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Weapons!!!
X-G
Member #856
December 2000
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What I'd like to know is, if these games are so crappy and non-fun, etc, then why did they sell so many copies, and are STILL selling copies long after their release? ;)

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Irrelevant
Member #2,382
May 2002
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The general public has no taste. I thought everybody knew that. :P

<code>//----------------//</code>Here be l33tsp33x0rz.

X-G
Member #856
December 2000
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So we ask ourselves; are we making games for ourselves or for the people? If you're making them for yourself, that's fine, but don't complain when your game sells exactly two copies. If you're making them for the public, be ready to compromise.

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Since 2008-Jun-18, democracy in Sweden is dead. | 悪霊退散!悪霊退散!怨霊、物の怪、困った時は ドーマン!セーマン!ドーマン!セーマン! 直ぐに呼びましょう陰陽師レッツゴー!

Irrelevant
Member #2,382
May 2002
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I was just being cynical. The more positive view is:

Some guy on Prozac said:

If crappy games sell that well, imagine how well a good game will sell!!1 *manic grin*

You choose which you think is more accurate.

<code>//----------------//</code>Here be l33tsp33x0rz.

Korval
Member #1,538
September 2001
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You did realize that your possible answers change depending on your INT value?

No, but then again, I played it through only once as a Monk (too boring for a re-play). Intelligence wasn't a big deal for me.

In any case, did that really affect anything? Could I convince Fenthick that Desther was evil, regardless of my Int score? No; the game didn't let me.

As such, the story isn't significantly effected. Oh, sure, some small details may be flexible (which weapons you use, how to accomplish sub-quest X, etc), but nothing substantial; the actual plot remains the same. If the choices ultimately don't matter, if I can't actually be an evil character (even though my alignment clearly says, "Chaotic Evil", which, by all rights, means I shouldn't care one bit about the fate of Neverwinter), what's the point of having them in there?

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And you do also know that the "dice rolling" in conversations is only used to determine the way NPC react to you? And that this "dice rolling" is heavily influenced by your skills as well?

It's still dice rolling.

The problem with dice rolling is that it takes something that could have been expressed as "You can do it or you can't" and adds a third possibility, "Maybe you can do it."

Good game design says that, if the player cannot (yet) accomplish task X, the player should be immediately told that task X is impossible, and some reason why (possibly with a solution). There shouldn't be this nebulous, "I might be able to accomplish the task."

If you allow for a middle-ground, and the task has no penalty for failure, then if it is at all possible to succeed, the player will eventually do so. So there's no real point in making the player sit there trying over and over again (since that would be dull). If the task has a penalty for failure, then a poor roll of the dice has just, potentially, denied a player the ability to do something nifty and inventive.

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You also realize that the combat uses dice rolling as well - which should make it as meaninglesss and boring

I guess in your game, you won't have any random element, so the outcome of all actions is deterministic?

Actually, for the most part, yes.

Take FF2e, for example.

If Cecil attacks someone, hits them, and does 300 damage, on his next attack he, almost certainly, will:

a: Hit the monster.
b: Do 300 damage.

This is very consistent. Damage varies, but not by more than 10% or so (I've got a document that explains, in depth, how the FF2e combat system works).

Hitting is, also, very consistent. Except for weapons that have hit-percentage problems (arrows outside of Rosa's hands), or attacks from the back row, if you hit something once, you will almost certainly hit it the next time. Misses do happen, but they are quite rare.

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And why don't you try to play without a meat shield? You know, that's possible.
Don't blame NWN for your lack of imagination

Sure, it's possible, but that doesn't mean it is wise. Rather than drawing out the combat system, by making it difficult to kill stuff, I'd just rather take the most direct route to victory.

There is a clearly correct choice, and a clearly incorrect one.

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Glad you're not self-centered

You're calling me self-centered? I'm not the one who, basically, just made the claim that everybody else likes NWN/Planetscape/etc-style games (which just happen to be games you like). I never made such a claim; I said that people liking PC-RPGs does not preclude the existence of people liking console RPGs either.

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Why don't you take a look at the message boards of some NWN community then? Or one of Planescape:Tourment? Or maybe just that of a lucas arts adventure game (being one of the close realtives in regards to story)
Don't assume... check.

I don't care if the people in the NWN/Planetscape/arbiturary other game community like the kinds of games I do. Regardless of whether you want to believe it or not, FF-style games are popular, and moreso than pc-RPG's.

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Um no. You don't hardcode that.
There's no need do. All you do is to specify how much "trust" is needed to get the chalice. Give high boni for being a paladin. Slightly less for being a clerirc.
This covers both the disguise and fast talk situations.
The normal sneak into the house / storm the house requires no special code at all.

You still have to make sure that arbiturary character X can complete the mission. If he can neither sneak into nor storm the house, and he failed his bluff-check, he's screwed, and the game is over.

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And I'm still not sure why you think that this problem exists only in systems with non-resource.eating epellcasters? (Which was the starting point for that discusssion)

The discussion has moved on to a question of fundamental RPG design; the issue of resource management has long sense been left behind.

Welcome to the conversation; glad you could make it ;)

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Nope. Don't create "gameplay". If you want to do that, write a book.
There's no need to hardcode that stuff.

Hardcoding Plot elemeents is so 19990

Yes. And RPG's were so much more fun back then.

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But that's not really the point. The idea is that you explain me why games which don't use the FF approach are destined to fail and why hardcoding everything is the only true way of doing things.

I didn't say they were destined to fail (though I won't bother playing them). I said that it was a choice that has consequences; among those consequences is that the design process is much more difficult.

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But it doesn't change the fact that these games (esp. BG, NWN and P:T) are considered milestones.

By whom? People who are already pre-disposed to like them? Show me a single die-hard FF-fan who considers NWN to be superior to his favorite FF game. Actually, show me a large number of FF-fans who did so; that would indicate a paradigm shift.

All that being said, I've always had this idea in the back of my mind for a game that builds a plot for you, based on how you play your character. It would create an appropriate "love-interest" character, an enemy "foil" (a guy who frequently gets in your way), various other heros who could be potential party members, and so forth, based on your character and how you interact with others. The game would be fairly open-ended, in terms of how you beat the game. Each of the three classes (fighter, wizard, rogue) would have their own advantages and weaknesses.

More importantly, rather than a system based on dice rolling, it is based on the player's skill with the character. Fighters, depending on weapon choice, would have a number of different maneuvers, which are based off of controller movements. Casting spells is not automatic; the user would have to perform some dexterious action with the controller (I haven't quite decided what, though). And using rogue skills would require actually doing something, like making a choice as to how to fast-talk someone based on the conversation, etc (it isn't just selecting Fast-Talk from the list of choices).

X-G
Member #856
December 2000
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Show me a single die-hard FF-fan who considers NWN to be superior to his favorite FF game.

That's just silly. I, for example, don't much enjoy sports games, but I like console-style RPGs. To say that a sports game sucks because I don't like it isn't sane - games aren't intended for everyone, just those who like that kind of game. The trick is making a game a lot of people happen to like.

--
Since 2008-Jun-18, democracy in Sweden is dead. | 悪霊退散!悪霊退散!怨霊、物の怪、困った時は ドーマン!セーマン!ドーマン!セーマン! 直ぐに呼びましょう陰陽師レッツゴー!

spellcaster
Member #1,493
September 2001
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Quote:

As such, the story isn't significantly effected. Oh, sure, some small details may be flexible (which weapons you use, how to accomplish sub-quest X, etc), but nothing substantial; the actual plot remains the same.

You should play the game before you start throwing assumptions around.
BTW diplomacy and the other inter-character skills as WIS based. So, no, you INT score won't help you there.

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Sure, it's possible, but that doesn't mean it is wise. Rather than drawing out the combat system, by making it difficult to kill stuff, I'd just rather take the most direct route to victory.

You don't know the game at all. You played it once (as a monk) and you already found the best way to play it? Now that's pretty impressive.

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There is a clearly correct choice, and a clearly incorrect one.

Um yes. Sure. Whatever.
I play games to have fun. Beating the game might be part of the fun. But removing the fun from the game by choosing a strategy I don't like seems strange.

Oh... and you're sure you're playing a choactic evil monk?

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You're calling me self-centered?

Yep.

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Welcome to the conversation; glad you could make it

Uh, sorry then.
But you could just answer the question why all games with non-resource eating spellcasters suck?
Just that I can check that question on my list of "things I really need to know".
I've realized that you like to switch topics to avoid having to submit that you're wrong, but I prefer to stay on topic and answer questions first.

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I didn't say they were destined to fail (though I won't bother playing them). I said that it was a choice that has consequences; among those consequences is that the design process is much more difficult.

You said it would make all characters alike, IIRC.

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Show me a single die-hard FF-fan who considers NWN to be superior to his favorite FF game

Now that is a good one :)
I'm just not sure if I like the answer more, or that you consider "die-hard-FF-fans" the only group of people have the right to declare milestones :)

BTW, I don't want to prove that NWN or any other game is better than Your-Squate-Game-Of-Choice.
In fact, all I want is that you realize that there is more than FF out there ;)

Open your mind, young grasshopper.
On the other hand, it might be hard to find a die-hard-FF fan who thinks that having an open mind is a good idea. So I'm not sure if I can convince you.

Anyway, I doubt that this will lead us anywhere.
So maybe we can pull this into another direction?

There's one thing I'd really like to know: How can you create an innovative FF clone?

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Korval
Member #1,538
September 2001
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You should play the game before you start throwing assumptions around.

If it takes more than 1 full play-through to actually be said to play a game, the game is clearly poorly designed.

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Oh... and you're sure you're playing a choactic evil monk?

That was a more general point of the post than anything I actually tried. But the point is still valid: your aligment clearly is just for show and a little flavor in conversations.

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Yep.

Of course, you ignored the accurate part about your own self-centeredness. And the fact that I didn't say that there was only one real way to design RPG's.

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But you could just answer the question why all games with non-resource eating spellcasters suck?

I never said that. What I said is that it removes the distinction between fighters and wizards, which causes each character to be played similarly. As such, a fundamental difference between characters has been lost, and a dimension of gameplay has been lost along with it (resource management).

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I've realized that you like to switch topics to avoid having to submit that you're wrong, but I prefer to stay on topic and answer questions first.

The topic changed when you brought up issues of non-combat skills and so forth (go ahead; look at the thread). Resource management & wizards was purely a combat mechanic, so by bringing up non-combat skills, you effectively changed the topic to a more fundamental disagreement.

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You said it would make all characters alike, IIRC.

That is another consequence.

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Now that is a good one
I'm just not sure if I like the answer more, or that you consider "die-hard-FF-fans" the only group of people have the right to declare milestones

We both know I never said that only "die-hard-FF-fans" have the right to declare milestones. However, it makes no sense for fans of a subset of particular genre to declare milestones without consulting others as well.

You may consider NWN a milestone. Your friends may as well. Everyone on Bioware's bboard may as well. But that is different from the statement you made "But it doesn't change the fact that these games (esp. BG, NWN and P:T) are considered milestones," which is a much stronger statement.

What you consider to be a milestone is an opinion. Your statement, however, clearly shows that you believe it to be a fact that NWN is considered a milestone game. As such, I asked you to provide evidence of this. The fact that Bioware fans consider it a milestone means nothing; their bias is obvious. If, however, the game is a true milestone, even people who would normally not be attracted to it would consider it such. Hence, my asking about the number of FF-fans who would consider NWN a milestone in game development.

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In fact, all I want is that you realize that there is more than FF out there

Which I agreed was true. My point was that the road of NWN/etc creates a very different (and, in my opinion, far inferior) experience than console RPGs.

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There's one thing I'd really like to know: How can you create an innovative FF clone?

That's like saying, "How do you create an innovative FPS?" Metroid Prime did it. Just because it has been done before doesn't mean it can't be improved upon.

1) Better core combat system. FF2e was good, but it could be improved upon. You might even make a real-time combat system.

2) Better resource system. Perhaps different characters have different resources.

3) Better plots.

4) The obligatory improved graphics/sound/etc.

And this is just off the top of my head.

spellcaster
Member #1,493
September 2001
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Quote:

If it takes more than 1 full play-through to actually be said to play a game, the game is clearly poorly designed.

Who wants replay value anyway? ;)

IMO that is (should be) the difference between games and movies. I'd expect a game to be different everytime I play it.

It's hard to find real life games that are the same everytime you play them.

Besides: There's a difference between "playing the game" and "knowing the game".
If I played rugby once, I'd never dare to think I know everything about that game...

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That was a more general point of the post than anything I actually tried. But the point is still valid: your aligment clearly is just for show and a little flavor in conversations.

Nope. One consequence is, for example, that you couldn't be a chaotic evil monk. At least, you can't raise your level as a monk while being chaotic.
And there're are other differences as well... sometimes pretty drastic.

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And the fact that I didn't say that there was only one real way to design RPG's.

You do realize, that all I wanted to hear is that you admit that?
The whole discussion erupted because you told us that there is just one-true-way and how freeform engines spoil the plot :)

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That is another consequence.

Nope.
See the complete discussion we had till now for reasons why.

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We both know I never said that only "die-hard-FF-fans" have the right to declare milestones

Um... I said "they are considered milestones", you said "show me one die-hard FF Fan who considers them milestones".
If your answer is supposed to be a reply to my comment, it means that the set of all people able to define milestones for RPGame is made of die-hard FF fans.

I was more referring to stuff like sales, critiques from magazines, players and industry insiders, etc.

Each of these games added something new to the Genre.

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That's like saying, "How do you create an innovative FPS?" Metroid Prime did it. Just because it has been done before doesn't mean it can't be improved upon.

No it isn't.
It's more like saying "who do you create an inovative copy of shadow warrior".

Regarding your list: I miss the innovation. Taking existing features and prefixing them with "better" is not really innovative.

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Korval
Member #1,538
September 2001
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Who wants replay value anyway?

Replay value is an entirely different thing. After the first play through, however, the player should know enough about the game to make informed decisions that are better than the previous one he made the first time.

At the very least, the player should have a firm grasp of what the system does and does not allow.

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If I played rugby once, I'd never dare to think I know everything about that game...

There are many fans of <insert arbiturary sport> who have never attempted to play the game, but wouldn't make half-bad coaches (at least, in terms of strategies that come from knowing the game. The real job of dealing with players would likely go past them).

You don't have to have played something to know about it. That is simply one way to learn about it.

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Nope. One consequence is, for example, that you couldn't be a chaotic evil monk. At least, you can't raise your level as a monk while being chaotic.

Which has little relevance, since being Chaotic evil doesn't impart you with any real abilities.

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And there're are other differences as well... sometimes pretty drastic.

Such as? Do I get to demand that Lord Nasher turn over control of Neverwinter to me if I save it? No. Do I suddenly get to break certain rules I couldn't have before? No. Any choices of significance are denied to me; at best, I get to change the flavor of the story slightly.

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You do realize, that all I wanted to hear is that you admit that?
The whole discussion erupted because you told us that there is just one-true-way and how freeform engines spoil the plot

They do spoil the plot. That's another one of those consequences.

NWN isn't very free-form. Oh, there's a lot to do, and there's quite a bit of class/etc specific stuff, and several ways to obtain goal X. But the fundamentals of the plot don't change. You can't change the important things (keeping Aribeth from turning, stopping Morag in the past, etc). And if you can't change the important things, what's the point of being able to change the little ones?

If you're going to give the player choices, start with the big ones and work downward from there.

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I said "they are considered milestones", you said "show me one die-hard FF Fan who considers them milestones".
If your answer is supposed to be a reply to my comment, it means that the set of all people able to define milestones for RPGame is made of die-hard FF fans.

Your comment clearly infered that it was accepted by a majority of people that they are considered milestones. My comment was designed to show that a large segment of the population probably wouldn't like NWN.

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I was more referring to stuff like sales, critiques from magazines, players and industry insiders, etc.

Sales doesn't make a milestone; at best, it makes a fad (like the recently-departed Tony Hawk fad, and the current GTA fad).

Reviews are more credible, but then again, reviewers aren't the whole industry. And reviewers have biases too; computer game reviewers would not like a Final Fantasy-style game.

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It's more like saying "who do you create an inovative copy of shadow warrior".

A Final-Fantasy-esque RPG (aka, a console-RPG) is a subgenre of the RPG genre. As such, my statement is valid: FPS's are a subgenre (a very large one) of the First-Person game genre. As such, the analogy holds quite well.

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Regarding your list: I miss the innovation. Taking existing features and prefixing them with "better" is not really innovative.

That is, pretty much, how innovation works. You find something that is lacking about a prior work and you improve upon it.

FF2e was innovative compared to FF1 because of the Active-Time Battle system. It was new way of handling combat, and it was a significant improvement on FF1. As I pointed out earlier, in a console-RPG, most of the gameplay is in the combat system. As such, an improvement in the combat system is a fundamental improvement in the game.

An innovation on the console-RPG style could be adding gameplay outside of combat. However, it does not have to be; it is simply one of many possible directions for innovation.

The space of console-RPG's has not yet been explored; you're basically suggesting that it has, and that the only real innovation can come from abandoning that style for a more computer-RPG style. That is both a limited and limiting thought.

X-G
Member #856
December 2000
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Quote:

Final-Fantasy-esque RPG (aka, a console-RPG) is a subgenre of the RPG genre. As such, my statement is valid

That's not what you said; you said an FF clone. Clone by definition is an almost exact copy of a particular game; Now, creating an innovative console RPG is another matter entirely. ::)

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Since 2008-Jun-18, democracy in Sweden is dead. | 悪霊退散!悪霊退散!怨霊、物の怪、困った時は ドーマン!セーマン!ドーマン!セーマン! 直ぐに呼びましょう陰陽師レッツゴー!

spellcaster
Member #1,493
September 2001
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Quote:

After the first play through, however, the player should know enough about the game to make informed decisions that are better than the previous one he made the first time.

Ok. But what's your point? That's pretty obvious and nobody said it should be otherwise...

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There are many fans of <insert arbiturary sport> who have never attempted to play the game, but wouldn't make half-bad coache

Ok, so in that case I assume you have been watching numeours other people playing NWN?
The point is: You played it once (if at all) and didn't explore the game. Which is not bad... in fact, that's ok. The bad thing is just that you're acting as if you knew the game, the system and what it's capable of.

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My comment was designed to show that a large segment of the population probably wouldn't like NWN.

I doubt die-hard-FF fans are a large segment of the population ;)

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They do spoil the plot. That's another one of those consequences.

No, it doesn't :)
It just gives you more freedom. And it might alter the story. But it won't spoil the plot.

But me thinks that you have a couple of things mixed up here.
Your previous example for a plot "save the kingdom" and "return the stolen item" are not plots. These are quests.

A plot would be "A steals an item from group to do Something. A will try it's best to get to City Fnord, get some backup there, and move with that backup to his castel in BlaBlu. There he'll use Voodoo magic to take control over the owner of the item and use him to attack the group from behind"

Not a very good plot, but it's a plot.

The story evolving here depends on what the players do.
If they don't chase the thief, they'll realize sooner or later that something strange is going on with the former owner of the item. They might need to subdue him, find the reason he's acting so strangely and trace it to the source.

If they decide to follow the thief, they'll need to track him down, asking around, bribing people etc.

In the end they'll normally end at the evil guys castle. And the final battle starts.

If they decide to kill the possesed comrade (eacause it's an evil group) let him raise once the group left him dead and sneak attack the group.
Or let him haunt the group as a ghost, demanding that they find the one who did that to him.
That should motivate even an evil group (you don't want to have a howling ghost around you if you want break into a house, it's annoying if that ghosts helps the enemies in the fights, etc).

Or that plot could end once the players killed the comrade, but the sould of him is trapped, aand he'll make a cameo appearance later on ;)

But none of these possibilities will change the plot. And the actions of the player will make a difference.

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A Final-Fantasy-esque RPG (aka, a console-RPG) is a subgenre of the RPG genre. As such, my statement is valid: FPS's are a subgenre (a very large one) of the First-Person game genre. As such, the analogy holds quite well.

;D :)
First of all... "Shooter" is the genre. "First Person" is the view.
You're also mixing levels of abstraction here. FPS is not the same level of abstraction as FF-esque ;)
(It can't be, since you tie it to a certain game, not a genre. Wolfenstein-like might be accurate, though)

And you know that. But it was a nice try.

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Sales doesn't make a milestone; at best, it makes a fad (like the recently-departed Tony Hawk fad, and the current GTA fad).

If I had "sales figures" alone, I'd agree. But if you combine great sales with great reviews from players and playtesters alike, it's a different thing ;)
P:T didn't sell that well, but it got great reviews from all sides (but yours, I guess).

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That is, pretty much, how innovation works. You find something that is lacking about a prior work and you improve upon it.

in·no·va·tion: The act of introducing something new.
im·prove·ment: A change or addition that improves.

So, while innovation might lead to an improvment, not all improvements are innovative.
Indeed, just using "better" or "more" of the same is not innovative. It cannot be innovative, since it's nothing new.

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The space of console-RPG's has not yet been explored; you're basically suggesting that it has, and that the only real innovation can come from abandoning that style for a more computer-RPG style. That is both a limited and limiting thought.

FF-esque != console style RPGs

The whole term "console style RPGs" is stupid anyway. The early ultima games were console style.
Diablo is pretty console style.

WarCraft3 seems to fit your idea of a console-style RPG ;)

And if you take a look at the later incarnations of console RPGs, the main difference is the device used to play the game.

The term console-sytle-rpg is pretty dated. You can play FF on the PC. And Diablo on a console.

Hm...
maybe you could define the console style rpg, so we can find a better name for it?

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Korval
Member #1,538
September 2001
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That's not what you said; you said an FF clone.

Yes, I did... if I have suddenly become Spellcaster. Do a search for the word "Clone" on this thread. You will find that my only use of the word is in this post.

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But what's your point? That's pretty obvious and nobody said it should be otherwise

My point is that I have a pretty good understanding of how NWN works; I don't need to have played it as every class (or even more than once) to understand what is and is not possible.

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You played it once (if at all) and didn't explore the game. Which is not bad... in fact, that's ok. The bad thing is just that you're acting as if you knew the game, the system and what it's capable of.

But I do.

Everything that makes NWN what it is is stored in publically avalaible game scripts. Many of which I looked through in an attempt to determine what the engine could and could not hanlde. While there are all kinds of conditionals in conversations based off of a variety of factors, the basic story doesn't change; only some minor details.

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I doubt die-hard-FF fans are a large segment of the population

Doubt all you want; Final Fantasy sells better than anything Bioware has ever made. While sales figures don't show a milestone, it does show a fanbase; one that has only grown in it's 15+ years of existence.

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It just gives you more freedom. And it might alter the story. But it won't spoil the plot.

Maybe 'spoil' is the wrong word, but it does hamper the possible plots. The plot you mentioned was specifically designed to work within your system (hence the allowances for evil characters). Here's an example plot that just can't work that way:

The main character is a great hero who died in battle 500 years ago. He is ressurected as a vile undead warrior by an evil Sorcerer bent on world domination. However, on one of his missions, he encounters a wizard who attempts to destroy him. That attempt fails, and he is teleported away. However, the Sorcerer's control is lost over him.

As the game starts, this undead entity awakens without any of his memories. He saves a nearby young woman who is being acosted by a local thug. He now embarks, with the young woman at his side, who happens to have her own story, on a voyage of discovery: who is he and why is he back?

Clearly, a flexible-class/skill system is right out. The fact that he is both a warrior (not spell-caster or anything of that sort) and has undead powers are part of the character. In a role-playing sense, this character would never dream of taking levels in, say, Rogue or adding a few thief skills, and any player playing a table-top RPG of this character who did so would be out-of-character.

You might allow some variation amongst other characters, but that, also, assumes that it is not a plot-point of your world that magic (or various other skills) are hard to learn.

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First of all... "Shooter" is the genre. "First Person" is the view.
You're also mixing levels of abstraction here. FPS is not the same level of abstraction as FF-esque
(It can't be, since you tie it to a certain game, not a genre. Wolfenstein-like might be accurate, though)

First Person Shooter is a sub-genre of First-Person games. FPS's are not normal "Shooters"; they have precious little in common with anything in the "Shooter" genre (Gadius, R-Type, MegaMan, StarFox, etc).

And just because I tied the FF-esque RPG to a particular game doesn't mean that the level of abstraction is different. The subgenre of console-RPGs (ie, FF-esque) is vast. Though, percentage-wise, not equal to the percent of First Person games that are also FPS's, but that's more due to the automatic associations that people make about a First Person game (namely, that it must look and play like an FPS).

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But if you combine great sales with great reviews from players and playtesters alike, it's a different thing
P:T didn't sell that well, but it got great reviews from all sides (but yours, I guess).

Black&White got great reviews, too. Yet, everyone I have spoken to has said the same thing, "It's not fun. It's not even a game."

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So, while innovation might lead to an improvment, not all improvements are innovative.
Indeed, just using "better" or "more" of the same is not innovative. It cannot be innovative, since it's nothing new.

Why is "better" not an innovation? It is not necessarily in the general case, but that doesn't prevent any particular case from being innovative. As I pointed out, revamping the combat system from FF1 to FF2e was an innovation for the genre.

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FF-esque != console style RPGs

Actually, that is one of the definitions of console RPGs. What makes a console-RPG a console-RPG can be found in most FF games.

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The whole term "console style RPGs" is stupid anyway. The early ultima games were console style.

In no way were the first Ultima games in the "console style". I played Ultima 1 and Dragon Warrior (the first console-style RPG); they shared very few similarities, most of those similarities being that they were rendered in 2D.

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Diablo is pretty console style.

Sure... except for the fact that it is real-time, and is based on Rogue (which, as far as I'm concerned, was a far better game), which clearly makes it nothing like a console RPG.

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WarCraft3 seems to fit your idea of a console-style RPG

Except, of course, that it lacks any sense of resource management outside of an actual in-combat situation (resources left over from the last battle are forfeit).

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The term console-sytle-rpg is pretty dated.

The term itself may be a bit dated, but the history is not.

Console RPG's are RPG's as derived from conventions born on consoles. That is, limitted controller (few buttons = lots of menues), not wanting to waste precious memory on graphics for items (textual inventories), etc. Heavy emphesis on story and combat.

PC-RPG's are derived from Ultima and the early D&D RPG's. That is, a combat system involing moment, a greater willingness to use graphics to replace textual things, less emphesis on story, but more on exploration, larger worlds, etc.

BTW, FF doesn't sell well on PC's, and Diablo doesn't sell well on consoles. This is due to the two populations wanting different things out of their games.

Richard Phipps
Member #1,632
November 2001
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Happymonster casts spell of petulance on himself.
Happymonster casts spell of true sight on others.

Happymonster shouts: "Enough talking about possibilies! Show us some innovative battle designs. It's no good just endlessly debating theoretical possiblites without trying to prove your ideas."

This board is above all about programming. I want to see some of these detailed and clever ideas in a game. So get to it! >:(

Korval
Member #1,538
September 2001
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This board is above all about programming.

Actually, this board is called, "Game Design & Concepts". Which is what we're discussing.

spellcaster
Member #1,493
September 2001
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My point is that I have a pretty good understanding of how NWN works; I don't need to have played it as every class (or even more than once) to understand what is and is not possible.

And my point is that you think that you have an understanding how NWN works.
We're not that far apart, eh?

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Maybe 'spoil' is the wrong word, but it does hamper the possible plots. The plot you mentioned was specifically designed to work within your system (hence the allowances for evil characters). Here's an example plot that just can't work that way:

Um... "my plot" was your quest ;)

and now let's see what you've come up with...

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As the game starts, this undead entity awakens without any of his memories. He saves a nearby young woman who is being acosted by a local thug. He now embarks, with the young woman at his side, who happens to have her own story, on a voyage of discovery: who is he and why is he back?

Clearly, a flexible-class/skill system is right out.

Um.. I thought you'd wanted a roleplaying game?
This setting would be pretty good for an action-adventure (say with some RPG influences, like upgrading weapons or armour, maybe finding some magical amulets, etc.)

Anyway, even here you have lots of possibilities.
He could concentrate either on magic or melee or ranged weapons.
He could choose to use axes, bows, hammers, swords... he could specialize on certain sorts of attacks, etc.

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The fact that he is both a warrior (not spell-caster or anything of that sort) and has undead powers

Um... "undead powers" I'd say these would be pretty close to magic? Or just even more combat stuff?

But yes, the setting is pretty limited... but it would make a very nice Gauntlet style game.

But I must admit, it was pretty fair. Actually, I expected something like "Your're a spaceship, and your mission is to attack all these enemies flying towards you. For defeating enemies you get XP (we'll call them "credits" in this context) you can use to upgrade your armour and weapons).

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First Person Shooter is a sub-genre of First-Person games. FPS's are not normal "Shooters"; they have precious little in common with anything in the "Shooter" genre (Gadius, R-Type, MegaMan, StarFox, etc).

Um... you know that there're pseudo 2d shooters out there using the quake engines?

Anyway... you also do walk into a book shop and ask for fantasy books written in 1st person?

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Black&White got great reviews, too. Yet, everyone I have spoken to has said the same thing, "It's not fun. It's not even a game."

Great reviews from gamers ;)
Check the list... it's not that hard.

And please, give me your definition of console style RPG
Please? With sugar?

If I get you right, anything which resambles FF to a certain degree is a CRPG everything else is not?

Is Lufia a CRPG? Terranigma? Castlevania? Zelda?

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Console RPG's are RPG's as derived from conventions born on consoles. That is, limitted controller (few buttons = lots of menues), not wanting to waste precious memory on graphics for items (textual inventories), etc. Heavy emphesis on story and combat.

So, the modern FFs are no longer CRPGs?
Zelda can't be one, since it uses a graphical inventory.
(I never thought inventories are that important- is it ok to waste the memory on other things, BTW?)

Ok... so if one can play a game with just a few buttons, and if that game has no icons in menus and has a story and combat.. does that make in a CRPG?
Don't think so... guess you need to come up with a better definition.

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Richard Phipps
Member #1,632
November 2001
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This board as in Allegro.cc, not this forum.

Are you not going to implement your own concepts? :(

spellcaster
Member #1,493
September 2001
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When will the next version of CF be out?
I think it fits Korvals Desc. of a CRPG pretty well.. you might have to add a story, though. It doesn't have to relate to the game... you just need something you can show in the game pauses... ;)

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Korval
Member #1,538
September 2001
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"my plot" was your quest

As you pointed out, "Save the kingdom" isn't a plot. You added plot points to the quest that turned it into the sketch of a plot. There were an infinite number of possible plot points in terms of how that quest played out. My point was that you choose plot points that allow your system to work.

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you know that there're pseudo 2d shooters out there using the quake engines?

These games are not First-Person Shooter. The genre is defined by it's members. One of the features of the genre is that the player is an individual who does a lot of walking/jumping. Not much in the way of flying, though that can be a possibility on occasion.

Odd though it may seem, just because it is in first-person perspective, and is a shooter, it isn't an FPS. Flight-sim games that involve shooting (ie, Tie-Fighter. Speaking of which, why don't they make games like that anymore?) are not FPS's.

After all, Knights of the Old Republic being on a console doesn't make it a console-RPG any more than FF being on a PC makes it a computer-RPG.

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And please, give me your definition of console style RPG

There is no clear answer to that. Unfortunately, genre's are hard to define. Some people out there refuse to believe that Metroid Prime is an FPS.

The only real way to tell for certain is to actually play it. However, the FF and Dragon Quests are pretty good guidlines as to what makes a console RPG a console RPG. They are the originators of the particular style that defines the sub-genre.

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Is Lufia a CRPG? Terranigma? Castlevania? Zelda?

Lufia and Terranigma, I've never played. But Castlevania and Zelda are clearly not.

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Are you not going to implement your own concepts?

These concepts are not a full-fledged design, nor are they meant to be. I'm still thinking about how I want combat to work.

spellcaster
Member #1,493
September 2001
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But Castlevania and Zelda are clearly not.

Because they use icons in their inventories, right?
(Couldn't find anything else that would exclude them)

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Derezo
Member #1,666
April 2001
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Korval said:

Unfortunately, genre's are hard to define.

Of course they're hard to define.
That is because games define the genre. Genres do not define the games.

Try and tell me what a fighting game is without making references in your head to another fighting game. Imposhibibble! ;D

The Original Final Fantasy is often called the "Father of RPG's", because it defined the genre.
It's fairly safe to say that Final Fantasy is the definition of CRPG's.

"He who controls the stuffing controls the Universe"

spellcaster
Member #1,493
September 2001
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Quote:

Try and tell me what a fighting game is without making references in your head to another fighting game.

A "fighting game" is a computer game giving the player the objective to beat one or more opponents using martial arts techniques.
There are subgenres trying to simulate the different situations humans fight another, like tournaments, street brawls or law enforcement.
While earlier games concentrated on weaponless combat you can now find almost any fighting style simulated in games.

(That wasn't that hard)

I don't think genres are hard to define. Problem is normally to find a definition most people can agree on.

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Derezo
Member #1,666
April 2001
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The idea in what I said, SC, is that there are no genres without games. That's why I said don't make any references to games (in your post, or in your head). ::)

You cannot define a genre. You haven't really given the definition of a fighting game... you could do that in many types of games that would not be considered fighting games. You do that in GTA!
You do that in Zelda.... or any other game involving fighting.
What about boxing games? Do they have a different definition? Why's that? ;)

Then why isn't Zelda a fighting game? :)
Because it has story? Fighting games can't then?
What about DOA2: Hardcore? It has story..
Is it the weapons in zelda? I'm sure we could find some of those in a fighting game.... :P
Is it the saving and length of the game that defines it?

It's more difficult when you need to be specific. Especially comparing a general RPG to a CRPG. A CRPG is a specific style. The difference between Street Fighter II Turbo for SNES, and DOA3 for XBox isn't so disimilar when comparing Final Fantasy to Final Fantasy X.. or Breath of Fire to XenoSaga.

[many edits.. I mangled my post :P I added a bunch in later too.. hahaha.. ]

"He who controls the stuffing controls the Universe"

Stefan Hendriks
Member #1,957
March 2005

i agree with spellcaster, because 'genre' has a different meaning to some other people you don't have the one and only genre. Ie, it would be impossible to:

const genre FIGHTING = "yada"

... :)

spellcaster
Member #1,493
September 2001
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You cannot define a genre. You haven't really given the definition of a fighting game [...] You do that in GTA!

Um no. The objective in GTA is not to fight one or more opponents. That's part of the game-play, but it's not the objective of the game.

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Then why isn't Zelda a fighting game?

Because the objective in Zelda is normally to free Zelda by finding n pieces of Something.
The fighting is part of the game, but it doesn't define the game.

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What about boxing games? Do they have a different definition?

No. Why should they? They fit the above description nicely.

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What about DOA2: Hardcore?

That's fine. But it still fits the above description ;)

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Especially comparing a general RPG to a CRPG

IMO the whole "CRPG" problem is due to the fact, that there is such thing as a CRPG in the first place.

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the difference between Street Fighter II Turbo for SNES, and DOA3 for XBox isn't so disimilar when comparing Final Fantasy to Final Fantasy X.. or Breath of Fire to XenoSaga.

Could you rephrase that? I must admit that I didn't get that sentence.

--
There are no stupid questions, but there are a lot of inquisitive idiots.



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