Mr. Magniloquent
Arcane
This is one reason why NWN is lauded by those who played it properly. Going on adventures with other PCs in a virtual world curated by a real DM was outstanding.A party of Player Characters, as the hobby was intended.
This is one reason why NWN is lauded by those who played it properly. Going on adventures with other PCs in a virtual world curated by a real DM was outstanding.A party of Player Characters, as the hobby was intended.
This is the answer. In first-person game or third-person game where you control one character at a time a party is usually just an annoyance - either you need to awkwardly switch between them or all but one of them are artificial stupidity controlled and you're playing a very long escort mission. It's a bit better when you have an overhead view and can at least see how the retards are trying to get you/themselves killed at all times and have a chance to react. But when you have full control over the party at the same time or everyone takes turns then having more options from all the different party members' abilities makes things more interesting.Really, the number of player-characters should correspond to other aspects of the game, e.g. a game focused on tactical turn-based combat should have a full party, whereas an Action RPG should have a single player-character.
This is just the general reactivity problem - having significant differences in how the game plays out costs a lot more for the same game length and many players don't actually like it and will bitch if they can't do everything with their character. So the differences are mostly fake like being able to pick a lock or just bash the door where the outcome is the same.Solo character allows the game to have multiple ways of doing things based on that particular build of that character. That's something you don't really have with party based CRPGs because you expect a party to have all the bases covered. You don't really need to make a thief/sneaky way of doing something, and a combat way of doing something, and a diplomatic way of doing something, and so on. That's not to say that a party based CRPG can't include those things, but there's very little need to include multiple avenues for completing tasks when you have a party.
Typically when you have a party based CRPG, you primarily throw in traps and hidden doors and things like that just to make sure the player creates a balanced party. With a solo character CRPG, you toss in those things specifically for those characters who are built that way typically have an optional way of doing something. I think nearly all developers will acknowledge that the majority of players out there will go the combat route and nearly everything in all CRPGs can be resolved that way. So, if the focus of your game is combat and you don't really care about adding different ways of completing things because that's not the focus of the game, it doesn't really matter if it's solo or party. In fact, party based might actually add something to the flavor of the game by allowing different tactical options for the player.
I think part of the problem is that a lot of developers don't really want to add all those methods of completing quests these days in either single player or party based games. How many branching design quests do Bethesda games have? They're solo character, but pretty much every single quest is resolved the same way each time because they don't really bother allowing multiple ways of doing things. In Skyrim, you can be a fighter build and be a high ranking member of the Mage Guild because Bethesda doesn't bother to design things any other way other than just beating the shit out of whatever bad guys the game throws at you.
Those goons stunted his growth.Frodo was stupid. Imagine how much faster he would've leveled up if he left all those goons in Rivendell.
Solasta and Wildermyth both had personality traits for customizable characters, with Solasta placing cutscene dialogue according to these personality traits and having one personal quest determined by background (not personality traits, though), while Wildermyth had a more complex set of character traits, with related personal quests occurring for the character with a high value in the appropriate trait.There needs to be more party based RPGs that have creatable characters who come with personalities. Real personalities not just voice sets described as "stern" or "boisterous". Add in an attached personal quest for good measure
Any similar games to that that you'd recommend? Preferably with a less goofy art style.Wildermyth
Wildermyth attempted to employ procedural storytelling with pre-fabricated vignettes, within a framework of an overarching campaign plot and accompanied by tactical turn-based combat. I don't know of any games that imitated that attempt at innovating storytelling, or any games that imitated the personality trait implementation of Solasta or Wildermyth, but relating to the former you might try the Games with impressive procedurally generated content thread.Any similar games to that that you'd recommend? Preferably with a less goofy art style.Wildermyth
Cheat engine exists for a reason. Don't know how I would play the hundreds of battles in King's Bounty games without it.I have to say one more thing on the subject: If you're making a party based game, for the love of god, make the combat animations quick or skippable. I've played games with 3 party members that make battles a slog because everything has to have some multiple second animation to be all cinematic or whatever the fuck, and games where you have a party of 8 fighting 40+ enemies that go by quick enough to trigger that 'just one more' feeling. Be the second type of game.
Solasta characters better have some nice personality traits, since they cannot rely too much on their faces.Solasta and Wildermyth both had personality traits for customizable characters, with Solasta placing cutscene dialogue according to these personality traits and having one personal quest determined by background (not personality traits, though)
Their problem is being retarded.*..yeah I'm aware that some people have trouble calling Deus an rpg, for whatever reason.
You posted a game that has pronouns as a highlighted option and a description bio of a character fancying himself a "Horserer". You haven't only chose to post that unironically, you posted it as an example of acceptable. I do not know how to communicate with you, honestly.I thought RPG Codex was inclusive site judging by the amount of gay stuff that's going on here.