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Everything posted by Diogo Ribeiro
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What politicians and the media lied to us? :o
Diogo Ribeiro replied to Craigboy2's topic in Computer and Console
What will LieBigMan say now? -
On the chance this gets locked for being off-topic: On the chance it doesn't get locked for being off-topic: Fionavar rules.
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Quite the subtle bukkake reference there. In any case, good luck with your book. So you'll get published. How did you manage it?
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What music are you listening to right now?
Diogo Ribeiro replied to draakh_kimera's topic in Way Off-Topic
Lighthouse - Joe Henry - Tiny Voices -
GameFAQs reviews are made by costumers who often follow the same standards as these so-called gaming journalists, ie, perfect or near-perfect scores for games which often just float on average of above average scores.
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What games are you looking forward to?
Diogo Ribeiro replied to alanschu's topic in Computer and Console
Sleeping Talking to Myself Flipping the Bird to the World -
Some time ago I tried purchasing a copy of Planescape: Torment - the single package, not the dual garbage - from Amazon.com. They wouldn't mail it here. And Torment isn't the only one game they wouldn't mail, either.
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Just do it when nobody is looking.
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Role-Player's disinterest for Resident Evil confirmed, and entering crunch time.
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It's Chtulhu at a rave.
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Well, not getting out much should be a prerequisite for watching Family Guy since it's on TV and all. I like the show, or at least what I could see from it. I don't get the Fox channel on my cable, because the supplier fought it would be nice to only add the channel to the list only recently and at an additional cost. No thanks. Instead, I relied on seeing the ocasional sample they gave off as an appetizer for people willing to purchase the option. EDIT: Great stuff.
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Pretty spot on, Llyranor. I see we share some ideas and views. For combat in particular, I had some plans regarding situations which would rely more on the player's use of his surroundings and tactics rather than focusing strictly on firepower.
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Everything you've said just turns me on.
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They're all better looking than little green stick men.
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Let me rid you of the burden of having an ugly av! On-topic, even after tweaking it several times, when I played the PC version of Halo I felt the controls and overall movement gave the impression that gravity was lacking. Is there any console FPS which has a tighter feel?
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It just seems weird
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Hey alanschu, what's up with the fugly av? o_O
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I can never get accostumed to console shooter controls. Too imprecise for me, and for some reason they always seem a bit wobbly.
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Please join our (Second) Diplomacy Game!
Diogo Ribeiro replied to Reveilled's topic in Way Off-Topic
Your avatar is fine. ShadowPaladin's dancing nurse, now that was... Weird and confusing. -
While I can see some virtues in a storytelling model that leads players trough a narrow path, trying to make a story revolve around the player; I can also see several downfalls in this. That's why we're going for a middle ground. We plan on developing a story that has a definite beggining and a definite end, from which the PC cannot escape; but to give enough expression to the players so the PC's advancement and destiny is ultimately up to them. We're also playing around with the concept of making the PC both important and secondary to the story. The PC will be alien to the gameworld, easilly abusable and exploitable by some, feared and disliked by others. He'll be a pawn for several entities, but this does not preclude him making himself relevant in the world. Again, this will be up to the player, and we plan on making it so depending on his attitude troughout the game, the PC can fall under the shadows of greater beings or outright match them in power. There will be an overaching plot from which the player cannot escape, and while there are common story elements such as what one would call a hero and a villain, we hope to make it less standard than what it seems at first glance. The story will focus more on the feud between the so-called hero and the so-called villain, and while the PC's accidental involvement between their dispute will gradually become more important, it still won't be about the "chosen one who must save the world". Rather, we want to make the player be shown both sides so he can make his own mind about who is right - and who he'd like to support. If he wants to support either, that is. There'll be enough reasons for either scenario. I think it's safe to say the larger part of the story will be a guideline; it will only become the driving force of the game into its later stages. As for roleplaying, we want to make the player experience the gameworld, we want to put the world back into gameworld. Not just seeing the sights and greeting the locals: we want to do our best in creating a place where the player can interact with everything (that is humanly possible to allow for), learning and questioning what he comes upon. I think nearly everything will have its own story which the player can learn about, and even influence to a degree, be it something as simple as an NPC or as complex as a city. Wheter you're talking to a dwarf, orc or dragonkin, or are just plane hopping, we want to make the player experience it in several ways. Through some of this we plan on including situation which will enable the player to form the PC's own identity, be it trough actions or inactions. Deciding on wheter one should slay an innocent in order to save hundreds can have consequences as dramatic as just standing and watching an old man being robbed. But ultimately none of these will ever be negative to the point of making progression a pain in the butt. While some decisions will make it harder on the PC, advancing will still very much be possible. In short, we want to make a module that's fun to play, and roleplay. Also, shrimp.
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There is no spoon... Yet. That is to say, the basic goal which we have set up - and I think Volourn would agree here - is that we will do our best in creating a module which we like. For the record, my admitedly ambitious plan is to combine the uniqueness of Torment's gameworld, and Arcanum's take on technology. And a fair bit of their storytelling and roleplaying. I could go on about the plans we have and the ideas I've been developing but we would be discussing just that: ideas. I wouldn't mind presenting them but they are still at their infancy, and if there's one thing I would like to avoid is to hype this before development has even begun (not that I'd hype it after it's begun, though). Then again, with Volourn on board that might be hard - his name alone will propel this module's fame into great heights.
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YES
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I always liked systems where failure does not necessarily mean a scenario, or the game itself are over. Failure doesn't need to be the end of everything, and may at times be a requirement to pursue some other path. In that example, it would be great to know that the Paladin may retry the test, that failing it isn't the end (though he should still suffer some slight penalites to failure, ie, geting worse items on a retry that he would on a first time).