I agree they can't currently have both. As I said, character options and depth are (partially) at odds with fast-paced action gameplay. My point is that there is no reason to always pick one over the other, when there is clearly still a huge market for games that sacrifice the latter for the former. And there is a huge market for them; that's why threads like this are so frequent, even if they bore you and Team Rocket. It's also why the developers of Shadowrun Returns set out to raise $400,000 for their project and have raised over $1,800,000.Terminate421 said:You completely missed the point of my large ass post right?Hides His Eyes said:snip.
I said we cannot compensate at this moment. Developers are getting tools down and learning with the tech and stretching it as far as they can go. Accessibility is Key, not "because of maths" but because they do allow easier things to work with. As much as I'd like to see swords and axes having a few different skill sets, I wouldn't mind missing it if it involved losing say...several dungeons or shouts.
In the words of Howard Stark:
"I am held back by the technology of my time, it is up to you to finish what I started"
Developers cannot please both sides. So they pick what they can to provide an enjoyable experience, in this case, graphics and size over substance. What'd be the point of playing Skyrim if there are only like 3 towns? It'd be fun, but alot less bigger than you'd expect.
Ok, maybe I do like working the system a little. But it's definitely secondary to the choices thing. I am always out to create MY character, not necessarily the BEST character.Draech said:But you can still build up chars with a high degree of choice in the modern action RPG's. Take Kingdoms of Amalur for example.Hides His Eyes said:Yeah I see your point. But fidelity to real-world physics is not the most important thing. Also, I don't find maths fun at all, I just loooove building my own characters, and if a little maths is required for that then so be it.Draech said:Its mainly because maths is fun really (to the right people). I didn't really bring into what was the best type of game. I love my turn based strategy for the very reasons you just said.Hides His Eyes said:Thanks, but I do agree with Anthraxus here. If I want to play a game that's full of fast-paced action then I'll play an action game. If I want a game where I get to create the main character and direct his/her traits and abilities myself, then I look to RPGs. And contrary to popular belief, these two things are at least partially at odds with each other.Draech said:Its not a question of what is a better game.Anthraxus said:If I want to play an action game, I'll play a fucking action game. There's only like 859545486479650876085975484985956987 of them out there to be played.Draech said:My definition of action RPG excludes fallout....Kahunaburger said:Uh... unless your definition of "old RPG" excludes Fallout, real-time gameplay wasn't a problem when that generation of CRPGs was being made.Draech said:Not the extend you are talking about. We didn't have the calculating power to simulate the AI of 5 darkspawn at the same time while calculated the dmg according to their set place and power.Anthraxus said:Yea, that's why they never had action gameplay in real time back then. Oh wait, they did.Draech said:Well one of the problems is that when we got better processing power we became able to do things real time.
Yeah we had action games. Just nowhere near what you are suggesting.
I dont find that to be so strange.Dude what does the P&p games have in common?Anthraxus said:The way you made it seem was that all they could back then was turn based combat or something.Draech said:Not the extend you are talking about. We didn't have the calculating power to simulate the AI of 5 darkspawn at the same time while calculated the dmg according to their set place and power.Anthraxus said:Yea, that's why they never had action gameplay in real time back then. Oh wait, they did.Draech said:Well one of the problems is that when we got better processing power we became able to do things real time.
Yeah we had action games. Just nowhere near what you are suggesting.
They made rpgs like that because they were trying to emulate p&p rpgs/wargames on computer. The modern rpgs are all action game/shooters now because they're trying to appeal to the most ppl possible. And we know there's a ton more action/shooter fans, than traditional rpg fans out there. Eh, it's all about the $$$$$$ obviously.
They are designed to be able to be done on paper. There isn't a lot of calculations going on here because they were designed to be done at a reasonable phase.
When we got more calculating power what do we do with it?
That we can calculate 8 combat turns a second then what does it add?
Nothing.
We got better processing power allowed us to do real what we were forced to make into simple maths.
Look at it from a different perspective where you dont have a bias towards nostalgia.
Guild wars 2 combat VS SWTOR combat. One uses an old system with a target lock and the other is moving towards an action oriented play. The WoW mode of combat was a result of limitations and resulting design decisions. So was a lot of your old combat.
Why should all games play similar to each other ? That doesn't make too much sense, does it ?
It is what is more likely.
A poster before me said it best.Hides His Eyes said:I agree. But real-time is not inherently superior, and I think it's time developers realised that. Turn-based just fits better in some types of game. Kind of like colour film. It was a great technological advance and thank god for it - but some films are still made in black and white because they are better in black and white.Draech said:Well one of the problems is that when we got better processing power we became able to do things real time.
The thing is when we have the calculating power to calculate the actual trajectory of a set of arrows in Shogun then ofc we are going to use it rather than have a 1-10 roll and 123 is miss.
I do get tired of explaining to people that it's about choices, not about "watching numbers get bigger".
I am going to go out on a limb here and while you say you dont like math, I think part of you do if you love the old style game. It is the basic drive of a strategy game. Being able to see the pattern and figuring out how to manipulated it to your advantage.
Ofc I may be wrong. It is just an assumption on you looking back on specific old style of RPG. It rewards you understanding the system higher than it rewards execution. The crucial difference between the new and the old ways.
Correct me if I'm wrong, but you only get a rogue, a warrior, a mage and the combinations between them in KoA, right? And they were primarily focused on fighting, so you have "i hit stuff", "I shoot stuff and hit it from behind" and "I blast stuff", with some combinations that overlap slightly. At least that's what I got from the demo. Are there any viable non-combat skills/builds?Draech said:But you can still build up chars with a high degree of choice in the modern action RPG's. Take Kingdoms of Amalur for example.
You are joking, right?lord.jeff said:That's one of the down sides of innovation and a growing market, more genres to make games in means fewer titles in each genre.Zachary Amaranth said:Of course, that's still a shift. It used to be you didn't have to look for these games.BreakfastMan said:It is like saying "there is no good heavy metal anymore" when you just listen to rap and R&B. Of course you cannot find any good heavy metal anymore. You are not actively looking for it.
Yeah, I think that this is a legitimate problem with "modern" RPG design - I think that with the type of content in graphics-intensive/voice-acted RPGs, it becomes very expensive for them to give the game deep choices. One of the reasons I've very psyched to see what they do with Wasteland 2.Draech said:I think it has a lot to do with developers being afraid of their work being wasted. Cory Barlog and Casey Hudson had an interview at one point where he said something along the lines of "we could never make a game like you, where there is a chance the player might only see a 1/3 of it". Developers dont dare to block of a path for the customer. If the customer got the game he should be able to exp almost a 100% of the work they put into it in 1 play-through. I think it is another by product is the CoD liniar gameplay. They want people to look at their animations because they spend time on them. Something missed is work wasted.
It is casualty of modern game I suppose.
Morrowind also had an a pretty usable UI on the PC as well. It was really easy to manage my shit in Morrowind, but in Skyrim it takes me like 3 minutes of menu sleuthing.Kahunaburger said:Well, uh, Skyrim has better graphics and worse core design. And I guess it has more scripted events. And physics and AI gimmicks it doesn't do anything interesting with. Hey, I know, better pathfinding! And alchemy has a different interface. Truly this is the pinnacle of what RPGs should be.Terminate421 said:People always bring up the old days, as much as nostalgia is great and we should learn from the past, we should NOT be using it as the main way to the future. We wa-NO, NEED, games to advance in order to make them better: RPG's, FPS's, JRPG's whatever the genre.
So complain all you wish, I don't have anything against you. You have your opinions and I have mine, but take a look at what we have now to what we have then:
2012:
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2003:
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Notice a difference? And before you drop the "No, they're both horribly written games that are bugged to hell" line, THINK about what we have. There is more than meets the eye.
Re: your core point, I think it's important to remember that "advancement" and "improvement" are not synonyms for "using the latest technology."
I know bad the balance and combat are, but that's why I always play it on Easy so that I can build my character however I want without having to worry about details like that. For example, my first character was a magick-allergic Dwarven gunsmith, and I managed to get through the game eventually. So yes, obviously the combat needed to be balanced in order to make picking combat skills more meaningful, but my main point was that I never felt cut off from the rest of the possible options. Compare that to pretty much D&D game where the moment you pick a character class and race you essentially close off more options than you open up. Fair enough, that works in a pen and paper setting where the game is defined by having a team of human players working together, but in a single player RPG it just feels limiting.KingHodor said:Except that they never bothered to actually spend more than one femtosecond on balancing Arcanum, so you so never know whether you're going to create a useful character.Geo Da Sponge said:Actually some of the best character skill systems I've seen are in Vampire: The Msquerade - Bloodlines and Arcanum: Of Steamworks and Magick Obsucra. Arcanum in particular, what they have in common is that when you level up/get experience it's given to you purely in the form of points to spend on abilities, which are all clearly spelled out from the start so you know what you're building.
Just how bad is the balancing?
Strength gives exponential bonuses to melee attacks, and Agility lets you accumulate enough action points to cross the entire screen in a single turn to move in for the kill.
On the other hand, all the buyable firearms are effectively useless, and crafting the actually useful guns requires spending additional points in Intelligence and Gunsmithing.
And the resulting firearms specialist wielding a freaking Elephant Gun will still be a vastly inferior fighter to Dog, your party's animal companion, because he was "smart" enough to dump all his point into Strength and do such ungodly amounts of melee damage that he'll simply *chew* through reinforced chests and lava golems.
AND HIRE TECMO FOR THE CHARACTER DESIGNS.Anachronism said:Having said this, if they made a sequel to Jade Empire with a bigger world, more quests and less boring combat I'd be all over it. Frustratingly shallow, but I think it's the best world and one of the best stories BioWare have made.
Yes, but only if they perfectly implement the ability for the team mates to do everything the PC can do. Generally speaking the PC is doing all the talking at the very least, which limits you a bit.Anthraxus said:Geo Da Sponge said:Compare that to pretty much D&D game where the moment you pick a character class and race you essentially close off more options than you open up. Fair enough, that works in a pen and paper setting where the game is defined by having a team of human players working together, but in a single player RPG it just feels limiting.
Blah, I know I'm rambling but my basic point is that I don't think a PC should be limited by character classes in a single player RPG.
What about single player rpgs that let you control a whole party ? It works there also.
I've always considered roguelikes to be a different genre from RPGs. The Old style ones that I've been talking about are those isometric, dice rollers. I really like the concept of roguelikes, yet I never seem to get into them for a long time.Kahunaburger said:Grab the top 15 that fit your definition of "RPG" from this list [http://roguelikechallenge.appspot.com/]. And that's just old-school roguelike RPGs that were made in a 7-day period during a particular week in 2012. If you broaden your search, you'll find even more.Thatrocketeer said:If you can give me at least 15 games that aren't mainstream that use the old RPG style and are actually GOOD in my view, then I might change my mind, until then, I prefer the streamlined yet enjoyable RPGs that we have today.
Verzin said:I just started playing vampires the masquerade bloodlines (on the advice of someone here actually). Extremely difficult game to get into (poor graphics, clunky combat, EXTREMELY complicated skill system)but the dialogue and the intricate skill system (once you figure the damn thing out) eventually sucked me into it. take my advice: If you like RPGs and can stick with a difficult to get into one for a bit, play this game. As I was playing it last night, I realized I was more immersed in this game than I had been in any game for a long time. It is not without faults: bugs, spending 30 minutes trying to find some godamn building that is hidden in the most unintuitive alleyway imaginable, and losing progress makes you want to rip your face off. But I'm enjoying it more than any other game I've played in a long time.
The only RPGs I enjoyed this much were
Baldur's Gate I & II (my introduction to RPGS)
Fallout 2
fallout
KOTOR I & II
Planescape Torment
Assorted Final Fantasy Games
a bunch of JRPGs that I don't want to list because it would take forever. the point is I like SNES and PS JRPGs.
Morrowind (sort of. I still have nightmares of trying to find stuff in Morrowind through obtuse directions)
and probably a bunch of others I'm not thinking of right now.
The point is: modern RPGs have lost their way. What makes these games so much fun is a mixture of the compelling world, humor, great dialogue, memorable characters, massive number of skills and abilities that are fun to use, and the massive variety of ways you can solve problems.
Modern RPGs have lost this. I can't think of a single RPG that was released in the last 3 years or so that I enjoyed as much as I enjoy these older ones. Even through the crappy graphics, the poor combat, and the bugs I still find myself enjoying the older ones more.
Why do studios insist on making Action games with RPG elements and calling them RPGs when they have relatively linear storylines, crappy dialogue, and easily forgettable characters?
Why can we not have a REAL godamned sequal to KOTOR II? good combat is fine. in fact, good combat is awesome, but it shouldn't be the focus of an RPG. it should be there to drive the plot, force character development, and also an option that must be there just to be awesome.
I am sad. I really want more of these games. No other genre sucks me in like a good RPG.
Terminate421 said:[
Old RPG's, while well made and carefully crafted, are in the process of the conversion to higher powers. In other words, THE DEVELOPERS ARE DOING THEIR BEST TO BRING THEM TO LIGHT WHERE THEY ARE APPEALING.
Take Fallout, It was definitly great, timeless and enjoyable. Then after the whole problem with interplay, Bethesda brought a stimpak to the franchise and brought it to life with Fallout 3, an Oblivion styled world while STILL keeping the traditional formula; huge world, story, V.A.T.S., dark-witty humor (Though not as much as new vegas).
There wasn't much for character, but its pretty damned difficult to write diverse characters when there is the entire world one must focus on first.
If there is one complaint I hate more in most RPG's is that we should take a step back to this:
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Or this:
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Thats not roleplaying, thats just following a path and using what weapons/powers you want, wait, that sounds like a- Typical Expectation from a First Person Shooter.
People always bring up the old days, as much as nostalgia is great and we should learn from the past, we should NOT be using it as the main way to the future. We wa-NO, NEED, games to advance in order to make them better: RPG's, FPS's, JRPG's whatever the genre.
So complain all you wish, I don't have anything against you. You have your opinions and I have mine, but take a look at what we have now to what we have then:
2012:
![]()
2003:
![]()
Notice a difference? And before you drop the "No, they're both horribly written games that are bugged to hell" line, THINK about what we have. There is more than meets the eye.
Again, there is no "nostalgia" in sight here. Things have changed and many of us think that change has been for the worse. This is a perfectly reasonable position to take, it has nothing to do with being blinded by nostalgia.scorptatious said:I don't what it is with these nostalgia threads, but they just bug the hell out of me.
OT: Now, I do like a lot of older RPG's as you can tell by my avatar. And while I can somewhat agree with some people's complaints about some of modern day RPG's, I still have fun with them. The Mass Effect games had an engaging story-line with a great cast of characters and RPG aspects.
FFXIII, contrary to popular belief, is a good game with a unique and fast paced combat system, likable characters, awesome bosses, and good music. I can agree however that it's pretty linear with it's level design. But the second half of the game kinda makes up for that.
And from what I've heard, Xenoblade is a really good game. I may actually try it out sometime.