Jump to content


  • Posts

  • Joined

  • Last visited

Posts posted by Brannart

  1. From the Article:

    'Someone on Twitter told Jonathan Blow that you can just ignore these messages.


    “This is false,” he replied. “We can't choose to ignore it. As soon as the words are read, they have already hit emotionally.”'



    Boy does he have that right.  I keep telling myself things like do not feed the trolls, do not respond to youtube comments, and all that.


    But man it is really hard because something is sure to get to you somehow and these are not even personal attacks on me.

    • Like 3
  2. Honestly I don't consider the cinematics as a very important part of an RPG or rather that relevant. I think you are comfortable with them and you expect them to be part of the game, so the thought of them being left out makes you think "this will detract from my experience. Thats why for me playing BG1 for the first time I want to look at the gameplay objectively with no previous opinion and then comment on the overall entertainment factor that BGEE provides :)


    They are obviously not important parts of gameplay but rather important parts of story telling.

  3. Can I ask a stupid question, as I haven't played BG1 but I have played BG2,why would a few missing movies detract from the overall gaming experience. You still get to explore, fight creatures and make decisions that influence the game?


    A few missing movies? That is a huge percentage of the movies. I mean it won't ruin the game or anything but why take out very cool content to replace it with nothing?


    You have to understand how those movies aided in the story telling and tone. There would be elements of the story that just wouldn't be told without those short little clips.

  4. So because you don't have the willpower to play the way you want you instead want the devs to force everyone to play that way?


    Well...yeah. The Devs design the game the way it is supposed to be played. If it is designed to be incredibly easy then I will judge it to be so. I suppose I could play the game not wearing armor or not casting spells or whatever as an attempt to artificially make it more challenging but then I am not playing the game as designed.


    Nobody flipped out during the IE games that we couldn't save during battle that I noticed. Or was that a really huge outrage? I don't remember.

  5. I wouldn't say people prefer it because it seems more mature or realistic, but because it simply makes the game better for them.

    Some people are just bored with the way RPGs worked in the past. We all have slain evil overlords countless of times as a saviour of light - having grey morals is, in my opinion, more of a challenge. A simple good/evil-scheme makes it very easy to roleplay your character, while gray areas also creates some meta-gaming, where you reflect on your own values not just your characters values. The Witcher is a stellar example of that, where not every knight in shining armour truly is a knight in shining armor.


    Ok I guess my problem is I always come into these threads thinking we are talking about BIS and Obsidian games. So I get confused. You are bored with the way other people's RPGs have worked in the past? Great but why would Obsidian make somebody else's games? Is that even remotely in the cards? Do you have issues with how Obsidian games have worked in the past? Because it sure seems like their games do what you are saying.

  6. Although people miraculously rewarding you for altruism shouldn't happen, either. Just once I'd like to see that farmer you altruistically go help with his cows or whatever not reward you and then turn into a lazy twerp constantly demanding assistance with mind-numbing chores every time you pass by.


    Yeah to a large degree all you should get for good actions is warm fuzzies. Just like in real life.

    • Like 1
  7. That is abundantly clear.


    The idea is that rather than the game telling you which actions are good and which are bad, you do whatever you feel your character would, and decide for yourself whether your actions were good or bad. The whole "shades of gray" thing, is not having the morality of others spoon-fed to you. What is good, what is evil? If you think an action is good, who are the dev's to disagree with you and give you evil-guy-points? Maybe by murdering the innkeepers son you were saving the world from the tyrannical dictator your character knew he would become. Maybe by robbing the merchant's wagon you were actually exacting justice on the corrupt greedy fat-cats of the medieval world, who are they to judge? There would still be "themes of morality". It would just be up to you to figure out what you considered moral


    I can already figure out what I consider moral. What is the role of the game then? When I play a game there are consequences for my actions, I expect the devs to provide those. Who they are are the people who constructed this world. If my actions have no consequences beyond what I imagine in my head then why am I delving into their world? Why not write a novel about my own world?


    Granted I find 'rationalizing murder and robbing so it is actually good to me' not particularly interesting. But even if you did I expect the people of the game world to disagree. If I went back in time in a game and killed Hitler as a baby I would expect to be prosecuted for murder.

  8. The reason why most RPGs are black/white and have that "physiognomy of evil" is the D&D alignment system, which doesn't really have shades of grey when it comes to evil. Yes, you have those shades with neutral and chaotic/lawful, but it's not the same as in The Witcher for example. The good and evil conflict is stupid anyways, I think what's better is to give the player guilt-free choices on which the player can reflect without feeling that "Oh, an ethics twist!" like in most Star Trek: TNG episodes. I feel that many RPGs put guilt into any decision subtextually so people can never mess up what they do.


    So I should have choices that produce no emotional responses in me? How...um...compelling?


    'I want a completely emotionless dry game where no themes of morality play a part'


    That cannot be what you are getting at but I cannot piece this one together.

  9. I tend to favour the meta-ethical moral relativism view - which basically answers those questions with a "no" - I don't like black and white choice - It's all about shades of grey for me.


    If there is no black and white then there must be one uniform shade of grey. Everything is the same doesn't sound very relative to me. If there are shades of grey then something are close to black and something are closer to white then yes? So therefore there is black and white. So...you point is entirely lost on me.


    Can you give an example of a game that had a morality system you liked.


    Generally in D&D doing good things for others was considered good and hurting others for your own ends was considered evil. At least that is what I could gather, more altruism versus selfishness than anything else.

    • Like 1
  10. Question:

    Do you like PE Paladin class concept?



    The stated concept:


    Paladins are extremely devoted, often fanatical, soldiers who have pledged themselves to a chosen cause, combining the zeal of a priest with the ascetic discipline of a monk. They have founded many elite fighting forces, from the original Darcozzi Paladini, a two thousand year-old order of palace guards, to the fledgling Fellows of St. Waidwen Martyr, zealous defenders of the Godhammer pilgrim trail. Often found at the vanguard of many conflicts, paladins are natural leaders and have the ability to quickly assist their allies with targeted commands. A paladin's commands can stave off impending death, overcome fatigue, or hasten the charge to close breached defenses. And though they are not always pledged to the service of a god or gods, paladins are so singularly focused on their chosen cause that their souls are continually creating a wellspring of spiritual energy from which they can blast groups of foes in their immediate vicinity. Despite their often stoic presence and explosive combat style, paladins work best alongside allies. When isolated, they can be vulnerable, especially against singular powerful foes.






    Yeah me to. I sometimes enjoy playing the character who has a cause, something he or she has absolute faith and conviction in, because real life is so darn convoluted.

  • Create New...