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Ancient Egypt and Maya civilisation are also criminally underused.
There is plenty of criminally underused settings to make a RPG in
Ancient Egypt and Maya civilisation are also criminally underused.
Ancient Egypt and Maya civilisation are also criminally underused.
Pretty much everything is criminally underused. Most video game writers and designers have the frames of reference of an average 12-year old.
It's perhaps not frames of reference as such, but I'm quite sure unfamiliarity is a thing. If you want to set something in, say, Pharaonic Egypt, and you want to get it even approximately right, most people are going to need to do a metric fuckton of research. I ran a sort-of-historical PnP RPG campaign set in Egypt during the reign of Tiberius (already more familiar) and fuck me if it wasn't hard to pull off. Just from simple basic adventuring stuff, like... what kinds of locks were there? That alone led to a really interesting bit of reading about fine mechanics in the classical world.
It's perhaps not frames of reference as such, but I'm quite sure unfamiliarity is a thing. If you want to set something in, say, Pharaonic Egypt, and you want to get it even approximately right, most people are going to need to do a metric fuckton of research. I ran a sort-of-historical PnP RPG campaign set in Egypt during the reign of Tiberius (already more familiar) and fuck me if it wasn't hard to pull off. Just from simple basic adventuring stuff, like... what kinds of locks were there? That alone led to a really interesting bit of reading about fine mechanics in the classical world.
It's perhaps not frames of reference as such, but I'm quite sure unfamiliarity is a thing. If you want to set something in, say, Pharaonic Egypt, and you want to get it even approximately right, most people are going to need to do a metric fuckton of research. I ran a sort-of-historical PnP RPG campaign set in Egypt during the reign of Tiberius (already more familiar) and fuck me if it wasn't hard to pull off. Just from simple basic adventuring stuff, like... what kinds of locks were there? That alone led to a really interesting bit of reading about fine mechanics in the classical world.
Similarly, it was a gigantic pain in the ass for me to play Shogun: Total War since the only thing I knew about medieval Japan is roughly where to locate it on the map. Rome:TW by comparision was much easier to get into. Instantly knowing who is who, which building does what, which enemies might be difficult, recognizing the function of each unit without reading the descriptions...it might not seem like a lot, but all of that stuff adds up and has tremendous impact on the barrier of entry.
That's on you, however, not the game. You projected your nostalgia-laden desires onto PoE, while it has almost nothing to do with BG except trying to be it and failing. I played BG1 and 2 after I had finished PoE, so I don't have "nostalgia" to cloud my vision, but I also don't think nostalgia is a good thing or worth building on top of. Blatant recycling of the past usually gets my knickers in a twist and I can easily spot cheap tactics like trying to appeal to it. What I do want to know is if this tactic actually works and these games are popular due to nostalgia, and only possible because of it, rather than any other merits it has. Why did PoE sell ~1M copies? Why did D:OS sell even more (what nostalgia is it feeding?)? Would they sell this well if it wasn't for nostalgia?
Given your track record, I think it's safe to say that my willingness to suspend disbelief when playing a CRPG is greater than yours, perhaps because I tend to dissociate childish (i.e. nostalgic and easy-going) fun from my other activities. I don't think you're wrong to expect more from developers – the medium's potential is obvious, and seeing it squandered is hardly pleasant – but we all have to pick our battles. I personally reserve my ire for formulaic music or literature or film or (visual) art and shut my critical eye when playing CRPGs (albeit never completely, since 'criticism is as inevitable as breathing,' to quote T. S. Eliot). If anything, I'd love to see some of the more opinionated Codexers, you included, try their hand at making a game. After all, Jean-Luc Godard was a film critic before he became a filmmaker. :D
Why would you want to recreate the most boring part of life in general? The only exciting things that happened in our lives as children were in the games we were playing, I think that's why we were playing them in the first place.
It's perhaps not frames of reference as such, but I'm quite sure unfamiliarity is a thing. If you want to set something in, say, Pharaonic Egypt, and you want to get it even approximately right, most people are going to need to do a metric fuckton of research. I ran a sort-of-historical PnP RPG campaign set in Egypt during the reign of Tiberius (already more familiar) and fuck me if it wasn't hard to pull off. Just from simple basic adventuring stuff, like... what kinds of locks were there? That alone led to a really interesting bit of reading about fine mechanics in the classical world.
Similarly, it was a gigantic pain in the ass for me to play Shogun: Total War since the only thing I knew about medieval Japan is roughly where to locate it on the map. Rome:TW by comparision was much easier to get into. Instantly knowing who is who, which building does what, which enemies might be difficult, recognizing the function of each unit without reading the descriptions...it might not seem like a lot, but all of that stuff adds up and has tremendous impact on the barrier of entry.
So the times when familiarising yourself with a new setting and set of mechanics was part of the fun are over?
I do not understand why familiarity is supposed to be a net positive. What about discovery? When I played age of empires as a kid I was stoked to learn about all the factions. Who were these people, what did they do? Similarly when I played a fantasy game not set in real world then the exploration of the new world was what filled me with enthusiasm and joy. If you are some late 20s and early 30s guys trying to invoke memories of your childhood by playing games, trying to recreate the same sense of wonder and lust for exploration you had then; Is playing familiar games with familiar concepts and familiar settings really best way to do it?
Well shit, that oughta be worth watching.I also want to get into the games industry to try to show how it's done and I'll try my best to do it.
can we all just finally admit PoE is good for what it is?
can we all just finally admit PoE is good for what it is?
It's an uninspired clone that decided to veer off on all the wrong things. It's not good. It's not bad either. It just kinda exists.can we all just finally admit PoE is good for what it is?
Well shit, that oughta be worth watching.I also want to get into the games industry to try to show how it's done and I'll try my best to do it.