Everything posted by JFSOCC
-
RPG cliches you hope to see avoided and/or mocked
JFSOCC replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)nvm.
-
Do you care about a realistic world map?
It's good to hear there is good potential for tundra and snowy environments - I always love those in games There also appears to be some mountainous formations to the south on the map, so it should give good justification to more drastic changes of environment in a relatively small region. No!! Ugh, cold environments are so depressing. I'll take rich jungle with aztec, Indian or chinese influences, or Hot desert planes and mountains with Persian or Turkish or Egyptian influences any day!
-
[Wisdom]Using this dialogue option is a better choice.
I also think it's OK to make mistakes. hand-holding relegates the player to an observer position. it's not engaging. If I have to pay attention to what I say, I'm playing the game. If the game tells me what is best, practically does it for me, then I'm merely observing it. I liked hearing the devs say "You got to be OK with people not seeing everything you've written" (paraphrasing) because it speaks of an understanding that a game like this is ultimately interactive, you decide on your experience and it should never be spoon-fed to you. If the interactivity is superficial I'd prefer to watch a movie.
-
RPG cliches you hope to see avoided and/or mocked
JFSOCC replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Foreshadowing done poorly. You see it in these formulaic crappy CSI like programs. the camera hovers over an object with no clear reason why it is doing so, and you go "Ooh! is this going to come back?" Foreshadowing can be done well, it was done beautifully in the first Knights of the Old Republic game, but most of the time it's just not subtle, and when it is obvious it completely kills the force of revelation that it is supposed to elicit. Edit: I think the trick of it is by making it part of "normal proceedings" as it were. it's there, but we don't dwell on it.
-
Conspiracy quest please
I'd enjoy it if I could be an unwitting part of some devious scheme. That's easy to butcher, though, writing a quest like that requires finesse. But it'd be interesting to suddenly be approached by guards and arrested, and if you come quietly and decide not to break out of prison, you get to hear the case against you. "Were you there?" well, yes, uhh... "what where you doing there?" well it had been infested by poisonous creatures... "So you admit that you exterminated the snakes which were being used for the anti-venom program?" Something along those lines at least. and taking into account that your party might avoid this because the information was available in the game world (even if not obvious)
-
A plea for more recognition of choices in RPGs
dug up from the recesses of the internet, this is ancient lore! insightful.I do hope in the 10 years since this was posted he's changed his mind about the "if this is the result of a speech skill, show it in big bright letters" concept. we're currently debating it in this forum...
-
[Wisdom]Using this dialogue option is a better choice.
Great idea, instead of getting more options for ever higher/lower stats, you get different ones. Glad to see you join the discussion. I think that choices can be made distinct enough that most people will be able to tell them apart, without the dialogue option to be a caricature of a response You have your character sheet for that. I reckon we'll also have a log in the game "Intimidate 14 +1d20=25 pass" that you could look at after the conversation to see how it went gameplay mechanics wise. Be nice. That goes to everyone.
-
RPG cliches you hope to see avoided and/or mocked
JFSOCC replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)NPCs who just stand idly by while I ransack their home for loot, merchants that buy back what I stole from them without comment, merchants that buy a legendary weapon that I can't use with the same amount of caring as if I sold them a half-empty mana potion.
-
Identifying unknown items in PE
The problem with cursed items is the problem with traps: game reloads. To avoid this, the curse effect would have to be insidious, gradually working its magic over the course of a significant length of game play. Alternatively, cursed items have benefits that must be weighed against the imposed penalties. boots of blinding speed in morrowind. made you blind (but that was fixable with magic) and increased your speed significantly. I like the idea that you can identify a magic item in parts, If it has any activated abilities, it might not be apparent that they're possible. You could be walking around with a staff that allows you to cast a powerful spell three times, a lesser spell once per day, and a cantrip all the time, and you might only know how to do the cantrip because you don't realise you haven't fully identified its function yet. That would allow for some depth in identifying items.
-
Interview with Josh Sawyer on Design and Mechanics
Yes! I think team synergy could be explored much further than it has so far in games.
-
[Wisdom]Using this dialogue option is a better choice.
Ambitious to do everywhere though. But I think you demonstrate quite clearly how these dialogue options would be distinct enough without a tag.
- Concrete Poem: The Leaden Key
-
RPG cliches you hope to see avoided and/or mocked
JFSOCC replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Are they not currently firmly in the hands of the developers? Did I miss something? This is a forum. It is not a manual for the developers and not a list of demands about what they need to add to make their game any good. We are all powerless in what they choose to add, and thankfully so, since if we did have any actual power over content our collective and contradictory nagging would probably make the developers long for the good old days of publisher control. Yet if, given this reality, we choose to say nothing at all about our hopes and expectations for the creative direction of this game, why are we even here? Again, this is a forum. We discuss things here. it doesn't mean we are demanding things be added or removed; it means we express our views and, maybe every once in a rare while, a developer passes through, sees and agrees. Or doesn't agree. Or doesn't think twice about it. Whichever. We aren't discussing it so a developer can see it but because we're interested in the game, do not currently have the game, and so instead channel that excitement and interest into chatting about it and what it may or may not do. So yeah, I hope we see a lot more threads in which people talk about what they want to see in the story or what they want to see from the characters. Just so long as they lack any power to enforce those views, the more the merrier, and it would be pretty dull around here without such discussions. This is true, and we can decide what kind of a forum we make it. We can make it a forum where ideas can be discussed and brought up without fear of being hounded because opinion went against popular opinion. I've been to those kinds of forums, they aren't fun when you disagree and your opinions are no less valid than theirs and your suggestions get shut down instead of considered, alternatives pondered, and argued for and against.The way we treat can determine whether it becomes a forum filled with vitriol and spite, where opinions divide people in camps and fight over who is a truer fan and understands RPG's better. Or we can do what I'm happy to see we've so far been doing, mostly, which is for discussion to build a rich pool of inspiration and opinions for the developers to consider. The other day I even found myself agreeing on something with Monte Carlo, because there's a wide range of different things we discuss. I've found myself considering ideas opposite my own. and I'm one of those argumentative pricks that often refuses to be convinced. Here I feel I can argue points and not persons.
-
[Wisdom]Using this dialogue option is a better choice.
That only ever happened to me in ME thanks to its dreadful dialogue wheel (brought to you by Satan). the irony will have it that while I am absolutely sure this was a real issue, I had a blessed experience where most of the time it would say exactly what I thought. I guess I think similarly to whomever wrote the dialogue or something. Yet I could once or twice still see it go wrong.
-
[Wisdom]Using this dialogue option is a better choice.
I just don't think people who are interested in this type of an RPG are that stupid.
-
Narrated sequences instead of cutscenes (let's use our imagination again).
I was undecided but your video sold me.
-
RPG cliches you hope to see avoided and/or mocked
JFSOCC replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)You people don't really get why they went to kickstarter to pitch this game do you? Quit appealing to mass market trends for your arguments, you're going to ruin this game with that ****. What does how many units PST sold have to do with anything? Nobody is here because they aren't looking forward to an oldschool RPG experience. The argument that you can get your enjoyment differently is no less valid than yours.(and indeed mine)
-
[Wisdom]Using this dialogue option is a better choice.
look, even if it's not auto-win, which I have no problem with accepting, knowing that you have this dialogue option as a result of a skill or ability means you get extra information, meta-game information. When you start meta-gaming, you're no longer busy playing the game within the framework of the game. You're not making character decisions, you're making player decisions.
- Typing in riddle answers instead of choosing a dialogue option
-
[Wisdom]Using this dialogue option is a better choice.
As long as it's not a [tag] telling us I'm ok with it.
-
Do you care about a realistic world map?
habitable worlds with just one climate are implausible, habitable worlds with just one habitable climate might not be. Even if the temperature was the same everywhere, the presence of terrain features like mountains will impact climate. Shangri-La is a tropical paradise that isn't actually tropical, it's much too northwards and and high for there to be so much life and diversity. so why is there? because warm and moist air is being funnelled into the mountains thanks to their lay-out. the warm and moist-laden air causes the rainfall patterns which in turn lead to one of the most unique and diverse biomes here on earth. but it makes sense. it follows a logic. there is a reason why there is a quasi tropical place outside of the tropics.
-
RPG cliches you hope to see avoided and/or mocked
JFSOCC replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Hmmm. So having dependable villains is a cliché? Yes! it's a terribly weak plot device "they are evil, just 'cause, we need like, enemies 'n ****." also do away with the faceless trope. We can't identify them as a person, so we don;t feel guilty about killing hordes of them.most used trope ever. Whenever you see the bad guys in hordes in a uniform that hides their face, be it goblins that look the same, storm-troopers, fire-nation firebenders, or the combine, you're seeing a "you can rip on this dude because you don't have to care about him." I actually liked the tongue in cheek "so many orphans" statistic in Alpha Protocol, where you would still be confronted by all the mindless murdering you've done on your faceless foes.
-
Do you care about a realistic world map?
on one side of a mountain range it will still be drier than on the other side, because that's the effect mountain ranges have.I'm not saying I want it to be earthlike, I'm saying I'd appreciate some consistency, and indeed that it appears the game developers have put some love into these things. I don't think it would be painfully hard to do.
- Typing in riddle answers instead of choosing a dialogue option
-
[Wisdom]Using this dialogue option is a better choice.
Except then you will have no idea whether it is utter stupidity or an extreme insight on the character's part. So they should indicated that some answer is due to high intelligence or wisdom or spot skill or what have you either by markers or by additional narrative in the dialogue box. Same goes for bluff. You can be sincere about your threat to rip off someone's face and eat it for breakfast or you can just say it for scaring them away. PST had lots of dialogue where you could be truthful or lying/bluffing and it seemed very fitting. No, I disagree. I don;t need that hand holding. I'm pretty sure that I can come to the conclusion myself that one dialogue option seems a smarter one than the other. and if I don't, why should the game be so unchallenging that I shouldn't think about what I choose to say?