Jump to content

SunBroSolaire

Members
  • Posts

    287
  • Joined

  • Last visited

Posts posted by SunBroSolaire

  1. Oh, this topic again. =]

     

    Is this really such a huge problem in modern fantasy games? Look at recent entries in the genre: Skyrim, Dark Souls, The Witcher 2, Guild Wars 2, Skyward Sword, Dragon Age 2, Final Fantasy XIII - pretty inoffensive stuff. All of those games besides the Witcher seem very inclusive to me. Even the Witcher, while a strongly hetero male game, has great female characters and fine armor. Where is the rampant fantasy misogyny? Diablo 3 and Darksiders 2 fall back on stereotypes, but those are dumb-fun action games.

     

    Not saying it isn't stupid when it happens, I just think fantasy RPGs are usually pretty inclusive these days.

  2. Although the IE games didn't have this, the Elder Scrolls ceirtanly didn't start it. Ultima 7 from 1991 had a living world, where people slept at night and did chores at day. I am sure there are others, just using it as an example. Having people not loitering at the same spot day and night would benefit the game, and I am sure it can't be that hard to code(?)

    Ehm, IE games (or atleast Baldur's Gate 1 and 2) had day/night settings for the characters. Unless I get you wrong and Ultima 7 had more than that. Pretty sure everyone in Morrowind always stayed at the same place, it was from Oblivion onwards that they moved. Like, naked in the night. Down a bridge and dying. Being impossible to find sometimes.

     

    I think a a little immersion is a bad trade for all the issues it could create when night/day states are enough.

    I like the idea, but I also think it would be cool if there were some type of script for the passage of time. For example, as you travel through the woods it's turning to dusk, but it only turns to nighttime when you finally arrive at the village. Then you sleep at the inn, and when you wake up, it's morning. I don't think it's supposed to be a totally open world..? If it's not completely open, I think a night/day cycle that follows the story rather than the player would be better. If it is open, I would prefer more of a dynamic night/day cycle.

    You haven't played Baldur's Gate, have you?

    Sleeping takes about 8 hours. Travelling time depends on distance.

     

    And no, having an always day city isn't good even for a "closed world" as you would lose the many different things night can offer you, such as rogue quests, questionable merchants and so much more...

    a) Baldur's Gate is the most open world of all of the IE games, b) I didn't say I wanted always day cities, just that in a more linear game it wouldn't be that great to have a real time day/night cycle.

  3. It is kind of striking how much of the Kickstarter video is dedicated to the various members of the team talking about how Mature this game is going to be, and all the Mature themes they'll get to discuss. I definitely get the vibe from the video that they aren't just talking about the intelligent, tasteful kind of mature. Tim Cain seemed pretty stoked to be making an M rated game.

     

    I say bring it on. I, for one, like that kind of mature. I want the game to be insightful, intelligent, and thought provoking, of course. But I also want it to be fun, and sue me, but I think gratuitous gore and sex can be fun in entertainment. Would Fallout be as fun as it is without the excessive "mature" stuff?

     

    When I think of mature content Arcanum always comes to mind. Is anyone familiar with the Half Ogre island quest? It explores things like kidnapping, prostitution, people smuggling, torture, rape, politics all tied into the one quest line.

     

    When I was playing through it the content absolutely blew my mind. The writers did an amazing job there some of the best story I've seen in a computer game.

    Yes. Sadly, that quest was impossible to complete and player was left in the dark(

    ). Sorry, that was driving me crazy.

  4. I would prefer not, honestly. Seems a little 'sim-y'. Games that try to let you do everything often end up doing nothing particularly well (for example Fable, Skyrim, GTAIV). If it's optional and doesn't take much development capital, fine, but I think they should focus as much as possible on the core stuff: story, combat, character building, and exploration.

  5. I'm very curious where they're going to go with this as well. Just watched the Kickstarter video again and got all psyched for the whole concept anew.

     

    Right now I'm envisioning the souls as the essence of an individual, rather than a conscious entity. So, for example, your soul won't tell you what to do or try to influence you, but the embedded memories of past lives (even if you aren't conscious of them) will inform how you feel about certain things. For instance, someone is abandoned as a child, and in their next life they're more distrustful, resentful, or just independent by nature. I don't know, that's kind of how I imagine it now, but as you guys have said, there are a lot of possibilities for how it could work. It might not even be known or fully understood in the PE world!

  6. I like the idea, but I also think it would be cool if there were some type of script for the passage of time. For example, as you travel through the woods it's turning to dusk, but it only turns to nighttime when you finally arrive at the village. Then you sleep at the inn, and when you wake up, it's morning. I don't think it's supposed to be a totally open world..? If it's not completely open, I think a night/day cycle that follows the story rather than the player would be better. If it is open, I would prefer more of a dynamic night/day cycle.

  7. Kuroiryuu, what are some examples of "modern" RPGs with great gameplay?

     

    Kotor

    Kotor2

    VtM:B

    Mass Effect

    Alpha Protocol

    New Vegas

    NWN2

    HotU

    Dragon Age

    MotB

     

    The above games had good stories but subpar gameplay. What are some examples of the inverse?

    Dark Souls?

     

    I can't answer this poll. I want the gameplay to craft the story, and the story to inform the gameplay. Basically the whole reason I backed this is because Obsidian are one of the few developers who get that story and interactivity aren't mutually exclusive.

    • Like 2
  8. I answered no, but I don't really hate weird guys :p

     

    I think that with the realistic, perhaps revisionist take on the fantasy genre that PE seems to be going for, I would prefer more normal companions in this case. Not really worried about it though, Obsidian nails character design basically every time. If they want to do something really out there, well, they know better than me.

  9. Aumakua

     

    From Wikipedia, the free encyclopedia

    Jump to: navigation, search

    In Hawaiian mythology, an ʻaumakua (11px-Loudspeaker.svg.png/ˈmɑːkə/; often spelled aumakua) is a family god, often a deified ancestor. The Hawaiian plural of ʻaumakua is nā ʻaumākua ([naːˈʔɐumaːˈkuwə]), although in English the plural is usually ʻaumakuas. Nā ʻaumākua frequently manifested as animals such as sharks or owls. Nā ʻaumākua were worshipped at localities (often rocks) where they were believed to "dwell". The appearance of an animal one regarded as an ʻaumakua was often believed to be an omen (of good or ill). There are also many stories of nā ʻaumākua (in animal form) intervening to save their descendants from harm. It was extremely bad luck to harm a manifested ʻaumakua.

    Some families had many ʻaumakua. Mary Kawena Pukui's family had at least fifty known ʻaumakua.[1]

    Nā ʻaumākua were thus animals, places or rocks, and people. Ancient Hawaiians would have seen no contradiction in a powerful spirit being able to appear as all three, switching from form to form as convenient—as is indeed seen in many stories of gods and demigods.

    A symbiotic relationship exists between person and ʻaumakua, the personal guardians of each individual and their family and the ancient source gods from whom Hawaiians were descended.

    ʻAumakua can manifest in nature. The form varies family to family. Whatever its form, the ʻaumakua is one specific shark, owl, etc. However, all members of the species are treated with respect of family members.

    If family ʻaumakua, these manifestations were not harmed or eaten; in turn, ʻaumakua warned and reprimanded in dreams, visions, and calls.

    "ʻAumākua are intimate members of the human family, spiritual relationships with them are especially close and their presence is sought for feast and festivity, as well as in time of crisis. They act as healers and advisors, counteracting troubles and punishing faults." - J. Gutmanis

    ʻAumākua could appear as:

    Whoa. If this is a culture based on ancient Hawaii... That would rock.

  10. I think if there is going to be a humanoid race, it should share ancestry with humans. I wonder if anyone agrees with me here, since there seems to be a lot of support for lizard/fish/frog-men. This is one of my most hated tropes across both fantasy and sci-fi: races that are essentially anthropomorphized versions of existing animals. I'm thinking of the Khajit, the Argonions, most everything Bioware has come up with, 90% of Star Wars races, the list goes on. Maybe I'm hypocritical, but Dwarves and Elves I can accept. I can think of them as pseudo-plausible races. They may not actually be realistic, but they are close enough that my suspension of disbelief can make up the difference. I can imagine how dwarves, elves, and humans could have evolved from a common ancestor to form three similar but distinct subspecies. What I cannot accept is that a feline evolved independently to become practically identical to a primate in movement, biology, culture, etc... For me, playing Elder Scrolls or Mass Effect is like watching Pixar's Cars. I can enjoy it, but I can never forget how bat**** preposterous it is that there is a species of talking cars. Obviously I don't expect Project Eternity to be hard sci-fi, but I really hope there's some level of plausibility to the mythos. If there is an amphibious humanoid, I think it should be a human ancestor that evolved to become amphibious, not a fish that evolved to become a human. If it is a totally seperate species, fine, but please don't give it human hands, a human face, a human shape, or worst of all, human mammary glands. I cringe every time I see a female Argonian.

  11. So, to wrap this up.

     

    Romance?

     

    Hell no, we're far too advanced for that ****.

     

    Amen, MCA, amen!

    Well, to be fair he isn't saying no romance. I do like the idea of having romances, but if they're going a more subtle route with friendships and rivalries, that could be even better. It's definitely the road less traveled, at least if we're talking about relationship mechanics and not just authored narratives. As long as there are interesting, well written relationship dynamics between the pc and companions, I don't care about romances.

  12. Nah, I think it's plenty. I want to see really well fleshed out companions, with multiple quests and branching character arcs. Having only 8 will let them give each companion the attention to detail to bring them to life. Good companions are the single most important thing in the game, for me. Games so rarely do this well, but I think Obsidian could really make this a landmark in terms of well-written NPCs.

     

    Remember also that you can only bring 5 of the companions with you at a time. That means at any given time, you could be missing out on input from 3 of the companions. The more there are, the less of that content you're going to be able to see in a single playthrough and the less interaction there will be with each character.

  13. 1.) An average distribution of the population in regards to beauty and body-size and yes, that should go for companions as well

     

    There is no reason to expect that the physique of the average highly trained adventurer/warrior should be the same as the physique of the average American civilian.

    Yes, this is a good point. If this is analogous to 16th century, being fat should be very rare, and mostly exclusive to royalty and aristocracy. Having a fat diplomat companion with no combat skills but great charisma and intelligence would be acceptable.

  14. I personally think the character concepts for Sagani and Cadegund look really cool. The fact is, characters are going to be aesthetically pleasing because that's the kind of character people like to look at. Cadegund and Sagani are both beautiful imho, but that doesn't devalue their characters.

     

    Yes, and this is a definitive improvement over this. Sagani does not look to standartised as well :) Still, another companion who fits clichees less will also be included...

     

    Maybe PE will become an example for other games in this regard. One can only hope.

    :blush: yeah, I didn't mind the original, but the new one is better. Interestingly, so far the male characters are a lot more 'generic'... I wouldn't mind a dude who also didn't fit into rigid gender roles / fantasy archetypes.

    • Like 1
  15. I personally think the character concepts for Sagani and Cadegund look really cool. The fact is, characters are going to be aesthetically pleasing because that's the kind of character people like to look at. Cadegund and Sagani are both beautiful imho, but that doesn't devalue their characters. In fact, liking the looks of a character is important for making an emotional attachment to them, male or female, gay or straight. People seem to rail against characters being conventionally attractive, but I think being attractive isn't the problem so much as being designed lazily.

     

    I think there's zero chance that empty-headed, over sexualized female characters will be a problem in Project Eternity given OE's track record and what we've seen so far.

    • Like 2
×
×
  • Create New...