Modifié par Skilled Seeker, 25 mai 2011 - 08:24 .
Why is there no feminin looking armour in Dragon Age 2
#251
Posté 25 mai 2011 - 08:23
#252
Posté 25 mai 2011 - 08:26
You're being sarcastic, right?Skilled Seeker wrote...
Also mage Hawke doesn't use magic when fighting in front of Templars.
#253
Posté 25 mai 2011 - 08:27
#254
Posté 25 mai 2011 - 08:31
GAMEPLAY =/= LORE! In the lore yes of course he wouldn't use magic in front of Templars, otherwise he'd end up in the Gallows. I fail to see why it's hard to make this distinction. It's like this in the vast majority of games.the_one_54321 wrote...
You're being sarcastic, right?Skilled Seeker wrote...
Also mage Hawke doesn't use magic when fighting in front of Templars.
#255
Posté 25 mai 2011 - 08:35
Your suspension of disbelief is far more impressive than my own.Skilled Seeker wrote...
the_one_54321 wrote...
You're being sarcastic, right?Skilled Seeker wrote...
Also mage Hawke doesn't use magic when fighting in front of Templars.
GAMEPLAY =/= LORE! In the lore yes of course he wouldn't use magic in front of Templars, otherwise he'd end up in the Gallows. I fail to see why it's hard to make this distinction. It's like this in the vast majority of games.
The way I see it, if we are given a direct visual representation of something (ie Hawke is casting spells while a Templar is yawning 5ft away) then it happened. I mean, this isn't a text adventure.
So that is to say that;
1. Lore states that Templars arrest all
........
You know what, just no. I don't agree with you at all. Gameplay does always need to agree with lore. Gameplay and lore are interchangable.
Modifié par the_one_54321, 25 mai 2011 - 08:37 .
#256
Posté 25 mai 2011 - 08:59
#257
Posté 25 mai 2011 - 09:03
Hardly. In a badly designed game the gameplay will violate the lore.Skilled Seeker wrote...
In battles, gameplay always presides over lore.
#258
Posté 25 mai 2011 - 10:11
Skilled Seeker wrote...
Except that's not how Bioware or any game company for that matter deals with things. In battles, gameplay always presides over lore. You might not agree with it, but that's simply how it's done.
Bio actually has history with the exact subject of magic use by the PC in an area where magic use is not generally welcomed. Lore and gameplay interracting.
Plenty of other games allow for lore and gameplay to go hand in hand. I've played games where pulling your weapon out in town limits is unlawful and guards will first ask you to put them away and then will actually attack you if you don't comply. Same with entering someone's house uninvited, they ask the player to leave and if the player does not they run for the guards.
There are also games that apply their rule systems equllay to the PC and to the GM of the game (the GM being the computer). In such games lore is substantiated and maintained by gameplay and the gameply is enhanced by lore.
#259
Posté 25 mai 2011 - 10:12
there I said it.
#260
Posté 25 mai 2011 - 10:54
#261
Posté 25 mai 2011 - 11:00
the_one_54321 wrote...
It is the exact same argument as those that don't want them: "I want what I want."Drachasor wrote...
Which is a decidedly poor argument to implement sexist armors.
Only without the sanctimonious hand-wringing!
#262
Posté 25 mai 2011 - 11:01
HTTP 404 wrote...
female warriors should have little black dresses.
there I said it.
Fixed your typo.
#263
Posté 25 mai 2011 - 11:12
HTTP 404 wrote...
male mages should have little black dresses.
there I said it.
Fixed.
#264
Posté 25 mai 2011 - 11:33
Oh c'mon that's just a cheap excuse! Not to mention, no, gamepay doesn't always preside over lores in BW games. Not back in the BG2 days.Skilled Seeker wrote...
Except that's not how Bioware or any game company for that matter deals with things. In battles, gameplay always presides over lore. You might not agree with it, but that's simply how it's done.
#265
Posté 25 mai 2011 - 11:45
the_one_54321 wrote...
Hardly. In a badly designed game the gameplay will violate the lore.Skilled Seeker wrote...
In battles, gameplay always presides over lore.
That's exactly what Skilled Seeker said
#266
Posté 25 mai 2011 - 11:55
They are saying the same thing, but from different angle. the_one_54321 is saying that in a well designed game, there is no need to have them in conflict.ishmaeltheforsaken wrote...
the_one_54321 wrote...
Hardly. In a badly designed game the gameplay will violate the lore.Skilled Seeker wrote...
In battles, gameplay always presides over lore.
That's exactly what Skilled Seeker said
#267
Posté 26 mai 2011 - 12:24
mrcrusty wrote...
They are saying the same thing, but from different angle. the_one_54321 is saying that in a well designed game, there is no need to have them in conflict.ishmaeltheforsaken wrote...
the_one_54321 wrote...
Hardly. In a badly designed game the gameplay will violate the lore.Skilled Seeker wrote...
In battles, gameplay always presides over lore.
That's exactly what Skilled Seeker said
Could you provide an example of a game that doesn't violate its own lore with gameplay concessions?
#268
Posté 26 mai 2011 - 01:15
The Legend of Zelda, the entire franchise. Also, so far as I am aware, the Final Fantasy franchise as well.hoorayforicecream wrote...
Could you provide an example of a game that doesn't violate its own lore with gameplay concessions?
#269
Posté 26 mai 2011 - 01:29
the_one_54321 wrote...
The Legend of Zelda, the entire franchise. Also, so far as I am aware, the Final Fantasy franchise as well.hoorayforicecream wrote...
Could you provide an example of a game that doesn't violate its own lore with gameplay concessions?
I don't particularly think those are good cases.
"Why can I only lift certain rocks with the power glove? Why can I only blow holes in certain walls with bombs? If mega bombs are so powerful, why can they only explode a handful of walls? Why can I only burn certain bushes with the lantern? If the silver arrows are so important, why does the fairy wait to give them to me?"
And the most famous one: "Why can't I use a fenix down on Aeris?"
#270
Posté 26 mai 2011 - 01:33
Everything in the Zelda series was internally consistent. It follows its own rules, and it tells you explicitly what those rules are. As for Aeris, zero hit points isn't death, it is unconsciousness during battle, much like in D&D. Aeris was not knocked unconscious in battle, she was killed.hoorayforicecream wrote...
I don't particularly think those are good cases.
"Why can I only lift certain rocks with the power glove? Why can I only blow holes in certain walls with bombs? If mega bombs are so powerful, why can they only explode a handful of walls? Why can I only burn certain bushes with the lantern? If the silver arrows are so important, why does the fairy wait to give them to me?"
And the most famous one: "Why can't I use a fenix down on Aeris?"
#271
Posté 26 mai 2011 - 01:38
the_one_54321 wrote...
Everything in the Zelda series was internally consistent. It follows its own rules, and it tells you explicitly what those rules are. As for Aeris, zero hit points isn't death, it is unconsciousness during battle, much like in D&D. Aeris was not knocked unconscious in battle, she was killed.hoorayforicecream wrote...
I don't particularly think those are good cases.
"Why can I only lift certain rocks with the power glove? Why can I only blow holes in certain walls with bombs? If mega bombs are so powerful, why can they only explode a handful of walls? Why can I only burn certain bushes with the lantern? If the silver arrows are so important, why does the fairy wait to give them to me?"
And the most famous one: "Why can't I use a fenix down on Aeris?"
Incorrect. The only way to tell what walls are bombable in the original NES zelda was by trying to drop them everywhere. The only way to find out which rocks were movable via power bracelet was by trying them. There is no internally consistent reason why the super bomb in link to the past would only be able to blow up certain specialized locations. These were never explained, they were just accepted.
In Final Fantasy 7, if the enemy casts Doom on my character, they can be revived by a fenix down. If they get shot by guns, impaled by swords, or have the entire solar system blown up on them, yet they can be revived by fenix down.
Aeris gets stabbed, and they not only somehow have no curative magic to use before she expires, but don't have anything for her when she keels over.
#272
Posté 26 mai 2011 - 01:47
Ah, that's right. I was thinking of the later games. Well, in the later games it follows its own rules.hoorayforicecream wrote...
Incorrect. The only way to tell what walls are bombable in the original NES zelda was by trying to drop them everywhere. The only way to find out which rocks were movable via power bracelet was by trying them. There is no internally consistent reason why the super bomb in link to the past would only be able to blow up certain specialized locations. These were never explained, they were just accepted.
The game sets up its own rules and it follow them throughout. That stuff that happens in battle is not the same as what happens to Aeris. This is part of the whole battle system mechanics of that game. The battle screen creates an entirely different rule set. The game is very much internally consistant. It just has two different sets of rules that apply in two different situations.hoorayforicecream wrote...
In Final Fantasy 7, if the enemy casts Doom on my character, they can be revived by a fenix down. If they get shot by guns, impaled by swords, or have the entire solar system blown up on them, yet they can be revived by fenix down.
Aeris gets stabbed, and they not only somehow have no curative magic to use before she expires, but don't have anything for her when she keels over.
And even if I were to agree with you about the death of Aeris, what about the rest of the games?
#273
Posté 26 mai 2011 - 02:07
the_one_54321 wrote...
Ah, that's right. I was thinking of the later games. Well, in the later games it follows its own rules.hoorayforicecream wrote...
Incorrect. The only way to tell what walls are bombable in the original NES zelda was by trying to drop them everywhere. The only way to find out which rocks were movable via power bracelet was by trying them. There is no internally consistent reason why the super bomb in link to the past would only be able to blow up certain specialized locations. These were never explained, they were just accepted.
Keep in mind what you're arguing. I'm not arguing that the gameplay mechanics are not internally consistent. I'm arguing that the gameplay mechanics and lore are divergent on an as-needed basis in games, and you are extremely hard-pressed to find a game where this is not the case.
They never explain why Sabin can suplex the phantom train in FF6, but can't force open locked doors.
They never explain why casting Meteor kills Tellah, but Rydia learns it like any other spell when she reaches a sufficient level and suffers no negative effects whatsoever.
#274
Posté 26 mai 2011 - 02:18
hoorayforicecream wrote...
Keep in mind what you're arguing. I'm not arguing that the gameplay mechanics are not internally consistent. I'm arguing that the gameplay mechanics and lore are divergent on an as-needed basis in games, and you are extremely hard-pressed to find a game where this is not the case.
They never explain why Sabin can suplex the phantom train in FF6, but can't force open locked doors.
They never explain why casting Meteor kills Tellah, but Rydia learns it like any other spell when she reaches a sufficient level and suffers no negative effects whatsoever.
Tellah only has 90 MP. Meteo costs 99 MP to cast. Obviously, that last 9 MP came from Tellah's HP at an absurd ratio. Because he was so old, he couldn't handle the HP -> MP conversion and died from the strain.
#275
Posté 26 mai 2011 - 02:22





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