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NSFW Best Thread Ever [No SJW-related posts allowed]

Pope Amole II

Nerd Commando Game Studios
Developer
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The funny thing is that a text heavy game, say betrayal at krondor 'immersed' me more replaying it than cutscenes in recent games. I think it's a question of information content, and that you're actually using your imagination.

TBH, I think it's more about Krondor's writing & plot being decent rather than choice of medium. I mean, the biggest problem of modern "interactive movies" is not that they try to be interactive movies (adventure games, which I've mentioned before, could be as well called as "interactive cartoons", and no one had a problem with that), it's that their plot & writing are pure, unredeemable shit.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
The funny thing is that a text heavy game, say betrayal at krondor 'immersed' me more replaying it than cutscenes in recent games. I think it's a question of information content, and that you're actually using your imagination.

TBH, I think it's more about Krondor's writing & plot being decent rather than choice of medium. I mean, the biggest problem of modern "interactive movies" is not that they try to be interactive movies (adventure games, which I've mentioned before, could be as well called as "interactive cartoons", and no one had a problem with that), it's that their plot & writing are pure, unredeemable shit.
Sierra/adventures games are a special case. They had text hidden all over the screen and rivaled or exceeded novel word count, so it was almost a game in the game to replay them. Krondor's 'flat' cities with small text descriptions and triggers just worked better than a 3rd person cutscene (like for instance, all of Krondor's non interactive dialogs where the actors are shown), especially when coupled with a music change. I'm not saying a text interface like that would be a good idea for a game like, say, bloodlines...

I just miss text in games. And i don't like a game going out of 1rst person if that is its primary mode.
 

Gurkog

Erudite
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Project: Eternity
Fear of women body in modern videogames

Western fear of boobs in videogames make my displeased. Dragon's Crown become victim of Kotaku's criticism, Obsidian ban boobplates in Project Eternity, UK and Australia ban Pamella Anderson advertising. Guys, do you are really so mad? Human body for you too much sexist? Maybe it's good time to ban womens breasts, let's force them to amputate this vessels of sin. Maybe someone think this witch-hunt against human nature is progressive and feminist thing, but IRL feminists have noting against women's (and men's also) body. Something rotten in modern European/American culture.

:M
The womens are afraid that if their dew soaked and dorrito caked brodude boyfriends might see something more appealing than them and break off their commitments in search for someone more attractive. That is all.
 

Absalom

Guest
When I'm told in Bak, "This is a town. This is what happened in it" my imagination can fill in the blanks nicely.

When I talk to someone in a modern rpg, the character model that someone tooks months to draw, animate, and voice act properly, the thing that is most striking is the uncanny valley. Just by the act of making the character as lifelike as possible, I notice the deficiencies all the more.

tl;dr Using your audiences imagination is powerful, game designers should try it more often
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,568
Codex 2013
The only thing that bothers me about boobplate is that it simply doesn't make sense. There isn't supposed to be something like boobplate because women worked in the kitchen, not on the battlefield.

:M
 

Sodafish

Arcane
Joined
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Messages
8,529
tl;dr Using your audiences imagination is powerful, game designers should try it more often

Definitely. The graphic novel style "cutscenes" with narration in Max Payne 1 and 2 are a masterful example of this.
 

DraQ

Arcane
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Messages
32,828
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Chrząszczyżewoszyce, powiat Łękołody
Fear of women body in modern videogames

Western fear of boobs in videogames make my displeased. Dragon's Crown become victim of Kotaku's criticism, Obsidian ban boobplates in Project Eternity, UK and Australia ban Pamella Anderson advertising. Guys, do you are really so mad? Human body for you too much sexist? Maybe it's good time to ban womens breasts, let's force them to amputate this vessels of sin. Maybe someone think this witch-hunt against human nature is progressive and feminist thing, but IRL feminists have noting against women's (and men's also) body. Something rotten in modern European/American culture.

:M
But but lol it's about realisticz armorz honestly not a fag
I dislike bullshit revealing armour, lingeries and boobplates, but have nothing against, for example completely naked sorceresses if it's properly motivated in-game, for example by ritualistic reasons.

Where's your god now?

The funny thing is that a text heavy game, say betrayal at krondor 'immersed' me more replaying it than cutscenes in recent games. I think it's a question of information content, and that you're actually using your imagination.
I think it also might be about investment. Reading and imagining requires certain investment in terms of attention - you're already positively predisposed to caring about stuff happening at this point.
Cutscenes, OTOH, unless they are masterfully done and/or tell actually engaging story don't require such engagement and can be dismissed as tedious herpaderp if they are tedious herpaderp.

Of course,
:kingcomrade:,
we can't really hve the nice things, can we?
 

Gragt

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Serpent in the Staglands Divinity: Original Sin
Good book-based movies work when the director knows how to balance being loyal to the book and respecting movie's strengths.

While that can be possible, it is far from necessary. It helps if the movie you make is based on a good book but what matters is the script that's made from the book. Many great movies are adaptations of mediocre or bad books (top of my head I got titles like It's a Wonderful Life or A Clockwork Orange) and are great because the movie is unfaithful to the source material.

What people praise the most as "ART", games like Bioshock: Infinite, are as far from that as possible.

I find the "is it art?" debate to be pointless because most of the time, if it is indeed art then it turns out to be bad art. I haven't played B:I though I read about it and played the first one and read the same things said about it and it is simply juvenile. That kind of discussion about mechanics would be more relevant if the whole thing was deep and provoking but the way it is I find little interest in it.
 

undecaf

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Messages
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Shadorwun: Hong Kong Divinity: Original Sin 2
http://forums.bethsoft.com/topic/1462851-fallout-4-speculation-suggestions-and-ideas-130/?p=22754304
Innovating SPECIAL, Bethesda style:

How I broke S.P.E.C.I.A.L., or: How I Learned to Stop Worrying and Love the Bomb.
NV:
STR: Melee damage, Carry Weight, useable weapons.
PER: detect distance.
END: Resistances, hit Points, implant numbers.
CHAR: Companion Nerve.
INT: skill points per level.
AGI: action points, draw/holster speed, reload speed.
LCK: Critical chance, winning casino games.

All SPECIAL stats add bonus points to skills when raised.
Skills: Barter, Energy Weapons, Explosives, guns, Lockpick, Medicine, Melee Weapons, Repair, Science, Sneak, speech, Survival, Unarmed.

Fo4:
-Three stats: Health, AP, INT? One raisable per level, similar to Skyrim, but make it optional.

STR:
-Move STR's melee damage modifier into the melee weapon skill's natural damage increase progression.
-Carry Weight affected by total AP.
-Weapon STR requirements and penalties moved into skill level requirements for weapons.

PER:
-Detect distance modified by increasing the abysmally low view distance past games had, and just letting the player look for themselves.
-Perks that augment this ability.
--Far Sight(X rank(s)): Enemies appear on compass at longer distances for each rank.
--Good Eye(X rank(s)): Makes hidden objects/passages, and traps, glow slightly, second rank makes even more hidden objects glow.

END:
-Health takes it main function.
-Additional health gain per END level changed into additional health gain per total HP.
-Implant numbers affected by total HP.
-Resistances affected by total HP + perks, like the ones that already exist.

CHAR:
-Companion nerve bonuses moved into speech skill's progression.
-NPC disposition also moved into speech skill + perks.

INT:
-Same function as before, though possibly under a different name, also adjusted "skill points per level" rate for possible raising every level.

AGI:
-Replaced with action points.
-Draw/Holster, and reload, speeds affected by AP.
-Total sprint distance affected by total AP.

LUCK:
-Critical chance bonus spread out over weapon skill level. 1% more critical chance per 10 weapon skill level.
-Casino winning chance is a hard one, as luck doesn't actually exist, so its hard to convert something that doesn't exist into something that does. but If I had to put it somewhere, it would either be a perk, or affected by total AP in a "slight of hand to cheat at games" type of way.


Each of the three stats adds a couple bonus points, per arbitrary threshold number, to skills.
-Health: Explosives, Melee Weapons, Survival, Unarmed.
-AP: Energy Weapons, Guns, Lockpick, Sneak.
-INT: Medicine, Repair, Science, Speech(which has been combined with barter).

So I just took apart any need for SPECIAL, with a 100% feature conversion rate between the old and new systems, meaning absolutely no total complexity was lost, how fun!
considering I just took apart SPECIAL, while maintaining a 100% feature conversation rate, you really DON'T need SPECIAL at all, for anything. The same thing applies to what Skyrim did to its attributes. Its all still there, just in different forms. SPECIAL, like all attribute systems, is a largely needless relic from a bygone age of gaming.
 

Spectacle

Arcane
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Messages
8,363
If you remove a bethtard's brain from their skull, they will actually get smarter. The brain is a largely needless relic in these specimens.
 

Roguey

Codex Staff
Staff Member
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May 29, 2010
Messages
35,835
SPECIAL was shit from day 1 and it was a mistake of Bethesda to try to preserve it for their shooting role playing game.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
SPECIAL, like all attribute systems, is a largely needless relic from a bygone age of gaming.

Well, why would you need any attributes then? Here:

- AWESOMENESS: affects EVERYTHING

There, I just took apart RPGs and mantained 100% feature conversation (sic) rate.

Ah wait...

-Three stats: Health, AP, INT? One raisable per level, similar to Skyrim, but make it optional.

He did mention they should be optional. He's on the right track but still needs work.
 

Nutmeg

Arcane
Vatnik Wumao
Joined
Jun 12, 2013
Messages
20,146
Location
Mahou Kingdom
Not sure if aimed at me or not, but I said the majority of games, not all. Let's take Thief. I think we can all agree that the story isn't anything revolutionary, but remove the story and what do you have left? Still a pretty solid game, but made slightly less interesting by the fact that now you're breaking into places and stealing stuff simply because.

Story isn't entirely unimportant, but it shouldn't be the driving force of a game to such a degree that the rest of the game suffers (Bioshock Infinite).
That's funny, I wouldn't mind a collection of completely unrelated but well designed Thief levels.

When I play games, I tend to almost always skip the narrative, or where this is not applicable I go and make instant noodles. A particularly frustrating situation is when a game requires continuous input to advance (but not skip) written dialogue, or throws a "quick time event" and forces me to be attentive in order to progress.

Anyway, inspired by this discussion, I made a thread for people to discuss games they enjoyed despite hating or completely ignoring the narrative and game world here
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
11.png
 

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