Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "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.

Editorial RPG Roundtable #4, Pt. 3 @ RPGVault

Spazmo

Erudite
Joined
Nov 9, 2002
Messages
5,752
Location
Monkey Island
Tags: Dungeon Siege; Gas Powered Games

<A HREF="http://rpgvault.ign.com" target="_blank">RPG Vault</a> continue their series of RPG roundtables in which a handful of people from big name developers talk about what RPGs are and where they're going. The topic for this one is 2003 and what was new and interesting in it and what that'll mean for CRPGs. The general consensus of <b>Brian Fargo</b> of <a href=http://inxile-entertainment.com/>InXile</a>, <b>Ken Levine</b> of <a href=http://www.irrationalgames.com/>Irrational</a> and some guy who made the Dungeon Siege expansion is that <i>KotOR rocks</i>. Here's part of what <b>Matthew Nordhaus</b>, the <a href=http://www.dungeonsiege.com>Dungeon Siege</a> guy, had to say.
<br>
<br>
<blockquote>2. Everyone wants something different out of their RPGs. Picture a graph with action vs. story on one axis and linear vs. non-linear gameplay on the other. Ask your friends (or your co-workers at the average game company) where their ideal RPG falls on the graph. I did this, and was surprised at how far from the center most people fell, and also how far from each other they ended up. Some people want immersive story, rich stat trees and a zillion quests. Some want Orc cannon fodder and shiny new armor every 10 minutes. Some want jumping puzzles - go figure.</blockquote>
<br>
<br>
And this, clearly, is why Dungeon Siege gives the player essentially nothing with bits of crate smashing thrown in.
 

HanoverF

Arcane
Patron
Joined
Nov 23, 2002
Messages
6,083
MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2
People who want jumping puzzles in games should be immedietly sterilized and locked in an institution for observation...
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,924
I think there they are referring to the character creation system which IWD2 does beat KOTOR in.
 

EEVIAC

Erudite
Joined
Mar 30, 2003
Messages
1,186
Location
Bumfuck, Nowhere
Spazmo said:
Yeah, that one stunned me, too. KotOR is already pretty shallow, but... IWD2? What the quivering fuck?

What's worse is that steaming pile of crap came from Ken Levine. I suddenly have much less faith in his "totally kick-arse design doc for SS3."
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom