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Posted

tl;dr of what's going on there?

"only when you no-life you can exist forever, because what does not live cannot die."

Posted
25 minutes ago, Hurlshot said:

Story and dialogue ruin RPGs.

Tl;dr; Nethack was a much better CRPG than Witcher III (according to the guy writing)

 

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“He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
 

Posted
5 hours ago, Lexx said:

tl;dr of what's going on there?

Decline bad, but better written.

2 hours ago, ComradeMaster said:

Didn't read the article but I notice this on his Twitter feed:

 

Based.

"Akiva Goldsman and Alex Kurtzman run the 21st century version of MK ULTRA." - majestic

"you're a damned filthy lying robot and you deserve to die and burn in hell." - Bartimaeus

"Without individual thinking you can't notice the plot holes." - InsaneCommander

"Just feed off the suffering of gamers." - Malcador

"You are calling my taste crap." -Hurlshort

"thankfully it seems like the creators like Hungary less this time around." - Sarex

"Don't forget the wakame, dumbass" -Keyrock

"Are you trolling or just being inadvertently nonsensical?' -Pidesco

"we have already been forced to admit you are at least human" - uuuhhii

"I refuse to buy from non-woke businesses" - HoonDing

"feral camels are now considered a pest" - Gorth

"Melkathi is known to be an overly critical grumpy person" - Melkathi

"Oddly enough Sanderson was a lot more direct despite being a Mormon" - Zoraptor

"I found it greatly disturbing to scroll through my cartoon's halfing selection of genitalias." - Wormerine

"I love cheese despite the pain and carnage." - ShadySands

Posted

So to recapture the original intent of classic CRPGs like FO(2)(?), we need a sandbox-ish experience with emergent properties, that isn't all combat-centric in a world that doesn't revolve around the player. Sure, I'll buy that for a dollar.

Don't think that such a thing is realistically doable though -- the closest to what he's describing would be the sales pitch of Star Citizen... and we all know about that. Back when the Gold Box games were made, designers were mostly just testing the waters and seeing what could be done with the tech they had. 30-odd years later, the tech has advanced a lot and now one guy just can't make a game in his basement anymore and expect to push the envelope. It's also better understood what actually works vs what just sounds good on paper, design-wise.

He does have a point about games becoming streamlined consumer products designed around mass marketing checklists, though.

But really, light gray font over a white background. WHYYY

- When he is best, he is a little worse than a man, and when he is worst, he is little better than a beast.

Posted

He seems to love Dwarf Fortress. The thing is there are a ton of games being made in that mold, they just aren't necessarily RPGs and they tend to be indie studios.

Posted (edited)

I understand that simulation (physics, pathfinding, crafting, etc.) aspects of RPGs are suggested to be most important, but I think, there are other more important forms of interactivity, such as the game's story and NPCs reacting to the player being a murder hobo (which The Outer Worlds and Pillars of Eternity II: Deadfire have done). I value an NPC mentioning that my avatar is from the Vailian Republic more, than I would an ability to defeat a boss by dropping his own portraits on him, if neither the boss nor the game react to it.

There are so-called "immersive sims" (Prey, Dishonored) and they might fit the description in the article better, than cRPGs.

Edited by Hawke64
Posted

There's no accounting for taste. :shrugz:

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