Everything posted by Llyranor
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Well my intrest in NWN2 just tripled =)
Turn-based
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KotoR 3: Ideas and Suggestions
I want Knights of the New Republic. That would be grreat.
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What is more important in an adventure game?
I think that drawing is cute ^_^
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Oblivion: PC Gamer Praises in Preview
In a sense, I'm pretty happy with Bioware's recent approach with Dragon Age. Hiring full-time writers that work WITH designers (instead of designers also doing the writing) is a good step for the quality (and quantity in the right places) of writing in the industry.
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Oblivion: PC Gamer Praises in Preview
Despite Morrowind's flaws, its promotion of education was optimal. Not many games can claim that their NPCs are walking encyclopedias. Long live Bethesda! In this day and age, it's time more companies realize how important education is.
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Oblivion: PC Gamer Praises in Preview
E3 just being a 'demo' is no excuse for writing the dumbest dialogue of all time. "The whole thing is terrifying, actually. Would you mind staying around for a while? Just to keep me company?" "Why would I stay in this dump?" "There's no reason to be rude! You can leave now if you want!" "I'm only kidding, my friend." "Oh, silly me. I should have known you were only teasing. Please, come on upstairs with me." I mean, seriously, what the freaking crap?
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Recommend a good action game
Same. Taking back Red Square as the orchestral music picked up. Defining gaming moment.
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Fallout 3
FO3 WILL probably sell millions. They have enough of a fanbase to eat up anything they throw up. Just go read on the ES forums what their fanbase is like.
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Fallout 3
Me having no interest in FO3 has little to do with the name. I don't have that much allegiance to the FO series - not my favorite. It has to do with Bethesda, and what THEIR view of what makes good RPGs. I disagree with the very nature of what constitutes a RPG in Morrowind. Its design is completely opposite of what I look for in RPGs. Oblivion takes that, and mainstreams it even more, digging an even bigger hole. THESE are Bethesda's priorities. They are not a RPG developer I have *ANY* interest in. Them making FO3 is as exciting to me as if Lionhead or GasPowered or Blizzard were making FO3. Fable, Dungeon Siege, and Diablo may have been 'good games', but those companies' RPG philosophy and mine clash, and I have zero motivation to be interested any RPGs they do. This isn't blind fanboyism, it's a realistic analysis of my tastes. It doesn't matter WHAT RPG Bethesda does - whether it's FO3 or not, I'm not interested. It's like Blizzard making RTS. 7 million people bought WC3. 7 million people can't be wrong. I haven't enjoyed a single Blizzard RTS, and I'm not suddenly going to start with SC2.
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Fallout 3
That's the whole freaking point. Fallout and Elder Scrolls do not share the same fanbase for the most part. "Let's piss off old-time fans and make Morrowind with guns! Let's buy Fallout instead of making our own IP based on a similar setting!" If they're catering to a completely different fanbase, why use Fallout at all? Imagine how pissed-off Elder Scrolls fans would be if the ES5 turned out to a turn-based isometric RPG with actual dialogue. What would be the point of using the franchise at all? Fallout 3 does not exist. It died the day JE resigned from IPlay.
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more KOTOR III Links
Haha, only :"> one KOTOR3 thread allowed, but :D :D look how many NWN2 threads we have " <_<
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Well my intrest in NWN2 just tripled =)
I would spend 50$ on a toolset if it meant an accurate DnD simulator - and that means TB
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Well my intrest in NWN2 just tripled =)
1) Chris Avellone/JE Sawyer manfusion 2) Overall improvements to the engine/toolset that should make modding even more fun. The graphics STYLE is definitely a good change from the cartoony NWN1. Black Isle-style art = winner. Heightmaps for exterior areas is the other cool improvement.
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Fallout 3
This is why every game needs to be The Sims.
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What is more important in an adventure game?
Yeah, my rant was mostly directed towards RPGs, I guess. That being said, I'd be more intrigued in playing some story-related 'puzzles' than real *puzzles*. Making them subtle and fitting them directly into the storyline makes solving them much more rewarding than if you were told 'okay, you're in PUZZLE mode now, solve away!' 'congrats, now you can carry on!' It's not the puzzles themselves that annoy me, it's how they somehow define the adventure genre. Play one, and you can pretty much tell how the next one would play out in terms of gameplay. It's kinda like once you've played a standard RTS/FPS, you can pretty much adapt easily to the next. WASD, check. Right-click to move. Check. Then every game becomes the same. Go go generalization!
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What is more important in an adventure game?
The plot thickens.
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What is more important in an adventure game?
So you're not using NWN2 anymore? Weren't you making a RPG with Magical Volo?
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What is more important in an adventure game?
No. And by "no" I mean maybe. <{POST_SNAPBACK}> .... Wait, what's that in your sig?
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Fallout 3
Morrowind had 6 novels worth of writing. That didn't make it good. They didn't lack resources when it came to writing, only relevance.
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Fallout 3
"IGNPC: Can we expect something similar to the work done on Morrowind, in terms of that style of game experience? Pete Hines: Again, it's early to say, but it wouldn't be a leap of faith to say that we plan to use technologies in development otherwise. You could make some fairly safe leaps of faith that it would be similar in style. We're not going to go away from what it is that we do best. We're not going to suddenly do a top-down isometric Baldur's Gate-style game, because that's not what we do well." Go go Bethesda!
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Recommend a game.
People speak of those games (negatively for the former :D ). No one knows what Nexus is. NO ONE.
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What is more important in an adventure game?
Hmm, thinking back on adventure games, I've never really been a prominent addict. The Lucasarts games of old were fun and all, but I don't really feel like I miss them. Take the recent Fahrenheit. Aside from the worst ending of all time (except the necrophilia part, that was hot), there was something about its cinematic storytelling that was really neat. The fitting music obviously helped, but it wasn't just the cutscene direction. It was the fact that you had (limited) choice within those settings. Fahrenheit spoilers: I've been thinking about the nature of the adventure genre, or even the RPG genre. So what, both can be storydriven, but the former has implausible puzzles and the latter has combat, crates and stats? All these gaming conventions are just there to remind the player that s/he's just playing a game, and a game needs 'gameplay', right? But what is gameplay? Is the concept of a storytelling game (story being driven ABOVE ALL ELSE) possible in this current age? Let's look at PST. Cool story, and its interactivity is certainly an argument that the gaming medium helped make the story stronger. But did the 'gameplay' help? Would the game not have been better if not for pointless battles that had nothing to do with the story? What about sidequests that had no relevance, either? Did these add to the story? What about Fahrenheit, what if there wasn't some stupid DDR minigame? What if choosing in conversation wasn't some race against the clock with awkward interface controls? What if the 'gameplay' was based PURELY on storydriven choice? What if adventure games were focused entirely on story, instead of adding complicated puzzles into the mix? Would the stories benefit? Let's look at JRPGs. People say they're not RPGs, just interactive storybooks. Only, they're not. The story isn't even interactive, all you do is handle irrelevant gameplay mechanics, fight pointless random encounters. You're not interacting with the stories. This makes the term 'interactive storybook' sound bad. Could a REAL 'interactive storybook' game be done, though? Not just simply 'choose-your-own-adventure books', but a step above. No puzzles, no stats, no out-of-story combat system, no town/dungeon/boss/overworld/town/dungeon/etc' segmentation. No more freaking gaming conventions that detract from storytelling. What if a game was formed around the concept of STORYDRIVEN CHOICES? Where only story mattered, and gameplay would consist of making sensical choices within that story (choosing the best option based on what the best option is, rather than on a statistical analyzis of which one is more appropriate for your RPG character, for example).
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Shooting for 30 hours?
A story where your enemies would be godlike would be a great story. Why only save the world when you can save the bloody multiverse?
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What is more important in an adventure game?
What about something like Fahrenheit? Fights can break out, but there isn't really a battle system per say, just DDR with your hands. Why would adventure games systematically only include 'stories without combat'?