraits. Though the tier reward of a custom portrait implies static portraits.

     

    I do enjoy customization. I think I wasted $10 this past week just on parts for Transformers: Fall of Cybertron. So I support the idea, but I'll be understanding if it's more left to the imagination.

     

    I don't really care much about face morphing, hair/eye color selection, especially given iso and 2d Portraits.

     

    I would like to see body scaling and some really extensive armor/weapon selections though.

  9. It probably is a temp. South Park gig.

     

    However, I'll add that Flash is a lot more robust than people give it credit for. A lot of modern games use Scaleform for their UI, which is flash-based. I haven't toyed around with the Unity Engine much, but my friend who does work with Unity spends more time editing flash than anything else.

  10. Blasphemy!

     

    Oh, well let me provide you with an example.

     

    During episode [redacted], while [redacted], [redacted], [redacted], and [redacted] go to that bridge, where all the [redacted] are on the [redacted]. I don't remember that scene from the books, but I thought it provided a great deal of insight into the characters that I thought had been missing from prior episodes. Plus, I really like the way Baelish is depicted in the show, almost perfect.

     

    The largest complaint I have with the series is Daenerys. Isn't she supposed to be like 13 at the start of the book, and 14 or 15 when she comes to term? One of the reasons I found the character believable in the books was she seemed like a fairly believable depiction of a blooming, rebellious teenager clumsily coming into her... maturity. It's a little bit harder for me to swallow when the actress is an adult. I can understand the practicality; it would obviously be more controversial if Drogo was taking a teenager to town, and obviously the nudity would be no bueno. I'm purely speaking from a character development perspective.

  11. On the plus side, I see Shadowstrider still lives. Haven't seen you in ages.

     

    I have fused with video games. We are one.

     

    In other news, I said 'eff it' and paid a shady guy in DC, he hooked me up with some Game of Thrones disks, and I have to say I really like the show. Better than the books in a lot of ways.

  12. What appeals to me about GRRM's writing isn't his word smithing, or his world smithing. GRRM spectacularly utilizes foreshadowing, and I love the fact that everything is up for grabs in terms of character development. In a lot of ways I wish GRRM would veer away from the mystical elements like the White Walkers and Dragons, and focus on the mystique of the far more interesting humans.

     

    I haven't seen the show yet, I don't have HBO, but I am looking forward to watching it.

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