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Chippy

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Posts posted by Chippy

  1. I've got a suggestion for Obsidian (please don't read this as pedantic insistance on a universal truth on how info is absorbed): when the game is playable in parts, take it into a school and have 20 or so kids play it (preferably 16yrs plus) and if the school is open to the concept, treat it as an 'enhancement activity' on learning styles for each learner. Try and get an advanced practicioner to help evaluate the results (they're the guys that advise teachers and assure quality) and obviously draw as much from it as possible.

     

    Then disregard half of all info recieved and don't let it impose on/corrupt your instincts as developers. *Waives all responsibility*.

     

    One example I'm familiar with - if someone's crap at maths, they might disregard THACO. They might have a barrier to learning (10 years of being told they're crap at maths by crap teachers and believing it), they'll just look at the wall of text in the manual and switch off - so as JE Sawyer mentioned, the developer might have to facilitate this 'back door method' (industry term for me) of relaying the information without the person initially relating it to what their doing, e.g. IE game player identifies THACO going down on character sheet, relates that to going up in levels, then sees +2 sword reduce it further, wonders if it's a bug and reads in the manual/forum that less is more - then makes the link to fighter+mage THACO difference on character sheet.

     

    So if I had to explain that game mechanic to someone who hated maths, I'd treat it as a long term outcome based on their experience with the game and initially make sure they appreciate 'less is more, fighters advance chance to hit +1 per level' as even a 5-20 min in-game tutorial on the subject would likely be as off putting as the manual.

    How about colour coding stats so it's apparent when something is good, mediocre or bad, or even excellent.

    That way, even if you don't care about figuring out the stats, you can see at a glance on your character sheet what your strengths and weaknesses are.

     

    That would be idiot proof, maybe. :no: I liked the str explanations in 2nd edition (hill giant etc) and the stat descriptions in planescape, they help me put my character in context.

    - Related to that; I was reading the Forbes review of BG:EE during which the reviewer hated bears that appear and 1 shot you (I didn't get that). So I asked my 4 year old nephew whether I should shoot a bear from a distance or run up to it and bash it in melee, he replied: "You should run away really fast, because bears have claws and teeth and stuff and if they hit you you might die because they're really stwong". At that point I had to wonder who was the more capable gamer (between nephew and Forbes reviewer) assuming the latter appreciated HP, low level characters, etc.

    So maybe that reviewer would actually need a big red sign floating above the bear stating: I'm dangerous and you should really think about your options before resorting to melee.

    • Like 1
  2. I've got a suggestion for Obsidian (please don't read this as pedantic insistance on a universal truth on how info is absorbed): when the game is playable in parts, take it into a school and have 20 or so kids play it (preferably 16yrs plus) and if the school is open to the concept, treat it as an 'enhancement activity' on learning styles for each learner. Try and get an advanced practicioner to help evaluate the results (they're the guys that advise teachers and assure quality) and obviously draw as much from it as possible.

     

    Then disregard half of all info recieved and don't let it impose on/corrupt your instincts as developers. *Waives all responsibility*.

     

    One example I'm familiar with - if someone's crap at maths, they might disregard THACO. They might have a barrier to learning (10 years of being told they're crap at maths by crap teachers and believing it), they'll just look at the wall of text in the manual and switch off - so as JE Sawyer mentioned, the developer might have to facilitate this 'back door method' (industry term for me) of relaying the information without the person initially relating it to what their doing, e.g. IE game player identifies THACO going down on character sheet, relates that to going up in levels, then sees +2 sword reduce it further, wonders if it's a bug and reads in the manual/forum that less is more - then makes the link to fighter+mage THACO difference on character sheet.

     

    So if I had to explain that game mechanic to someone who hated maths, I'd treat it as a long term outcome based on their experience with the game and initially make sure they appreciate 'less is more, fighters advance chance to hit +1 per level' as even a 5-20 min in-game tutorial on the subject would likely be as off putting as the manual.

  3. Have any of you experienced this fatigue? Can you sit through the old CRPGs still?

    I'm hoping with PE the updated UI, all the experience of previous world/story building, and the fact of a new world is enough to keep me invested in the game. I just want to feel that connection again, you know?

    Yes and Yes.

     

    Old games are old, the thing is today many of us have played newer games that not only "look" better but have better gameplay and are easier to simply sit down and play too. You can say whatever you want about Dragon Age 2, and I agree it is a par game, but if you boil it down to pure gameplay versus gameplay I think you are insane if you try to argue any of the infinity engine games are more fun to play. They are clunkier, slower, have terrible UI's, and don't have near as many options for characters to use with the exception of casters.

     

    Also I will say this. Very very few people are immune to the rose colored glasses effect. I loved the original thundercats cartoon when I was a kid. As an adult you would have to pay me to even think about watching it.

     

    I suppose this is where priorities lie for each fan. When I pressed a button in the IE games I knew exactly what would happen - in NWN2 my character would randomly attack the wrong person, in DA:O I couldn't even move the camera to drop a spell where I wanted, in DA:2 I just had to mash buttons.

    Regarding the art of the original Thundercats (to me - I respect your oppinion) that's like saying Akira Kurosawa's 7 Samurai is bound to be filled with ketchup and dated acting, so surely the latest Samurai film has to be superior?. It's art - I'm looking forward to The Banner Saga by Stoic - I wonder how many gamers in the current generation would take one look at that and just see dated Disney hand drawn art?. I'm pretty curious about this; if kids these days were at in front of the jungle book, would most turn it off/their parents get bored because nobody at Disney has upgraded it to 3D?.

    • Like 1
  4. I'm not so fatigued as I am dumber. I recently finished my entire catalogue of games (took me 2 years), just need to polish off MOTB before diving into BG:EE. No offense to Obsidian (MOTB is fantastic), but I would have been better off leaving TOEE > BG:EE, because the 3rd edition rules and NWN series of games are bloody easy, so you tend to coast through in this zen-like state of "unless I roll a 1, I'm just gonna stand here and pose that red dragon to death - I might even heal him a bit so I can finish it off on my warlock's blast shape".

     

    So yeah the thrill and the challenge is gone. Until I fire up BG:EE again and PE, Wasteland 2 in the future. If not I'll just be sitting there blank faced with BB King playing and wondering where it went.

  5. For me alot of gaming is about how you absorb information, the guy in the Op's video would likely be considered an activist in his approach to gaming. People who have to try it and form an oppinion based on whaterver happens. Not to be confused with a dumb ass like the guy I once had a conversation with who thought it was hillarious that his flat tire didn't take him through a 25 mile 70mph motorway journey and only stopped when the police flagged him. Who he could barely see through the sparks.

    I need to read the manual and analyse the rules - rolling a 1, why I made my save vs will & fort but still died because I was under 4hd, the crit range and multiplier of enemies weapons. Although that could be considered playstyle.

     

    What I really appreciate is knowing where the boundaries are. The BG manual states that if you're reputation is too low, you'll be attacked at every opportunity and "you won't survive this". So one guy might think "XP farming!" while I might think "Crap, that means I might not be able to rest" and I'll likely not take the risk. Which is cool, because otherwise I'm taking a gamble based on the percieved limitations of the engine, my prior experience of what other RPG's have done, and expectations of the developers - e.g. in NWN2 there might have been an option to stick a certain sword into a certain golem and tell it to wander off a cliff, or complete the quest for me. There's a possibility that Obsidian might have written/made another 10 hours of content if I chose that, and the activist would likely try - but I would expect a game over screen, while they might want to salvage the situation.

     

    So I'd love more content, consequences and multiple playstyles catered for - but I really appreciate some advice from the manual, or the skills and abilities of my player factoring into life or death decisions - because I'm roleplaying a character and he knows more about the virtual world than I do.

  6. I've got one - once your Rogue is dead and rigor mortis sets him (pre romance like) dress 'em up as a dashing rogue, attach to a parachute and then to a carriage with the horses set at the mages tower window you want to break into. Once a distraction is created (and maybe Weekend at Bernie's style, dashing rogue gets their romance completed and party still gets the xp), you can hike it in and gets the goods.

     

    See, this Kickstarter stuff is great - what would Obsidian do without such valuable feedback.

  7. If I remember correctly carbon makes up about a quarter of the human body weight, so burn the body (and leather, armour etc) and use the carbon content to case harden your weapons...

     

    I also hear that dead fighters makes great fully armoured projectiles. So attach a trap/something explosive to the body, aquire a trebouchet, assault a castle...or if your ever stuck up a snowy mountain peak and need to clear a path through some enemies advancing up the mountain - wait for some rigour mortis to set in, make snowball...

     

    I'm neutral good, honest.

  8. I trust in Obsidian to explain and reveal the rules of the game - if they implement the "automatic fail on 1" rule I have to respect that. I'm playing some NWN2 mods atm and it seems some modders take a sadistic pleasure in abusing the save or die scenario, so rolling a 1 is like saying: "A plane flies over your house, you rolled 1 and it has subsequently crashed on your head - but the budgie being smuggled in that passengers skin tight pantaloons rolled a 20 and survived".

     

    The design aspect is usually what kills me: if I have a lore skill high enough to identify the positive effects of a potion, I don't want to drink it and die because there was a hidden negative. That doesn't make sense. If a thief sneaks into my chambers and hides a vipes in my wardrobe - I might have to make a save vs death when I open it, but my search, spot, listen, tracking or set trap ability to snare the wardrobe should be accounted for before it comes to that.

     

    So in summarize what I trust Obsidian already know: don't sucker punch the player. :no:

    • Like 1
  9. Nice article here:

     

    http://www.wizards.c...4dreye/20120328

     

    4dreye_20120328_drew.jpg

     

    Article summary/precis:

     

    "Armor should look appropriate to the culture, environment, materials available, and technology, first and foremost. If the armor doesn't pass that test, then it doesn't matter whether it is being worn by a man or a woman.

    In other words, a male knight in full battle dress, wading through the desert sands, is just about as silly as a female fighter, in a chainmail bikini, forging through the frozen wastes of the Iceland Dale".

     

    Edit: In the above "photo realism" example I would justify that character as a succubus in hell with supernatural strength intent on using any means to subdue/eviscerate a (hetro male or otherwise) character. Does that fit the context/intent/story of the character?. So would put forward the question of whether a succubus is the oversexualization of a female, or does she/it have a serious place in a fantasy game?.

    • Like 2
  10. Difficult to pick a favourite, so am going to go for the one that still makes me laugh: clearing the well in Fallout 2! I was still pretty new to PC games, and after I stopped laughing just couldn't believe that the game had done something so unexpected with such a visual result. My first reaction was "Oh crap, maybe me and Sulik need to start running because the townfolk arn't gonna like this".

    I know we've since had shadow realms, demon zones, etc, but give me a poop covered town anyday.

  11. I'd use the hall for creating familiars/animal companions if possible - likely until I replaced them with a fully fledged companion. So it would be cool to assign a soundset to that familiar. Maybe (at a cost of some sort) they could be sent back to the player stronghold to defend it if needed.

     

    I can see my army of vopal bunnies manning the ramparts right now!. Well, you get the idea.

  12. I wouldn't put it up there with my first priority, but changing item appearence and colour would be nice. I'm currently playing an RPG where my character is wearing the equivelent of a scotland yard police helmet, big puffy gangsta sized armour, and tiny little yellow boots. Although it all made me significantly more powerful, I just can't take it anymore and removed the stuff for matching gear.

  13. Just a niggling issue that kinda becomes a pain in the backside pretty quick when repeated too often - but forcing the player into dialogue that usually results in a confrontation, which triggers and then you find the enemy perfectly positioned to hurl death at your party (now standing out in the open) and clustered together.

     

    It completely invalidates formation, cover, stealth, traps/skills, etc.

     

    Once again the IE games handled that better. Although if someone else did the talking the enemy usually knew they wern't the party leader and their stats may not have been as good. Still a better trade of though than automatically loading the stealth character/protagonist and his party onto the bulleseye on the ground that ensures all party members are represented in the convesration, and all are ready to get equally pummeled when the fighting starts.

    • Like 2
  14. Just hit a point in DA:O where every enemy has scaled up. So now certain abilities are just pointless, I find my entire party wailing against a single enemy (which just drags the battle out) and characters that were good now feel totally inadequate. And I considered the scaling in DA:O less of a problem than in TES games.

     

    Burn it with fire, however long it takes and whatever it's current HP.

  15. I was thinking of an artifact resembling a 1:1 scale sex toy that inflates into a boob armour/pantaloon wearing decoy when it's user is near death to distract the aggressor - and if struck reveals that it's filled with a gelatinous cube that subsequently devours the enemy.

     

    Problem?.

     

    Only kidding. I've faith in Obsidian going down this route, I doubt they'd loose control to the fans.

    • Like 1
  16. Just a random thought that popped into my head (someone might have already mentioned it) but I remember that InXile are using some resources for Wasteland 2 from Obsidian, and (unless this is already being done) thought that maybe as Wasteland 2 is being developed, some resources could be used for PE. I don't necessarily mean we might see a scorpitron trotting around -because who needs a Terrasque anyway- and then kick some of the funding raised backwards to InXile.

     

    And obviously I used the term "resource" because I have no idea what might be appropriate.

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