Tacticular Cancer: We'll have your balls

  1. Having trouble staying logged in? Note: We are rpgcodex.NET not .COM. Trying to login via .com will cause issues. Make sure you are on rpgcodex.net to login and all will be fine.

    And if the Password Recovery doesn't work (there was an error transitioning accounts during the upgrade), use the "contact us" link right down the bottom right of the forums and harass us about it. Include your account name and its e-mail address (or whatever parts of it you remember).

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Preview The Age of Decadence Demo Preview

Discussion in 'RPG Codex News & Content Comments' started by VentilatorOfDoom, Feb 12, 2012.

  1. Drowed Educated

    Drowed
    Joined:
    Dec 28, 2011
    Posts:
    65
    Location:
    The Glow
    Click here and disable ads!
    As the word says, "filler" is what puts you to fill something. (No, really? Thank you, Captain Obvious!) I'd say it's the yeast used in a cake. It makes content expand, inflate, but adds no real flavor to what is there. Whatever you're doing in a game that does not require a significant level of reasoning is filler. Walking from one side of town to another, fighting random enemies that do not require any level of strategy, etc. If what you are doing isn't adding anything, if you take this to the "content" and the end result would be practically the same, it was filler.

    Now one thing I find interesting is that, unlike what many here think, I don't think that everything that is beyond the central theme of the game is really filler - and AOD seems to be a game that will finnaly prove it. As the testers say, the game is very "raw". Something that doesn't have a direct relationship with what is happening in the story simply has no place within the game world. Everything must have a reason, all the quests offered make sense within the context of what is presented - which is not a defect in any way (just to be clear), but it ends up showing something very important about the games.

    It may seem blasphemous to say this, but sometimes really is that "random" content makes the game whole. Just like a cake without yeast would not be the same thing, an RPG without that any other content beyond the relevant quests would also lose something. For many, the fun part of an RPG is exploring the city, find things, people, objects, weapons, challenges... Anything, even if it don't make much sense and has no direct relationship with the story. Even at the cost of loss of verisimilitude.

    The "crime" that 90% of RPGs make is putting too much shit that has no logic within the story, making the experience too broad. In most RPGs where you would take 30-40 hours to complete, perhaps only 12 of these have any significant content. The problem is not the existence of filler "in itself", but the fact that it ends up being responsible for most of your experience with the game. If instead, the developers would merely present a game that has about 20-30% and not 70-80% filler content, the impression would be different.
    Knotanalt Brofists this.
  2. TalesfromtheCrypt Prophet

    TalesfromtheCrypt
    Joined:
    Feb 19, 2005
    Posts:
    3,236
    Eh I don't think another definition of filler contet is needed here, Dicksmocker pretty much nailed it. Uninspired fed-ex quests that have you running from A to B to C and back, unchallenging and/or tedious combat against hordes of generic enemies, everything that artificially inflates gametime without providing an interesting gameplay experience is filler.

    Now if a sidequest is not connected to the main story but is well designed and provides the gamer with a fun experience it is not filler.

    I really think this discussion took a wrong turn somewhere. Having a very "focused" game where everything relates to the mainstory vs. having a lot of optional "side-content" and exploration potential in your game is seperate design discussion in itself, but it has nothing to do with filler content per se.
  3. hiver Dumbfuck! Augur

    hiver
    Joined:
    Jan 15, 2008
    Posts:
    6,282
    Location:
    emptiness that binds
    You are.
    Knotanalt Brofists this.
  4. commie Magister Patron

    commie
    Joined:
    May 12, 2010
    Posts:
    4,300
    Location:
    Where one can weep in peace
    Race Traitor
    Divinity: Original Sin
    Well now that we have the definition of filler...er defined let's get onto more pressing things like:

    What is an RPG?
  5. Vault Dweller Ubersturmfuhrer

    Vault Dweller
    Joined:
    Jan 6, 2003
    Posts:
    18,878
    Location:
    Vault 13
    A game with lots of filler?
    Grunker Brofists this.
  6. Vault Dweller Ubersturmfuhrer

    Vault Dweller
    Joined:
    Jan 6, 2003
    Posts:
    18,878
    Location:
    Vault 13
    You mean there are people who like "fetch X items" quests or "fight respawning enemies" design?
  7. zerotol Scholar

    zerotol
    Joined:
    Jan 30, 2009
    Posts:
    2,391
    Location:
    BE
    I agree with most the things you wrote but this line just seems wrong.

    Something just doesn't feel right, good combat engagement can also be filler. You probably mean that it can't be repetitive i guess?

    You can create endless good engaging fights to get from point A to point B but doesn't that mean those fight are still filler?

    Just needless extra combat to lengthen the game?
  8. Harold Savant

    Harold
    Joined:
    May 10, 2007
    Posts:
    431
    Location:
    a shack in the hub
    Pre-oder Age of Decadence now and get the exclusive Age of Filler DLC!
    Knotanalt Brofists this.
  9. Dicksmoker Scholar

    Dicksmoker
    Joined:
    Oct 29, 2008
    Posts:
    7,422
    OK.

    They're not filler if they require you to constantly adjust your tactics and improve your skills. Better?
  10. Konjad Magister Patron

    Konjad
    Joined:
    Nov 3, 2007
    Posts:
    8,602
    Wasteland Ranger
    Brian Fargo
    i want to get box edition so much... but i dunno if i will have enough cash. is it possible to upgrade your purchase? like you buy digital for 25 and some time later pay another 25 and get the box?
  11. Tigranes Cipher

    Tigranes
    Joined:
    Jan 8, 2009
    Posts:
    1,666
    Brian Fargo
    Given you'll probably have at least 9 months to save, I don't see a problem...
  12. Vault Dweller Ubersturmfuhrer

    Vault Dweller
    Joined:
    Jan 6, 2003
    Posts:
    18,878
    Location:
    Vault 13
    Yes. First, you try the demo, if you like it and want more, you order the digital edition, if you like it and simply insist on having a proper box, you pay $25 extra and get $25 worth of goodies.
  13. Lonely Vazdru Pimp my Title

    Lonely Vazdru
    Joined:
    Jan 10, 2007
    Posts:
    5,063
    Location:
    Paris
    That's not how it goes. First you buy the boxed copy, then you bitch about not having enough goodies and how you should have gone digital instead. Then and only then, bitch about not having played the demo first. Damn those indies ripping you off.
  14. Metro Magister

    Metro
    Joined:
    Aug 26, 2009
    Posts:
    9,484
    I wouldn't shove exploration into the same category as filler. Take Death Knights of Krynn or (the original) Pool of Radiance as examples. Both of those games had a lot of optional side-quests/locations on the over land map at either fixed locations or had a chance of occurring if you wandered around a certain area (the koa-ta slave ship if I'm remembering the name of those mer-men correctly). Nothing amazing but neat additions to the main storyline.

    Don't get me wrong, I'm not knocking on the design decisions in AoD -- as a first title you're better off keeping things focused and streamlined and if you find you can't add such additional exploration elements in a satisfactory manner then you're better off dispensing with it entirely.
  15. Vault Dweller Ubersturmfuhrer

    Vault Dweller
    Joined:
    Jan 6, 2003
    Posts:
    18,878
    Location:
    Vault 13
    Exploration isn't filler, of course. I'm pretty sure it's strong enough to be a main design element. The problem is that it's usually used as a shortcut or filler - put some chests, vases, plants, NPCs in need of x amount of items, generic dungeons - and voila! You have exploration in the game, but no real reason to explore. Sadly, it applies not only to games like Skyrim and Kingdom of Amalur that's supposed to be all about exploring, but to 95% of RPGs.

    From an older post:

    "When we started working on the game, there was a number of "traditional" elements I wanted to eliminate to, um, "streamline" the gameplay:

    - mindless running across maps and locations. You know, the typical "fedex" quests or "now run all the way back and tell the questgiver that you finished the quest!" It adds nothing to gameplay and just wastes your time.

    - mindless sidequests. You run around and talk to NPCs with silly problems.

    "I'm a hunter, can you please kill 10 wolves for me?"
    "Um, yeah, sure, I love killing wolves."

    "How would you like to listen about my family problems and then talk to my father/brother/wife/son to solve them for me once and for all?"
    "Oh boy, would I!"

    "My [place] is infested with [rats/spiders/bandits/tax collectors]. Please help me, I don't know what else to do."
    "Say no more, my good man. That's why I play RPGs. I live for this shit!"

    - mindless looting. "Hey, a barrel! I wonder what's inside. A magic sword?!! Wow! Hey, another barrel..."

    So, we've eliminated all 3 and focused instead of developing interwoven questlines with different options and outcomes. The outcome? There is no need to explore the towns, 'cause there isn't much to do outside the faction quests. If you want to walk around looking for spontaneous stuff to do, you're in the wrong game.

    In other words, only when we skipped the mindless stuff, did we realize what it was there for. Take Fallout 2, for example. Even though it was inferior to the first game (that's just, like, my opinion, man), it was a well-rounded game with a lot of content. Sure, some quests were silly but when mixed with the good stuff, they didn't seem to bug me that much.

    Now, let's do a mental exercise. Take Den - a two-map town with a lot of stuff to do:

    1. Collect money from Fred.
    2. Get book from Derek.
    3. Lara wants to know what is guarded in the church.
    4. Get permission from Metzger for gang war.
    5. Find weakness in Tyler's gang guarding the church.
    6. Help Lara attack Tyler's gang.
    7. Deliver a meal to Smitty for Mom.
    8. Free Vic from his debt.
    9. Sabotage Becky's still.
    10. Get car part for Smitty.
    11. Return Anna's locket.
    12. Talk to Stacy and ask her to tell you the story about her cat.

    I hope we agree that "quests" #1, 2, 4 (the name implies more than the quest delivers; it's a straight "go to NPC A, tell him something, report back" type stuff), 7, 9, 11, and especially 12 are kinda shit. Quests 3, 5, and 6 are basically one quest. So, overall, we have "helping Lara to put Tyler out of business, permanently" (sadly, without the option to side with Tyler) and "freeing Vic in different ways". Without the fluff, without running between NPCs on different maps, you could do Den in about 5-7 min. Exploring, looking for stuff (no matter how silly) to do, running back and forth is 3/4 of Den's "menu for tonight's entertainment".
    likaq, Surf Solar and Knotanalt Brofist this.
  16. Drowed Educated

    Drowed
    Joined:
    Dec 28, 2011
    Posts:
    65
    Location:
    The Glow

    Well, look at World of Warcraft. (Or any "singleplayer MMORPG" out there.) I would say there is a lot of people who *love* that. But I think that was a rhetorical question.

    :hearnoevil:


    If a combat is "good" and "engaging", how can it be needless anyway? After all, if a combat doesn't "require you to constantly adjust your tactics and improve your skills", then surely it isn't good or engaging, I think. There are a lot of games that is just built in the fighting itself, like rougelikes. So just because some games have a story besides that, you can dismiss the combat as part of the game itself, it suddenly turns in a "means" to reach the next story point? I dunno, I think the combat have a point in itself, if it's good combat, of course.
  17. Metro Magister

    Metro
    Joined:
    Aug 26, 2009
    Posts:
    9,484
    Brian Fargo is one step ahead of you:

    Knotanalt Brofists this.
  18. hiver Dumbfuck! Augur

    hiver
    Joined:
    Jan 15, 2008
    Posts:
    6,282
    Location:
    emptiness that binds
    I dont know whats the big deal. There is good filler and bad filler. Thats it, basically.
    Good one adds to different components of the game, story, background, general history, setting specifics, skills, or provides additional information on important NPCs and such. Whatever.
    Bad doesnt.
  19. Major_Blackhart Arcane Patron

    Major_Blackhart
    Joined:
    Dec 5, 2002
    Posts:
    9,875
    Location:
    Jersey for now
    So, should I be excited for this game or what? I think it could damn well be a great one in the making, and I like the idea of different backgrounds really having an effect other than stats, etc. on how the game starts up.

    Would have been cool to see the sneaking mechanic in action. VD, what would it have been, you take a turn sneaking, the guards attempt a check, then you take a turn again?
  20. Vault Dweller Ubersturmfuhrer

    Vault Dweller
    Joined:
    Jan 6, 2003
    Posts:
    18,878
    Location:
    Vault 13
    Yes. It's like TB combat, but for sneaking. The guards patrol and will move to investigate if they see (line of sight) or hear (low sneaking skill) something. Different guards have different stats, skills, and AI, so you don't do the same thing all the time (much like in the combat system). What I like the most is that you can't react instantly, like you do in RT systems. During their turns, you're a sitting duck, so you need to plan it accordingly. You can attack people while in sneak mode; if you fail to insta-kill them, the system switches to TB combat.
  21. Major_Blackhart Arcane Patron

    Major_Blackhart
    Joined:
    Dec 5, 2002
    Posts:
    9,875
    Location:
    Jersey for now
    That would actually have been fucking cool as hell, but I can certainly see where it would have been a bitch to actually put it in there in-game.

    However, should this game be a success I look forward to seeing it in your next game.
  22. curry Arbiter

    curry
    Joined:
    Jan 10, 2011
    Posts:
    3,355
    Location:
    Outer Space
    I don't. They've been (supposedly) working on AoD for years and they are probably still years from the release.
  23. Major_Blackhart Arcane Patron

    Major_Blackhart
    Joined:
    Dec 5, 2002
    Posts:
    9,875
    Location:
    Jersey for now
    So VD, the big question is: will you stay with TORC or go to another engine after all is said and done for the next big thing?
  24. Grunker RPG Codex Staff Patron

    Grunker
    Joined:
    Oct 18, 2009
    Posts:
    11,882
    Location:
    Copenhagen
    Dead State
    Server Slush Fund 2012
    Brian Fargo
    Divinity: Original Sin
    This sounds so fucking sweet I wonder why no one's done it before.

    You should add it via DLC ;P
    meh, likaq, Major_Blackhart and 1 other person Brofist this.
  25. Vault Dweller Ubersturmfuhrer

    Vault Dweller
    Joined:
    Jan 6, 2003
    Posts:
    18,878
    Location:
    Vault 13
    Because no publisher (which means no developer) is interested in anything turn-based.

(buying stuff via the above links helps us pay the hosting bills)