The Scroll ... (Campign In Development) ... Blog Posts (Current: #34 Beta Testing - Final Entry)
#226
Posté 12 mars 2015 - 06:31
There is an example there of an NPC. A woman whose husband got killed and she wants revenge from the gods. (I don't remember the details). Anyway, she wants to bring one of these elder evils to the world, or help him escape from his prison because that would mean a real threat to the gods, and apocalypse on the material and so on.
On her sheet she is chaotic evil if I remember correctly. I can understand that when it comes to d&d. If I were to bring this scenario to a campaign though, I would let the PCs to try and talk her into changing her mind. What I mean is, it comes down to why you are who you are. If you simply got a loose screw and there is no turning back... then yes. Chaotic evil.
And in general I agree with kevl that alignments in dnd are what they are as a mechanic and we just have to accept them whether real life is more complicated or not.
The devs of Tides of Numenera create a different system with many more aspects. But that's a new game with its own rules.
#227
Posté 12 mars 2015 - 08:01
<SNIP>And in general I agree with kevl that alignments in dnd are what they are as a mechanic and we just have to accept them whether real life is more complicated or not.</SNIP>
Hi andysks,
I believe you may be agreeing with something I said actually.
Unless I missed a comment KevL made somewhere. ![]()
To quote myself ....
"The concept seems a little absurd unless viewed purely as a "D&D mechanic" ... but that is why the games mechanics sometimes causes problems with personal interpretation of the alignment rule because we (as human beings) do not think mechanically when we consider good and evil in our own lives."
So, I obviously agree with your other comments. ![]()
Cheers,
Lance.
#228
Posté 12 mars 2015 - 08:45
several posts above, where i was reinforcing the categorical imperatives of strict DnD philosophy.
#229
Posté 12 mars 2015 - 08:58
#230
Posté 25 mars 2015 - 02:47
#10 Saving The Day!
http://worldofalthea...saving-day.html
There's not much I can report on this week, as it's mostly been about scripting and conversations. I'd be giving too much away. I can mention that I managed to "fix" a potential problem related to AUTO-SAVING a game, and post a couple of screen shots to show what I am currently working on, so that's what I'll do ...
AUTO-SAVING
Background: There's a function available for single-player games (DoSinglePlayerAutoSave), where a builder can force an auto-save for the player if they think one may be important (or required) to prevent the player from suddenly finding themselves "dead" without having saved for a while.
The auto-save facility also has a related "automatic" save every few minutes, which is often used in multi-player environments. The problem is, however, many players don't like the timed auto-save taking place when they are in the middle of a game and edit the nwn2player.ini to stop this "feature" of the game from working. However, when this feature is disabled within the ini file, it stops the single-player function mentioned above from working as well, as I found out from my own experience.
This caused me a potential problem because I needed to make sure a game is saved at the start due to some database coding. In The Scroll, if a player starts the module and leaves again without saving first, then they cannot start the game afresh with the same PC. i.e. They can only return to the game with the same PC from a saved position. Hence, I needed to make sure there was an AUTO-SAVE at the start of the game. And while a simple message may have been sufficient (and is still the way I do it in a multi-player game in this case), I wanted to ensure the game was saved in a single-player environment.
The bottom line is, I was able to work around a copy of the existing save game GUI and create my own AUTO-SAVE facility that bypasses the ini check ... and even allows me to NAME the saved game file. So now, when the player exits the GUI warning about the game needing to be saved, the game does an AUTO-SAVE in a single-player game using the name I specify. Players who usually have the AUTO-SAVE feature disabled need not worry, as this is currently the only place I use the facility. However, it is good to know that I have a facility to do an AUTO-SAVE if I need to now ... and one that can be used in single or multi player environment and can have the save file named.
THE SCREENSHOTS
Where the player saves the game's day play, the heroes simply save the day ... usually. And while nothing too special, I thought these two screenshots might be interesting to some players ... the first shows the RWS tileset in action and the second a personalised SEF in play. NB: The SEF has been edited to not give any major spoilers.
HOW DO WE GET OVER THERE?
UNLOCKING A PROJECTION!
- PJ156 aime ceci
#231
Posté 30 mars 2015 - 04:27
Bonus VIDEO: A quick demo of some of the new mechanics and GUIs.
Any questions?
Cheers,
Lance
- PJ156 aime ceci
#232
Posté 18 avril 2015 - 12:54
#11 Module Reaches 94% (BETA IS 95%)
http://worldofalthea...beta-is-95.html
Even though I have taken a break for a couple of weeks, I decided that the module has progressed enough to be considered 94% done. Considering BETA testing takes place at 95%, then this really marks the final stages before asking for BETA testers. However, this last 1% for me before requesting testers runs the same risks of "delays" as the rest of the project has had.
So, what have I been trying to sort out lately? Well, here is a small list of things I have been looking at since I last blogged:
1) Finishing atmosphere/conversations/encounters for an area.
2) Improving Encounter scripts in general.
3) Fixed "names" of dropped unidentified items (to prevent showing).
4) Reworked/Improved Secret Door code.
And here is my list of outstanding:-
1) About 1.5 areas, with related content and code.
2) More updating the Bestiary for this module.
3) Add any LORE that may be required.
4) A few related journal entries still need finishing (still).
5) More combat balancing.
At the moment, I am spending time trying to get the lighting and sound right for areas ... I still have one or two areas that need looking at again. At some point, I also hope to add the bestiary and lore articles, which simply amounts to adding text and images. Then there are some journal entries that still require a bit more work, but as they relate to one or two quests that I am currently working with, then I cannot easily finish these until I have defined some variables.
Anyway, here are a couple of screenshots as I sign off for now ...
HOW DO I GET UP THERE?
A QUIET SPOT TO REST ... PERHAPS?
- GCoyote et rjshae aiment ceci
#233
Posté 29 avril 2015 - 07:26
#12 Players' Expectations (A Personal Perspective)
http://worldofalthea...s-personal.html (OTHER LINKS AVAILABLE FROM THIS LINK)
A little while ago I spoke about Player Expectations with respect to free mods that they can download. Just recently, STEAM ventured into a project to allow Skyrim mods to be added to their listings for people to sell rather than be offered for free. (This idea was quickly quashed by the public after only a few days.)
All this interest in the mod gaming market got me thinking about NWN/NWN2 mods and comparative RPG games in general again and what it is exactly that motivates players' interest in certain styles of play within the RPG gaming environment. Everybody is different of course, and each will be motivated by different mods/games for different reasons.
Like most who read this blog, I have my fair share of likes and dislikes when it comes to certain styles of games, and I prefer to have them tick certain boxes as I play them. However, just recently, I was surprised to discover something about my own interests that sat at odds with a certain game design that I am currently playing ... and with everything else currently going on in the RPG world, I felt prompted to discuss this aspect of gaming again. (More about that in a moment.)
I like to think that I am a "fair" player, by which I mean I will put up with the odd bug (as long as it is not game-breaking), and can put up with a fair amount of frustration aspects (like some back-tracking). I will even accept older graphics in a game, if it is not one I have played and like the looks of it. For example, a short while ago I started to play the "Gothic" (2001) and "Divinity" (2002) series of games, because I had never played them and Steam had them on one of their good deals. Now these are both old games compared to today's standards of games, and both lack some of those "tick boxes" I like to have. However, to my surprise, they are both more enjoyable than another game I have recently started, called "Kingdoms of Amalur: Reckoning" (2012). (I tend to start more than one game than once for variety. As a slow player, it helps to give some variety.)
At the end of this analysis, I will compare my findings with how it relates to NWN2, and, hopefully, how it compares to The Scroll.
APPEAL ANALYSIS
This recognition of one game appealing more than another did not occur to me until after some time of playing these games. Let me start by showing which of these games scored best with reference to my own "tick box" requirements (in no particular order). Note, I have only finished "Divine Divinity" at this time of writing:-
1) STORY: Winner: Gothic: Had me hooked straightaway, and not just because it's premise reminded me of my own module. Even though I have not yet finished this game, I still like the overall appeal of how the game sets its pace and keeps me interested in the story. DD comes in second, with KoA coming in last. I felt the latter suffers from a diluted story due to its open-endedness.
2) CONVERSATIONS: Winner: DD: I felt that of the three systems, DD felt the most natural to me. Gothic and KoA were OK and certainly acceptable, but if I had to choose one, it would be DD. Interestingly, having "talking" during the conversations did not affect my choice at all, as I often found myself skipping talk anyway, especially with KoA, which just felt like a lot of superfluous drivel. NB: I know you can ignore all this in KoA by jumping straight to the "top" option, but I like to get involved in other dialogue if possible. This dialogue felt rather one sided though.
3) COMBAT: Winner: Gothic: Melee speaking, while Gothic has comparatively fewer weapon options than either of the other two games, this actually turned out to be more exciting to play than the myriad number of options that the other two games offered. On the other hand, as far a magic combat goes, DD had the most straightforward method of spell acquisition and usage, which made it more accessible and enjoyable to use, giving it second place.
4) PC DEVELOPMENT: Joint Winner: Gothic/DD: In fact, the only reason KoA actually loses out in this area is because of the inordinate amount of achievements that affect KoA outside of normal development. i.e. There are other aspects beyond the normal skill benefits that can affect the way you PC plays that you decide at level up.
5) MAPS: Winner: KoA: The map system in KoA is extremely well done. It has good map mechanics, including a mini-map. DD comes in a close second, with Gothic trailing in last due to a really clunky way one has to access them.
6) EXPLORATION: Winner: Gothic: This surprised me greatly, because I like exploring and I thought KoA would win hands down. However, I actually found Gothic the more interesting environment to explore because I felt it was more manageable. And for the same reason, DD came in second. KoA, by comparison, felt long winded.
7) CRAFTING: Winner: DD: I like the idea of crafting, and think it can offer a lot to a game. However, I have found that the thing that stops me from using a crafting system more than anything else is how complex it is. Complexity can mean anything from the number of combinations to make a product to the difficulty in applying the skill in the first place. DD was as simple as finding single crafting items and having a skill to apply them to other items. Gothic felt items were too far and between to achieve, and in KoA I felt overwhelmed with the number of options.
8) MECHANICS: Winner: DD: To be fair, NONE of these games had "great" mechanics in my opinion. KoA would have won, had it not been for the lack of a decent "Inventory" access, which really got me down after playing some time. I was surprised at how much the "Inventory" GUI (out of all the GUIs) would have made such an impact on the game experience for me, but it did. I even had more sympathy for Gothic's poorly implemented inventory system compared to KoA in the end.
COMPARISONS & CONCLUSION
So, here's the crunch .... Take a relatively new RPG (KoA: Reckoning) and make comparisons to some older RPGs (Gothic and Divine Divinity), and the newest one, even with much slicker graphics and many more game options, comes in bottom (for me at any rate):-
WINNER: GOTHIC
For me, Gothic wins (and KoA loses) for a number of reasons:
Gothic, while it takes a bit of time to get used to its rather antiquated mechanics, has a good story and a "traditional" character development system, which probably will appeal to old school gamers like myself. Even though Gothic suffers from a lack of a decent mapping system, exploration around the game area feels more exciting than exploring the albeit larger regions that the other two games offer. And when you start to encounter enemies in the game world, your character skills, abilities and weapons all feel more important than the other two games. I have not done any crafting in Gothic yet (as it feels too much of an effort to achieve), and recognise that Divine Divinity has better gaming aspects in this region and overall general mechanics, which was the only game I felt crafting was simple enough to apply.
SECOND: DIVINE DIVINITY
DD comes in a second, being closer to Gothic than KoA as an overall result. DD scores higher than KoA due to having a better story and PC development than the latter (in my opinion), but starts to fall down with its similarities that made KoA come last, like innumerable number of items/weapon combinations that don't really mean a lot to me after a while. It also suffered from some large meandering regions, which just felt too tedious, and I was glad to get them done and move on. DD did, however, have better overall gaming mechanics than Gothic and a more straightforward crafting system, which gave it an element of interest above the others.
LOSER: KINGDOMS OF AMALUR: RECKONING
KoA, on the other hand, has plenty of place to explore compared to Gothic, but with "plenty" comes a lack of pace and direction (in my opinion). I agree that KoA has done well to tie together all the quests and updates the local and world maps accordingly (winner hands down there), but just because those quests are there to do and the world is there to explore, I feel as though my heart and reason to be motivated to do so are seriously lacking. But what about the greater number of weapon combinations and combos, etc. that KoA offers I may hear you ask? Well, to be honest, the combinations are too many and too vague to be of any real interest or motivation to do anything with. As long as I have a reasonable weapon and/or spell and have developed my PC relatively well, then I will generally be OK. I wouldn't really know if I had found something decent above what I already carried or not really, and after picking up the nth coloured item, I'm not sure if I even have the heart to carry it back to a shop to sell it, even if I could stuff another item into my already limited and difficult to manage inventory.
NWN COMPARED
Now we come to the point ... CRPGs come in many flavours with comparable gaming aspects, but with some things that arguably make the game good or bad. I will now take a look at the points raised above with respect to how NWN handles CRPGing, and hopefully, how my own module, The Scroll, will work upon its release.
WORLD VIEW: To begin with, NWN offers a superior (in my opinion) number of perspectives to the player to explore the gaming world compared to any other CRPG in the examples above. Gothic uses first person, DD uses fixed isometric, KoA uses a 3D over the shoulder third person. NWN, on the other hand, uses 3D isometric with additional options to make world interaction more flexible, especially when it comes to combat. For this reason, NWN is the superior game when it comes to tactical combat in a CRPG, which is traditionally a style enjoyed by D&D players and the style to employ to duplicate such a roleplaying environment.
GAME SYSTEM: Each of the games above uses it own system to allow players to develop their PCs. They all rely on gaining XP, and then selecting skills and/or attributes to increase as the PC develops. The problem with "new" systems, however, is they are never easy to quantify with respect to overall development. The myriad options available in games like KoA or DD do not leave the player with a satisfying knowledge of actually being all that much greater with what they have achieved or acquired. NWN, on the other hand, uses an established D&D system, which uses a D20 system, which any player can quickly learn to understand how an extra 1 on a roll makes a difference to their PC stats. NWN uses an established and recognisable system.
COMBAT: Closely tied to the GAME SYSTEM is how combat is handled. The problem with many games (especially the modern ones like KoA), is the mechanics behind combat is as much to do with the ability to click a mouse as it is to do with actual character development. In both of the older games, Gothic and DD, I still felt the difference as to what I could achieve in combat compared to the likes of KoA. Thankfully, in NWN, the robust D&D system means a player will be able to tell when they may or may not be up for a task. In many modern games, it's sometimes hard to tell if a certain creature is tougher than you simply because there is no common ground by which to understand the situation, be it due to the game system used, or because of a unique creature design. Importantly, it will not be dictated by the speed at which they can click a button!
WORLD EXPLORATION: NWN comes with very adequate mapping systems, which allow for world maps, area maps and mini-maps. And while they once lacked the Fog of War feature that gave games like DD a greater feel of exploration, my own Fog of War hak now removes that problem for those that implement it, which I have done for my own module. And while some may consider the "area by area" approach of NWN to be a "weakness" of its gaming platform, I have come to realise that it is actually a strength! Why? Because it gives a player a greater feeling of control and achievement while exploring. Unlocking an area, or moving to another outdoor area gives a feeling of progression that seamless exploration cannot give. I believe this is an important point, as this affects the pace of progression for a game. (Although, poorly designed area progression can also feel just as "tedious" as wide open-ended landscapes.) The point being, I believe there is less risk of potential "tedium" in the design of a game that uses separate areas compared to large open areas, like those of some modern CRPGs. The vistas of the latter may look far better, but it takes a great deal more expertise to make those same area interesting compared to area designs, which modders of NWN use. Hats off to Bethesda who do manage to make interesting areas most of the time.
NWN MECHANICS: NWN still, in my opinion, offers the best in the way of GUI interaction for the player to play the game and work with their PC compared to any other CRPG I have played to date. There are certainly some aspects I have seen in other games that I have liked, such as the ability to get a description of an item while in the inventory without having to right-click first, but thanks to NWN2 ability to edit XML, such an inventory GUI has been implemented by myself for The Scroll. Couple this with one or two other GUI alterations, such as adding a Bestiary and a Main Menu for other gaming options, and we have at our disposal one of the most versatile GUI systems for any CRPG. Modders of CRPGs have a great tool in NWN, which is not only customisable, but is fundamentally based to work on the well-established 3E D&D rule set.
CRAFTING & CREATION: The idea of crafting actually has its roots in item creation from D&D. Therefore, it is no wonder that of all the systems that have come about over time, crafting is one of the more esoteric and potentially more complicated ones to develop. Even NWN has multiple systems, which on the face of it, are quite convoluted and difficult to employ. However, having made the system simpler, I believe I have placed this skill back into the hands of the player who may like to take the time now to develop one or two items that are worthwhile creating. The main thing is, I am hoping that items will be worth taking the time to gather the ingredients to make now, and that process will be easier in the first place too. However, I am also trying to avoid the many combinations and multiple items that can be collected that can make the process too confusing to use in the first place. i.e. I don't want to make a huge list of different items like KoA has when trying to craft or make something.
A HOPEFUL FUTURE
So what does all this mean? Well, basically, I believe modders for NWN already have a massive head start over any and all current CRPGs with the tools/system they have to create their mods with NWN2. In every aspect of general gameplay, they already have a stable and established gaming system that meets the requirements of a CRPG gamer. The only aspect that is missing is the story. So, if the builder has a reasonable skill set, and the time to develop, then using NWN2 they should be able to create a reasonable game that stands up against many (if not all) CRPGs currently written.
With the added benefits of cameras for conversations and the ability to script certain events and actions, imagination really is the limit for modders using NWN2. And yet, while I point out all this, I must add one reality check .... A good mod does require a good story, with good pace and overall balanced progress. That takes time and experience to get right ... but hey, even the experts get it wrong in my opinion, as there are few games I would say that are definitely what I would call "good". Even the winner of the three above would only score an "adequate" in my opinion. Yet even games like Baldur's Gate (which was game-breaking and used D&D rules) still does not get a high result from me compared to some of those I have experienced in later years. (Maybe at the time it was one of the best, but times have changed.)
The point being, however, I have not yet seen any gaming platform for modders come close to NWN2 with respect to a well-established ruleset, an ability to cater for a CO-OP multi-player environment, an ability to customise and still hold its own after all these years. For this reason, I do believe that there is the potential for NWN2 modders to do something special compared to any other mod market out there.
And that has to be a good thing!
- PJ156 aime ceci
#234
Posté 29 avril 2015 - 08:30
Sadly I have not played these games to comment. Nor any RPG since I picked up this damnable toolset ![]()
Perhaps I shall try Gothic, but before I do, if I can just get this area done .....
PJ
#235
Posté 29 avril 2015 - 09:06
Sadly I have not played these games to comment. Nor any RPG since I picked up this damnable toolset
Perhaps I shall try Gothic, but before I do, if I can just get this area done .....
PJ
Just one more... ![]()
#236
Posté 29 avril 2015 - 09:24
I've played all of them mentioned in the post except for Gothic. I own Gothic 2 and Gothic 3: Forsaken Gods, but limited time and discussion of a poor showing of women in those games has delayed my playing of them. Of the ones I've played (Kingdoms of Amalur: Reckoning, Divine Divinity, and you also mentioned Baldur's Gate), I believe I'd rank BG as my fave, with DD and KoA coming next in a tie, because they're different enough that I enjoy them for different reasons. Interestingly, all 3 of those games share NWN2's inability to have your character jump, despite "jump" being a standard skill that you can develop in the D&D rules.
DD is an excellent game in all respects, except perhaps for the unusual non-isometric perspective and the inability to increase the font size, meaning I have to play it at a low resolution. Story-wise, I can't say it was any more or less cohesive than KoA, because all I remember are the countless side quests, which is what you describe about KoA, but which I like! I don't care about a single unified story, really. I want a world full of smaller stories. I think Larian makes some of the best RPGs with their Divinity series.
KoA has its faults, such as the action RPG combat, the camera, the dialogue system, and the fact that it's so ridiculously easy that I have to avoid using the titular power of the game and intentionally use lower-quality gear in order to have a decent challenge. I like its fantasy world setting somewhat better than DD's (though they're evenly matched when you get to Divinity 2). Oh, and the dialogue system, as you say, is the worst of the lot. It's more of an Oblivion-style list of topics that you can ask about rather than a dialogue system. And I agree the menu system (including inventory) is terrible.
Baldur's Gate, well, it's just one of my favourite games of all time.
But as you say in your conclusion, I agree that NWN2, if only in its potential via the power given by the toolset, scripting, and editable interface, beats all of them.
#237
Posté 29 avril 2015 - 10:10
Hi All,
I can certainly agree that my own "playing" is much less than it once was due to time being spent in the NWN toolset when I can. In fact, I have only recently started to look at other RPGs like those mentioned above due to simply needing to do something different.
The good thing is, every time I do play something different, it always makes me feel good about getting back to the NWN toolset because it is so much better in many respects.
I think some of my gaming choices/preferences may be due to getting old(er) .... although it occurred to me that another reason I much prefer NWN is because you can build a party of PCs, which (as some of you may or may not be aware) the others you cannot do.
As for Gothic, I would say that if you don't mind playing "old school" and messing around a bit to get it to work in Windows, then it is quite enjoyable. However, as this article may be trying to point out, tastes between players may very well differ. I would not like to suggest my tastes agree with everybody, and would not like to have recommended something that others may find abysmal.
That said, you can't go too far wrong if you buy a bundle cheap via Steam ... After all, it helps promote RPGs in general anyway.
I have the excitement of seeing how the later versions of these games play out now, as the bundles came with all those in the series. Whether I get the time (what with the toolset demands) is another question altogether though. ![]()
Cheers,
Lance.
#238
Posté 29 avril 2015 - 11:06
I haven't played the original Gothic, but I did enjoy Gothic 2 and Gothic 3. Unfortunately the abysmal Gothic 3: Forsaken Gods (a stand-alone semi-expansion made by an Indian company) completely ruined the series. Arcania (AKA Gothic 4) wasn't quite as enjoyable as Gothic 2 or 3, but at least they tried to salvage something of the ongoing Gothic storyline after Forsaken Gods shat all over it.
#239
Posté 30 avril 2015 - 10:27
I haven't played the original Gothic, but I did enjoy Gothic 2 and Gothic 3. Unfortunately the abysmal Gothic 3: Forsaken Gods (a stand-alone semi-expansion made by an Indian company) completely ruined the series. Arcania (AKA Gothic 4) wasn't quite as enjoyable as Gothic 2 or 3, but at least they tried to salvage something of the ongoing Gothic storyline after Forsaken Gods shat all over it.
Hi DannJ,
I have these (as part of the bundle) and have yet to experience them .. one way or another.
Cheers
Lance.
#240
Posté 30 avril 2015 - 07:00
The first half of DD was a lot of fun; the second half pretty much became a grind. By the end game I was so bored to tears that I just gave up. I have played the Gothic games, but they didn't really pull me in the way the Elder Scrolls and Fallout 3 & NLV games did.
#241
Posté 30 avril 2015 - 10:59
The first half of DD was a lot of fun; the second half pretty much became a grind. By the end game I was so bored to tears that I just gave up. I have played the Gothic games, but they didn't really pull me in the way the Elder Scrolls and Fallout 3 & NLV games did.
Hi rjshae,
I agree, DD did become a bit of a grind towards the end. This, however, is how I am beginning to feel about KoA. Gothic, on the other hand, while not a "grind" in the same way, has started to have me lose interest due to just wanting to get to the end now.
Cheers,
Lance.
#242
Posté 30 avril 2015 - 11:14
Well, my opinions of both DD and KoA are based on not yet having finished either. I'm still pretty early in DD, though late in KoA, and I did finish Divinity 2: The Dragon Knight Saga.
#243
Posté 30 avril 2015 - 11:23
Hi rjshae,
I agree, DD did become a bit of a grind towards the end. This, however, is how I am beginning to feel about KoA. Gothic, on the other hand, while not a "grind" in the same way, has started to have me lose interest due to just wanting to get to the end now.
Cheers,
Lance.
Just like a movie or a book, it's entirely possible for a game to be too long. This is why I roll my eyes when game companies tout "we have 500 hours of gameplay" or gamers demand x hours of gameplay from their rpgs.
- Arkalezth, GCoyote et Lance Botelle aiment ceci
#244
Posté 01 mai 2015 - 04:08
Just like a movie or a book, it's entirely possible for a game to be too long. This is why I roll my eyes when game companies tout "we have 500 hours of gameplay" or gamers demand x hours of gameplay from their rpgs.
Agreed, quality is more important than length.
#245
Posté 01 mai 2015 - 05:30
Agreed, quality is more important than length.
As the actress said to the bishop. ![]()
- GCoyote aime ceci
#246
Posté 01 mai 2015 - 10:37
Just like a movie or a book, it's entirely possible for a game to be too long. This is why I roll my eyes when game companies tout "we have 500 hours of gameplay" or gamers demand x hours of gameplay from their rpgs.
Hi Kamal,
I find myself surprised to be saying this, but I agree. I'm surprised because I never thought one could have "too much of a good thing" with respect to size/quantity of a game. And yet, if you forgive my over use of common phrases, "the proof is in the pudding", as I find there does appear to be a danger of a single module "dragging on" with respects to its goals. This is what I mean by "focus" and "pace" of a game.
Furthermore, just throwing in a combat does not always help to alleviate such problems ... as is the problems with DD and KoA above. And I don't know if it is just my imagination, but I do wonder if age of a player does have an impact. For instance, I recall having more patience for games in the past than I do now. Perhaps it's just I have had plenty of experience at such things and so it takes something a little more special to grab my attention/interest? Maybe?
Cheers,
Lance.
#247
Posté 01 mai 2015 - 11:17
I never thought one could have "too much of a good thing" with respect to size/quantity of a game.
Not necessarily a good thing. Have you played DA: Inquisiton, for example? The main quest is quite short, but if you can be arsed to do all the pointless MMO-style collection crap (if you can, seriously, get a life), then the game is huge.
#248
Posté 02 mai 2015 - 09:48
Not necessarily a good thing. Have you played DA: Inquisiton, for example? The main quest is quite short, but if you can be arsed to do all the pointless MMO-style collection crap (if you can, seriously, get a life), then the game is huge.
Hi,
That's on my list of "future games", when the cost has dropped to bargain level, and then I'll take a look. Interestingly, I found the last two manageable (DA games), with a little fall off towards the end (as normal for me I find). So, it will be interesting to see how this next rendition fairs to the last two and to other games I have experienced. That should give me a better indication of just how much "quantity" affects me I guess.
Cheers,
Lance.
#249
Posté 10 mai 2015 - 12:34
Have they? If so I wonder why 10s of thousands show up to download bgr when they otherwise don't play user mods at all in this engine.
- GCoyote aime ceci
#250
Posté 10 mai 2015 - 06:02





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