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Everything posted by Llyranor
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Wouldn't you be 'ignoring' the same proportion of my posts whether I split them into multiple posts or not?
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OMG YOU SPOILED WOW FOR ME
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Not creepy. As I said, though, I feel that promoting roleplaying just for the the sake of roleplaying isn't the way I want to approach design (Morrowind = fun!), hence why people may disagree with my way of thinking. Everything being done would be for the purpose of driving the story forward (if that's the direction the story is going). In that sense, storytelling > roleplaying, but storytelling + roleplaying > storytelling. In a sense, maybe I'm emphasizing depth of roleplaying over breadth. Instead of throwing the player in a world where s/he's free to explore everything at will, with 100+ quests available, all of which offer the combat/stealth/diplomacy triad of options, I'm focusing more on making it story-based and story-RELEVANT. I think roleplaying should be pertaining to the actual ACTIONS the PC is allowed in any given situation, and thus I also want FLESHED-OUT situations. I doubt quests that can be over in 10 minutes are very thought-provoking, and I'm sure how much roleplaying is really involved ("Okay, I engage the enemy in combat!" "Okay, I sneak to my objective!" "Okay, I choose the more intelligent-sounding dialogue choice!" "Quest complete!") - could feel a bit automated. This does nothing in terms of progressing the story. And if it IS the story, then it's a pretty poor story when it can be resolved so easily. 'Roleplaying' should consist of more than just choosing which 'path' amongst those three to take. Having the power of 'persuasion' shouldn't just be a matter of choosing ONE dialogue that's vastly superior to the others. Conversation should more dynamic, and shouldn't be only an issue of you trying to convince the NPC. Conversation should be more free-flowing, and FEEL natural. An instance where the story suffers because of roleplaying is when such conversations feel so segmented and don't make sense. Just choosing the more persuasive choice shouldn't make you the winner. Persuading people shouldn't be easy. In a sense, I blame the RPG systems being implemented in many of those I'm faulting here. Having one 'Speech' or 'Persuade' skill usually amounts to only one correct diplomatic option being made available, even though this shouldn't be the case. Worse thing is that it's basically a 1v1 battle between you and the NPC. Party members don't exist! I feel the same way about stealth. In games as is, it's just a gameplay mechanic. Activate sneak, maneuver around NPCs, quest complete! Stealth should be implemented in a storytelling manner. "You hide behind the crate. You hear footsteps approaching in your general direction" "I remain silent, hoping nothing happens." "I remove my clothes and dance." "I draw my sword and reveal myself." "I throw a small rock at the far side of the room, in a direction in which the NPC wouldn't see me if he checked there." "Magical Volo, draw his attention, while I try to sneak behind him." Your actual real DECISIONS should be more important than the number next to your sneak skill. Relying on numbers is 'roleplaying' (if at all) for its own sake. Roleplaying through making meaningful decisions is what matters to me. Again, combat suffers from the same thing. It shouldn't just be a matter of attacking. There should be ample tactical decisions you should be able to make to give yourself the advantage before the battle ever starts. It would make sense to want to avoid battle if at all possible as well, given the potential lethal outcome. Even the mightiest of warriors should think twice before jumping into a fight. I don't want to make it feel like a game - where combat is something trivial. A fight with just one NPC should be a big deal. Killing that NPC should be an even bigger deal, just like it is in RL. I'm generalizing by talking about these three paths, but anyway. Bottom line is that going through a single two-roomed building with one or two guards should have PLENTY of roleplaying opportunities. Roleplaying DEPTH. One may argue about the outcome 'being the same', but I feel roleplaying lies in the details. You choose your character's options. On the other hand, if the building and its two rooms are not pertinent to the story, it shouldn't be presented in the game. I'm not going to add countless dungeons or areas that are ultimately irrelevant to further gameplay to the detriment of story. I repeat myself, but roleplaying in a storytelling setting. In the setting I'm doing for the character (him/her being a new recruit for the military), I'm allowing it so that quests feel more natural than just some random adventurer accepting random quests. "You, go patrol the streets with NPC X" "Fine, JERK." This allows you to both flesh out character development with NPC X ("I hate patrol duty. It feels my talent is put to waste." "Look on the bright side, we're being paid to do nothing." blah blah), and allows quests to feel natural. A burglary in the making, a damsel crying in distress. You're patrolling, you're supposed to investigate these events. Otherwise, you could get assigned missions. Thievery, murder investigations, hostage situations, protecting political figures, etc. All these would be opportunities for the PC to learn more about his comrades as well.
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And what a topic it is!
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Hmm. Well.
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I think what helps with my project is that all the team members are buddies, so the relationship isn't simply limited to the project. It can make a big difference in terms of getting things done. You would also benefit from a better source of communication than just email or a board. IM or even a chatroom would be more effective in keeping updated.
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I think the problem was that the recruitment phase started off on this board. Not a very good screening tool, as anyone can post. Likeminded individuals are really a must. One bad team member is all it takes to break the team morale. Showing your authority when necessary is definitely a must, since you're the one who has to compile everything together. I'm an absolute tyrant with my team at times - but they love me for it, or so I tell myself
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You were the 'lead designer', Ender?
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IPlay released the Fallout 2 editor at some point. In any case, I'll stick with NWN2.
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Being in a fan project is no easy task. A common mistake is getting too many people involved, and the project goes nowhere and eventually withers away. Smaller, more focused group is the way to go. The most important part is that you have to share a common vision, at least. The Chosen One Must Choose RIP ;-; I wanted those dual-wielding saberstaves
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I miss Fanout And Return to Black Isle All the fan projects are dead
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All I can say is :ph34r:
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Is anyone else being stalked by this Damnhippies50 guy?
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Yeah, Darque, dude, give the guy a break.
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He ended up not getting modded EDIT: How fitting, thread locked by Fionavar <_<
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http://forums.obsidianent.com/index.php?showtopic=193&hl= > that thread
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PC gamer here. The only console games I would still play would be console RPGs, and the ones from that genre that I really want to play are few and far in-between. <3 <3 Starcraft 64
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Shocking News! Daikatana dude leaves Midway!
Llyranor replied to Llyranor's topic in Computer and Console
Forget her personality or philosophy, Kreia was a looker. Rawr. -
Draconis - another community member - also had a cameo, as one of the dragons in ToB. The one who'd cast Heal on himself upon nearing death, no less <_<
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Let us dedicate this thread to be a shrine for our beloved Fionavar.
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Fionavar has a winning personality once you get to know Fionavar.
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Of course, it doesn't have anything to do with the purely coincidental fact that we've posted in each and every one of those threads.
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On the bright side, this new guy is following the philosophy of pretty every thread of this forum. LOCKDOWN IMMINENT
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FLAME ON!