Volrath
Arcane
- Joined
- May 21, 2007
- Messages
- 4,299
What's the worst that could happen? A first half full of quests, dialogue and wonderful ideas, followed by...
What's the worst that could happen? A first half full of quests, dialogue and wonderful ideas, followed by...
I'd recognize fucking Curst even on 50*50px picture.
Wasteland 2?What's the worst that could happen?
Wasteland 2?
Looks like you need to play Wasteland 2.Age of Decadence
It can give a similar "design by checklist" experience.Uh. Setting aside whether you think the games are bad or not - just looking at the fundamentals, there's no way Torment can be the same kind of experience as Wasteland 2. But it does seem like it could be similar to AOD.
Looks like you need to play Wasteland 2.
I only played the Arena and Teron demo back then so I don't know.You think AoD is designed better than W2?
It can give a similar "design by checklist" experience.
I repeat because the more I play it the more it's validated, the whole game feels like it's made by people who didn't really play RPGs until they had to go and see what RPGs need to have. I just run around those maps getting quests and clicking every keyword on friendlies and killing every hostile until I exhaust the content and move on to the next place my quest log points to. Wow it's just like Fallout.You're more interesting when you're not blindly repeating felipepepe's old complaints. Like what you said a while back about WL2's map design being the reason people didn't like it even though in the end nobody seemed to really give much of a fuck about them.
But I'll humor you. Given that common "RPG checklist" items such as trash mobs are guaranteed not to be in the game, what "design by checklist" elements do you fear here?
Actually Wasteland 2 was enough to convince me of that.Its quite lovely how people who were already convinced the game is going shit, now claim Saunders leaving is the reason that convinced them the game is going to be shit.
Don't bullshit the bulshitter.
For Torment, it tries to be PS:T so just reduce it to its basic levels: Strangeness, lots of text, philosaphikool kuestions..
What's the worst that could happen? A first half full of quests, dialogue and wonderful ideas, followed by...
I repeat because the more I play it the more it's validated, the whole game feels like it's made by people who didn't really play RPGs until they had to go and see what RPGs need to have. I just run around those maps getting quests and clicking every keyword on friendlies and killing every hostile until I exhaust the content and move on to the next place my quest log points to. Wow it's just like Fallout.
For Torment, it tries to be PS:T so just reduce it to its basic levels: Strangeness, lots of text, philosaphikool kuestions.
Strangeness already feels like trying too hard right on the starting zone we see on the crisis alpha, strong hint of design by checklist.
You know, you might be on to something here, even if you are going a bit overboard, but yeah W2 does not feel like a good rpg session. Underrail gets its right.
Then again you have to start somewhere.
I will be happy with a semi decent Torment with hopefully better combat. Also its not everyday we get a setting as nice as numanuma despite all its faults.
I still dream with Arzach the rpg.
For the most part the reason why there is no RPG that does everything RPGs can do cohesively and well is because most of the elements associated with RPGs detract from or flat out contradict each other
Very true.RTWP can be extremely strategical. There are two main differences between (standard) TB and RTWP
limited, structured player input vs constant player input
and
discrete resolution of unit actions vs simultaneous resolution of unit actions
Turn-based involves the game dictating to you when you are required to make decisions and you make those decisions with incomplete information because you are not totally sure what actions enemies are going to take.
Real-time with pause involves (ideally) active decision making whereby you make decisions as a response to the actions of enemies in real (game) time.
Which one is more strategical, tactical or reactive totally depends on the design, not the medium itself.