Jump to content

Whipporwill

Members
  • Posts

    117
  • Joined

  • Last visited

Posts posted by Whipporwill

  1. My reaction to Fable is that it was made by a bunch of really talented and creative people who fundamentally didn't understand the genre they were working in. There's lots of great stuff in Fable, but none of it has anything to do with what makes a good RPG.

  2. Deus Ex has the absolute awesome in terms of game music.

     

    My copy came with a "soundtrack album." The title track is OK, but the rest is a complete snore -- dull and repetitive. Most game music just wasn't meant to be actually listened to, and the Deus Ex "soundtrack" is no exception.

  3. These are not necessarily the best EVAR, but they are ones that I particularly liked.

     

    Archipelagos

    Civilization II

    The Four Crystals of Trazere

    The Hitchhiker's Guide to the Galaxy

    Impossible Mission

    Pirates!

    The Sims 2

    Starflight

    Torment

    Zak McCracken and the Alien Mindbenders

  4. Oh, KOTOR is a great series but I haven't play them because there are no Chinese language editions.

    I don't know how the Pazaak was incarnated in KOTOR. It just be described by dialogue or we could really have a dozen cards and play in desk?

    What I mean is in a 2009 RPG some players may can't accept a card game which just be described by dialogue so Obsidian need design a dummy card system for them which cost more time and money

     

    Image of Pazaak game from KOTOR2: http://starwars.wikia.com/wiki/Image:Pazaak%28KOTOR2%29.jpg

  5. Having played games since I first put a quarter in a Pac-Man machine as a tiny lad, I can firmly state that the vast majority of gamers are utter mouth-breathers. I don't know how much of this is the general stupidity of the human animal and how much is specific to gaming, but I do know this: Ken Levine is right. Gamers, on the whole, do not care about your stupid plot. What they care about is being told they are "teh winnar." Oh, and bloom. Apparently.

     

    Yes, I am bitter. Thank you for noticing! Grump.

  6. Point understood, but you would think a society able to design mechanical androids that are as lifelike as Bishop or Winona Ryder, and has faster-than-light space travel, and knows genetic engineering well enough to hybridize human and alien DNA, might make advances in other fronts, particularly weapons.

     

    Slug-throwers have been around for hundreds of years, and while they've gone up in range, accuracy, rate-of-fire, and penetration, they're still recognizably variations on the same device. I don't see why we should declare that death ray guns are more advanced simply because they don't currently work and ordinary guns do.

     

    Why don't we complain about the lack of monorails and jetpacks while we're at it?

  7. Theres nothing bright and colorful about a post apocalyptic world

    But I disagree that post-apoc world has to be grey and colorless. Humans like color - I suspect they'd find a way to inject into the environment in some way or another. Movies/media have used the same post-apoc like setting for years - it wouldn't hurt to stretch the imagination and think of something different.

     

    But then it "wouldn't be fallout."

     

    To me pretty graphics are just something to drag my framerate down, so I don't much care. My only complaint is that vault boy is shooting his gun with the stock tucked under his arm. I guess that's not a tag skill for him.

  8. A 'My Little Pony' RPG would definitely qualify as fantasy, as well as extremely tacky. And I seem to recall killing quite a few rats in Fallout.

     

    I do agree that sword & sorcery RPGs are getting pretty tired, but there's lots of room for fantasy RPGs that don't involve greataxes and fireballs. The trouble is that publishers hate new games. A publisher would much rather put an old game in a new box with extra shiny than make a new game, because they can't predict whether people will like a new game, and that frightens them.

  9. My contention with this thinking is that roleplaying, is not simply taking a character idea and then reacting formulaicly. That's shallow, the best characters all have the opportunity to change based on their experiences. There's not a single reason in the world why a character has to remain good or evil throughout a game.

     

    The proper way to handle an alignment change is to give the player the option of opening the character sheet, clicking on the character's alignment, and selecting "new alignment" from a menu. The point of an alignment is that it's a statement from the player about how he or she plans to play the character. This is an opportunity to tailor the game around the players experience. Instead, it gets treated as a scorecard in a pointless minigame, or worse, as an excuse for lots of irrelevant nonsense.

     

    For example: a beggar stops you in the street and asks for a coin. You have the choice of (a) giving the beggar a coin [good], (b) saying "no," [neutral] or © kicking the beggar in the face [evil]. Your choice does not matter in the slightest, so why is it even there? to let you "roleplay?"

     

    The answer is that it's there to let you feel like you have a choice without giving you one. You're not fooled, of course, because it's a meaningless interaction, and you'll never see the beggar again. But your character has theoretically become "more good" or "more evil" and you're supposed to be satisfied with that.

     

    Suppose, instead, that a game (a) never changes your alignment for you, (b) gives you options based on your stated alignment, and © makes sure your interactions are meaningful.

     

    Well, we can get rid of the beggar encounter. There's only one response per possible alignment and it was irrelevant anyway, except to make good people poorer. Instead, let's look at the character's alignment. Hm. Chaotic evil.

     

    Well, that says he prizes himself rather more highly than he prizes other people, and he's not one to get stuffy about laws being broken. Let's say he's walking past an alley and he overhears some thieves busy discussing a planned job.

     

    He could (a) keep walking, (b) offer to join the thieves for a small cut of the loot, © offer to lead the thieves for a big cut of the loot, or (d) rob the thieves -- what are they going to do, call the guards?

     

    For Mr. Lawful Good Paladin, on the other hand, nothing happens. He can walk back and forth in front of the alley all day -- it's empty for him. He really has only one choice -- demand the thieves surrender, then kill them when they don't -- and so it's not meaningful. Instead, he gets to defend the innocent man being marched off to the gallows, over by the city hall.

  10. You know, when I pick my alignment, I think a game should take me at my word. I'm tired of having to pick out the one line of alignment-appropriate dialogue. It's not fun, and it's not "roleplaying." It's just massive suck.

     

    "Do you want to change your alignment?"

    > no.

    "Do you want to change your alignment?"

    > no.

    "Do you want to change your alignment?"

    > no.

    "Do you want to change your alignment?"

    > no.

    "Do you want to change your alignment?"

    > no.

    "Do you want to change your alignment?"

    > OH ALL RIGHT!

    "You've changed your alignment! Yay! You are now Evil Good.

    "Do you want to change your alignment?"

    > no.

     

    Give me choices that are relevant for someone of my stated alignment, or just give me a damn cutscene.

×
×
  • Create New...