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Displaying Items 421 - 433 of 433

Tim Cain - A Christmas Lesson on CRPG Design

Editorial - posted by Saint_Proverbius on Mon 25 November 2002, 22:21:41

Tags: Tim Cain; Troika Games

Our first developer editorial on game design, and who better to start it with than Tim Cain, the man who helped usher in Fallout and Arcanum. Some of this words:

Another lesson that should be obvious: turn-based games are still fun. Despite the plethora of real-time computer games on the market, there is still satisfaction in playing a game in the old-fashioned turn-based method we all grew up with. Some newer games seem to be real-time for no other reason than because real-time is more modern. Why make a real-time D&D computer game, which requires you to ignore or change all of the rules having to do with D&D?s inherently turn-based nature? I am surprised no one has made a real-time chess game. I?ll even give you a good name for it: ?Xtreme Chess? And don?t forget the sticker: ?Now With Phat Lewt?.


Thank you, Tim Cain.

There are 20 comments on Tim Cain - A Christmas Lesson on CRPG Design

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Avernum 3 Review

Review - posted by Saint_Proverbius on Fri 22 November 2002, 21:12:39

Tags: Avernum 3; Spiderweb Software

My review of Avernum 3. Here's a snippet:

Probably the first thing you'll notice when you fire up Avernum 3 is that it's not the most modern CRPG out there. It doesn't have a lot of automation about it. It doesn't have the latest graphics to push your several hundred dollar graphics card. It doesn't have fast paced, passive combat that you spend most of your time watching. It doesn't make the claim that there are 300+ spells. It, frankly, doesn't have a lot of the hooks that modern CRPGs use to sucker you in to buying them.

That's not a bad thing at all, because what it does offer is a challenging and rewarding experience in the tradition of the older CRPGs. If you're looking for an old school CRPG fix, similar to Ultima, Wasteland, or the old Gold Box games, that's what Avernum 3 offers. It's a straight shooting, party based CRPG that involves a lot of quests, a lot of locations to save, or not save, interesting combat, and more.


Mmmm.. surface-y goodness.

There are 2 comments on Avernum 3 Review

Prelude to Darkness Spells pt.1 - Flame

Information - posted by Saint_Proverbius on Thu 21 November 2002, 01:46:46

Tags: Mat Williams; Prelude to Darkness; Zero Sum

This article covers the Flame set of spells used in Prelude to Darkness. It covers how they work, what equations determine their effects, and so on. Here's a brief section from Mat Williams.
The general principal is that each spell is a specific pattern of thought which allows the caster to channel the Eternal Flame in some useful manner. By varying the amount of Chaos and Control within the pattern the caster can vary the spell somewhat to different effects. This generaly leads to three possible levels of the spell, the first is the balanced level, the second a more controlled version and the third a more chaotic version. Generally control improves range or duration or allows the avoidance of friend characters at a cost of damage or power and chaos does the opposite, i.e. greater power shorter range, etc... The forth level or blood level is based on using the casters own blood rather than just their energy and is the ultimate in power. -Mat Williams
Happy casting!

There are 2 comments on Prelude to Darkness Spells pt.1 - Flame

Mat Williams interview - Prelude to Darkness

Interview - posted by Saint_Proverbius on Wed 20 November 2002, 00:25:49

Tags: Mat Williams; Prelude to Darkness; Zero Sum

The first interview with Mat Williams, one of the lead designers on Prelude to Darkness.

11.) Skills, particularly combat ones, offer more benefits when they get to certain levels. Can you give us an example of what types of rewards players can expect to see by reaching high skill levels in a combat skill? How about a non-combat skill?

Mat Williams: Non-combat skills primarily give attribute bonuses as they get better. We had a lot of other, more active, bonuses in place for them, but it got to be too much of a testing and balancing headache for us. I'd like to get more bonuses in for them, right now I don't think there's any non-combat bonus which compares to the advanced sword-spin attack. All the advanced combat moves are very useful, even key in the late game, and they're different enough to warrant playing with more than just swords.


Enjoy!

There are 4 comments on Mat Williams interview - Prelude to Darkness

Prelude of Darkness character system - Backgrounds

Information - posted by Saint_Proverbius on Sat 16 November 2002, 02:54:12

Tags: Prelude to Darkness; Zero Sum

A listing of the backgrounds in Prelude of Darkness, what they require, what they give you.

There are 2 comments on Prelude of Darkness character system - Backgrounds

Jeff Vogel interview

Interview - posted by Saint_Proverbius on Mon 11 November 2002, 21:42:39

Tags: Avernum 3; Spiderweb Software

Just a little more loving of Spiderweb Software. Here's a bit of it:

11.) Timed events play a big part in Avernum 3, such as the razing of towns by monsters if you don't get to their nests in time, and quest situations that only occur after certain dates. Can you explain why Avernum 3 does this? Is making a dynamically changing world more difficult versus the added benefit of demonstrating urgency of situations? Do you feel this worked well for Avernum 3?

It's the thing I love most about the game. I love the size, the depth, the amount of stuff in it. And I love the way you can return to a town and find half of it smashed in.

It was a lot of work. But I think it was just cool.


And the link to the interview itself.

There are 7 comments on Jeff Vogel interview

Icewind Dale II Review

Review - posted by Exitium on Sat 9 November 2002, 17:53:41

Tags: Black Isle Studios; Icewind Dale 2

Does it succeed as a strong title or does it falter like its predecessor? Read Exitium's unbiased and well-balanced review to find out if Icewind Dale II makes the cut. Read the full article: [URL='http://www.rpgcodex.net/content.php?id=10']Icewind Dale II Review[/URL]

There are 23 comments on Icewind Dale II Review

NWN Review

Review - posted by Saint_Proverbius on Fri 1 November 2002, 22:26:30

Tags: BioWare; Neverwinter Nights

Saint Proverbius's NWN uncut and scary review, brutal honesty at it's peak. Nothing says fun like telling it as it is about one of the most overrated and overhyped games ever made.

There are 114 comments on NWN Review

Interview with Inon Zur

Interview - posted by Exitium on Wed 30 October 2002, 05:15:24

Tags: Black Isle Studios; Icewind Dale 2

Ian "Exitium" Cheong talks with the man behind the music of Icewind Dale 2, and Baldur's Gate: Throne of Bhaal, Inon Zur.

There are 4 comments on Interview with Inon Zur

Freelancer: An RPG?

Editorial - posted by Deathy on Tue 29 October 2002, 06:34:06

Tags: Microsoft Game Studios

In this editorial, Deathy discusses whether Freelancer should be labelled as an RPG or not.

There are 12 comments on Freelancer: An RPG?

Grandia II Review

Review - posted by Xerophyte on Wed 23 October 2002, 19:12:45

Tags: Game Arts; Grandia II

Undaunted by Calis' screwy code replacing the previous version with another instance of Deathy's Great Quest Article, Xerophyte re-uploads his review. Will the upload be a success? Or will the article once again fall prey to the foul bugs roaming the system? Stay tuned to find out!

There are 12 comments on Grandia II Review

Avernum 3 - First Look

Review - posted by Saint_Proverbius on Sun 20 October 2002, 04:28:40

Tags: Avernum 3; Spiderweb Software

A first look at Spiderweb's third installment of the Avernum series, Avernum 3.

There are 8 comments on Avernum 3 - First Look

Geneforge Review

Review - posted by Saint_Proverbius on Sat 19 October 2002, 05:33:22

Tags: Geneforge; Spiderweb Software

Read the full article: [URL='http://www.rpgcodex.net/content.php?id=6']Geneforge Review[/URL]

There are 29 comments on Geneforge Review

Put dollars into PoE2: Deadfire


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