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Amentep

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Everything posted by Amentep

  1. ChronoTrigger didn't rebalance at all. Of course in that scenario the reason for doing the Game+ was to allow the player to find all of the alternate ends (which resulted in defeating Lavos at different time points in the game so you still had to be an end-level character). That said I appreciated Mass Effect 1 allowing me to continue playing an unbalanced game+ with my Shepard because (a) I didn't have to try to create a face again and (b) sometimes I just enjoyed running around the track shooting things and the only point seemed to be so you could "fix" things for import in the planned ME2. That said (part 2), I don't really see a party based RPG on a computer as a game that would really support it. While I know others did import their characters, I replayed BG and IWD (particularly IWD) many times over starting with new characters and classes and seeing what I liked to work with. I only used the import feature to create my own party member(s) in BG/BGII who were same level as my PC. And I think that's the kind of replayability this game seems to be headed for.
  2. To be fair to the character, a druid who sees balance in nature would probably see balance in life and death as a part of nature and probably have an easier time coming to terms with the death of a loved one than another character might and understand the need for life to continue. Dude the promancers aren't overly interested in fact. They just want romances. And they only take 6-9 days to write. I'd think that's a bit unfair; I consider myself to be "pro-romance" (but again within the context of such a thing that if it was included it'd have to make sense with the character(s) and the story / game and that romance is only one of many possible character relationships in a party that could be explored). I'd never assume that writing a romance would take x days because you can't quantify writing like that. Particularly not writing that (IMO) should be integrated into the game experience (ie relationships should be recognized to some degree by those outside of the relationship). You could get a mad inspiration and create all the dialogue in 24 hours and still spend a months making it fit within the game (making the timing work, creating reactions amid other NPCs, looking at effects it might have to the campaign story) without writing 1 more sentence of romantic banter.
  3. And I agree with you. But if it fits the story and if it fits the characters and if it fits the development time and if it fits where the creators want to take the game...I say 'why not?' yes that is a lot of ifs. But frankly if they had all the money in the world and all the time they wanted, I'd still argue the test is 'does it fit the game, characters and story'
  4. I think the problem with the "quota" system is that it removes the development out of the game out of what makes sense. Just like I think it is entirely possible for a good game to be completely devoid of romance because that's what makes sense for the scope of the game/story. I'm not saying it isn't disrespectful, just not to the entire group of pro-romances (since not all of them weird people with pie-charts and graphs). Look I think the opening to ME2 is stupid and I really dislike where they took the series. But - the fact that's he's brought back to life effect the ability to influence that Cerberus lady, it changes how the marine from the first game views you when you meet, how Tali views you, how Liara views you and it comes up in dialogue. Can't remember if Shepard comments much without prodding. So it does have some effect in how the game treats Shepard with respect to the other characters. Now I won't disagree with you that most of the sex scenes (never tried them all) within the modern Bioware games exist as time jumps that "finalize" the romance relationship banter, with varying degrees of success in how those play out (and few having an in-game impact outside of postgame story outside of Morrigan). But I'm not (and I think many others aren't) arguing that romances need to have a culmination in sex either.
  5. What about this: http://forums.obsidi...00#entry1248851 I don't see that as disrespect for the anti-romance group anymore so than I see as disrespect for the pro-romance crowd. Perhaps I just have unnaturally thick skin / low ability to detect disrespect?
  6. But aren't "bad" and "good" ultimately subjective? Which is the problem with arguing absolutes with writing - again to me. Don't let me change your posting style with my comments, certainly not my intent. What is subjective about good writing? Apparently some people like James Joyce's ULYSSES. I kid. Well kind of. There's a technical aspect to writing and a creative aspect. The technical aspect is I'd agree objective to a large degree (and yet writers can subvert it to effect as well, so it's not always clear cut); the creative aspect is, however entirely subjective. At least that's how I see it. That's because Shepard's Death with respect to the plot is an element of the story, not necessarily the point of the story. That said it is an element of character since being brought back by CEREBUS effects the character interactions that Sheppard has. To me a romance could serve as a good element of defining character between PC/NPC or NPC/NPC but only if it fits the context of the story and fits the characters involved and fits the developers vision for the game in general. EDIT: removed all caps on Shepard's death since it seemed like I was emphasising it for some reason.
  7. Oh I understand, I just kind of worried the discussion is getting a bit heated and trying to be fair to all sides. Actually there were several good pages in the back of the last thread where some good discussions were going on I thought and too often I think we all get caught up in storming the hill and start going off on the other poster and not just what they're saying. Or something. And to be fair (again, because I can't help myself) one person's reason may not meet the justification threshold of another. That said I haven't seen a sign of the anti-crown being disrespected; I know Monte Carlo got some posts cut but not having seen the content I certainly can't speak to the justification of such actions.
  8. I didn't say "wrong" but "strange" since I'm not sure one's appreciation (or lack thereof) for Tolkien translates in any relative way to video game writing or video game romance writing. If you like Tolkien and he hates Tolkien but you both like some other game (lets say, for the sake of argument, SSI's Pool of Radiance from 1988 since I think you both mentioned "Gold Box" games) does that validate or invalidate your respective opinions about romance in video games? It seems to me - and I accept I may be wrong - that ultimately it doesn't. So it seems a strange argument to make that tries to debate the debater and not the subject up for debate. But aren't "bad" and "good" ultimately subjective? Which is the problem with arguing absolutes with writing - again to me. Don't let me change your posting style with my comments, certainly not my intent.
  9. To be fair, while this time around as I recall it was an "anti" poster who brought up Bioware, since this topic has a long history in the PE forums (can a month be long enough for a long history?) some posters who are "pro" have started by listing Bioware romances from the ME / DA series, so its not uncommon for BIO to get pulled in from either side in these discussions. I think that there have been knee jerk reactions from both sides as well, so not every post has been part of a solid discourse on the pros / cons of romance as a type of between party (or outside party) relationship.
  10. Thing is, if you read the whole review, he's talking about some of Tolkien's more influential literary admirers when he talks about the "fans" and pointing out problems with their pro-LOTR comments and how he believes that they're unjustly praising Tolkien by overlooking things that they themselves would criticize in other works. Ah, that wasn't clear in the parts you quoted. By all means - literary critics can be critical of each other. Still a bit on the harsh side, but more understandable. Yeah, I had trouble getting something that I felt would represent his article without posting the whole thing.
  11. Wasn't really trying to change your opinion; I just felt it strange to single out a posters not-liking Tolkien's writing as a reason to discredit his opinion (at least that's how I took what you were saying). People have disliked his writing since the books came out and it continues today. I'm well disposed to him and I still find getting through LOTR a bit of a chore (like Melville who I also like but not an easy writer to read due to the impenetrability of the prose). Thing is, if you read the whole review, he's talking about some of Tolkien's more influential literary admirers when he talks about the "fans" and pointing out problems with their pro-LOTR comments and how he believes that they're unjustly praising Tolkien by overlooking things that they themselves would criticize in other works.
  12. I've heard a good deal of praise about the Ars Magica PnP game over the years, but reviews of Black Chicken Studios' other games are sparse so a bit of a toss-up for me atm. Still thought it might be of interest around here so...here it is for the curious.
  13. Eh, Wilson goes on to praise James Branch Cabell's Poictesme. He liked some of the classic fantasies. He hated Lovecraft. He tended to favor symbolists though. Point was not everyone liked/likes Tolkien.
  14. From literary critic Edmund Wilson's review printed in The Nation in 1956. Point is, not everyone thinks Tolkien is "good writing". Just like not everyone thinks video game romance is good writing (to try vainly to approach the topic of the thread).
  15. The 'problem' I have with her comment is that it is indicative of the problem in general with Bioware games: the parts of the game seem to be unconnected with each other. RPGs really need to have each part of the game influence each other, the dialogue needs to influence the combat and both need to be influenced by the same stats for instance. Bioware games have increasingly segregated the dialogue and combat to the point that you can be using blood magic in front of an entire city and no one seems to mention it in conversation. The writers should be working with the designers and those implementing the combat mechanics to make sure everything works and makes sense in the world they are building, for instance TNO's ability to switch classes was written into Planescape's story as his using his 'forgetfulness' and even justified questlines and the like. If you are able to skip combat to get straight to the dialogue or vice versa with no impact then something is wrong with the RPG you're supposed to be making. That's my opinion anyway, take from it what you will. I'd also make an argument that as a writer, its part of your job to understand the media you're working for and making your writing fit the medium. This is why novelists don't always make the best choice to script the movie based on their book; you have to be able to shift gears and understand how the medium you're writing for works. To pull this back to the topic of romance, I think this illustrates the way romances are perceived as a problem; it has to do with different views of what the medium is capable of and how it can (or fails to) handle certain elements of drama (then filtered through the scope of the game and its design and then lastly just personal preferences).
  16. To be fair, the anti-romance crowd is just demanding all companions be romanceable in all sexualities that don't include the PC (however the PC is defined).
  17. We've got to do something for the next two years. Yeah, I think this is pretty much it. To be fair, there's only so far anyone can discuss a subject and most of us probably feel little urge to restate the things we already said. Give us all a few days to get our wind back and I'm sure we'll be going at it again and debating the pros and cons of video game storytelling and the capacity of same to handle long term character development and characterization while utilizing a multi-party framework while also not detracting from the overall goal of the story which is to have a party of 6 whack the fool out of their enemies.
  18. But it is a bad action RPG... I'll admit to a ridiculously high tolerance for any action RPG when I'm in the mood to mash buttons and slash / fireball / arrow monsters in the face. So you may want to consider my tastes in this regard as slightly skewed. Plus I liked Plan 9 from Outer Space; some entertainments don't have to be good to entertain me. Yes they reused maps, yes 90% of the time the parachuting in of enemies made no sense, yes there could have been a lot better depth to the action play mechanics, yes the end renders the game-long faction conflict pointlessly moot. But I liked the dwarf rogue (probably better than all of the companions in DAO). I enjoyed the combat despite it not being anything special. I admit I was floored when in my first game I took my sis into the deep roads and she had to be killed or become a darkspawn because - despite knowing that it was possible in terms of game lor - I really didn't expect the game to go there with that character because usually games "protect" family from dying (unless as a non-mobile plot point, like mom in the game). So not perfect, but I didn't regret playing it (although I found little reason to replay it like some other games which get many replays over long periods of time).
  19. I liked Dragon Age 2 but it is an action RPG to me, not a straight RPG (IMO) and as such I regard its strengths and weaknesses in relation to other action RPGs. DA:O tried to be a more traditional western RPG and as such I regard its strengths and weaknesses in relation to other traditional RPGs. It seems like the Dragon Age franchise is sticking with action RPG models. And that's okay, I like action RPGs. Project Eternity seems to be an attempt to capture older style traditional RPG; I hope it succeeds because I enjoy games in both styles and would like to see the traditional RPG have more of a presence since most moderm RPGs favor action mechanics (or more extreme forms of tactical / turn base strategy RPGs)
  20. I'm pretty sure the statements they've made (at least the ones I've read) have summed up to "Romances can be tricky to do right, but inclusion of any will be dependent on how the characters and story shape up". In other words they'd only include them if they make sense for the game and they think they can do them in a way that - to them - works. And that is exactly what I've told. Officially romances are nor confirmed, nor denied for the time being. Yes, I was concurring with you with my own elaboration. I am curious if anyone had heard otherwise (and frankly I agree with their approach; stuff shouldn't be put in the game just for the sake of putting it in - it has to work)
  21. I'm pretty sure the statements they've made (at least the ones I've read) have summed up to "Romances can be tricky to do right, but inclusion of any will be dependent on how the characters and story shape up". In other words they'd only include them if they make sense for the game and they think they can do them in a way that - to them - works.
  22. Is the dragon easily distracted by hot adventurers making out? If so, bedding every female in your party in view of the dragon could lead to a really easy mega-backstab by the party rogue (who'd have to be male to explain why you weren't making out with him for sake of dragon distraction).
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