MarathonGuy1337
Educated
- Joined
- Aug 27, 2022
- Messages
- 150
No witty comebackI think I was very wittyWelcome to RPG Codex.
Hay?
No witty comebackI think I was very wittyWelcome to RPG Codex.
MarathonGuy1337 - If you believe there was not witty comeback, I believe it would be best to leave it at that.
Right. You missed the point. You have said "I think I was very witty" and my exact reply was what King Crispy had said. If you believe yourself to be witty, welcome to RPG Codex. Get it? Many people might think of themselves as witty yet... Get it?You mean the quoting me and King Crispy and leaving no rebuttal or lame excuse for your inflated ego.
It's not what I'd call witty but in your case it might actually be an improvement as you have with all your passed half assed comebacks demonstrated a complete lack of wit and intellect.
Great summary of this thread and your game design ideas! Couldn't have said it better myself! Bravo!!
Since you keep coming back for more, I gave you a shit rating on your post.Great summary of this thread and your game design ideas! Couldn't have said it better myself! Bravo!!
Have another award on the house.
Since you keep coming back for more, I gave you a shit rating on your post.Great summary of this thread and your game design ideas! Couldn't have said it better myself! Bravo!!
Have another award on the house.
I have essentially told you to eat excrement and you're congratulating me? On being lucid? The entire thread was lucid before the trolls appeared.This is probably the most lucid and non-retarded thing you've written ITT. Congrats!
I have essentially told you to eat excrement and you're congratulating me? On being lucid? The entire thread was lucid before the trolls appeared.This is probably the most lucid and non-retarded thing you've written ITT. Congrats!
You've missed the point as well, what a surprise.Yeah, I think forming a proper sentence is a noteworthy accomplishment for you. I understand why you didn't understand that, but good job on noticing and expressing your confusion, little buddy!
What the fuck does that even mean. Lay off the pot man.I told you that you eat shit. You said it was lucid. Expressing my confusion?
What the fuck does that even mean. Lay off the pot man.I told you that you eat shit. You said it was lucid. Expressing my confusion?
You don't get it. The guy's got ideas. Ideas. What else do you need apart from ideas ? Talent ? Money ? Food ? Anything that actually exists ? No, ideas are the real deal.Basically it's the classic "I wanna be a rock star" non-strategy, hoping to be "discovered" by a billion dollar corporation that wants to turn a nothing idea into a household name. All without ever bothering to pick up a guitar.
You may not be aware that 2023 is one of the biggest year for RPGs in a very long time. BG3 itself was one of the greatest hit ever on Steam.While the fantasy role-playing genre has been ignored by a lot of companies lately
BG3 is an isometric RPG, as is Colony Ship, another solid RPG released this year. Starfield is third person shooter.an immersive simulation role-playing game that uses a more traditional isometric view instead of the first-person look that has become increasingly common.
Most blobbers allow to recruit NPCs to explore dungeons. In M&M6, you can even recruit passerby. Otherwise, Kenshi does it too. Did I mention Kenshi is isometric ?To help do this, Mortal has been the first to innovate equality between the Player and the NPCs. You can go into the dungeons by yourself, but for a more interesting experience, as well as one that better duplicates the feel of playing a pen-and-paper RPG, you can hook up with NPCs as if it was the Sims.
Nice ! Kenshi does exactly this.Naturally, the idea is for you and your friends to talk about the game and there is a lot to talk about, each playthrough is unique and the player can do almost anything. A character can be found in an inn in one player's game yet the same character might appear in another place at the same time for the other player.
Not only Kenshi does it too, but if you're any serious you may want to look at the Ryzom monster AI model that allowed monsters to have different behaviour according to their status and appetite. There was documentation available online at the time, it was very clever.This is because of the innovative Array of Actions and the percentages or statistics that decide whether a character is hungry, tired or wounded which together allow the NPCs to become as real and living as never before.
Funny you mention it, that's the idea behind Kenshi.The metagame is much different than in most role-playing games - if the player decides to follow the main quest, he or she won't have to play nice, will be able to attack literally anyone, cast spells until the virtual world sees his or her point of view. In other words, both the player and the characters are capable of acting like real people.
Guess what ? Yup, that's Kenshi in a nutshell.Additionally, every time a player sits down with Mortal, it's a different gaming experience. Rather than focusing on the adventure of the main quest, the player can thrive and die amidst NPCs who go about their lifes. Even when you have finished an adventure, you can go back to the start and play through the game again, having an entirely new experience. The world and setting might be the same yet the NPCs will always be up to something else.
Ok, Kenshi has no sorcerer, you have something here.Players can opt for any character type, ranging from a simple carpenter to a woodsman or hunter, a guard or a thief and at last, a sorcerer. No type has weaknesses and no type has strengths as the player and the NPCs try to live in a world that is constantly changing based on supply and demand, the statistics mentioned before, work as well as sword and sorcery.
The people? What have you discovered the secret of Rabbi Loew and created a Golem or a army of sentient Homunculus from a pack of 12 chicken eggsWhile the fantasy role-playing genre has been ignored by a lot of companies lately, the people at Black Keep Studios have decided to try something different. The result of their efforts is Mortal, an immersive simulation role-playing game that uses a more traditional isometric view instead of the first-person look that has become increasingly common.
So what, besides the perspective, makes Mortal so different? For starters, the basic idea that went into creating the game was to make it more available to a variety of gamers and gaming styles. To help do this, Mortal has been the first to innovate equality between the Player and the NPCs. You can go into the dungeons by yourself, but for a more interesting experience, as well as one that better duplicates the feel of playing a pen-and-paper RPG, you can hook up with NPCs as if it was the Sims.
Naturally, the idea is for you and your friends to talk about the game and there is a lot to talk about, each playthrough is unique and the player can do almost anything. A character can be found in an inn in one player's game yet the same character might appear in another place at the same time for the other player. This is because of the innovative Array of Actions and the percentages or statistics that decide whether a character is hungry, tired or wounded which together allow the NPCs to become as real and living as never before. The metagame is much different than in most role-playing games - if the player decides to follow the main quest, he or she won't have to play nice, will be able to attack literally anyone, cast spells until the virtual world sees his or her point of view. In other words, both the player and the characters are capable of acting like real people.
Additionally, every time a player sits down with Mortal, it's a different gaming experience. Rather than focusing on the adventure of the main quest, the player can thrive and die amidst NPCs who go about their lifes. Even when you have finished an adventure, you can go back to the start and play through the game again, having an entirely new experience. The world and setting might be the same yet the NPCs will always be up to something else.
Players can opt for any character type, ranging from a simple carpenter to a woodsman or hunter, a guard or a thief and at last, a sorcerer. No type has weaknesses and no type has strengths as the player and the NPCs try to live in a world that is constantly changing based on supply and demand, the statistics mentioned before, work as well as sword and sorcery.
if the player decides to follow the main quest, he or she won't have to play nice, will be able to attack literally anyone, cast spells until the virtual world sees his or her point of view. In other words, both the player and the characters are capable of acting like real people.
What kind of fucked-up reality is this?
What kind of fucked-up reality is this?
R'lyeh?So your game is going to hit the industry as hard as Diablo did back in January of 1997 and spawn an entire genre of copycats and sequels that will literally add an entire category to the computer RPG catalog? This ougtha be good...
At this point its sad thinking how delusional this guyWhat kind of fucked-up reality is this?
So your game is going to hit the industry as hard as Diablo did back in January of 1997 and spawn an entire genre of copycats and sequels that will literally add an entire category to the computer RPG catalog? This ougtha be good...
Oh rest assured, the management of this prestigious magazine are pursuing this with all due effort. You're good to go back to doing nothing, it's in fine hands.Right, so... Codex will not be able to follow up with the design document?