DraQ
Arcane
FR?Kaanyrvhok said:Whats wrong with the lore?
FR?Kaanyrvhok said:Whats wrong with the lore?
JarlFrank said:neither are there mysterious well-designed dungeons.
The Medieval perception of the world as presented in mythology and folk tales does not strike me as logically consistent at all - in fact, it is a lot more absurd and self-contradictory than in any fantasy. FR actually represent it quite well in the sense that the player takes these absurdities for granted rather than as something strange, as in unfamiliar settings. As for the background information, surely you are not saying FR are lacking in that? I am particularly fond of the fact that so many authors are writing on FR - even if their talent is often questionable, this results into an excellent emulation of how mythology is created.DraQ said:That I'm largely an SF fan, and as such am accustomed to good works exploring different settings, problems and consequences of stuff - generally focusing on consistent world creation and backstory, and find lack of thought and consistency going into those elements aggravating doesn't help, nor does the profound genericness and blandness of it all,
Thank you for a detailed reply, nevertheless. I'd like to note I didn't put that much effort in the post though, it's just a stream of consciousness. Here are a couple of examples (1, 2) of me putting formidable effort into posts.so I'm afraid I can dismiss your lengthy tirade you obviously put great effort in with a wave of hand and "bah.".
Humanophage said:People keep talking about surprises from the setting itself. Why is that necessary? An extremely familiar setting is the equivalent of a historical or modern setting. Its extreme familiarity is an asset, because it's possible to use it to greater depth instead of throwing various weird facts at the player as in most SF settings.
And inconsistent, contradictory worlds lack structure to be interesting. A player is, unfortunately, not some dimwitted medieval fuck listening to high tales with his mouth agape, a person playing RPGs is likely to be a nerd, geek or somesuch, and those are usually intelligent and more than willing to take shit apart, if some cracks show, faster than a horde of rabid baboons (though also willing to jump through many hoops defending their favourite show/game/setting from it's own inconsistency).Humanophage said:The Medieval perception of the world as presented in mythology and folk tales does not strike me as logically consistent at all - in fact, it is a lot more absurd and self-contradictory than in any fantasy.
Emotional Vampire said:
DraQ said:And inconsistent, contradictory worlds lack structure to be interesting. A player is, unfortunately, not some dimwitted medieval fuck listening to high tales with his mouth agape, a person playing RPGs is likely to be a nerd, geek or somesuch, and those are usually intelligent and more than willing to take shit apart, if some cracks show, faster than a horde of rabid baboons (though also willing to jump through many hoops defending their favourite show/game/setting from it's own inconsistency).Humanophage said:The Medieval perception of the world as presented in mythology and folk tales does not strike me as logically consistent at all - in fact, it is a lot more absurd and self-contradictory than in any fantasy.
There are some ways dealing with that - you can make a setting that is compatible with existing medieval folklore. RL is such setting, but a logically consistent setting where mythical creatures and magic actually exist would be as well. The former allows for a historically correct, realistic game, the latter makes for an excellent ground for clever subversions, among other things, while it's internal consistency still has potential for a lot of depth.
You could also just ditch most of the usual elements, barring a few hooks to hang your universe on, and create a brand new world for players to discover.
Given that I'm fairly convinced that the fact we are only limited to seeing one planet in one reality in a paper-thin slice of time in our lives is one of the biggest tragedies to befall us as a species, should give you a hint which approach I prefer, but regardless of that, sanitized, politcorrect quasi-medieval Europe theme park, with elves, dwarves, artillery magic, resurrection magic and flail-snails just thrown in without any thought or consequence is neither interesting, consistent, nor does it allow interesting drama, characters or situations, with it's laughable paper thin-ness and one-dimensionality. It's simply shit, as well as banal and boring, and therefore it fails horribly.
CrimHead said:Emotional Vampire was a fucking quality poster.
We're talking about cRPGs here.aleph said:as long as the gameplay/rule system is good...
Awor Szurkrarz said:We're talking about cRPGs here.aleph said:as long as the gameplay/rule system is good...
This.L'ennui said:I care.
Honestly, a good game in a banal shit boring setting will usually see me quitting soon after I started playing, whereas a stimulating world, even presented in a flawed game, will hold my interest much longer.
oneself said:First one has more grind than I would've liked out of an RPG.
Mostly because;
GOD the level scaling.
Leveling up in DnD can very unsatisfying(10 HP roll!)
Bad loots(MY GOD a dagger +1! How could I live without it)
Azrael the cat said:Actually the loot is one thing that I thought was really well done in its minimalism. It's like there's some unwritten rule that all crpgs these days have to be monty haul campaigns. It's refreshing to have a campaign occasionally where good gear is rare and you have to search far and wide for marginally better weapons/armour.
It's one thing that BG1 actually has in common with the old greats. Magic weapons/armour in the Wizardry series isn't diablo-esque, same with the Ultimas.