Ayreos
Augur
- Joined
- Feb 20, 2015
- Messages
- 109
I've recently played the demo of this project and was blown away. Let's be clear, i did play a number of games that are considered good on codex, including the early Fallout entries, the only good IE game (you know which one!) and others, but this is it.
This game hits the nail on the head by throwing a coherent world on you in which each character and plot element has real, evident human thought put behind it. Even Torment sometimes suffers from the "unimportant NPC syndrome", but this game is not the near-scandalous fan-fiction bonanza the Morrowind LGNPC project is either, as every character you can talk to can screw you over as good as you can screw over them, and that elevates them to individuals you meet, as opposed to mannequins you must skip over like track obstacles in your quest to beat the game.
Each playthrough of the demo is slightly frustrating to me, since every time i play i find new outcomes to the game's scenarios, which often make random characters grayer, and therefore more unpleasantly real.
I'm not saying AoD is perfect as, for instance, it lacks a system to involve characters you appreciate in your own, personal plot. This brings me to my main point.
It's a joke. The unimpressive graphics seem to underline it: "This is a good wRPG. This is how it's done. Everything else is fluff for the unwashed masses." By being so masterful, however, the game lays bare the entire failure of the very concept of an interactive cRPG. As any mass-produced machine is generations away from equaling a human Dungeon Master, so is the most masterful cRPG doomed to slip into a trite exercise in futility in attempting to create an immersive world that is beyond artistry and illusion. By that i mean that Torment or Fallout are still superior as games, because all of their components are of the highest quality, while Age of Decadence is "merely" superior in its role play which, as outlined above, is bound to be inferior to many an experienced Dungeon Master.
I'm grateful to the devs for the impressive "modern" demo of what role play can and should be in an interactive game, but this is the perfect rare example of why something masterful is not inherently superior. I believe it is important, as it reveals why the concept of "incline" is flawed, as is focusing on a certain specific type of RPG and expecting an "incline" to come from that genre. That's because all "incline" is subjective to the expectation pinned on the genre at a given time. The closest thing to an "incline" can only come by a re-evaluation of ALL the existing works of the RPG genre, in all their components. Aesthetics, depth, entertainment value, interaction and all other factors must contribute across the RPG spectrum to produce a single work that can reliably beat the expectations of a public that is as genre-savvy as the codex members!
This game hits the nail on the head by throwing a coherent world on you in which each character and plot element has real, evident human thought put behind it. Even Torment sometimes suffers from the "unimportant NPC syndrome", but this game is not the near-scandalous fan-fiction bonanza the Morrowind LGNPC project is either, as every character you can talk to can screw you over as good as you can screw over them, and that elevates them to individuals you meet, as opposed to mannequins you must skip over like track obstacles in your quest to beat the game.
Each playthrough of the demo is slightly frustrating to me, since every time i play i find new outcomes to the game's scenarios, which often make random characters grayer, and therefore more unpleasantly real.
I'm not saying AoD is perfect as, for instance, it lacks a system to involve characters you appreciate in your own, personal plot. This brings me to my main point.
It's a joke. The unimpressive graphics seem to underline it: "This is a good wRPG. This is how it's done. Everything else is fluff for the unwashed masses." By being so masterful, however, the game lays bare the entire failure of the very concept of an interactive cRPG. As any mass-produced machine is generations away from equaling a human Dungeon Master, so is the most masterful cRPG doomed to slip into a trite exercise in futility in attempting to create an immersive world that is beyond artistry and illusion. By that i mean that Torment or Fallout are still superior as games, because all of their components are of the highest quality, while Age of Decadence is "merely" superior in its role play which, as outlined above, is bound to be inferior to many an experienced Dungeon Master.
I'm grateful to the devs for the impressive "modern" demo of what role play can and should be in an interactive game, but this is the perfect rare example of why something masterful is not inherently superior. I believe it is important, as it reveals why the concept of "incline" is flawed, as is focusing on a certain specific type of RPG and expecting an "incline" to come from that genre. That's because all "incline" is subjective to the expectation pinned on the genre at a given time. The closest thing to an "incline" can only come by a re-evaluation of ALL the existing works of the RPG genre, in all their components. Aesthetics, depth, entertainment value, interaction and all other factors must contribute across the RPG spectrum to produce a single work that can reliably beat the expectations of a public that is as genre-savvy as the codex members!