eff-out said:
I've never played pen and paper role-playing games (well, one lunch period in 7th grade). Most of society 20 years ago had never played pen and paper role-playing games, even less play them now. It is unrealistic to expect videogame developers to cater specifically to such a small demographic, especially since pen and paper rpgs still exist. You can play them. You can make them up, you can draw your own maps and everything. I'm sure cRPGs that emulated P&P RPGs met with some of the same conservative ire that you level at Bethesda.
Actually PnP is more popular than ever with D&D 4th Edition gift set preorders (not including the books sold individually) being the 7th most on the site at the time (may have gotten higher, found this on an old blog post), higher on their hot-new release list (didn't have a number, from the same blog post), and got 4th on the New York Times hardcover fiction best seller list.
I'd suggest doing some research before making such claims.
sarfa said:
Ugh, D&D 4.0 is to P&P games what Fallout 3 is to CRPGs. Seriously dude, for what a P&P game should be like have a look at Pendragon, WFRP or Cortex.
4th Edition is a great system, it's not perfect but it's actually well designed, balanced, unlike 3.x in which many of the numbers were assigned arbitrarily, and much more userfriendly (organized). Is it just like 3.x, 2nd, AD&D, or D&D? Nope, but they always have had pretty big changes and none of them have been super alike to previous games, they've had carryovers, just as 4th Edition does, but they've changed what needed to be changed (3.x screwed the pooch in what they changed stuff to in some instances).
Whether or not it's fun is an arguable point but as a system I think it's a success.
ArmorB said:
A note on P&P rpg and choice/consequence...I played in a good number of P&P games in my younger years and one thing rang true, no matter what 'you' wanted to do, you were bound by the whim of the GM/DM. If he wanted you to go to that damned evil looking dark castle, then every god damned path was going to that castle no matter what direction you turned. And lets say you got spooked by the main quest giver and had some misunderstanding and left his corpse hanging in a tree, then magically there was either another quest giver or the first one received divine grace and was resurrected.
Point being that just because the game facilitates unlimited choices doesn't mean the guy running the show gives them to you. The DM/GM wants you to have fun and even though they may not be able to be as flexible as another DM/GM doesn't make them a bad one, just different. So basically Beth is a DM/GM that wants you to have fun rather than suffer because you made a stupid mistake and have to reroll.
As well there is another perspective on this. I ran a couple P&P groups back in the day and I wrote all my stuff from scratch, drew up my own maps and wrote out NPC backgrounds. Some times I made stuff that was 'so cool' (to a 15 year old) that I had to make the group experience it. In after thought that wasn't so much for their fun but for my own in the need to watch it unfold (hopefully the way I planned it).
The question is what is the goal of the campaign, to be linearly or non-linearly fun? How many outcomes do you plan for? Can you come up with solutions on the fly? Personally, I find enjoyment in both but good DMs and GMs can make you follow thier planned adventure by designing it as something your characters want to do while poor DMs and GMs just come up with adventures and force the players into it, regardless of whether or not it makes sense. Of course there is a certain amount that the players have to go along but all in all, it's a varriable experience but I'd say that DMs and GMs who can't or don't react to the player's actions are poor ones. Remember that there is a difference between a roleplaying game and an action/adventure game, even in PnP.
eff-out said:
First of all, you play these games because you enjoy them, stigmatizing "fun" just makes you sound pretentious. I'm not a Jerry Bruckheimer fan, I'm not an unwashed hun, I think videogames should be fun. Hint: So does everybody. I know you mean "fun at the expense of" etc. etc. but come on, can we all agree we like our games fun?
Indeed but justifying a complete overhaul of a system because the old system wasn't fun and the new system is, is a problem.
eff-out said:
Second of all, I believe it will be limited to TB because I'm a common-senser, not a doomsayer. I think it made sense to remove TB (I'll elaborate in a second) I don't think it makes sense to say that Bethesda is de-emphasizing dialogue. Didn't Pete say there was more dialogue in F3 than in the first two combined? I wish it was Tim Cain (or whoever the original writers were) but it's not, and as a common-senser I can live with that, and recognize that the writers of the original Fallouts weren't Cormac Mcarthy, they were game developers. The bar was set high by videogame standards only.
Yet they started out by saying that Fallout's bar was too high to ever reach and not worth even trying to match, let alone beat.
eff-out said:
Every RPG is emulating pen and paper to a certain extent because the first RPG's were pen and paper (and I don't think I'm reaching too far back to make this point). The real question should be, why are we sand-bagging ourselves by trying to emulate pen and paper when we can come closer to emulating what pen and paper were trying to emulate.
They are two seperate experiences but to really roleplay then you need something to make sure that it's your character acting and reacting and not you. Following your argument you could argue that Halo's combat is the logical step for roleplaying combat in such an envirornment as it doesn't deal with all of that junk that was created to emulate RT. Why role to hit when you can aim? You are no longer roleplaying is why, you are not using your character's skills to determine their success or failure but your own. Does your character know where everyone will spawn and preempt their strikes by shooting them or blowing them up as soon as or before they show themselves?
eff-out said:
I love fallout. That makes it my genre. No P&P or Gold-Box experience required. Sorry.
Do you love Fallout or do you love Fallout's setting? You seem to have no love for C&C and certainly none for TB combat, both of which were large and intregral parts of the game. I'm not saying that there's anything wrong with loving it's setting but doing such and disliking the rest makes you just as much of a fan of Fallout as someone who hates the story and setting but loves the rest. I said this elsewhere but their is a difference between being a fan of the whole and being a fan of part, you don't have to like all of it, just most of it. It's like saying that one is a fan of a music CD but only liking two of the fifteen songs. You aren't a fan of the CD, you are a fan of those two songs, a fan of the CD will like most (say 12) or all of the songs.
eff-out said:
Does this mean you shouldn't have to pick a specialization or... what does this mean? Because if it's what I think, there was a big difference just between F1 and F2 on this one. Again, just on it's face I'd say Oblivion had it and F3 probably will too.
It means that no approach is significantly better than another for completing the game and that no approach simply breaks the game (in Oblivion having noncombat skills as focus and then never leveling them up broke the game, as did leveling up those noncombat skills and not combat skills [when you did fight you died]).
ArmorB said:
If you play in real time there is less of a break from the real time conversations and looking about. So if you accept the non-combat as being immersive then you'd have to accept FPS combat being more immersive than TB. Where as if you accept the immersion level running about and clicking in FO/FO2 and then break into TB combat it could be argued that theat change of 'pace' breaks immersion.
As soon as any FPS allows me to see exactly what I can see of my body and have even half the movement options that I do I'll concede that, but they don't. I've never played a game that was mistakable for reallity, that isn't to say that my muscle memory hasn't reached a level where I'm not thinking pressing a button but doing a move, but that isn't limited to FPS gameplay, in fact I'd say I experience that the most with TPS action games like Devil May Cry. All in all, close TPP (doesn't have to be OTS) has always looked the most natural to me.
Brother None said:
sarfa said:
NWN's combat is turn based, so if it was turn based it'd be what it already is.
No it isn't. It is a realtime system. It running on a turn-based system underneath does not make it turn-based, since actions and commands still happen on a simultaneous basis. Simultaneous action is per definition not the same as turn-based.
I'm not sure what you're arguing otherwise. If you're emulating pen and paper, naturally sticking as close to the core concept is always better than abandoning the core concept. Whether you tweak an existing concept (combat calculation) to be more complex to something a computer can easily handle is pretty different from abandoning an existing concept (turn-based combat) for another (simultaneous combat).
Actually some PnP does have simulateous actions (D&D) and I don't see what's wrong with that... I see your point about how it's not turnbased (simultaneous turns aren't turns) but I don't agree. I don't see why two turns cannot happen simultaneously and still be TB.
Also, you bring up the primacy of fun design philosophy but I really don't see how that could be a design philosophy as everyone has their own tastes when it comes to what is and isn't fun (it just seems plain stupid). That isn't to say that there aren't more fun ways to do the same system (which seems to me what primacy of fun would be about...) but saying that Fallout 3 is the way it is because it's the most fun seems rediculous to me. It may be the most popular but certainly not the most fun so I'd say Beth designs with the primacy of popularity and sales rather than the primacy of fun.