Wombat
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I watched at least a part of game play videos in this thread (now it's not available...I guess it was not supposed to be out), which was not as good as the trailer, at least. Also, I think a writer wrote it seems to be needed to be polished. So, again, it seems, we have to wait the final product.
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Hmmm? Haven't you come across with what I have read in these boards? Reading about the explosion physics of FO:NV and the usage of PhisX in Dungeon Siege, Dark Messiah reminded me of Dark Messiah (I haven't played it except the demo, though). Ice Sliding I wonder why they couldn't integrate it with the game play in a way such as knock-back effects rather than just kicking, though. For example, while using heavy weapons such as flail maul, and warhammer and/or employing sweeping blows of pole weapons in appropriate environments, cornering the opponents into falling could have been satisfying.
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It's not an established term but Mourinho proved himself as a good tactician in UEFACL...most strikingly, sealing the attacking force of Barcelona twice. cf. http://www.telegraph.co.uk/sport/football/...mart-Barca.html In Netherlands vs Japan, Netherlands and especially Sneijder must know what he was challenged by and tried to make Japan run out of stamina. They thought they were successful in it but, according to the interviews after the match, it was the time when Japan made a shift to offense when Sneijder scored that goal. So, to some extent, it seems to be a coincidence. Look at the possession rate in the stats in the match cast.
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I haven't played it, so, I'd refrain from telling my own opinion, though.
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Some teams absorbed the tactics of Mourinho. Look at Distance Covered Not in Possession of Australia and Japan. They also rarely tackle. Their defense is done by not giving up spaces and angles for the opponents, which greatly cancels supremacy such as possession and talents in quite a great degree. Owing this "shield of Mourinho," Japan seem to be getting more confident with the defense, which made their offense better as well.
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What makes an action hack'n slash RPG fun..
Wombat replied to Archaven's topic in Dungeon Siege III: General Discussion
At the moment, only local multiplayer is confirmed and, currently, I think the below is one of the most detailed descriptions, found in an Erurogamer's article?. -
Er...actually, it's rather classic preference issue. Deus Ex has quite a lot of elements, which naturally makes expectation varies depending on preferences. Taste differs and, probably, most of people must have things to do than arguing over personal preferences. More E3 previews E3 2010: Deus Ex: Human Revolution Preview at Gamerant E3 2010: Deus Ex: Human Revolution Preview at Shacknews Deus Ex features 200,000+ lines of dialogue A Video interview at Joystiq Damn...they talk like they had been working on RPGs although they don't seem to come up with a convenient word such as tutorial. Outside of portable consoles and something like Dragon Age, my brains can only think of this type of movie/game-play hybrid if some people stop the tendency of decreasing writings in modern video games and they may be one of the possible candidates (The same studio is working for Thief 4, too). Again, we have to wait for the end result and, at the moment.
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DAC updated the list of E3 previews (I wonder if there is a new one, though). Oh, then, it's my part of misunderstanding. That said, I still think it depends on the execution. If Bethesda intended humor, then, they should have made sure the violence look like that in the eyes of their players. At least, judging from what I saw in preview demos, Obsidian seem to have done it right. The explosion effects which shoot ragdolls into air in FO:NV doesn't seem to even try to look realistic. The intended effects appear to be well expressed through ragdoll physics. I wonder if Obsidian is planning to do something on the existing "implementation" of Bethesda, though. Also, there seem to be special attack moves for melee weapons in VATS. We all know a special attack is directed to a certain part of male characters. Of course, we haven't gotten infor about all the attacks but at least the attack is intended to be humorous. I wonder how Obsidian concretely deal with the repetition issues, though. For, especially when it comes to humor, repetition can quickly worn it off. Then again, since the players can use these special attacks at their will, they may not be bothered too much.
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On target ??? I haven't played FO3 but people here seem to be agreed that they are O.K. with the violence but not with the execution. Judging from what were shown about the explosion and ragdoll physics, Obsidian doesn't hesitate to employ the violence for amusement but they are unlikely to rob the players of the control of their characters more than a minute in the middle of combat. As far as I know, they didn't mention any tweak on VATS, though. They might have a plan but I'm inclined to believe that they just fixed some nuisances for realtime combat.
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What makes an action hack'n slash RPG fun..
Wombat replied to Archaven's topic in Dungeon Siege III: General Discussion
Since that the main MP mode seems to be just drop-in/out with no character import/export, there unlikely to be deep customization on the appearance of the characters after all, I guess. -
What makes an action hack'n slash RPG fun..
Wombat replied to Archaven's topic in Dungeon Siege III: General Discussion
O.K. I'll put my cynicism on this topic aside... Some players really seem to like enjoying fashions of their characters. Even people who are not into "cosplay" type of masquerading, quite many people seem to enjoy dressing their avatar. Indeed, it's escapism but, after all, we are talking of role-playing as heroes/heroines in a fantasy world, after all. So, why not try to explore this direction? Maybe, some artists may be interested in working on clothes from various cultures. BTW, speaking of vanity, some people, especially Asian female complained of MP characters in Western MMORPG, saying something like "I'd like to be beautiful at least in an imaginary world." Personally, I'm not a great fan of the world where everyone is like a model but this may be an important factor for some people. -
What makes an action hack'n slash RPG fun..
Wombat replied to Archaven's topic in Dungeon Siege III: General Discussion
It is well known fact that, traditionally, D&D franchise used quite a lot of exploitation in this area, which "appealed" young Avellone, too. DSIII seems to allow the players to customize the outfits of their characters. However, it is too early to expect you can enjoy bikini outfits for your characters. One possible problem here is technical. Even if the players try to choose bikini for their characters, their armor may conceal bikini and the rest of their characters' bodies. This can easily get in and cruelly break the typical male fantasy. Another problem is psychological and may occur in multiplayer mode(s). There are indeed, someone like Junai. Also, hypothetically, someone like LadyCrimson may not want other MP characters to wear bikini or even less before her husband. Also, some people may feel offended when other people let their own characters wear bikini or less. Personally, I don't like to see male characters wearing bikini, too (Oddly, topless male characters are O.K. in my eyes while "top" only appears too "barbaric"). So, is that possible for players to limit the outfit customization of other players? [Off Topic] Japan has gone further than that... According to the narration, the "armor destruction system" allows the players to break opponents' "armor", which covers different body parts. The effects are visually refracted. The players can defeat the opponents by concentrating on a single body part but alternatively, they can go for "Perfect Knockdown", which is done by breaking every single piece of "armor." Damn...this sounds pretty tactical...so, it seems to be not a a joke that it is advertised as orthodox simulation RPG... Probably, it shouldn't come as a surprise considering the background: The original game seems to be franchised under the partnership between Hobby Japan and Flying Buffalo (yes, the company which released T&T...most of their series are introduced as game books and the game above is not an exception). I wonder if I should call it innovative, though.[/Off Topic] -
It's actually journalism. You can say exact same thing in different notes. That said, I think this one is probably the most skeptic from traditional western CRPG standard. Some skepticism are understandable such as balancing between action and tactical depth, free-roaming and focus on story, and accessibiltiy and deeper character customization but some others sound contradict to what other media reported.Onyx engine: It has been being developed through Aliens RPG, too. Crafting: I myself think it would add more factors in balancing since the game is native to MP. Fire damage: Doesn't Archon have fire magic? Linear story: Story may be linear but isn't said that the player choice can change the course of it greatly? No "wrong" choice: Isn't is same as Alpha Protocol? Camera options are three according to Chapman and they don't need to worry about the balance between coop and single player except the quality of AI of NPCs considering the drop-in/out coop system.
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...this makes me feel Escher wasn't that irrelevant. So, does this mean that Gas Powered Games don't only offer the franchise and ideas by Chris Taylor but also technology around "continuous" world? For, as long as I see it from designer's comments about Aliens RPG, Onyx engine does seem to have a hybrid action/tactical combat game play but "continuous" world was not packaged with that. I'm not so technical but, from the glimpse of the document, it seems to be tough to implement some popular features like fast travel. So, does this mean the player(s) go back and force (in squad) or do you already have work around for this?
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What makes an action hack'n slash RPG fun..
Wombat replied to Archaven's topic in Dungeon Siege III: General Discussion
I guess this is the other side of accessibility issue. I think one of the reasons why ARPG could become so popular is that, its "action" only requires simple clicking although the resulted repetitiveness probably contributed to its decline. Nowadays, even console action games became easier (cf Wii and Kinect) and I don't think the designers are making the control scheme inaccessible from non-hardcore action gamers. They have to sell the game to many more people. Furthermore, it's unlikely that many of Obsidian designers are good at playing hardcore action games. So far, two attacking modes for each class is mentioned. If there are just these attacks and magic/special abilities, then, I don't think these are too complicated. So, we can put our time to tactics rather than remembering complicated control schemes to release special abilities like in a game below. IMHO, rather than Japanese cartoony martial arts action game's complicated button scheme which requires button mashing or conventional ARPG's mindless clicking, the control scheme of ARPG needs tactical depth. To achieve that, it should be as simple as possible while providing meaningful tactical choices. It hugely depends on what kind of action do you expect. One of the lessons of Alpha Protocol is that designers have to think about what kind of game play the players would expect for their games.* However, personally, I don't blame the designers even if some players feel betrayed simply because they expected Street Fighter like game-play in this game. * BIS/Obsidian had been working on similar type of games for years and, while their mind must know that they were making a game for different type of players, some of them don't seem to be able to imagine the reactions of the players at least in earlier stage of the development... -
Then, I understand but I think it's your problem. I read a reasonable number of reviews from various sources and bought DX:IW with appropriate expectations. Being hyped is one and checking out what the designer is saying is quite another. In fact, I couldn't but notice that designers often try to cover up what they couldn't do. Oddly, I find designers who frequent boards tend to be honest. BTW, speaking of naivety, the same thing goes to the designers, I think. Fans/players tend to like to know everything about their games but, if they are decent folk at all, I don't think they like to make the position of the designers difficult. So, if any of the designers here reading this, please be silent when we asked such questions rather than trying to explain it or cover it up. As the industry expands, designer-player communication may become less pastoral but I think there must always be better ways.
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I have totally forgotten about making full use of modern engines. Diablo III, too, has something like freez-able enemies and breakable environment. It may be bit cliched now but, like FO:NV's explosions, probably, the players would like to have some toys to play with.
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My previous post is based on this interview? (Google is great, must I say).
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Thanx. Deus EX 3 part starts from 1:00 and ends 14:40. The interviewer may be bit excited but his questions are understandable with some most criticized issues such as balancing (You know, that classic joke on the players, where they end up with finding a ventilator route after fighting past a number of enemies) and the answers indicate that the designers put their thoughts well. Unfortunately, the interviewer seems to have forgotten about asking the difficulty for each game play options and how the player can adjust it. About argumentation, form my understanding, since "cybernetics" seem to work like argumentation, what is "trashed" is skills. As long as they successfully offer various ways to deal with situations, I don't care about their names especially when I used to think there should be some explanations for the characters developing skills during short periods. As for actual game play, Eidos Montreal seem to be trying out which cybernetics work in their game-play format (please read Niten Ryu's comments about the game-play in his recent replay of Deus Ex). So, what can I say at the moment? That said, of course, as Spector himself said, it's tough to balance different game styles and reading further info would be recommendable.
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Why "instead"? It's quite possible to have both magic systems tied to world settings and "awesome" and useful spells/special abilities. It's important to offer spells which increase tactical depth but, desirably, they find their places in the world setting like other factors such as classes and equipments. There must be some rock, paper and shotgun scissors (and puits?) system like other factors but I wonder how it is implemented in DSIII. Of course, as Draganta pointed out, well-sorted out magic systems give players an overview, or a general idea on how it works rather than a bunch of stand alone spells. However, according to given info so far, especially the designers seem to go for the path of differentiating each class, I wonder if there are a certain magic systems which can be shared by multiple classes (In D&D, paladin, druid, cleric share the part of spell systems, for example)*. Nevertheless, even if magic systems themselves are exclusively specialized by each class, there must be be some underlying system which dictates rock, paper and scissors universally to each class (eg. Fire ball spell by wizard and fire storm spell by druid in D&D). *Additionally, maybe, there are such factors like deity which add more characterization to a certain spell groups although, depending on game systems, ideological difference play greater role in dividing magic systems.
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Why is Obsidian making this?
Wombat replied to Stalin's topic in Dungeon Siege III: General Discussion
If you are interested in the game, please do your homework and read some articles and comments by designers before posting. For starters, this thread is quite frequently updated by funcroc. Also, make friends with the forum search tool for designers' comments. You can get info of those who are working on the project from this thread. [Off topic ]An entry from "ask Uncle Sawyer" site. IMO, the site sheds some light on the dark corners of his mind. Considering his backgrounds (his interest in history and stealth games in general such as Assassin's Creed), he may be interested in working on a CRPG with stealth game-play in a historical setting...[/Off Topic]
