Everything posted by PrimeJunta
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Update #52: Monk!
I think JES answered that rather nicely. Using your soul's powers takes a lot of dedication and training. A wizard's training is not like a monk's or a cleric's. A monk can't suddenly start using a wizard's skills any more than a martial arts master can suddenly start using a master watchmaker's skills. It takes a half a lifetime to become a master watchmaker or a martial arts master, even if both skillsets are "powered" by the same thing. (I'm liking monks a lot more after that explanation BTW.)
- Update #52: Monk!
- Update #52: Monk!
- Update #52: Monk!
- Update #52: Monk!
- Update #52: Monk!
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Update #52: Monk!
Re the monk, I'm still waiting for the cultural underpinnings before deciding whether I like them or not. (Currently leaning towards "not" FWIW, but that opinion is very much subject to change.) The mechanics sound cool enough, but whether it'll turn out weeaboo or not depends on how it fits in with the rest.
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Update #52: Monk!
I love the cultures. The Vailians remind me of an article I read somewhere on (IIRC) Namibian fashion, which is based on repurposed Prussian styles from the colonial period. Great job on the Aedyrans too. I like the printed (or woven?) patterns on the khitons and togas. Nice late antiquity vibe there without being a slavish copy. If anything, I'd like to see you go a bit crazier with the styles and colors. The Vailians could be even more flamboyant with brighter colors and bolder patterns, and the Ixamitl wouldn't mmmaybe need to hew sow closely to their real-world inspiration. Also, hat plumes can never be too big. Never.
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Druid Class
D&D 3 druids make great solo or small-party characters. They have boss summoning abilities and animal companions, almost as good self-buff and debuff abilities as mages and almost as good heal/defensive magic abilities as clerics, and even un-buffed they fight as well as or better than clerics (the limited equipment selection doesn't mean much when some of that equipment is perfectly viable). And for scouting they can shapeshift into something discreet. The trick is not to min-max. Have above-average scores in everything but Cha and Int. Don't over-invest in WIS, use items instead to bring it up to the level you need to cast your spells. You don't need more than 14 WIS to start with, and can bump it up as you level up. Try it once in, say, NWN 1 or 2, where you can't have a full party. You'd be surprised. They're almost as lethal in every situation as a character optimized for that situation, at every level. I can't think of another (standard) class that manages that quite as well, although mmmaybe a well-optimized cleric is close. Of course at high levels you can create crazy multiclass/prestige class combos that might inch ahead, but it's usually a slog to get there. So short end of the stick, no. Not in D&D 3 at least. Druids are powerful.
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Food and resting.
Food mechanics are like any other mechanics. If done poorly or they don't fit the setting, they're annoying, pointless busywork. If done well and fit the setting, they're exciting, interesting, and add to the experience. NetHack is an example of a game with food mechanics done well. You don't just get hungry and have to eat (or starve to death). Using magic or wearing rings makes you get hungry faster, but there are magic items that slow your digestion. Eating particular things has effects, often permanent effects. Eating a red dragon will give you fire resistance; wolfbane cures lycanthropy, carrots cure blindness, apples cure sickness, eating a ****atrice will turn you to stone (i.e., kill you); fruit and vegetables can tame ponies and horses while meat can tame cats and dogs; you can choke on your food and die if you get greedy; starving yourself or overeating exercises or abuses your abilities, which will rise or fall over time accordingly. And so on. Making good use of comestibles becomes an essential gameplay element, not just a matter of stacking up on food rations so you don't run out. My take? I'm all for food mechanics if they're done well and contribute to the game. But if they're there just to limit resting or some other balancing purpose, then... no, please, find some other way.
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Would you like to see an Double-Arc in Eternity?
It's funny how things link up. Going off on a tangent, but I hope you'll forgive me – this isn't a hugely busy thread so I'll take the risk. I'm currently reading a book called This Is Your Brain on Music. It's about the neuropsychology of sound and music. One of the claims the author makes is that music is a game of expectations. We absorb the conventions of our musical culture already when we're very small, and when we get into different kinds of music, we set up schemas for them. Then, when we listen to a piece of music, we anticipate what's going happen next – the next note or chord, the next phrase, the next movement, and so on. However, a piece of music that conforms perfectly to the schema is boring. A skilled composer will toy with our expectations, build them up, then surprise us; make things that almost but not quite conform to the schema and leave us in tension, which s/he may or may not eventually resolve. This, erm, struck a chord. I just listened to a Leonard Cohen record which has a song on it, called Nightingale. The lyrics are heartbreakingly sad: I built my house beside the wood So I could hear you singing And it was sweet and it was good And love was all beginning Fare thee well my nightingale 'Twas long ago I found you Now all your songs of beauty fail The forest closes 'round you The sun goes down behind a veil 'Tis now that you would call me So rest in peace my nightingale Beneath your branch of holly Fare thee well my nightingale I lived but to be near you Tho' you are singing somewhere still I can no longer hear you ...but the melody is a light, happy, major-key tune that hops, skips, and dances, instrumented with bright sounds and a quick tempo. This creates a tension that makes me tear up, every time. (Which, incidentally, is the same thing that happens at the conclusion of Richard Wagner's Ring of the Nibelungs – Walhalla has been burned down, the gods have fallen, Siegfried and Brünnhilde are dead; it's as dark an ending as you could possibly imagine... but the music swells, glorious, golden, uplifting, full of joy and hope. Again, whoa, dude. I almost tear up just thinking of it.) I think this principle applies just as well to narrative. We have a certain schema in mind for, say, an Infinity Engine style fantasy role-playing game. I'm pretty sure that most of us would find a game that conformed exactly to that schema pretty dull. (DA:O did, just about, and I found it terribly dull; I didn't even have the strength to finish it as a matter of fact.) A really great game is something that takes that schema, applies it enough to, as it were, let us get our bearings, and then subverts and defeats those expectations; surprises us. There can be no delight without surprise, and I find a game that never delights me a complete waste of time.
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Would you like to see an Double-Arc in Eternity?
Yeah, PS:T is the quintessential mystery narrative. Structurally it's no great shakes IMO, and falls flat towards the end IMO. It wants to be a double-arc, but the second arc – post-Sigil – isn't anywhere near as good as the first one. There are good ideas there, but it's sorely lacking in depth and the kind of loving detail Sigil is so filled with, and the sub-stories in it are fairly predictable, linear, 1-2-3 affairs. Frankly it smells like "we ran out of time and money" to me. (Cf. Malachor V.) (Speaking as a rabid PS:T fan here – despite its failings, it is my favorite computer game of all time, by a long way.)
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Would you like to see an Double-Arc in Eternity?
IMO DA counts as single-arc because the main objective is clear from the get-go. We know we have to kill the archdemon and stop the blight pretty much from the get-go. That objective never changes, and all the sub-plots serve that goal or are diversions from it. Also IMO Fallout – the original – is a near-perfect illustration of how it should be done. The entire story unfolds by discovery: there's nothing but the structure of the world itself pushing you into any particular direction. You start out knowing nothing about the outside world, with a simple but urgent objective. You pursue that objective by exploring the world and discovering things about it. And once you achieve it – where a game would normally end – spit gets real. There's a minimum number of choke points, a world that feels like it's just there and you're interacting with it, yet there is real narrative structure there as well. Also as an aside, IMO Fallout 3 completely failed to grasp how this thing works. That world felt just like a big, big mess of quests and puzzles set up exclusively for your benefit. I didn't even bother finishing it, and perhaps sadly I never got around to NV because it turned me off to the whole thing. Perhaps I'll pick that up one of these days as it appears it's much better.
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Would you like to see an Double-Arc in Eternity?
Computer games, especially cRPG's, have the potential to tell stories in completely different ways from linear forms like books or films. I always get excited when a game actually takes advantage of the possibilities of the medium. In my opinion, a traditional single-arc story in a game is a wasted opportunity. I would like to see the story unfold through non-linear discovery; branches where decisions close off entire mini-arcs. Anything but the usual. Also, very good post.
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What should a female breastplate really look like
Yeah, I was talking about sexualization as well. And I'm quite aware that I'm in the minority here! Re The Witcher, I think it's interesting precisely because it embodies both a lot of what's wrong about women in videogames, and how it can be done right. What's more, The Witcher 2 is much better than The Witcher in the good, and has dropped a great deal of the bad. What I thought most jarring about The Witcher 1 was that the writing didn't really mesh with the visuals -- Shani, Triss, Abigail, and a quite a few others were well-written, complex characters, but they all looked like drool-worthy 17-year-olds; the babydoll nighties were especially corny.
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What should a female breastplate really look like
Sex is great, but constantly staring at pixelated T&A makes it boring. I can't, off-hand, think of any cRPG where sex was done really well. However I think The Witcher 1 & 2 are worth looking at because of the differences in which it was done in them. One of the many reasons I liked The Witcher is that many of the women in it were fully-fleshed characters, not just eye candy, ego stroking, or wanking material. This was let down by the really dopey sex minigame with the collecting cards. The Witcher 2 was a great deal better: Geralt's relationship with Triss was complex, many-layered, conflicted, without sliding into emo angst or melodrama, and Triss's character was much better developed too. (I thought the sex scenes were too far in Uncanny Valley though.) The point? If Triss had been wearing a Thong +5 all through the game, the impact of the sex scenes would've been greatly diminished. That she wore practical adventuring garb most of the time made the times when she... didn't... that much more effective. And yeah, speaking very much from my male gaze POV here! This is another reason I dislike gratuitous near-nudity in computer games so much. If all the women are babes and all the babes are half-naked all the time, then neither of these things make any difference any more. I would like the games much better if the women and the men both looked and dressed like real women and real men. Then you could have courtesan famous the world over for her beauty, charm, wit, and style, or the dashing troubadour breaking the hearts and stealing the virtue of fair maidens from castle to castle, and make them stand out and look the part.
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What should a female breastplate really look like
Erm, Darth. This is the 21st century. The game is a 21st century artifact. How could it be unaffected by the 21st century political agendas its makers hold? The chief designer is a self-declared leftist and feminist, for example. I would find it strange if these views were NOT reflected in the game in any way. In any case, not liking the politics of a game is a perfectly good reason not to play a game. I make such choices too. I haven't played any of Larian's games precisely because the art – like the one you posted – gives a strong vibe of women-as-eye-candy-only, which is a big turn-off for me.
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Where is everyone from
Finland, Eastern Europe.
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Please say that you dont try to model a *whole* city.
About crates and OCD. What I'd like to see is... reasons for doing stuff. Take Arcanum. If I'm playing a technomancer, I will be rooting through rubbish bins a lot -- not because I'm obsessively searching for a few copper coins or something salable, but because I'm looking for a particular piece of junk I need for a particular purpose. Charcoal for bullets, rags for Molotov ****tails, plates for batteries, maybe a big pipe for an elephant gun, revolver parts for a fine revolver, and so on. If I don't need anything, I don't root through them, knowing they'll get refilled later anyway. OTOH actual valuable loot is relatively rare: it feels like an event to find something actually valuable. This in fact is one thing that Arcanum does really well, perhaps better than just about any cRPG I've played. The game comes tragically close to greatness; if only they'd had a few more months to rebalance it and flesh out the the magick-user gameplay.
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Please say that you dont try to model a *whole* city.
A game with a city of 10,000 explorable houses would have to be structured pretty differently from the ones we're used to, even with sandbox games. It would have to behave a great deal more realistically. People would turn you away at the door if you had no business being there; if you broke or forced your way in, you would be treated as an intruder or a criminal and so on. And the game would provide you with reasons to visit specific places. Since most of those 10,000 houses would play no role beyond adding verisimilitude and, perhaps, if you're a catburglar type, providing places to burgle, they would probably have to be generated procedurally; there's no point spending that much effort hand-crafting them. Come to think of it, there is such a game: Dwarf Fortress. It's a hell of a fun game. I was badly hooked on Fortress Mode a few years ago, and it's come a looong way since then. I'm sure that concept could be taken into other directions as well. Dwarf Fortress is nothing like P:E is going to be though.
- Update #51: Prototype 2 Update
- Update #51: Prototype 2 Update
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What should a female breastplate really look like
As per the latest update, color customization is already in. What with that and cloaks that -- presumably -- look different, and of course all those splendid hats, I don't think there will be difficulties in being able to tell your characters apart. I'm thinking hot pink barbarian hide armor. Fabulous!
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Update #50: So... Project Eternity!
@rjshae: The negative connotations are kind of the point. I doubt we're going to see enlightened Vailians bringing civilization, decency, and the true faith to the benighted pagan hordes, Noble Savages, or all that commotion. Nor, I think, the equally obvious counter-narrative. I think we're going to see something much more nuanced, with people and cultures acting according to their own motives, and see where that takes us. Colonialism is a really good lens to look at all that. We have high adventure, exploration, discovery, contact of cultures; we also have genocide, rapine, pillage. And I'm sure we have cooperation, trade, and all that commotion too, especially if -- as it appears -- the technology disparity between the colonizers and the colonized isn't quite as big as between the gunpowder-breastplate-and-cavalry Conquistadors and the Neolithic Aztec, Inca, and others.
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Obsidian: Where is the announcement for spiritual successor of Arcanum?
Yeah. It's so easy to break that finding a way to play that doesn't break it has been a challenge in and of itself. I've got my Beat With An Ugly Stick dwarf technologist, now Firearms Master, and feeling pretty good about popping caps into anything. He broke the game by powerleveling, since I've had to kill everything myself. The game would be so. much. better. without combat XP.