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Game News Dragon Age semi-annual update

Voss

Erudite
Joined
Jun 25, 2003
Messages
1,770
Sol Invictus said:
Codex hive mind at work here, people. I'm not talking about VD, either, since his opinion in this thread is clearly one of the good ones. It's hard to hold a civil discussion on these forums anymore because a whole bunch of you seem intent on spreading disinformation about the companies you have blind vendettas against.

As accurate as this is, the source has me laughing my ass off.


As to the sending 'idle' party members off on missions, as I recall, it was brought up and dropped for Jade Empire. One of the early preview videos discussed it. Its a good idea if done right.

A concept I like is a rumour monger or scholar doing info-gathering or research for you. One of those tedious things that can't be done properly in a CRPG without being boring as fuck or cut down to nothing. Point the scholar in the direction of the local temple/mage guild/what have you's library (possible for a nominal fee) and he comes back with useful info on the locations of people/monsters/items or detailed info on what they are capable of. (The lord of Whatsthatplace has a hobby of dabbling in diabolism and sorcery).

Same with the silver-tongued rumour monger with ears of gold, case the local taverns and market places for the scoop on Black Markets, thieves guilds, etc. And if he's really unscrupulous you may find some rumour being spread about you.

Or a bard or talespinner character that spreads your fame in the local area, informing people of deeds you've done. (A greater chance of people recognizing you and reacting to your deeds, for good or ill...)
 

Dgaider

Liturgist
Developer
Joined
Feb 21, 2004
Messages
316
Crichton said:
Hmm, well if I actually like my dwarven blacksmith, I have the choice between brining him with me on this dungeon and leaving him behind, he'd better do something cool if I leave him. Whether it's making a new sword or upgrading the old one. If all he does is mine some ore, that's kind of a letdown.

There is crafting in the game, and you can use the skills of those in camp (which is where, conceivably, crafting would be done) but I'm pretty sure crafting is something done actively by the player rather than something worked on in absentia. Though maybe it should be, I don't know.

But seriously, the Enslaving Whole Nations with Necromancy part is still in, right?

Of course! Hell, anything mentioned by any developer ever, even years before release and even just as part of the initial concept of what we want the game to be should be treated as an iron-clad promise! Even this far in advance, obviously all fans should be given up-to-the-second updates on any changes to said plans -- not that that ever happens on projects. So of course the necromancy is still a feature, not to worry. I promise. :wink:
 

Dgaider

Liturgist
Developer
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316
Sarvis said:
The trick is to ensure there is some strategy to it. It's not just a dialog and instant success, it's forming a party and making sure they are properly equipped for the task. For example, sending your pacifist priest on an assassination mission would be an automatic failure.
Hmm.

See, the thing I'm having trouble wrapping my brain around is coming up with a whole bunch of quests and an entire system all of which you don't actually experience at all. Rather than actually go an assassinate the guy, you send a party member and eventually they come back and just tell you it's done? I'm just having trouble imagining that being very fun... add to that the idea that the entire quest and plan would need to be introduced via dialogue and it seems a bit dicey.

If they were more general tasks that you could send the NPC on, even tasks that had more effect than just getting gold or XP, that would seem to be a better use of time than coming up with quests that you don't do, no? I'm just trying to imagine how such a thing would actually play out.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Dgaider said:
I'm not sure that the idea of sending party members to perform their own quests does all that much for me.
So, it's all about you now? Hmm? :)

Even if the situation is explained and you get to send someone with intructions, we're talking about a set-up and resolution done entirely within dialogue with the payoff being the NPC returning and essentially saying "done!"
The outcome should vary based on your instructions and whom you sent. It's not that different from any quest solved in a dialogue mode, basically. Well, no matter how it's executed, it will create the illusion of party members doing something when you are gone and affecting places you visit in small, but noticable ways.

If you could send those NPC's on said quest and then actually play them as a seperate party -- but my impression is that most people do not like to play characters other than the one they created for anything but a very short period.
Such quests don't need to be long and deep. See the Juhani example. Such quests should be optional though, like any other side quest, so those who don't like playing different characters don't have to do it. I'd prefer the text adventure style, especially if the writer is good, and you are definitely good.

If the idea is that this NPC would go off and earn money, would it be acceptable if you could tell them what kinds of tasks to undertake? And they would earn money according to their skill at whatever you set them to? I'm thinking a little of the way the player's Thieves Guild was set up in BG2, where you could set your guild thieves to perform a variety of tasks that would occasionally have consequences according to what you picked. Less dialogue, but perhaps still worthwhile?
Definitely worthwhile. While I'd prefer more, something is definitely better than nothing.

This is interesting, perhaps. Being able to sell loot without going to town yourself, with the premise of a party member being assigned the task -- essentially they're operating as a store with a built-in delay. Perhaps you could even open up an actual store menu of items they could buy while they were off in town?
Yep. Give someone a trader/merchant background, explaining why they are better at it than you are; add some rare items option (i.e. the trader NPCs tells you about each location from the trading perspective, adding that this place is known for their leatherwork, promising to look for something special when he/she has time), and delegate the selling/buying options. If you have a rare item for sale, ask him to find a good buyer who value such things, or perhaps, to find a good trade for the item. It always feels kinda "meh" selling a priceless artifact for a usually useless fortune. Finding an interesting trade might be a better option.
 

Crichton

Prophet
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Jul 7, 2004
Messages
1,220
If you could send those NPC's on said quest and then actually play them as a seperate party -- but my impression is that most people do not like to play characters other than the one they created for anything but a very short period.

Personally, I thought the bit in KOTOR2 where I actually got to use everyone was cool, it would have been just wonderful if I'd been doing this throught the game, I liked Bao-dur better than I liked my bland human "man with a troubled past".
 

suibhne

Erudite
Joined
Aug 21, 2003
Messages
1,951
Location
Chicago
Whatever uses are made of the camp followers (so to speak...), they need to have consequences. I like some of the suggestions raised so far, but the overall point is that they need to have a real effect in the game - either on the character (in terms of stats, items, w/e) or on the game narrative.

More possibilities:
1. A character could practice combat techniques, possibly unlocking an additional feat/perk/whateveryoucallit and even gaining the ability to pass it along to you (if you're sufficiently skilled to learn it). This could only happen if that character (presumably a heavy-hitter who would otherwise be highly desirable as a companion in combat) were allowed to remain in camp and fully devote himself to training.

2. Gathering raw materials sounds good to me. Again, tho, characters gathering such should actually leave the camp for awhile - you could even give them an assignment of a certain period of time - then return with the materials (minerals, animal skins, w/e floats in DA) and maybe even a good story to go with it. Maybe they even randomly uncover some sidequest or useful information while abroad from camp.

3. I love the research idea. Again, tho, your ally could uncover very useful information, but at the cost of not being in your party for a set amount of time. Alternatively, research could uncover information about sidequests which would otherwise never be open. Sending a character away to research is a good idea, but it would be nice to mix it up with finding books, scrolls, etc. for you to bring back to camp so the character could conduct research there.

4. Trading. It's silly for a character to simply open up a shop in your camp for you to use whenever you'd like; rather, the realistic and meaningful implementation would be to allow you to bring back loot and give it to that character to trade at significantly better prices than you'd achieve on your own. Maybe they could return from the trading trip with valuable rare items they were able to acquire, or even information (like a map to a new sidequest, a rare book for research, a new crafting recipe).

5. Characters should develop interrelationships if they remain in camp together - even fighting one another or developing close friendships. Putting certain characters together in camp could lead to them working better together in your party later, or possibly teaching each other something new. It could also lead to enmities and maybe, eventually, bloodshed.

6. Missions. I generally agree this idea is much more problematic; this kind of stuff only works in FF Tactics ("dispatch missions"), e.g., because it's only about getting stat-whoring - grabbing more experience for those characters and bringing back shinies. That said, I'd love to see one or two critical junctures in the game where, if the PC's allies had uncovered enough information, you could put together a secondary party of maybe 3 companions to do stuff at the same time as your main party, accomplishing some secondary goal which would significantly change the game's narrative - making a key later quest much easier or play out much differently, e.g. It might also be fun to send a thief-type character on a solo mission like this, to infiltrate an enemy base, steal plans or items, maybe poison the water (lethal, nonlethal, w/e), something like that - or a priest of a particular sect could be sent on her own to negotiate with that or a related sect. The key to making this work would be making it important to the gameworld: your own allies could come back with a compelling story (maybe even a neato cutscene), other characters you meet later could comment significantly on what occurred, maybe one of your allies is even taken prisoner or permanently injured. Even better, you could hear about the results and actions of your companions from some other disreputable source and only find out the true story upon reuniting with them, thereby unlocking some key piece of information. Of course, this should obviously provide a long-term benefit, but it should also be interesting and have very interesting consequences.

The bottom line to all of this is that:
A. Your companions, when not in your party, should provide value - and real value, not just a few extra gp or potions that you could've looted from a few more random monsters. This value should also not promote munchkinism, however. :P

B. There should be tradeoffs to the value provided by your non-party companions; there should be a good reason to use them in the party and also a good reason to leave them in camp (or send them to a distant library, or to a trade center for goods, or...). They may also be good reasons to not leave them in camp, e.g. if they have a bad relationship with someone else who's staying in camp.

C. All of this should make sense - to you as a player, to the characters themselves, and to the logic of the gameworld. And things shouldn't happen instantly: it should take at least a week or two of hard research for a scholar to research useful information or translate a looted book, at least the same amount of time for a charismatic character to trade for goods, a variable amount of time to gather raw materials, maybe a month for a skilled fighter to learn a new technique, etc.

D. All of this needs to be cemented with great storytelling. You can't just create a game mechanic like dispatch missions, trading, research, etc. and expect players to find it compelling; you have to use it to tell a great story.
 

galsiah

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Disclaimer: I haven't played BG, BG2, KotOR, KotOR2 or JE, so apologies if I miss anything obvious.
I have played NWN - (I even quite liked it, but then I had just come from playing Morrowind :)).

Has anything specific been said on "death"? From what I've seen it seems it'll be handled non-lethally. Personally I think this is a good idea - there's not much sense of risk involved when you're effectively avoiding a reload, rather than a character death.

For 90% (probably more) of players, really important characters being able to die adds nothing to the game - since in fact it never happens in the game world. They reload, and the death didn't occur.
Ironman players aside, to make "death" an actual in game risk (rather than a reload), it needs not to have dire consequences. It should clearly have some significant consequences, but I see little point in actually killing central characters.

Many players will probably still reload if "death" is a significant setback - but this becomes less and less likely the more interesting it is as an event.

A character nearly dieing ought to be one of the most significant events a party has to handle. It should have consequences - the character himself should react; other party members should react.

Party members might change their opinions of the nearly dead guy - perhaps a rift between two characters is healed to a degree as one sees the other prepared to lay down his life (almost) for the party.
Perhaps a healer in the party learns significantly from treating the fallen member.
Perhaps the fallen member learns something (to duck? :)).
Perhaps an enemy scout sees the character "die", reports his death, and some plot element changes due to the report.
If he "died" after (almost) performing a great deed, or in otherwise heroic circumstances, perhaps he becomes more feared/respected/revered as a result.
If he "died" accomplishing little or in ignominious circumstances, perhaps people start to joke about him / say how lucky he is.

With these types of consequences, near-death wouldn't be just an annoyance/failure - it'd be an interesting part of the story.

Once you've made it interesting (and possibly given it a few indirect benefits), you can apply relatively harsh penalties without triggering an automatic reload. Having characters out of action for a while would be a good idea IMO - time dependent on circumstances of injury / skill of healers present etc. This would also tend to mean that player's needed to switch the party around quite often - giving gameplay more variety.

I really think the number one priority with death/near-death has to be to make it an interesting part of the story. Then it's not something you need to avoid happening, but rather an opportunity to create involving narrative.


With the camp, I think that it's a good idea to allow the player to assign each NPC to some useful (but relatively mundane) default action. That way all characters will be doing something useful at all times, without the player being required to issue instructions.

In particular, this is an opportunity to get characters to cope with as many mundane, time-consuming tasks as possible - e.g. healing, selling less useful items, restocking supplies, gathering (simple) resources...

Since you've got the possibility for characters to get pissed off by being left out for a long time, I think you could use the activities there: most characters would have preferences.
Perhaps a mage character really enjoys doing research, but dislikes teaching for gold (or vice versa). Perhaps some characters dislike doing the same thing for long periods. Perhaps some dislike being constantly switched from one task to another.

It's an opportunity to add a little flavour.

I like the idea of having some tasks (e.g. making very useful items) require input from multiple characters. That way the decision between the mundane tasks and the interesting ones isn't a no-brainer: making a difficult item might require three characters, thus restricting party choice (good thing as it encourages variety over the long term), as well as taking them away from three mundane tasks, and possibly imposing costs / risks.

If sending non-party members out on more important/dangerous assignments were possible, it'd be good to see as many possible consequences as possible - according to the composition of the group.

For instance, amoungst other things:
Whether / how well / in what manner, the main goal is achieved.
Whether any subgoals are achieved (e.g. finding and defeating some enemy).
Who gets hurt and by how much.
Who feels useful / useless, enjoys it / gets annoyed.
Who gains experience and how much.
Character relationships changing - does close proximity strain relationships? Does working towards a common goal heal rifts?...
Specific plot details uncovered / general plot relevant background info found.
etc.

I don't know if you'd want to make things that complicated. I think if you were going to have a non-party group go on an assignment, this sort of thing would be necessary (all related to how the party is set up). If there aren't a load of interesting consequences based on group composition / equipment etc., then I think it's a waste of player time to include such a feature.


Dgaider said:
We're still looking at the party being from 4-6 total. Where it ends up exactly will depend as much on how much info we need to fit into the GUI per character as on what feels like an appropriate size for the rules system and challenge level we'd like.
Please let this be a horrible joke.
Quite apart from the lunacy of sacrificing gameplay for presentation, how hard is it to "fit" info into a GUI? It's not like you need fat bars/text/numbers for everything. You could use colour, patterns, lighting, animations, symbols, spatial relationships, sound, context sensitive modes...

If your answer to "Why wasn't the party bigger?" really might be "We couldn't come up with a suitable GUI." it's time to give up and go home [[as well as one more item on my "Reasons to end it all due to the insanity of the universe." list]].


EDIT:
Dgaider said:
If they were more general tasks that you could send the NPC on, even tasks that had more effect than just getting gold or XP, that would seem to be a better use of time than coming up with quests that you don't do, no? I'm just trying to imagine how such a thing would actually play out.
I don't think it'd be necessary to come up with unique quests all the time for this. It'd be reasonable just to have a fair number of generic options (clearing bandits / scouting territory / killing Xs...).

It's not really at all important how interesting the "quest" is - since you're not doing it. The vital thing is the strategy involved in the inputs, and the variety / interest of the outputs.
There's clearly a lot of opportunity for inter-character relationships to change here. It's not so important what they did - just that they went on a quest together, and it was fast/slow succeeded/failed etc.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
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Dgaider said:
But seriously, the Enslaving Whole Nations with Necromancy part is still in, right?

Of course! Hell, anything mentioned by any developer ever, even years before release and even just as part of the initial concept of what we want the game to be should be treated as an iron-clad promise! Even this far in advance, obviously all fans should be given up-to-the-second updates on any changes to said plans -- not that that ever happens on projects. So of course the necromancy is still a feature, not to worry. I promise. :wink:
Oh, come on, Dave. It's not about "anything mentioned by a developer", it's about a bullshit feature that was never ever going to be in any game and couldn't logically be in any game, but a strategy one. It's not even an exaggeration, it's a blatant lie.
 

Jed

Cipher
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Sarvis said:
See, the thing is... I always thought by "choices and consequences" you guys meant things like "Oh shit, I just assassinated Delseria and now her entire family is trying to kill me!" Not "Oh shit, I sold that sword to make space in my inventory so now this battle will take slightly longer!" If THAT is what amounts to "roleplaying" then sure, you can RP in a video game.
Well, see that *is* what "we" mean by "choice & consequences," but this is a thread about Dragon Age. In a BioWare game it works like this:

1. Assassinate Delseria to free a village, her whole family tries to kill you [good path]
2. Assassinate Delseria for a large extortion fee, her whole family tries to kill you [TEH EVIL path]
3. Refuse to assassinate Delseria, but get framed for it anyway and her whole family tries to kill you [neutral, flavor path]

So, in closing ... ah, fuck it--you're not worth it.
Sarvis said:
The trick is to ensure there is some strategy to it. It's not just a dialog and instant success, it's forming a party and making sure they are properly equipped for the task. For example, sending your pacifist priest on an assassination mission would be an automatic failure.
Gasp, Tedious Inventory Management rears its head once again!
Sol Invictus said:
Phat lewt > roleplaying. That's my take on it.
This from the guy who lists Diablo and Diablo 2 respectively as the top two spots on his Top Ten RPGs ever list.
Voss said:
Sol Invictus said:
Codex hive mind at work here, people. I'm not talking about VD, either, since his opinion in this thread is clearly one of the good ones. It's hard to hold a civil discussion on these forums anymore because a whole bunch of you seem intent on spreading disinformation about the companies you have blind vendettas against.
As accurate as this is, the source has me laughing my ass off.
You gotta love it when Rex only posts in threads to suck up to game developers. (In this case, one of whom is even his former arch-nemesis.)
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Dgaider said:
See, the thing I'm having trouble wrapping my brain around is coming up with a whole bunch of quests and an entire system all of which you don't actually experience at all.
You experience them through managing them, letting someone else do the work that could be too routine/not very interesting for you. Have you played ToEE? Remember that quest in Hommlett requiring you to run back and forth fixing some family feud? That's a perfect example of a quest that should be solved "remotely". Someone does all the running, talking to people, collecting info for you, then you give your wise advice and decide what direction to take.

Rather than actually go an assassinate the guy, you send a party member and eventually they come back and just tell you it's done?
Not assassinations, but something [seemingly] generic, something that may open a quest for you later on. To evolve my Juhani example a bit: it's a simple quest - a small area with a "mini-boss". I doubt that this quest was very memorable, but I could be wrong. So, going with the KOTOR theme, you land on a planet, looking for some important stuff to do related to your main quest when someone comes and tells you that some grove is tainted, whatever that means. Like you give a shit. However, you want to score a point with the stupid locals - never know what you may need, so you ask some questions to get a better feel of the situatuon, then call one of those lazy groupies and tell the chosen one to look into it, pronto-style. Say you picked a guardian. He kills Juhani, the bloodthirsty locals are happy and grateful. The end. Now, let's say you send a consular. He brings Juhani to you - thanks a lot, pal - as yet another party member or generic NPC. You interrogate her, she tells you who her master is, for example, and that opens up a side quest for you personally.

The main benefits in such quests, imo, is the affect on a location/NPCs. Let's say, you arrive into a town where the locals are suspicious of strangers. That affects you as people aren't friendly, getting information is hard, and you have to do things the hardest way. While you bang your head against the wall, unless you are a super charmer, trying to advance the main quest, your party does little things for the townfolks (fix some shit, kill some rats, find little Johnny - you know, all the RPG cliches that really shouldn't be something presented to you as a quest), and then suddenly people are friendlier, more willing to help you, etc.
 

Human Shield

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I guess your best option is to run it like the Keeps from BG2.

Certain issues will pop up and you as the leader have to sort them out. Somethings will be different if you have different NPCs and sometimes certain NPCs will protest a decision you made.

People loved the keep stuff in BG2.

Say you get a message from a nearby King that requests weapons to put down a rebel army. You could send it from your stockpile or start collecting, or wait and tell your guys to look into it more and find that the king is cruel and send weapons to the rebel army. Getting different reactions from NPCs (and would follow the standard money or good Bioware theme ;) ).

Or your mage at the camp says he can create a new potion and asks who he could test it on, himself, a party member, your character, pay a bum to come in, etc...

Your choices would add money, items, change the layout of the camp, have NPCs quit or be more happy.

Or you find monsters breeding around you and you can order they be killed on sight or a party member says breeding them can produce some rare materials. You can make some money but some villages around you can be attacked and you might have to fight off hordes later.

Having enemies you make send some attacks on your camp would be smart. Maybe tie it into your reputation value, get it high enough some bad guys attack, get it low and bounty hunters and such attack your camp.

Leaders are supposed to make decisions having the camp like that instead of a NPC crate in the woods you can swap people around with would be better.
 

obediah

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Jan 31, 2005
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galsiah said:
Has anything specific been said on "death"? From what I've seen it seems it'll be handled non-lethally. Personally I think this is a good idea - there's not much sense of risk involved when you're effectively avoiding a reload, rather than a character death.

So having to reload when a character dies doesn't offer enough risk, but not having to do anything because the character pops back up like a fair game is okay?

For 90% (probably more) of players, really important characters being able to die adds nothing to the game - since in fact it never happens in the game world. They reload, and the death didn't occur.
Ironman players aside, to make "death" an actual in game risk (rather than a reload), it needs not to have dire consequences. It should clearly have some significant consequences, but I see little point in actually killing central characters.

For 95% of players, reloading after a character death is fine. They've set their standard at getting through it with everyone alive, and they failed, so they try again. Maybe it's out of style these days, but I when I grew up people enjoyed something that challenged their skills, rather than just sleepwalking their way to an easy victory.

Character death does add that extra something for ironman style games as well. Death as handled in KoToR makes the game feel more like a book.

interesting and labor intensive ways to punish a player for a character death, which the people that reload to avoid death would still reload to avoid

Some of those are interested, but I think they would be better implemented as punishment for "death's door" type situation. From AD&D, let your character fall between 0 and -10 and suffer some of these setbacks. Let him hit -10 and he's dead.
 

Sarvis

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Dgaider said:
Hmm.

See, the thing I'm having trouble wrapping my brain around is coming up with a whole bunch of quests and an entire system all of which you don't actually experience at all. Rather than actually go an assassinate the guy, you send a party member and eventually they come back and just tell you it's done? I'm just having trouble imagining that being very fun... add to that the idea that the entire quest and plan would need to be introduced via dialogue and it seems a bit dicey.

If they were more general tasks that you could send the NPC on, even tasks that had more effect than just getting gold or XP, that would seem to be a better use of time than coming up with quests that you don't do, no? I'm just trying to imagine how such a thing would actually play out.

Well, aren'y general tasks kind of like quests anyway? We all start off clearing rats out of basements, so why is it no longer a quest if you send your newest flunky to do it hwen you're level 50? For that matter, why does no one's bsement ever need de-ratting except in the town you start in?

You could also have quests where the player has to choose one or the other, perhaps due to time constraints (save the town or save the hot chick!) where you could send your henchmen to do one while you took care of the other.

There are possibilities here, and just having everyone sit there doesn't make much sense. It reeks of missed opportunity if nothing else. But _you're_ the professional game designer here, so I guess it's up to you how best to use that opportunity.


Jed said:
Well, see that *is* what "we" mean by "choice & consequences," but this is a thread about Dragon Age. In a BioWare game it works like this:

1. Assassinate Delseria to free a village, her whole family tries to kill you [good path]
2. Assassinate Delseria for a large extortion fee, her whole family tries to kill you [TEH EVIL path]
3. Refuse to assassinate Delseria, but get framed for it anyway and her whole family tries to kill you [neutral, flavor path]

So, in closing ... ah, fuck it--you're not worth it.

How cute. So you'd rather have Inventory Management! along with a generic Bioware "choices and consequences" than to have no Inventory Management! and complex decisions and quests?

Or are you just bitching to bitch, and failing to keep on point in our argument?

Oh, and deciding Bob the Warrior should take the Flaming Sword to the Ice Caves is hardly the same thing as having to stop at every treasure chest and resort your inventory.
 

Jed

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Sarvis said:
How cute. So you'd rather have Inventory Management! along with a generic Bioware "choices and consequences" than to have no Inventory Management! and complex decisions and quests?
Are you fucking braindead? I've already stated that I'd rather have actual choice and consequence in my RPG, but I know that I'm not going to get that from BioWare, therefore I'm even more disappointed at seeing them wipe out every other possible venue for even minor choice and consequence, party and inventory management being two examples. Goddman, but you are dense; fuck, Volourn is more sensible than you.
 

Sarvis

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Jed said:
Sarvis said:
How cute. So you'd rather have Inventory Management! along with a generic Bioware "choices and consequences" than to have no Inventory Management! and complex decisions and quests?
Are you fucking braindead? I've already stated that I'd rather have actual choice and consequence in my RPG, but I know that I'm not going to get that from BioWare, therefore I'm even more disappointed at seeing them wipe out every other possible venue for even minor choice and consequence, party and inventory management being two examples. Now get your head out of your fucking ass. Fuck, Volourn is more sensible than you.

Yeah because, you know, judging a game three years before it comes out is perfectly sensible.
 

Jed

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Sarvis said:
Yeah because, you know, judging a game three years before it comes out is perfectly sensible.
So you have nothing to say? Figures. Anyway, I thought it was supposed to come out in 2007. And if it's not sensible to discuss a game before it's available, again I ask why are you here? At any rate, you can kiss my ass in 3 years or whatever when the game comes out and it's the bastard child of NWN and KotOR.
 

Sarvis

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Jed said:
Sarvis said:
Yeah because, you know, judging a game three years before it comes out is perfectly sensible.
So you have nothing to say? Figures. Anyway, I thought it was supposed to come out in 2007. And if it's not sensible to discuss a game before it's available, again I ask why are you here? At any rate, you can kiss my ass in 3 years or whatever when the game comes out and it's the bastard child of NWN and KotOR.

Ok, a year then. There's a difference between discussing a game and judging it.

But that's ok, I'm sure you'll have to sort the inventory every couple treasure chests. That will make up for any lack in RP that you decide the game has without having played it.
 

Sovard

Sovereign of CDS
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Sep 2, 2004
Messages
920
The problem is that you don't want a party member generating more value outside of the group rather than inside. It'll create templates for people to follow, i.e. leave dwarf at the base camp because he mines and practices his crafting skill.

I think foraging/material gathering, scouting, information gathering, research (find a strange book and leave it with someone who is interested in it... perhaps judging on how you treated that person/the choices you've made, they may become corrupted by knowledge... just giving a bit of a brainstorm), networking (perhaps they make nice or sleep with the farmer's daughter, causing a slew of choices... leave the untrustworthy guy, or the horn-dog at base camp and he entertains himself. Likewise get someone who frequents the local curio shop, who may get insight into stories of hidden arcana.)

Quite frankly, the possibilities are endless. I'd love to raid a bandit hideout, find some esoteric bits, and leave them with my camp-mates to find that they've deciphered the location of a new dungeon to explore, how to harvest rare ingredients, or how to craft rare items. It's all a matter of rewarding a thorough and/or interested player. I could go on forever.
 

galsiah

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obediah said:
So having to reload when a character dies doesn't offer enough risk, but not having to do anything because the character pops back up like a fair game is okay?
Who said anything about "pops back up"?
He can spend weeks recovering. It can take resources to heal him. There can be any number of downsides short of actual death.
The key is to make it all interesting - the penalties need to be interesting, there should be interesting flavour consequences, possible indirect benefits etc.

If we're talking about a tactics game, I still think frequent reloading is not good (but less of a problem). In an RPG it's a huge immersion breaker, and adds nothing to the story.

I'm not necessarily suggesting that death should never be used. I am suggesting that it shouldn't (often) be used where it's going to trigger an automatic reload.

Death / near-death should be treated like any other feature: what does it contribute to the game? It needs to be reasonably credible (within the realm of dramatic license), so a character just getting back up after "death" is stupid.
A character happening to survive unconscious and badly injured is reasonable. This happening quite a few times becomes unlikely, but certainly not impossible - an RPG is probably intended to be an unlikely story.

Once you've dealt with the coherence issue, what does death give you? Just an opportunity to say "Shit - I failed. Let's reload." That's every bit as inspiring as failing an important quest and having the game arbitrarily end there with a big "You Failed" notice.

It's nearly always preferable to allow failure of the quest (with whatever horrible consequences), but give the player a way not to lose the game. Failing the quest can have all sorts of consequences - many of them bad for the player -, but requiring a reload is the least interesting way to handle things.

The same goes for death. If the design assumption is "The player reloads here.", then it's not great design.

Where you do include actual death, it should have interesting consequences beyond the player's personal reaction. Like any feature, it should contribute to the gameplay and to the story - or why did you include it? Coherence alone isn't a great argument.

It's quite possible to get tension without the negative consequence being death. It just needs to be something very undesirable for the party (to create tension), but not too undesirable for the player (by virtue of interesting consequences - so that he doesn't want to reload).

For 95% of players, reloading after a character death is fine. They've set their standard at getting through it with everyone alive, and they failed, so they try again.
They do it because that's what they're used to, and that's what's required to play the game. That doesn't make it an ideal situation.

Maybe it's out of style these days, but I when I grew up people enjoyed something that challenged their skills, rather than just sleepwalking their way to an easy victory.
It's possible to have challenging tasks with undesirable (for the party) medium/long term consequences for failure, without death.

In a totally linear game, not including death would clearly be a bad idea - since the "sleepwalk to victory" argument is reasonable.
A good RPG should not be like that - you could sleepwalk to the end of the game, but you might well have screwed everything up on the way and failed to achieve any of your aims (short of getting some, however inappropriate, ending).

Death is an inherently black/white concept, and therefore a rather blunt tool in one sense. I'm sure it could be used effectively in an RPG, but "reload trigger" usage is not effective. Challenge and tension can be created in better ways - ones which leave the player in the game world, not watching a load screen.
[Note also that encouraging re-loading necessarily encourages frequent saving. It's possible to be much more involved when the thought "When did I last save?" isn't constantly entering your head.]


Character death does add that extra something for ironman style games as well. Death as handled in KoToR makes the game feel more like a book.
For ironman situations, I have no problem with death - though it should still get interesting responses from the game world. The trouble is that the vast majority of players don't play ironman, so you need to cater for that.
You could add permanent death as an option (intended only for ironman types), but then do you put resources into handling it properly - i.e. alter reactions, dialogue, balance etc. based on death? That's a waste unless it's your main focus.

For squad tactics games, of course real death is a good thing.
I'll stick to my earlier statement - when the designer is assuming "The player reloads here", death is a bad thing in a non-linear / multi-character game.

If the design assumes (and supports and encourages) the player continuing past a death, then by all means have them dropping like flies.


As for KOTOR, I haven't played it. I'm assuming that (non)death is handled in a ludicrous fashion, which I don't support. It's easy to get real death right, but hard to get non-lethal consequences right. A bad implementation is probably worse than true death, but that's no argument against using a good one.

interesting and labor intensive ways to punish a player for a character death, which the people that reload to avoid death would still reload to avoid
Not necessarily though. Some people will reload, I quite agree, but certainly not everyone.

Nearly every game makes things interesting where the player character(s) is successful, and less interesting where he fails. This means there isn't just a direct incentive for the player to do what's best for his character, but also an indirect incentive - since success is interesting and failure is boring.

This is self-fullfilling, since designers know that players won't take the "failure" path, so designers put few resources into such paths, so they aren't too interesting, so players don't take them...

To prevent reloading on failure (in most people) you need to desensitize the player to it - you need to create a culture of (occasional) failure. This way the player expects things to go wrong, expects negative consequences (with some positive ones), and won't view it as a mistake as such - just an illustration that shit happens.

It's a similar situation to introducing the idea of important consequences. For example, in the Gothics, there are choices all over the place that open up some options and transparently close off others. It's not a shock when an option gets closed off (as it would be in e.g. Morrowind / Oblivion), since that's part of the way the world works.
The player expects it, so he accepts it.

If the "You can always succeed at everything" culture were dropped from games (or throughout one game), I'd expect there to be significantly less reloading. First because the player would consider failure as something that happens, but perhaps more importantly because he knows from experience that the designers have catered well for it.

There'd be no reason for the player to think "I've failed at X, so I'll be missing out on game content / reward Y."
Rather he'd be thinking "Damnit, I failed - I wonder what interesting places this will take me."

I do admit that the chocolate-milkers of this world will probably still reload, but there really is no helping some people.


"death's door" type situation. From AD&D, let your character fall between 0 and -10 and suffer some of these setbacks. Let him hit -10 and he's dead.
It's a thought, but what does it add (the actual death I mean)?
Presuming that the "death's door" situation has interesting and undesirable (for the party) consequences, why not leave it at that?

I'd have thought it's likely that the situation will already be tense - if it's a combat situation and one of your number has been incapacitated, the likelihood is that others will be under significant threat anyway.
Why not just assume that anyone below 0hp is at death's door, and that no enemy decides to kick/stab them to death where they lie?

The death's door situation just needs to be made interesting and given significant penalties, rather than some absurd instant recovery.
 

Voss

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Jun 25, 2003
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Crichton said:
If you could send those NPC's on said quest and then actually play them as a seperate party -- but my impression is that most people do not like to play characters other than the one they created for anything but a very short period.

Personally, I thought the bit in KOTOR2 where I actually got to use everyone was cool, it would have been just wonderful if I'd been doing this throught the game, I liked Bao-dur better than I liked my bland human "man with a troubled past".

I hated it in kotor2. Mind you I had no idea who most of the NPCs were or why I supposed to care about them. And a gimmickky cyber-arm that can magically disable forcefields is a lame reason to force me to play an NPC for 20 minutes. But then characterization was a major hurdle for Obsidian. "Surprise! You're a genocidial ex-Jedi. Isn't it great that all these people that you didn't realize you met before are informing you of your life story? That you knew, but didn't know you knew, because our writing sucked."

Now if it we're well done, maybe. But, when you get down to it I hate the 'your character is missing/disabled/blah, so screw around with a flunky for a while. We just wanted to mess with you, cuz we know you like not being able to use the character you've been working on all game.
 

Jed

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Sarvis said:
Ok, a year then. There's a difference between discussing a game and judging it.
By "discussing," you actually mean "judging that it *will* have role-playing," so the only difference between what we are both doing is that you're more gullible than I am. Dragon Age is not being created in a vacuum. BioWare is not a new company. There is a discernable pattern of movement away from role-playing that is clear to anyone who's played BG>NWN>KotOR. I cannot account for JE, having not played it, but from all reports except for Volourn, there is less RP than KotOR.
But that's ok, I'm sure you'll have to sort the inventory every couple treasure chests. That will make up for any lack in RP that you decide the game has without having played it.
Are you being willfully ignorant just to be an ass, or are you really too stupid to understand the point I was making about limitations, choice, consequence, and how little there is/was to begin with in BioWare games? It's dumbfuckery either way, I suppose ...
 

Shoelip

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Sep 27, 2006
Messages
1,814
Jed said:
Sarvis said:
How cute. So you'd rather have Inventory Management! along with a generic Bioware "choices and consequences" than to have no Inventory Management! and complex decisions and quests?
Are you fucking braindead? I've already stated that I'd rather have actual choice and consequence in my RPG, but I know that I'm not going to get that from BioWare, therefore I'm even more disappointed at seeing them wipe out every other possible venue for even minor choice and consequence, party and inventory management being two examples. Goddman, but you are dense; fuck, Volourn is more sensible than you.

So you "know" that Dragon Age will not have choice and consequence in it's plot? hat makes you so sure? And with an attitude like that what makes you think it'll have complex inventory management?
 

kris

Arcane
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Oct 27, 2004
Messages
8,891
Location
Lulea, Sweden
Sarvis said:
See, the thing is... I always thought by "choices and consequences" you guys meant things like "Oh shit, I just assassinated Delseria and now her entire family is trying to kill me!"

Not "Oh shit, I sold that sword to make space in my inventory so now this battle will take slightly longer!"

If THAT is what amounts to "roleplaying" then sure, you can RP in a video game.

Yeah, why not take away everything consequentual but flexible quests since that is not important enough? We only need the real important stuff. The rest can just be downgraded so as the player don't have to think or work. You got your work at Bethesda yet?
 

kris

Arcane
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Messages
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Lulea, Sweden
Jed said:
There is a discernable pattern of movement away from role-playing that is clear to anyone who's played BG>NWN>KotOR. I cannot account for JE, having not played it, but from all reports except for Volourn, there is less RP than KotOR.

It isn't. While I hardly remember any quests in NWN I wouldn't say Kotor was worse in any respect as for roleplaying, kotor was most of all a smaller game. JE took one step further, even shorter, but the roleplaying was in several way tops. I could find a couple of complaints though.

No I would say bioware have mostly made a shorter and more compact game with every new one since BG2, but with more things cramped into that small game and in several ways more quality too.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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Mar 10, 2003
Messages
24,986
"I've already stated that I'd rather have actual choice and consequence in my RPG, but I know that I'm not going to get that from BioWare, therefore I'm even more disappointed at seeing them wipe out every other possible venue for even minor choice and consequence, party and inventory management being two examples. Goddman, but you are dense; fuck, Volourn is more sensible than you."

You are a fuckin' idiot. There are TONS of examples of actual choice and consequence in BIO games. You are diffently retarded.


"There is a discernable pattern of movement away from role-playing that is clear to anyone who's played BG>NWN>KotOR."

Bullshit. Role-playing has gotten better in each subsequent BIO game. Did you even play ANY of the listed games? How can any fuckin' REAL role-playing fan trutfhully claim that BG has more role-playing than either NWN or KOTOR? Fuck, you are just plainly a fuckin' moron. Someonebody who stands on a railroad track when a train is speeding down towards them has more brains then you.

What a moron!

Then again, you come from a long line of people who truly believe TB combat = role-playing. LOLLERZ!
 

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