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Should there be more realism in a fantasy game?


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#226
Cat Lance

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I used life sim because that's how devs here have referred to such request items before. I don't think that you cannot out should not request them, I was only cautioning at the likelihood that you would receive what you are asking for from previous discussions on the older boards (pre-bsn) that stemmed from the same requests.

#227
AlanC9

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I see gamers requesting a super easy narrative mode. I see no reason why I cannot therefore quest a true Nightmare or as Cat Lance likes to put it life sim mode.

Is anyone saying that? What I'm seeing is a mix of people telling you you're unlikely to get this and people saying that doing it is a bad idea.

#228
TurretSyndrome

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I actually wanted them to preserve what semblance of realism DA:O combat had, but they just ditched it entirely and went for the over-the-top powerplay style. It got worse in DA:I from the looks of it.

 

Now the combat and characters look like a combination of Fable and Kingdoms of Amalur. It's so ludicrous looking that the only thing left would be for characters to be able to jump 50 ft high and latch on to the dragons.

 

I suppose Bioware did not feel that they can make combat look and feel epic without all those crazy animations. Well, at least Witcher 3 seems to preserve that feel without resorting to such things. Also, pardon me for talking about combat realism in the game. A survival sim type of realism doesn't interest me, not that I would be against it if implemented.



#229
Realmzmaster

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I used life sim because that's how devs here have referred to such request items before. I don't think that you cannot out should not request them, I was only cautioning at the likelihood that you would receive what you are asking for from previous discussions on the older boards (pre-bsn) that stemmed from the same requests.

 

I was on the older boards requesting the same thing. I have been playing Bioware games since Shattered Steel came out in 1996. I will continue to request. Bioware is limiting health and mana regen. Potion management may also be a consideration. So maybe all is not in vain. So I will be like water on the rock. I slowly drip by drip remove any resistance, even if I am just a man crying in the wilderness.



#230
Realmzmaster

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Is anyone saying that? What I'm seeing is a mix of people telling you you're unlikely to get this and people saying that doing it is a bad idea.

 

There are some on this board who also agree with me. I am buoyed by their support.



#231
Cat Lance

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There are some on this board who also agree with me. I am buoyed by their support.

Hewasn't saying no one agreed with you, he was merely pointing out what others actually said.

Of which, what I was saying was simply cautioning you not to getget your hopes too high.

#232
Realmzmaster

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Hewasn't saying no one agreed with you, he was merely pointing out what others actually said.

Of which, what I was saying was simply cautioning you not to getget your hopes too high.

 

I will remain in high hopes even if I am just tilting at windmills. When all else is gone hope remains.



#233
metatheurgist

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I was on the older boards requesting the same thing. I have been playing Bioware games since Shattered Steel came out in 1996. I will continue to request. Bioware is limiting health and mana regen. Potion management may also be a consideration. So maybe all is not in vain. So I will be like water on the rock. I slowly drip by drip remove any resistance, even if I am just a man crying in the wilderness.


Pray I become fabulously wealthy. If I had the capacity I'd start a company writing old-school RPGs. Sorta like how the Dr's started Bioware because the RPGs of the day weren't what they wanted.

#234
Rawgrim

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Pray I become fabulously wealthy. If I had the capacity I'd start a company writing old-school RPGs. Sorta like how the Dr's started Bioware because the RPGs of the day weren't what they wanted.

 

Check out Pillars of Eternity, Wasteland 2, and the Planescape Torment sequel. Old-school is making a huge comeback.



#235
Realmzmaster

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Check out Pillars of Eternity, Wasteland 2, and the Planescape Torment sequel. Old-school is making a huge comeback.

 

The Wasteland two beta is plays well right now, but some polish is necessary. I will also put in a plug for Eschalon III. Old school goodness is making a comeback indeed.


  • Rawgrim aime ceci

#236
AlanC9

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He wasn't saying no one agreed with you, he was merely pointing out what others actually said.

Of which, what I was saying was simply cautioning you not to getget your hopes too high.

 

Yep. I'm arguing the "this is worthless" side myself. Actually, "worthless" isn't quite right, since I think rations and whatnot have negative value. I could get behind the concept if the whole game was oriented around time passage in some sort of realistic fashion, but we haven't seen anything like that since, what, Fallout 1 pre-patch? (Unless MotB cout, though of course the time mechanism was awfully different there)



#237
Rawgrim

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The Wasteland two beta is plays well right now, but some polish is necessary. I will also put in a plug for Eschalon III. Old school goodness is making a comeback indeed.

 

Great news about the Wasteland beta.

 

I think Shroud of the Avatar, counts too. Richard Garriot doing an "Ultima game" is very oldschool.



#238
Ali111g1994

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I have been reading a lot of different threads about wanting realistic weapons, scabbards, bow strings and more realistic armor. Why stop at just that amount of realism?

 

I think games should take some cues from earlier crpgs. I would like to see weight, food and water requirements. I want death to mean something. I want the return of perma-death. 

 

I would like to see injury kits become first aid kits. The point it to stabilize the companion until the party can rest to better tend the wounds. Another companion would have to quickly assisst the wounded companion or death could occur.

 

I want to see non-regenerating health, stamina and mana unless time is taken to recuperate. I would like the return of status effects like poison, paralysis and severe non-lethal injuries that take a companion time to recover. If the companion continues with the party the injury will affect both in and out of combat performance.

 

If the injury is extremely severe  companion would unavailable until recuperation is over. The companion would heal at a keep that the Inquisitor has acquired or be force to stay at an inn for that time period.

 

Locations should not appear on any map until either the party or operatives find them, get information about them from some source like purchasing or receiving a map. 

 

I would also like to vary the amount of mana used for a spell so it could have different power levels.

 

I would like more than three classes. In fact the ability to make a custom class would be nice barring that the addition of more classes would be nice.

 

Just a few suggestions

 

Some of these Bioware has done in previous games.

These are really cool. However I don't think you can apply a lot of these to fantasy games. I don't want to be cutting through darkspawn and then have to wait a certain amount of time cause my companion got downed, or having to drink some water and have a meal because if not my character will die. It just takes away from the entire story telling. 

 

I am interested in additional classes. As players what sort of classes would any of you like? Cause I have to admit I have been more than happy with the three classes and the freedom each class allows you within certain boundaries.



#239
CybAnt1

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As players what sort of classes would any of you like? 

 

I've answered that in detail in some other threads, but the three I'd be interested in are some kind of ranger, or bard (as classes, not specs), and some kind of "monk" (spiritual unarmed warrior). 



#240
Maiden Crowe

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I have been reading a lot of different threads about wanting realistic weapons, scabbards, bow strings and more realistic armor. Why stop at just that amount of realism?

 

I think games should take some cues from earlier crpgs. I would like to see weight, food and water requirements. I want death to mean something. I want the return of perma-death. 

 

I would like to see injury kits become first aid kits. The point it to stabilize the companion until the party can rest to better tend the wounds. Another companion would have to quickly assisst the wounded companion or death could occur.

 

I want to see non-regenerating health, stamina and mana unless time is taken to recuperate. I would like the return of status effects like poison, paralysis and severe non-lethal injuries that take a companion time to recover. If the companion continues with the party the injury will affect both in and out of combat performance.

 

If the injury is extremely severe  companion would unavailable until recuperation is over. The companion would heal at a keep that the Inquisitor has acquired or be force to stay at an inn for that time period.

 

Locations should not appear on any map until either the party or operatives find them, get information about them from some source like purchasing or receiving a map. 

 

I would also like to vary the amount of mana used for a spell so it could have different power levels.

 

I would like more than three classes. In fact the ability to make a custom class would be nice barring that the addition of more classes would be nice.

 

Just a few suggestions

 

Some of these Bioware has done in previous games.

 

Not quite the type of realism I expected when I clicked the thread, of course I am all for more believability even in what is considered to be a high fantasy universe such as mere humans not being able to bash down solid steel portcullises with naught but a shield and weapons and armour that actually look practical for use in combat however when it comes to food, water and survival aspects it gets a little iffy, not saying these things have no place in an RPG however this is a game and in order for these aspects to work they need to be a meaningful addition to the gameplay rather than just a tedious upkeep feature for the sake of realism.

 

For instance to implement a hunger feature in a meaningful way there are a lot of things you need to take into consideration such as carry weight, distance between friendly settlements and how long it takes for the player to travel between them, the amount of time the player spends in the wilderness and hostile environments, the scarcity of food and what the player needs to do in order to obtain it and so on. Survival mechanics are only interesting when they force the player to improvise and adapt in interesting and meaningful ways, for instance weapon durability works in a zombie apocalypse (unless your character has a lot of pack space) because it requires the player to improvise new weapons with whatever they can find in their area, however if all your weapon durability system does is require the player to top up their weapon's durability everytime they are in town it quickly becomes tedious without really adding anything to the game. A hunger system would only be interesting if it challenged the player in interesting ways like requiring the player to source alternate food sources or eat their horses or more useless party members in areas scarce of food.

 

That being said I am all for more variety in classes.