I'm more interested in knowing what era/genre it will cater to, we already have futuristic/sci-fi with Mass Effect and medieval/fantasy with Dragon age so maybe a Western?
The Secret IP Twitter & Info Thread
#476
Posté 28 janvier 2016 - 08:18
#477
Posté 28 janvier 2016 - 04:53
saw a teaser screenshot of the secret ip but i like saying it doesn't hype me in the slightest. not sure what genre is going to be but i love fantasy (not sci-fi). bioware already have ME (futuristic sci-fi) and dragon age (fantasy). not really sure what they are going to reveal. a fighting action game? open-world game like ubisoft assassin's creed? i hope it's not.
#478
Posté 29 janvier 2016 - 06:37
Come on steampunk! Please?I'm more interested in knowing what era/genre it will cater to, we already have futuristic/sci-fi with Mass Effect and medieval/fantasy with Dragon age so maybe a Western?
*Shakes Magic 8 ball*
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#479
Posté 29 janvier 2016 - 07:41
Jay Watamaniuk @JayWatamaniuk
I'd like to point out that if you cross @KarinWeekes or @mel_f_lem they will cut you. My optimistic plan is not to cross them.
It's all true, but I can give you pointers. Approach slowly, eyes lowered, with scotch in hand.
Patrick Weekes @PatrickWeekes
Remember, Jay, most editors can only track motion.
That's not true. They can smell a comma splice from ten miles away.
*hisses*
Jay Watamaniuk @JayWatamaniuk
I'll bring road flares to meetings.
And scotch? Cori said there would be scotch.
#480
Posté 30 janvier 2016 - 04:54
#481
Posté 02 février 2016 - 12:02
Come on steampunk! Please?
*Shakes Magic 8 ball*
I really hope we hear something official soon. If not, then it will be at E3 at the earliest that we get any more official word.
#482
Posté 02 février 2016 - 02:12
I really hope we hear something official soon. If not, then it will be at E3 at the earliest that we get any more official word.
Maybe twitter snippits, but any visuals or a title would likely be EA Play (right?)
#483
Posté 02 février 2016 - 02:39
I don't think you understand what RPG means.
RPG means in order of importance:
1 - Everything your character can or can't do is defined by a character sheet, the numbers there are EVERYTHING, you pressing buttons on a controller or keys on a keyboard cannot by any means change the outcome defined by the numbers on your character sheet, not even if god and satan unite to do it, nope, chaacter sheet is above anything and everything under any and every circumstance
2~9999999999999999999999999999999999 - A lot of things I'm not in the mood to mention
Not in the list => STORY
Story is not relevant for a RPG, story is optional in any game
But yes, I know in these forums people seem to believe that story, choices and a lot of other stuff present in almost all other game genres make RPG. ANd as always I mention, what is the point of defining a game genre with features present in all others? A definition that defines nothing? But yeah, I understand you will keep on bashing your heads against a wall until somehow you believe that choices, story and character interaction can qualify a game as RPG despite even sport games having those.
A person that can actually like Bioware Games is of course able to accept a definition that does not define anything as something perfectly logical, in fact accepting such absurd is a requirement to enjoy their awful games, otherwise you can't believe such unbelievable and shallow written characters and still praise things like Gaider and Weekes. Your gain I think, ignorance is a bliss.
#485
Posté 02 février 2016 - 04:33
RPG means in order of importance:
1 - Everything your character can or can't do is defined by a character sheet, the numbers there are EVERYTHING, you pressing buttons on a controller or keys on a keyboard cannot by any means change the outcome defined by the numbers on your character sheet, not even if god and satan unite to do it, nope, chaacter sheet is above anything and everything under any and every circumstance.
No CRPG ever published meets that standard, of course. Good thing too. As you describe it, there's no space at all for gameplay, since player input and strategy can't change anything.
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#486
Posté 02 février 2016 - 11:21
I'm just a little confused about why this person is on the BSN when they so clearly hate Bioware games.
DA:O and DA:I are definitely RPGs, since I can play through them multiple times and role play completely different characters. ME & DA2 not so much, I have trouble replaying them as different characters, but I enjoyed them and loved "my" Hawke & Shepard just the same.
I do hope this new IP will be more like DA than ME... give me loot!!!
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#487
Posté 02 février 2016 - 01:33
I'm just a little confused about why this person is on the BSN when they so clearly hate Bioware games.
I'm more confused by how they know tabletop terminology, but have clearly never played a tabletop RPG. Tabletop games that are very "smash your numbers against their numbers" don't have character sheets, because they're wargames (or board/card games), not RPGs.
Either that, or they've had truly crap DMs. Do they never encounter puzzles in their RPGs? Do they make charisma checks by rolling only, without describing what their character is saying? Are they persistently confused by the role/roll homonym? Or do they automatically exclude games that feature trolls as a race, because it's not role-playing if they are one in real life?
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#488
Posté 02 février 2016 - 02:46
That seems like more of a puzzle game, to me. It's your skill that matters, after all.^ Numbers > Story?
As a role-playing game may be played without any defined attributes (eg; Murder mystery), this supposed definition appears to be fallacious.
#489
Posté 02 février 2016 - 03:00
You describe what your character says, and then roll against charisma to determine the result.I'm more confused by how they know tabletop terminology, but have clearly never played a tabletop RPG. Tabletop games that are very "smash your numbers against their numbers" don't have character sheets, because they're wargames (or board/card games), not RPGs.
Either that, or they've had truly crap DMs. Do they never encounter puzzles in their RPGs? Do they make charisma checks by rolling only, without describing what their character is saying? Are they persistently confused by the role/roll homonym? Or do they automatically exclude games that feature trolls as a race, because it's not role-playing if they are one in real life?
The player decides (in-character) what the character wants to achieve, and then the stats of everyone involved determine success or failure.
Even a wargame leaves strategy to the player and then resolves individual battles using stats. But if you were commanding a battle in an RPG, I'd say that the success of your strategy should be determined by your stats, not by how strong a tactician the player is. The relative strengths of the armies would merely be modifiers on the strategy check.
All of the real choices made in an RPG occur during character creation.
#490
Posté 02 février 2016 - 03:08
If you take on the role of a character you are roleplaying, and if it is within the confines of a game it is a roleplaying game. Stats, skills and character sheets are just tools. How much you want to focus on that particular tool is up to you and the group you are playing with.
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#491
Posté 02 février 2016 - 03:12
You describe what your character says, and then roll against charisma to determine the result.
True, but the difficulty of the check depends on what I choose to say. A bluff check where I'm trying to convince a guard that "oh, I'm actually a half-orc disguised as a gnome" would have a more difficult check than "your superiors have started hiring gnomes to make themselves appear more respectable to outsiders".
And perhaps we could argue that one option would be more in-character than the other, depending on the character's intelligence or alignment. But if the player can only think of the "out of character" bluff, they're going to have to make a bluff check for that bluff.
#492
Posté 02 février 2016 - 04:28
That seems like more of a puzzle game, to me. It's your skill that matters, after all.
I was imagining something like playing roles as in a LARP of Clue. And while I am not into LARPing at all myself, I do recall playing PnP RPG's with assigned characters; no Attributes.
#493
Posté 02 février 2016 - 06:11
How do you resolve outcomes without some mechanism?I was imagining something like playing roles as in a LARP of Clue. And while I am not into LARPing at all myself, I do recall playing PnP RPG's with assigned characters; no Attributes.
#494
Posté 02 février 2016 - 06:12
"A role-playing game (RPG) is a game in which each participant assumes the role of a character, generally in a fantasy or science fiction setting, that can interact within the game's imaginary world."
http://whatis.techta...laying-game-RPG
I'm not really sure how Bioware games don't fit this description Deanna Troy, but hey, what do I know
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Anyway, to be on topic, I think a steampunk game would be pretty amazing. I would love another medieval fantasy setting, but since I don't imagine that that's likely, steampunk would be my next choice.
Would steampunk be considered a contemporary setting?
#495
Posté 02 février 2016 - 06:14
I don't agree. That not only introduces player skill, but also adds a disincentive to be audacious with your lies. An audacious lie is often funnier.True, but the difficulty of the check depends on what I choose to say. A bluff check where I'm trying to convince a guard that "oh, I'm actually a half-orc disguised as a gnome" would have a more difficult check than "your superiors have started hiring gnomes to make themselves appear more respectable to outsiders".
I think the player has to be the one to decide what's in-character. The other players, including the GM, don't know that character's mind.And perhaps we could argue that one option would be more in-character than the other, depending on the character's intelligence or alignment. But if the player can only think of the "out of character" bluff, they're going to have to make a bluff check for that bluff.
#496
Posté 02 février 2016 - 06:15
Depends on the steampunk. Take a steampunk setting, and being it forward into the information age. That would arguably be contemporary.Would steampunk be considered a contemporary setting?
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#497
Posté 02 février 2016 - 06:52
How do you resolve outcomes without some mechanism?
GM may have some such method, or simply use their own opinion and reasoning to make decisions, like when not allowing a die roll to kill the entire party.
#498
Posté 02 février 2016 - 07:07
I think the risk of that instantly fatal roll of the dice is part of the fun. It's great whenever it doesn't happen, but as soon as it's impossible I think the thrill of success vanishes.GM may have some such method, or simply use their own opinion and reasoning to make decisions, like when not allowing a die roll to kill the entire party.
I like RPGs to run like simulations, rather than games or stories.
#499
Posté 02 février 2016 - 07:10
I think the risk of that instantly fatal roll of the dice is part of the fun. It's great whenever it doesn't happen, but as soon as it's impossible I think the thrill of success vanishes.
I like RPGs to run like simulations, rather than games or stories.
It depends on the game. I still am not willing to give Traveler a chance due to death in the CC portion of a PnP game. And as a GM< I am loathe to wipe the party due to a roll of the die; prefer to allow each Player to make a ST vs Death.
#500
Posté 02 février 2016 - 07:22
I'd be disinclined to create situations in which the whole party could die with a single roll, too, but if they all decide to cross the same rickety bridge while someone's lobbing fireballs at them, I'm going to check if that bridge makes its save against magical fire.It depends on the game. I still am not willing to give Traveler a chance due to death in the CC portion of a PnP game. And as a GM< I am loathe to wipe the party due to a roll of the die; prefer to allow each Player to make a ST vs Death.





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