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Recent content by JuJu

  1. Economics and Banking

    How about letting only players with high trading skill sell their loot? That would make merchants more useful. If it is only prices that change, I don't see much use of a merchant. It might be better if trading skills are also important for quests, but you need some other uses too.
  2. Rant: Why Fantasy RPGs Suck

    IMO the biggest flaw of generic fantasy setting is lack of difference among creatures of one race. Well there are usually emo kids from every race, but where are bodybuilding elves, bulimic dwarfs, high elf berserkers and nerdy orcs, who try to gain respect by killing you. Well it would suffice...
  3. Review Mask of the Betrayer Review

    Whythe fuck is there a gay mexican wrestler in the screenshots?
  4. Oldest CRPG you can still tolerate playing

    As the first RPG i ever played was Fallout, my expectations for RPG's are kind high, especially for interactive world. I have never enjoyed playing any older RPG. Well... Darklands was ok, but the story development was kind of slow and there were few consequences, so i got bored with just...
  5. Pretty?

    The new symbol looks great! Only those Nordic runes don't fit too well.
  6. What is wrong with Gothic 3?

    IMO Gothic 3 just sucks, unlike it's predecessors world in Gothic 3, although big, seems devoid of life. Gothic 1 seemed to be a small, nice, bustling place where you are treated as just a guy, but in Gothic 3 you were teh chosen one, around whom the whole world revolves. Also i find it...
  7. SoW - Character Models

    NN you are starting your hype machine from the wrong end. You won't earn any respect points here by showing that you've got models, that look like shit (no offense). Your graphics will never be your mains selling point. You should have started by describing how many choices there are and how...
  8. Preview Massive Fallout 3 coverage at NMA

    Isn't that ironic that the most critical preview of FO3 actually made me think that Bethseda hasn't fucked up as much as I expected? I now even have some hopes that actually something from the original Fallout would be in this game. Bethseda should have allowed fans to see this game earlier...
  9. Showing, not telling and other concerns

    IMO that is obvious. All the consequences should made with common sense in mind, not the "You good! Here exp!" or "Bad boy, no exp for you!". Mind that PC's usually are not constant members of factions. They usually are just some guys who do some jobs, so they are not really loyal to faction...
  10. Showing, not telling and other concerns

    Then why not make an interesting success instead of interesting failure? It would entertain player more. As for your example it is not a success in a challenge, because there is no challenge. Sure, but that means, that player needs to know that he has failed, and failed hard, and that it...
  11. Showing, not telling and other concerns

    First of all I'm not a designer, just a gamer. Secondly the designer should consider which options for particular challenge can lead to possible success for what kind of players and which choices are definitely going to lead to certain failures (like getting beaten). Sure. Failure until proven...
  12. Showing, not telling and other concerns

    But there is such a thing as "winning" and that really grants the most entertainment. Such a winning is doing the best the player can possibly do to achieve the goals of the character, whatever he imagines they might be. People like to succeed and hate to fail. If player somehow fails, he will...
  13. Showing, not telling and other concerns

    In these two quotes you contradict yourself. I believe that the first one is right, but the second is wrong - player reloads because it is best for his character not because it isn't entertaining enough. Even if player doesn't reload, he has to make a choice - either to pursue entertainment...
  14. Showing, not telling and other concerns

    I agree. You do! For example in System Shock 2 only consequence of getting killed was losing a few credits, so I didn't care although my character should have gone through terrifying pain. The same as in my examples. And one of the methods to do that is making the player go through the same...
  15. Showing, not telling and other concerns

    Rewarding player for failure or even allowing failure without dire consequences is one of the worst things you can do to a game. The game becomes like jumping with parachute from a table, that is, with absolutely no excitement to it. To make the game exciting the player needs to know that if he...

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