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Thingdo

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Posts posted by Thingdo

  1. I think in terms of single player games the ones that I've loved the most were the ones that really drew me into the world. This might not be the most popular opinion here, but I have to say that I love the Elderscrolls series for that reason, and I really liked Mass Effect 1 for that reason as well (the first game only). 

     

    I've spent hours in Morrowind just reading the in game books that detail the history of everything. They are often irrelevant to the main storyline, but some of the stuff just makes the world so much more believable to me. 

     

    Mass Effect 1 was also pretty good for that. If you really wanted to find out, there was quite a bit of detail about all the alien races, the different cultures, the governments, and even stuff about how they had used new technology for weapons and everything else. It added that level of detail that let me start feeling like it was a real place with a real history.

  2. I want to suggest that Project Eternity and Torment should make direct references to each other since they are both the same genre and setting. Numenera should have a world with some note from PE and vice versa, after all Numenera does contain a large number of realms/world in their lore. Why not make both of these work. Think of it as a minor crossover.

     

    I like this idea a lot to be honest. 

     

    I wouldn't want to see it as part of the main quest line or any major quest though. I think I would prefer it put in as something of a non-canon easter egg quest that was hidden somewhere.

    • Like 1
  3. well the problem with chris taylor being honest is most people don't care.... you are only as good as your best games, and chris taylors best games are pretty lousy imo

     

     

     

    I don't think that's quite fair, SupCom was a pretty good game. 

     

    However, I will say that I found the Wildman KickStarter extremely lackluster. There was nothing about the trailer and footage shown that got me excited about it at all, and I think in the end its the reason why the game failed to get funded (along with the whole laying everyone off thing). 

     

    I think we'll see the same thing for the Victory KickStarter going right now. Petroglyph has been around for a while, but the general game concept is uninspiring and not many pledges are coming in because of it. 

  4. Thought I'd link this interview as its semi-related:

    http://www.rockpapershotgun.com/2013/02/16/obsidian-on-project-eternity-kickstarters-future/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29

     

    They go off for a while about other things they could do with the PE IP.

     

    For those who don't want to read the entire article, here is the related snippet:

     

    " I would still love to make Fallout: New Vegas 2, or whatever. Or even take Eternity at some point and have Eternity the [infinity Engine] games and then Eternity the big open-world CRPG. I think that would be really cool.

     

    Nothing stops us from being able to do those two different things (Note: the two things in question are large games and smaller kickstarter projects). It’s going to make us look at Eternity as a brand. What else can we do with it? I want to hook up with the Pathfinder guys and see about doing a Pathfinder Eternity world book thing. It sounds a little weird, but… A card game. A board game. I've already been chatting with Cryptozoic Entertainment. We have nothing going on specifically, but they have a lot of experience in board games and card games"

    • Like 1
  5. There was a level in Bastion where the player gets 'drugged' and the music/visuals/voiceovers goes all funky, which was quite fun and a nice diversion from the standard. I wonder how it could be reasonably implemented with an isometric viewpoint, no time limitations and 6 party members though?

    Bastion

    has a dream scene with drugs induced from poisonous plants in the Jungle

    which I thought was cool

     

    After reading the OP, Bastion is what I immediately thought of. One of the more memorable levels from that game to be sure.

     

    One of my favorite parts of that level is that it reused many of the pieces of scenery from earlier in the game, but in areas where they were completely out of place. It also replayed some of the narration, but slightly misquoted by just one or two words, for example "What do you say to a man who has seen too much" becomes "What do you say to a kid who has seen too much".

  6. or possibly some slightly harder ones like:

     

    There are 12 stones, 11 of equal weight, 1 of unequal weight (either heavier or lighter).

     

    Use 3 weighings on a balance scale to tell what stone has a different weight and if it is heavier or lighter.

     

    Don't make me laugh.

     

    I don't understand why that would make you laugh. While it may not be extremely hard, I've never actually seen any non puzzle-based game have anything that difficult. The most difficult ones I've seen in games have been more in line with the first one I posted.

  7. I'd also really like to see some logic problems in there. You could have some easier ones like:

     

    You are an archaeologist that has just unearthed a long-sought triplet of ancient treasure chests. One chest is plated with silver, one with gold, and one with bronze. According to legend, one of the three chests is filled with great treasure, whereas the other two chests both house man-eating pythons that can rip your head off. Faced with a dilemma, you then notice that there are inscriptions on the chests:

     

    Silver Chest: Treasure is in this Chest.

    Gold Chest: Treasure is not in this Chest.

    Bronze Chest : Treasure is not in the Gold Chest.

    You know that at least one of the inscriptions is true, and at least one of the inscriptions is false. Which chest do you open?

     

    or possibly some slightly harder ones like:

     

    There are 12 stones, 11 of equal weight, 1 of unequal weight (either heavier or lighter).

     

    Use 3 weighings on a balance scale to tell what stone has a different weight and if it is heavier or lighter.

    • Like 1
  8. I agree a memorable theme track is a big thing for me in games. Something where you hear the first few notes and instantly know what you are listening to.

     

     

    As many have pointed out, the elderscrolls series is a good example of it. Other ones I can think of are the

    for Diablo, the
    , certain
    from World of Warcraft, Hell March from Red Alert, and a lot of the
    . It's a pretty wide variety of musical styles, but the one thing they all have in common is that I instantly recognize any of them and associate them with the game they are from.

     

    Playing a song like that at the right moment in a game can have a huge effect for me as well. The song I linked from Bastion is a good example, the level where it begins to play was one of the most memorable parts of the entire game to me.

    • Like 1
  9. I'm a big fan of puzzles, and I actually like really challenging ones.

     

    That said, I can totally understand from a game development standpoint that it is a bad idea to make really challenging puzzles a required part of a game because a lot of players don't like puzzles and will get very frustrated if they are forced to do them.

     

    Even optional puzzles run the risk of upsetting players because they can't finish some side quest, or get some loot without having to go through an exercise they don't enjoy.

     

    That said, I don't think puzzles should be absent from games. I think you can come up with areas that do in fact have challenging puzzles, but you don't necessarily have to do them.

     

    For example, you are trying to get into some room, you can solve some puzzle to safely get into the next room, or you can bypass the puzzle and set off an alarm that will send waves of enemies out at you, but once the enemies are defeated, you still get to move forward. I know for myself 9 times out of 10 I'd go with the puzzle, but its nice to have an alternative for those who don't want to.

     

    1.) I like puzzles/riddles that encourage me to learn more about the game world.

     

    I also very much agree with this. Skyrim has gotten a bit of flack in this thread for some of the simple puzzles, and I do agree that a lot of them were boringly easy, but it did have a few nice gems hidden in there mainly in the form of reading books and journals you could find. I remember a lighthouse dungeon where there was a high level locked door, you could always pick the lock, but if you found a journal in the building, and read it all the way through, you would see that there was a mention of where a key was hidden written in there.

     

    In the same dungeon you could find another journal from the lighthouse keeper's wife that was mostly just describing their life there, but it records one conversation where the keeper says that when he dies, he wants his remains placed in the lighthouse's fire. In another area a decent distance from the journal you could find the remains of the keeper, and if you brought them back and placed them in the fire, you'd get a really nice buff on your character. While those puzzles weren't particularly challenging, I did like feeling rewarded for investigating, and I definitely remembered that dungeon more than most.

    • Like 3
  10. I tend to really dislike romances in RPGs. I've found them to be really annoying in most the Bioware style rpgs I've played (I mention Bioware just because that seems to be where they show up the most).

     

    The reason I dislike them is that they never really feel like actual conversations with people so much as they do fan service. I think its really a problem with the medium more than anything else, developers just don't have time to write in enough dialog to make it feel realistic at all. It always struck me as odd in games when I'd talk to someone maybe 2-3 times and suddenly they are completely in love with my character. I've heard some people make the argument that if you are fighting together and whatnot you'd form a bond, which is fair enough, but many of these characters I don't take in my party. Many times its literally the 3rd time or so my character has ever even acknowledged them that they decide he is the most amazing man they have ever met. I also found it strange how all the members of the opposite sex are super attracted to my character, but completely ignore all other NPCs.

     

    Again, I can't really blame the writers or developers for it being strange though. They have to try to pack a romance into the game, and with budget and time constraints they are basically told they get around 5 short conversations in order to do it. Trying to write anything where characters fall in love after talking for 25 or so minutes is going to come off as odd.

     

    An area where I could see a successful romance being written is between NPC companions. In that case, you can assume they are spending time together when you aren't around, so if they start growing closer together it really wouldn't seem all that surprising. I just can't figure out a good way that a game can have a romance between the player and an NPC without devoting a ton of resources to it.

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