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Llyranor

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Everything posted by Llyranor

  1. So you're not using NWN2 anymore? Weren't you making a RPG with Magical Volo?
  2. No. And by "no" I mean maybe. <{POST_SNAPBACK}> .... Wait, what's that in your sig?
  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.
  4. "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!
  5. People speak of those games (negatively for the former :D ). No one knows what Nexus is. NO ONE.
  6. 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).
  7. 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?
  8. 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'?
  9. Definitely story and character interaction, of course. ..... Are you making an adventure game?
  10. ..... Yes, I meant culinary or LARPing fantasies, not sexual or anything like that. This conversation is OVER.
  11. They don't own the screenshot itself, but they own THIS exact version of it?
  12. This is a great breakthrough. Eventually, they'll be able to mix the DNA of humans and pigs together, so we could all live out our fantasies.
  13. Most overlooked game ever.
  14. Every Game should be like them. <{POST_SNAPBACK}> No, every game should be like The Sims.
  15. Or they can do them for money!
  16. I think Nick should be a mod because he's a real person and not just my second account.
  17. That's great. Really. It is. REALLY.
  18. From the E3 preview, they gave a non-shallow example of how to carry on conversation to affect NPC's impression of you. Apparently you can joke/intimidate/bribe and so on. There's a radial menu at the top left with those options available. In a flash of roleplaying genius, when you highlight one of the options, the NPC's face reveals how the NPC *would* react if you chose that option. Put it over 'joke', and you see the NPC's face light up, and that makes you realize that this could be a good option to choose. This to me reflects deep roleplaying. Player clicks on 'joke'. The NPC reacts accordingly. "That's a good one! An Orc in a party dress. I love it!" I just love this kind of consequence in my RPGs. This to me indicates a deep game.
  19. I also vote for Magical Volo. His compassionate nature and strong sense of justice would make him the ideal mod.
  20. Hmm, Civ4 is the work of the devil. Just one.... more.... turn.....
  21. Poor imitation of Magical Volo. The correct expression is LOLOLOLLIPOP
  22. Macs are computers!!!
  23. http://nwn2.warcry.com/scripts/news/view_n...ite=91&id=51506 "7. What kind of enhancements do you plan for crafting type skills? Will there be a crafting system put into place? Ferret: Ask us again later. For now, I can only play this tape recording I have of crickets." Ferret sure is getting popular.
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