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"DRPG" Stranger of Sword City

Self-Ejected

aweigh

Self-Ejected
Joined
Aug 23, 2005
Messages
17,978
Location
Florida
Shackleton
for the most part i agree with the decision to move identification to a (hopefully meaningfully balanced between other equally useful skills) "buyable" class skill.

i've written about how the bishop character class and their ability to identify items mid-dungeon crawl was originally meant to dovetail into the logistical layers of the Wizardry game's exploration facets. i *believe* that their ambition was to create a character class that instead of serving as an end-result manipulation of all of the game's underlying gameplay systems, like all of the other character classes, that the bishop would instead be an almost completely transparent virtualization of the players psychology and methodology when testing themselves against the Wizardry games.

normally this imaginary player would proceed down 2 dungeon floors and spend some time killing high-level enemies in a floor slightly above his level in the hopes of accumulating rewards such as experience points, gold pieces and of course the skinner box that is the Wizardry treasure chest. Er, i mean the casino slot machine. Oh, they're the same thing. wizardry wiz kid ZeRoCoOLL would normally beat some arch demons, get some treasures and then hightail it back to the city to identify his haul and to rest and level up and all that stuff. this is a very organic bio-map of gameplay that was designed 30 odd years ago with the first Wizardry game.

it does not get any simpler in concept than what i have just described and it also does not get any more elegant or succint.

then came the bishop. The bishop character class is of the following characteristics and traits:

- the bishop is an extremely poor physical combatant. this means one should use them from the back row but they are mediocre there too as they still continue to lack the strength and other factors necessary to properly utilize ranged weaponry.

- the bishop has very poor choice of gear as they get the Priest leftovers except not even. this means they have poor defense. once again the affirmation that they belong in the back row... but here's the kicker:

- they've fooled rpg players about their magical prowess for all these 30 years! bishops are actually terrible spell casters as they gain experience so slowly that they are and will ALWAYS be SEVERAL SPELL LEVELS (and character levels) BEHIND a pure mage, priest, or even ANY OF THE HYBRIDS. this means bishops receive their spells too slowly to be useful because they will not have good spells when you need them to have good spells. they will have good spells when you're mopping up in the post-game, heh.

- so then what does this mean? they have bad defense and they can't effectively damage with weaponry and now they're too slow in learning spells that they might as well not even have them? except of course someone would now say, "BUT THEY FILL IN WITH THE UTILITY SPELLS!!!!!!!!!!", and that's how the bishop managed to fall into that "role" and gain the semblance of character class fulfillment they enjoy nowadays. or whatever. however...

- ...i'm almost dead certain this was never the intention with the bishop class. why would greenberg and woodward or whatever the fuck his name is, why would they introduce a character class that is literally worthless (that party member slot could be going to another valkyrie or a ninja, jus sayinnnn); remember these two guys play-tested Wizardry 1 FOR AN ENTIRE FUCKING YEAR before finally deciding that the mechanical gameplay systems were all good to go. (and they were!). it doesn't make sense that they would waste the player's time and waste their own intelligence by introducing... filler.

- so then we arrive at identification. of course they were not introducing an utility char; they were introducing a motherfucking teutonic plate shift into the Wizardry game design bio-map. Now that the player can choose to take with them a Bishop character they can now identify loot without having to return to the castle/town. I cannot stress enough how incredibly ingenious this was on the part of the designers because now:

- Wiz-kid player ZeRoCOoLL dumps someone from his party (a character that actively contributes both in combat and in whatever other facts their class works in) and instead takes in a bishop, effectively decreasing his party's overall effectives by whatever precentage it is when the party has 6 ppl and you replace 1 of them with a shitty one. i don't know math sorry. but now our player can go to that arch demon floor, kill, get phat loot, and ID it right there and then. what does this change? well for starters this changes many things, some of them subtly and living outside of the actual game such as the psychological approach the player engages in now, since they're not worrying about overstuffed inventories and they're not actively planning out strategical logistic stuff (i.e. gotta make sure i have "enough" to make it back to town); this player is in a different mindset altogether as his drive to acquire ID loot right then and there is now in overdrive.

- this means that this player will engage in exponentially increased amounts of game combat and will put their party's lives on the balance a great deal more times than before as they will be opening chest after chest after chest, with any one of them as always being an instant party-wipe. (talk about fucking skinner boxes. sometimes i wonder if greenberg and wood actually actively were into this casino gaming stuff while designing Wizardry or if they just did it on their own)-- in any case, this obviously raises the chances of this player's party eventually dying to the sheer attrition BUT now there is ALWAYS the _chance_ that in every loot drop the bishop will ID the shit and it will be an "awesome fucking weapon/armor" that will literally be a game-changer for the player.

- in wizardry, as in all good games and as in life, everything matters. EVERYTHING. every level is more important than the previous one; every piece of loot can literally be the thing that will let you survive this session; every spell is a precious resource that while extremely scarce and to be judiciously used always nevertheless are face-melters that will save your party's ass, guaranteed; so on and so forth. There are no trivial matters in a Wizardry game. Everything matters. There is no filler.

- so anyway i'm tired of typing so basically TL;DR bishops allow players to id items inside the dungeon but on the downside the player's party loses 1 effective occupant i.e. the party becomes a 5 person party instead of 6.

This right here is the kind of mature game design that the Wizardry games trust the player with. It's completely up to the player whether to have a bishop or not. If they don't, they'll have one very different journey through the Maze than if they did, and all of the variables will be equally good. Isn't this an example of "emergent gameplay"? I hear that bandied about a lot... people don't know shit if they havne't played wiz.

EDIT: oh! right, back on topic: having identification be a class skill that is chosen can (and probably does) work just fucking fine. however it does introduce a slight bit of... casualization.

remember that the bishop is useless as a party member. having one decreases your party effectiveness a lot, even if you gain all of the stuff i detailed just now. if however the identification is a skill that ANY character class can choose then that means that game is letting the player roll with a full party of all equally competent characters AND ADDITIONALLY the gift of identification without the downsides (bishops).

throws game balance slightly, very slightly askew. but shouldn't be really enough to make much never mind if the game itself is well balanced and designed.
 
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Courtier

Prophet
Joined
Aug 12, 2015
Messages
441
What sets SoSC apart is how refined it is compared to its Experience predecessors, how the death system is important, fresh and well implemented, and the high quality overall in every area from gameplay to story, party building and most strikingly the visuals.

ID is indeed mostly trivial and chests are confined to ambush areas only, so you choose whether to enter the proverbial casino or not and are otherwise just trying to stay alive. Anyone can disarm traps provided they have the skill, and much of the depth lies in multiclassing and learning class skills to have your characters grow into specific roles.

I like it, because while you're getting gear only intermittently, you get it in bursts that get bigger the further you progress. Beating bosses rewards you with both more morale and spells. Eventually you end up doing ambush zone marathons, filling your inventory to the brim as you run around recharging the morale meter to go back for more - but it's so fast it never feels grindy.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
4,957
Yeah, I wish we had some sort of indication when it will come out tomorrow.
 

Deleted Member 16721

Guest
Can't wait for this one! :)

Probably going to do a review for it on RPGWatch. Would the 'Codex be interested in posting my review as well? I promise it will be extremely detailed, nerdy, full of interesting analysis and generally have a decent enough level of writing quality. :D
 

Deleted Member 16721

Guest
Icarus? I don't remember that one. It was recommended by someone, I take it?

I actually purchased Revenant awhile back and still plan on doing a video or two for it. I just haven't gamed at all in the past 2 months and I'm still trying to get myself back into the gaming groove. :)
 

LilSassy

Novice
Joined
Apr 25, 2015
Messages
33
This is going to be me all day.

Jb32FwT.png
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,429
37 euro, Jebus...

They really want people to remove from inventory.

Although to be fair, I don't think asking $40 for this game is wrong. It looks like it's well worth the money, I would probably pay more considering my personal tastes. I just doubt people on Steam want to pay that for a niche blobber.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,023
Location
Platypus Planet
I'll get it from kinguin at a better price. I don't want to pay top money for a game that will probably remain inferior to the new release of Stranger of Sword City which will come out next month. Unless it's been announced that this version is going to get an update or DLC expansion? Releasing a more feature complete version of the game a month later after releasing the old one at
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,429
I wouldn't hold my breath on them porting New Interpretation, it took them 2 years to translate the original game (remember, the game was originally a PC title), and New Interpretation is just now coming out in Japan.

Also, New Interpretation isn't necessarily "more complete". In many ways it's an EZ-mode re-release for the casuals and general market, kind of like how the 3DS version of Elminage Gothic got way easier. The new classes are nice, but the redesign of fights to make them easier and etc changes the overall package in ways that some people might not like.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,023
Location
Platypus Planet
It is more complete by default since it has more content to it. Them making the game easier is not a counter argument for not having the new content.

Edit: Although it's shitty if they didn't add a new difficulty mode to counter the changes to the combat system
 
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Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,429
Sure, I wish you could pick and choose. But if challenge is important to you in your blobbers, then it's not as simple as "the new version is better in every way and the old version is incomplete". I mean, is BG2 incomplete without Throne of Bhaal?
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Fuck me, this (undocumented and unremappable, obv) control scheme is atrocious... guess it's controller or bust with this game? Well okay, out-of-game keyboard/mouse macros can work too I guess.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,429
It is remappable. (Or do you mean gamepad?)
 

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