Jump to content

mcmanusaur

Members
  • Content Count

    601
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by mcmanusaur

  1. This is an obvious troll. But since it plays into our narrative about SJW's we'll totally believe it!
  2. Certainly a lot of ****lords in here. Good job to Obsidian for handling this professionally.
  3. cautious but not afraid, liberal but not gratuitous, profound but not presumptuous
  4. As my second choice (since I've already given my top choice), I would pick the exact opposite: activity, agency from other sources in the game world. I would give up all the reactive "Well, aren't you an established [adventurer rank here]" lines in the world to get NPCs that actually behave as if they have ends and means of their own outside of the player's power fantasy. A world that changes dynamically regardless of my involvement is so much more interesting to me than a passive sandbox. And importantly, that's not something that can be achieved just through clever writing; I'm talking about
  5. Not to ruin the tone of the thread, but I actually own that figurine, and boy is it quality. I'd fully recommend it to any collector of knight figurines or crusader toy enthusiast, in fact. Now that I'm at it, I have a whole collection of similar ones; clonking them together fulfills all my desires for tactical party-based combat, and I think this is why I look for other things in my cRPG's.
  6. Honestly I'm wondering what elements you consider simulation-focused because most of the games you've mentioned seem very narrative-focused on the whole to me. My initial impression is that you are distinguishing between games that are 90% narrative/10% "simulation" and those that are 80% narrative/20% "simulation".
  7. To be completely honest, probably a focus on things other than combat. Really, the closest thing I can think of is Crusader Kings 2, and that's not even an RPG. There's so much more to life than violence, and yet it forms the basis of just about every RPG. I admit, combat is very interesting, but it's given a disproportionate amount of prioritization in RPG design.
  8. I'd say that anywhere between 14 and 36 units of information is a comfortable amount. Below 8 is far too little, and above 47 is out of the question.
  9. If I cannot, in the process of completing the most unimaginably epic quest ever (thereby saving the world no less than three times over), simultaneously craft a functional unicycle and impale a pair of katanas into the kneecaps of seven (or any multiple thereof) children, while also reciting from memory in reverse-alphabetic order the names of all members of the in-world pantheon in the process, all within the very first 36 seconds of gameplay (not including any beginning credits of course), then I won't even be remotely content with this sorrily pathetic excuse for an RPG. Whew, glad I go
  10. Here's an idea! How about we wait to see how exactly the in-game cultures and societies (about which we eagerly await more information) function before assuming that they adhere to real-world traditional values?
  11. Do you find this part of game unrealistic? It's funny, but my real life similar to Leisure Suit Larry and from my point of view i can't find nothing unrealistic in Witcher 's libido. I think sex must be important part of any mature themed game. Sex play very important role in human life (huge part of action of real humans related wit this, motivation etc) and world without sex looks mechanistic and unrealistic, if by moral reason dev's cut this form game. (sorry guys, I would be responding with text if I felt like words would form a more appropriate response, but...)
  12. Last I heard this was projected to happen in approximately one eternity.
  13. I usually find replying to you to be unproductive but Ill give this a go. Im not objecting to anything. Im just some dude on the internet wondering aloud about the functionality of a game Im interested in. Sawyer mentions wanting to eliminate "whoopsy-daisies", which is a good thing to remove imo, and my mind wonders about how it will work out in this system. I wonder about a hidden "interpretation" column where the NPC interprets something the opposite of what I meant, but now Im completely unaware of that fact. I wonder if its better to have the "whoopsy-daisy" frontloaded, where I can see w
  14. Oh, so this thread isn't about wine, cheese, and caviar, I see? Hmmph.
  15. The fact that this phrase can exist in a manner that's not redundant makes me sort of sad, but it's true. Pretty much. Or maybe to give "most developers" a bit more credit, they turn it into a "role-choosing game" in the sense that there are only 2-3 options of narrative consequence.
  16. Yes, wanting the game world to center around one's character as the primary agent is perfectly normal behavior for RPG players, in my experience... the polar opposite of how I like to approach RPGs, however. I can understand the desire to adhere to a character concept, but in both multiplayer sessions and well-done singleplayer settings that's never totally possible, and for me it just ends up as a conflict of agency.
  17. That's cool with me, but I just really hope reputation and disposition have an active effect on the NPC as an agent, rather than a passive effect on the NPC as a tool for measuring the player's reputation and disposition. If all reputation and disposition changes is dialog, then it's sort of just self-indulgence for the player. What made me think about this was the "priest of mercy god" example. If you commit cruel acts, is he just going to insult and frown at you when you try to talk to him (regardless of the priestly way he does this it still amounts to the behavior of a passive-aggressi
  18. I have likewise (wisely it seems) avoided this thread until now, because I am yet another who feels that these kinds of threads and the "discussion" they generate are not constructive. However, now that we have some borderline flaming directed at those who have expressed similar sentiments, I feel that I have to make my case. There just aren't "bad things" about Project Eternity, especially at this point when we haven't yet experienced the game, because it's all subjective anyway; there are some aspects of game design that I might construe as objectively good or bad but none of the complai
  19. I don't think it's anything as complex as that. Fact is, in a party-based RPG, it's more engaging for the player to be able control all of his characters in combat, as opposed to, say, watching them fight it out automatically (something which usually comes with a host of "dumb AI" issues). And once you've given the player full control over more than one character, you've basically created a small scale "RTS", whether you like it or not. And anything done, deserves to be done well. Well, you're entitled to see it how you will, but to me controlling multiple characters (while more en
  20. I don't think it's anything as complex as that. Fact is, in a party-based RPG, it's more engaging for the player to be able control all of his characters in combat, as opposed to, say, watching them fight it out automatically (something which usually comes with a host of "dumb AI" issues). And once you've given the player full control over more than one character, you've basically created a small scale "RTS", whether you like it or not. And anything done, deserves to be done well. Well, you're entitled to see it how you will, but to me controlling multiple characters (while more en
  21. Forgive me while I venture off on a tangent to frame my response to this thread. Personally, while I do enjoy my fair share of hardcore strategy games, I tend to make a point of consuming them separately from my RPG's, which I treat as more of a [more-or-less] holistically immersive experience. I think RPGs have long suffered (with respect to my personal goals in playing them) from an expectation that they should essentially be "RTS's with narrative" what with all the focus on tactical combat, even if this tendency originated for valid reasons (abstracting systems for the board game format), S
  22. Wow, nice metaphor. But wouldn't full creative license mean that you could essentially white the whole thing out and effectively make it that empty journal of consummate nonlinearity? To complete the metaphor, normal RPG linearity would be represented by Mad Libs.
×
×
  • Create New...