merry andrew
Erudite
Most RPGs that have horrible gameplay is due to their seemingly endless meaningless choices.Sheriff05 said:You've heard the *Less Choice= More Gameplay* argument for how many developers now? and you're still buying it??
Most RPGs that have horrible gameplay is due to their seemingly endless meaningless choices.Sheriff05 said:You've heard the *Less Choice= More Gameplay* argument for how many developers now? and you're still buying it??
Sheriff05 said:Exitium said:Oh noes! I like bows over other weapons. OMFG. I'm so predictable!
Yes, and your lame dodging of the real issue is equally pathetic.
merry andrew said:RPG=LOTSA WEAPONS!!!!!
Fair enough, good point. In that case, you shouldn't really be surprised that some of us criticize such a move. It's not quality vs quantity then, as you stated originally, but choice vs immersion.merry andrew said:We're talking about the grand implementation that Todd described. Graphical enchancements will aid with the immersion that the game provides. This seems to be something that the Elder Scrolls series has prided itself on: graphics and immersion. Everything else they do seems to be centered around those aspects of gameplay.
Many people feel that using certain weapons (like mace and xbow from Whip's example above) is an important part of their character identity. Now, this choice has been taken away.Having several types of weapons that act almost exactly in the same manner is more of a graphical choice than a gameplay choice.
Maybe, yet it looks like that with every game Bethesda reduces and simplifies everything that could be simplified, WITHOUT adding any quality to balance it out.It seems that Bethesda has decided that for the immersion aspect, they'd rather have their ranged weaponry be quite distinct and believable rather than varied in quanitity yet not-so-varied in quality.
Actions RPGs with six standard novels worth of text, non-combat character progression, and a multitude of storylines (ala Morrowind)?Shevek said:merry andrew said:RPG=LOTSA WEAPONS!!!!!
When a RPG is an action rpg, then defining how your character opts kill enemies is just about al there is to the character development system. Therefore, situationally, yes.
There were spears in Fallout.Exitium said:Fallout didn't have spears. That was a Fallout 2 thing, and it was retarded.
Vault Dweller said:There were spears in Fallout.Exitium said:Fallout didn't have spears. That was a Fallout 2 thing, and it was retarded.
I think you're trying to say that Morrowind is an action-rpg, similar to Diablo and Dungeon Siege. I'm saying, you're wrong.Shevek said:Novels of text means nothing. I could stick the full works of William Shakespeare in Doom3 and that doesnt make it a rpg. Noncombat character progression means nothing if its implemented like crap and all you do is run around and kill. Storylines exist in other genres and are not a monoploy held by rpgs.
merry andrew said:I think you're trying to say that Morrowind is an action-rpg, similar to Diablo and Dungeon Siege. I'm saying, you're wrong.
I was seeing it as immersion=quality, choices=quantity.Vault Dweller said:Fair enough, good point. In that case, you shouldn't really be surprised that some of us criticize such a move. It's not quality vs quantity then, as you stated originally, but choice vs immersion.
Yes, hopefully there is something to roleplay with other than ranged weapon diversity. I get the feeling that Oblivion won't have a combat-focus on par with TOEE, so people should still be able to do lots of non-combatweaponofchoice roleplaying.Many people feel that using certain weapons (like mace and xbow from Whip's example above) is an important part of their character identity. Now, this choice has been taken away.
Yeah, I guess I'm just not as worried as I could be. I've actually never played Daggerfall.Maybe, yet it looks like that with every game Bethesda reduces and simplifies everything that could be simplified, WITHOUT adding any quality to balance it out.
DF had advantages/disadvanatges as a part of char creation, MW didn't
DF had a lot of skills (like climbing, swimming, medical, critical strike, dodge, streetwise, languages, etiquette, etc). In MW they were either grouped in one (athletics, speechcraft, etc) or gone.
DF had more then 20 (some say close to 30) guilds. MW had few, without improving anything.
DF had banks, horses, houses to buy, almost non-linear and actually interesting storyline, witch covens, vamps and werewolves, switches in dungeons, tons of guilds and orders, etc. MW either didn't have many of those, or dumbed them down.
Do you see the pattern?
I'll be specific.Shevek said:Novels of text means nothing. I could stick the full works of William Shakespeare in Doom3 and that doesnt make it a rpg. Noncombat character progression means nothing if its implemented like crap and all you do is run around and kill. Storylines exist in other genres and are not a monoploy held by rpgs.
Then again, Morrowind and Oblivion are a lot more graphics intensive than Daggerfall. When you add more visual detail, it's harded to implement things that have almost no visual detail. Does that make sense, at least?
You could pick weapons/armor/metal restrictions (can't use silver armor for example), critical weaknesses, rapid healing, penalty for daytime/nightime, bonuses to skills and abilities, etc. If you had a lot of bonuses, you level up slower, if you had a lot of restrictions, you level up faster. Or you could balance them out carefully. It added a lot of depth to customization of your characters.merry andrew said:I don't remember Morrowing having no advantages/disadvantages as part of character creation.
Ha! You could actually climb castle walls - great for thieves, not some hills like in MW. You couldn't swim in heavy gear without a decent skill. I once fell into the water during a fight, and had to throw away all my armor to survive and get out, and then continue the fight without any armor.Were all of those skills in DF as meaningful as the skills in Morrowind?
It is as I say. Banks were cool, you could keep your money there, borrow money and pay interest, etc. You could have a carriage to go with a hourse to carry all that phat loot, etc. You could even buy your own ships.The guild thing sucks, if it is as you say. Same with the meaningful banks, horses, houses to buy, and non-linear interesting story.
NopeThen again, Morrowind and Oblivion are a lot more graphics intensive than Daggerfall. When you add more visual detail, it's harded to implement things that have almost no visual detail. Does that make sense, at least?
So their character development/creation system has no chance of being high quality if there aren't a lot of ranged weapons?Shevek said:The quality of an rpg system lies in how well deep its character development/creation system is and how well that is implemented in game.
Immersion in an RPG, for me, is determined by how detailed its character development system is AND how that system is implemented into the game. I really don't care how detailed it is if the details don't mean much. So when Bethesda decides that there's not gonna be a variety of ranged weapon types, I don't get worked up over it. I'm young and naive!!!Immersion can exist in lots of genres other than rpgs. Therefore, judging the quality of a rpg solely by how 'immersive' it is, is fundamentally flawed. This is similar to how many jrpgs may be very immersive, have nice stories and so on but most tend to be shallow/pretty piss poor rpgs because the meat of an rpg is either weak or nonexistant in those titles.
I don't think that Morrowind had an extreme combat focus, but okay. I've never played Daggerfall.If Oblivion follows the trend set by Bethesda in moving from Daggerfall to Morrowind, the title will have an extreme combat focus.
merry andrew said:Then again, Morrowind and Oblivion are a lot more graphics intensive than Daggerfall. When you add more visual detail, it's harded to implement things that have almost no visual detail. Does that make sense, at least?
Shevek said:No. Pretty gfx are no excuse the dumbing down that occurred from DF to MW.
I thought that adding animations and graphical representations for things such as: banks, horses, houses to buy, tons of guilds (people, places, items, locations, etc.), climbing, medical treatment, complex dungeons, etc. would take a lot of time and resources. Thus, when you are working on a game that's pretty much trying to be on the forefront of graphics, it's tough to implement things the way that you'd like to that in previous generations (Daggerfall) required little-to-no intensive work for animations and graphical representations. I could definitely be wrong.Vault Dweller said:Nope
merry andrew said:So their character development/creation system has no chance of being high quality if there aren't a lot of ranged weapons?
Immersion in an RPG, for me, is determined by how detailed its character development system is AND how that system is implemented into the game. I really don't care how detailed it is if the details don't mean much. So when Bethesda decides that there's not gonna be a variety of ranged weapon types, I don't get worked up over it. I'm young and naive!!!
I don't see how 'variety in ranged weapon types' is part of the "meat of an rpg". Unless you're referring to an action-rpg, if so, then we're back to our difference of opinion.
Thanks for answering my question. I'm sorry, I forgot that this entire thread isn't about the variety of ranged weapon types in Oblivion.Shevek said:A big fan of circular arguementation, are you?
I thought this was the RPGCodex, not the "this aspect of a game exists in every game"Codex.Immersion is one thing: how connected you feel to the game world or, to put it a bit clearer, how immersed you feel. This could exist in sports titles, rpgs, adventure games action titles and so on. This definition does not change with genre. Of course, immersion is a very subjective thing so...
Anywho, Im hoping off the circular arguement merry andrew go round now.
Don't underestimate the importance of simple message boxes: banking requires a building and a message box to communicate; buying a house is merely a formality (almost everybody "owned" that Council Club in Balmora), it requires a few available houses in every city; horses do require graphics, but considering the development length, I don't think it's such a big deal, they could have used guars (existing models) as mounts, climbing could have been done via a message bx too if animating it was such a big deal - they don't show you how you ride a bug when travelling after all, same could have been done with climbing: "Using your mad climbing skillz you have successfully climbed the wall", etc.merry andrew said:I thought that adding animations and graphical representations for things such as: banks, horses, houses to buy, tons of guilds (people, places, items, locations, etc.), climbing, medical treatment, complex dungeons, etc. would take a lot of time and resources. Thus, when you are working on a game that's pretty much trying to be on the forefront of graphics, it's tough to implement things the way that you'd like to that in previous generations (Daggerfall) required little-to-no intensive work for animations and graphical representations. I could definitely be wrong.
Makes sense. Although, if they really wanted to just use message boxes for such things, they probably wouldn't spend so much time on the graphics in the first place.Vault Dweller said:Don't underestimate the importance of simple message boxes: banking requires a building and a message box to communicate; buying a house is merely a formality (almost everybody "owned" that Council Club in Balmora), it requires a few available houses in every city; horses do require graphics, but considering the development length, I don't think it's such a big deal, they could have used guars (existing models) as mounts, climbing could have been done via a message bx too if animating it was such a big deal - they don't show you how you ride a bug when travelling after all, same could have been done with climbing: "Using your mad climbing skillz you have successfully climbed the wall", etc.
I know.Vault Dweller said:One can work with another. What they can't do in shiny colours, they can do in message boxes.