V_K
Arcane
How did humanity get out of the caves if we couldn't?And you can dream about things you've never encountered before can you?
How did humanity get out of the caves if we couldn't?And you can dream about things you've never encountered before can you?
How did humanity get out of the caves if we couldn't?And you can dream about things you've never encountered before can you?
Well, there is a good reason why we have the song "Lucy in the Sky with Diamonds"...Yeah, and apparently at some point in history someone saw a fairy flying to the moon - otherwise how would one dream of colonizing other planets.
Yeah, and apparently at some point in history someone saw a fairy flying to the moon - otherwise how would one dream of colonizing other planets.
That is not the reason. In most dreams (sleeping) people only process their perceived things and emotions in different dimensions with recombined elements. Dreaming as in imagination does the same but it shifts contious and controlled the known factors (abstracted) to other dimensions. This is rarely productive at first, because this is rarely based on reality as in physicis and mechanics of this dimensions.How did humanity get out of the caves if we couldn't?And you can dream about things you've never encountered before can you?
"If I have seen further it is by standing on the shoulders of Giants." (Isaac Newton ~1676)It's called standing on the shoulders of others.
A monkey sees another monkey drop a stone and it cracks open a nut. Said monkey uses stone to open a nut. Another monkey sees this and fashions a stone so it's more efficient at cracking a nut. Stone and nut technology then stagnates until monkeys need to crush lots of stones at once on a regular basis or until there's a reliable trade in fashionable nut crackers.
That is all beside the point. Obviously when you say "dream RPG" you don't mean an RPG you dreamt up while sleeping, but rather an RPG that doesn't exist, but you really want to exist (see second definitions for both noun and verb in Oxford Dictionary). ID claims that you can only dream (i.e. will into existence) of things you've already encountered - but that's absurd. Desire doesn't really distinguish between real and imagined objects. You may dream to fuck that girl you fucked once but she moved towns, or a porn actress you only saw in some videos, or a completely imagined non-existing girl - it makes no difference for the mechanics of dreaming.That is not the reason. In most dreams (sleeping) people only process their perceived things and emotions in different dimensions with recombined elements. Dreaming as in imagination does the same but it shifts contious and controlled the known factors (abstracted) to other dimensions. This is rarely productive at first, because this is rarely based on reality as in physicis and mechanics of this dimensions.How did humanity get out of the caves if we couldn't?And you can dream about things you've never encountered before can you?
That is all beside the point. Obviously when you say "dream RPG" you don't mean an RPG you dreamt up while sleeping, but rather an RPG that doesn't exist, but you really want to exist (see second definitions for both noun and verb in Oxford Dictionary). ID claims that you can only dream (i.e. will into existence) of things you've already encountered - but that's absurd. Desire doesn't really distinguish between real and imagined objects. You may dream to fuck that girl you fucked once but she moved towns, or a porn actress you only saw in some videos, or a completely imagined non-existing girl - it makes no difference for the mechanics of dreaming.That is not the reason. In most dreams (sleeping) people only process their perceived things and emotions in different dimensions with recombined elements. Dreaming as in imagination does the same but it shifts contious and controlled the known factors (abstracted) to other dimensions. This is rarely productive at first, because this is rarely based on reality as in physicis and mechanics of this dimensions.How did humanity get out of the caves if we couldn't?And you can dream about things you've never encountered before can you?
Now, getting back to the caves example, to invent a house, humanity would have had to dream about better accommodation first - something it had no prior encounters with. If they were satisfied with living in the caves, they would still live in the caves. And if they couldn't imagine that better housing than caves was possible, no trial-and-error would even start, so they'd still live in the caves. However you theorize the process of invention (and it doesn't really boil down to any one mechanism), the concept of "artificial human habitat" had to be imagined first.
The Elder Scrolls IV: Cyrodiil
Building on the success of The Elder Scrolls III: Morrowind, TES IV: Cyrodiil will ameliorate its weaknesses while retaining, and perhaps even improving, its strengths:
- Dungeons will be larger and more complex generally, with more on the level of Arkngthand or Kogoruhn
- A much larger amount of unique dialogue, especially for important NPCs, and no voice-acting in dialogue mode
- More quests will have alternative outcomes, with story-based C&C
- The setting will be the Imperial City and a limited section of the Imperial Province around it, allowing for a reasonable scale (architecture: Roman, Romanesque, Byzantine, Gothic)
- 3 political factions will be joinable and offer a large number of quests, while not being particularly suited to any one character type
- Aside from the political factions, there will be the Imperial Legion, Imperial Cult, Fighters Guild, Mages Guild, Thieves Guild, and Dark Brotherhood as joinable factions
- The main quest will follow directly from the resolution to the main quest of Morrowind, will actually make sense, and will be substantially less than completely linear
- The system of character progression/customization will be expanded and improved
- Even less creature/item leveling than existed in Morrowind
- More logistics, to enhance exploration
- Some improvements to the combat system, without making it action-based
- Stealth will be considerably improved by modelling it on the Thief games, with more interesting quests for the stealth-based factions/guilds than existed in Morrowind
- As in Morrowind, there will be no minigames, no quest compass, at least 27 skills, an interface designed for computers, statistics-based combat, etc.
To stay true to my dream as imagination and its definition a Dream RPG is an RPG with different to us known elements, that we would combine in different meaners, like: TB with 10APs, Wasteland 1 ability lerning ands skill points system that modifies the DnD 5th edition character system that would be classless, none linear story, editable PCs with different backgrounds as in DOS2 for different NPC responses, Dark Sun setting, isometric view in 3d with realistic character and weapon models. (Desired / Dream (imagine) RPG)That is all beside the point. Obviously when you say "dream RPG" you don't mean an RPG you dreamt up while sleeping, but rather an RPG that doesn't exist, but you really want to exist (see second definitions for both noun and verb in Oxford Dictionary). ID claims that you can only dream (i.e. will into existence) of things you've already encountered - but that's absurd. Desire doesn't really distinguish between real and imagined objects. You may dream to fuck that girl you fucked once but she moved towns, or a porn actress you only saw in some videos, or a completely imagined non-existing girl - it makes no difference for the mechanics of dreaming.That is not the reason. In most dreams (sleeping) people only process their perceived things and emotions in different dimensions with recombined elements. Dreaming as in imagination does the same but it shifts contious and controlled the known factors (abstracted) to other dimensions. This is rarely productive at first, because this is rarely based on reality as in physicis and mechanics of this dimensions.How did humanity get out of the caves if we couldn't?And you can dream about things you've never encountered before can you?
We were nest makers before we were cave dwellers. Very few people lived in caves, we find only remnants in caves because they preserve good the remnants by isolation from the environment.Now, getting back to the caves example, to invent a house, humanity would have had to dream about better accommodation first - something it had no prior encounters with. If they were satisfied with living in the caves, they would still live in the caves. And if they couldn't imagine that better housing than caves was possible, no trial-and-error would even start, so they'd still live in the caves. However you theorize the process of invention (and it doesn't really boil down to any one mechanism), the concept of "artificial human habitat" had to be imagined first.
See, here's the problem (and now I recognize that it's the same problem with ID's reasoning): you do not distinguish here between cross-domain transfers (analogies, metaphors) and within-domain transfer. There's some research supporting the association between originality and cross-domain transfers. Take velcro for example: Mestral took a principle from one domain (wild nature) and applied it to a completely different domain (clothing), creating something that hadn't existed before in the process. Now, if you just take a blazer and substitute buttons with a zipper (within-domain transfer), that just wouldn't have the same level of originality as velcro was when it was invented.To stay true to my dream as imagination and its definition a Dream RPG is an RPG with different to us known elements, that we would combine in different meaners, like: TB with 10APs, Wasteland 1 ability lerning ands skill points system that modifies the DnD 5th edition character system that would be classless, none linear story, editable PCs with different backgrounds as in DOS2 for different NPC responses, Dark Sun setting, isometric view in 3d with realistic character and weapon models. (Desired / Dream (imagine) RPG)
This recombined elements are known to us from different computer games and generes and nothing is new there. This ability to recombination of factors and abstraction to certain factors is also responsible for our competition avoidance for enhanced survival.
I've already said in an earlier post:Now actually provide us with an example of originality for an RPG, staller.
If an idea is original, it's generally rather evident and doesn't require long elaboration. There were a couple of those here (e.g. "noir RPG")
Groundbreaking? No. Hasn't been done in RPGs before? Yes (to my knowledge at least).hardboiled noir-rpg, where you play as a private eye, with multiple ways of obtaining evidence and drawing conclusions, with your efficieny at various aspects( forensics, funding, correspondence etc.) affected by the employees you contract.
Setting War Wind
Falloutesque gestion/strategy/rpg game with a lot of exploration and diplomacy (Ă la MoM, Civ4). Basically something wild, huge and pretty much alien.
So here, think of Jagged Alliance (with modern mechanics of CoH), meet open map, meet intense character creation, meet magic, meet aimed shot, meet neo-scavenger.
RtWp.
Yes i do not destinguish between cross-domain and within-domain transfere, because it is one just one factor in my n-dimensional vector. Velcro is a good example of transfare of known factors: Thistle sticks to clothing. Clothing can made stick to each other ,like thistle is sticking to clothing. Exchange thistle with clothing and the rest is history.See, here's the problem (and now I recognize that it's the same problem with ID's reasoning): you do not distinguish here between cross-domain transfers (analogies, metaphors) and within-domain transfer. There's some research supporting the association between originality and cross-domain transfers. Take velcro for example: Mestral took a principle from one domain (wild nature) and applied it to a completely different domain (clothing), creating something that hadn't existed before in the process. Now, if you just take a blazer and substitute buttons with a zipper (within-domain transfer), that just wouldn't have the same level of originality as velcro was when it was invented.
Yes that is true, but keep in mind that at the beginning most of the cRPGs emulated tabletop gaming and "pen and paper" RPGs and copied eachother while adding new elements: Bards Tale copied Wizzardry and added known new elements. We don't know what element we should add from other media to enhance the experience, because it was also mostly done before. And only a new paradigm like the VR and AR can enlarge the vector n-dimensionality of the cRPG, while probalby adding nothing new that would be awsome for the cRPG genere. So yes in future you could have a robotic pussy around your dick to fuck the elf princess, but i don't know if this will change the cRPG experience or just be a gimick for sexual fustrated nerds. I think it is still better than being fucked by the orc in the arse. And i on the other hate i nowaday if someone brings sex to the pnp RPG session, and i also haven't romanced anyone in any cRPG in the recent times.So what I'm saying is that most of the "dream RPGs" in this thread are just blazers with zippers: ideas are taken almost exclusively from other RPGs (as opposed to other media), and the sources for these ideas are almost universally obvious (i.e. no obscure RPGs mentioned).
I've already said in an earlier post:Now actually provide us with an example of originality for an RPG, staller.
If an idea is original, it's generally rather evident and doesn't require long elaboration. There were a couple of those here (e.g. "noir RPG")Groundbreaking? No. Hasn't been done in RPGs before? Yes (to my knowledge at least).hardboiled noir-rpg, where you play as a private eye, with multiple ways of obtaining evidence and drawing conclusions, with your efficieny at various aspects( forensics, funding, correspondence etc.) affected by the employees you contract.
Well, it was already quite obvious that reading comprehension isn't your strong suit. Nor is logical thinking.So your idea of originality has no effect on the concept on an RPG, what an RPG is, what the mechanics are, how you play it or anything whatsoever original, you think putting an RPG in a lesser used genre is 'originality'. Bwahahaha, glad we sorted all that out. Cretin.
Well, it was already quite obvious that reading comprehension isn't your strong suit. Nor is logical thinking.So your idea of originality has no effect on the concept on an RPG, what an RPG is, what the mechanics are, how you play it or anything whatsoever original, you think putting an RPG in a lesser used genre is 'originality'. Bwahahaha, glad we sorted all that out. Cretin.
Hmm..
In terms of world, I would take something like Ultima 7. A huge open non-linear map with varied and interesting locations, some that cannot be reached until you solve some quests. Big dungeons spawning multiple underground levels that are tied to the story, with unique treasures/loot. But most importantly: like in U7, lots of interaction with the environment, lots of items ( mostly for decoration/every day life) but that you can still interact with or take. An AI that reacts dynamically to unscripted events and player presence. NPCs following their life/schedule. Single player, first-person with third-perso optionnal ( not isometric ). No cinematics shit or walls-of-text descriptions or hour-long conversations - keep everything short and to the point.
And of course, unlike U7, proper RPG elements and a user-based skill / experience system, character progression, good real-time combat ( Kingdom Come could be a good starting point ), interesting spells & magic ( rune-based like in Underworld or Arx Fatalis maybe ), multiple characters in the party. The world itself does not have to be that original - a typical fantasy setting, with a few twists, would work well for me. 100 hours of game lenght at least.
WTF is wrong with U7's magic??unlike U7 [...] interesting spells & magic
An expanded version of Teudogar set in the Hellenic world roughly 400 years prior would be great.