RPGMaker?I think it would help a lot if there was some sort of free engine with the basic systems in place already made for devs (e.g. turn based combat, standard character progression, standard loot tables...), and allow the devs to change those if they wanted to. Maybe open-source as well, so you can download module packs of a different turn based system, or a different character progression system someone else made.
Sure, this would create lots of crap cause it'd be easier to make "RPGs", but at least the big boyz upstairs (or the guys that wanna make good stuff) would have more leeway cause it'd be cheaper.
It's not freeRPGMaker?I think it would help a lot if there was some sort of free engine with the basic systems in place already made for devs (e.g. turn based combat, standard character progression, standard loot tables...), and allow the devs to change those if they wanted to. Maybe open-source as well, so you can download module packs of a different turn based system, or a different character progression system someone else made.
Sure, this would create lots of crap cause it'd be easier to make "RPGs", but at least the big boyz upstairs (or the guys that wanna make good stuff) would have more leeway cause it'd be cheaper.
I wish more games would include both a class system and a class creator. Probably the best thing the TES series gave to crpg heritage.
I wish more games would include both a class system and a class creator. Probably the best thing the TES series gave to crpg heritage.
Arena's class system is fun to play around with, and is the only reason I play it from time to time. Few other single character games dare limit the player in such a way. Once TES also offered free character creation the class system lost its meaning IMO. Has anyone really played a pre-made Warrior or Thief in Morrowind?
Or Game of ThronesI want to see the industry move away from 8 bit indie meme games. Different settings then cookie cutter generic stuff like tolkien and sci fi mass effect. West world tv show right now is successful. Why doesn't someone make a rpg setting like megaman in the far future with androids and robots.
Dunno. But class creating is for me a way to exploit the game.
5. I honestly believed that somehow, after PS:T, the world would take into consideration your stats and classes and make a unique experience for the player. BUT NO. I also believed the same in 1987 when I played Wasteland for the first time. Still eludes me. AoD may have added something here. Give me 3 ways to conquer an obstacle and I'll follow you forever.
stuff
The thing that most regularly pisses me off hasn't really been mentioned yet, or if it has only in passing, so I thought I'd add it:
Secret combat information.
In ye olden days of 6 discs per game, or obvious transfers of popular P&P systems, it was fairly common-sense to include such details as "How does combat actually work" into separate manuals. If you played the game without the manual then you'd be fairly clueless of what was going on but it was at least partially your own fault. However, this led to an inherent philosophy with game designers that they don't need to put details of how combat works into any of their games, players will figure it out for themselves, to the point where I've now played an awful lot of games where such information is neither in the game nor in any manuals nor a direct lift from an established P&P game.
How many games have you played where your character dons "Armour" and had a cumulative "Armour Value" as a result and you plough through the game upgrading this total without ever once knowing what the fuck the stat actually does, just increasing it because it must be doing something and having it go up must make for logical sense - only then to be faced with a quandary like "Armour 50" vs "Armour 40 + Fire Resistance 20" between two similar items of clothing and suddenly realising you have absolutely no idea which item is 'better', because you suddenly realise you have no idea whatsoever what your Armour is even doing, no-one thought to mention it either in the game or in the manual.
Likewise, during combat, if the game doesn't have a fully descriptive battle-log (something even some games with battle logs don't have) then you're never quite sure why what is happening on screen is happening. You have an "Attack Value" of 5,000,000, they have a "Defence Value" of 20, but you still miss, and visa-versa - was it because of Criticals or was it because of Random or was it because of a percentile system where 5,000,000 x 0 still equals 0 or was it because they're using a +5 sword and your 5mil just makes you immune to +4 and under. So often devs just invent a "Combat System" but then, either intentionally or stupidly, completely forget to tell the player what any of it actually means. Maybe the cost of copyrighting a good combat system outweighs the benefits of being open about it, maybe they're just irritating by nature, maybe they're a bit incompetent, maybe all sorts of reasons. But, as an RPG player, it's usually the only part of the game which is in need of info-dumps, as oppose to all the utterly useless dialogue and lore horseshit that normally gets acres of screen time.
When playing P&P you will know every detail of every combat situation, why everything is happening in the way its happening, and this is what makes P&P interesting, what makes things like "only one minor stat improvement on level-up" interesting, because you know exactly why you're so desperate for that one stat. In cRPGs it is more commonly assumed that you wont be giving a shit why anything is happening cos you're more interested in LOLPLOTLOL.
Edit: Oh yeah, and can't forget the biggy - Does it stack or is it highest value only. And is that stacking numerically or cumulatively. And lol at games that use all three.
or tell me nothing so I can experiment and work shit out.
Well, good catch in pointing those games out. Their skill/stat checks allow for a unique experience in each game, and they also share another similarity: they are highly regarded. Playing Arcanum as a different alignment/class felt like a different game. Same with Fallout. There is a lot to see just by making minor changes.May have? AoD reactivity goes far beyond PS:T. Swordflight, Mask of the Betrayer, Fallout and Arcanum, too.
I don't think many folks on their first play-through of PS:T buffed Wisdom AND Int. In fact, in normal D&D, not many people would. I buffed Wisdom on my first go at it because I didn't read the manual and always play cleric. I ended up settling on Thief, since you level almost 2x as quickly as mage. However, it was only through conversing with folks that I discovered the Zerthimon line and lots of other things.Also, it's EZ to build a reactive campaign for a pre-defined protagonist, who must be male/human and selects from a limited three-class pool; and then tailor the choicest content to one of those classes and tie the major rewards to two AD&D attributes (Mage TNO with high Wis/Int). Dead fucking EZ.
Thanks!Agree with your other points, though. So brofisted.