Shagnak said:Anyone here try this (importing, I mean), and how did it effect there success?
Vault Dweller said:Ran out of arguments and decided to go with insults? Your choice, but I'd like to remind you again that out of hundreds (literally) dumbfucks who've visited this place, you were the first one to earn that rank. Just think about that, my not overly bright friend.Sarvis said:You really are an idiot, you know that?
It's ok, I'm not surprised that you are confused, but I'm glad you can admit that and ask for helpI'm sorry if I got confused by your utter lack of consistancy!
One of those retarded explanation that became Sarvis' trademark. A Civic is a Honda AND a car too! What are you? 5? Anyway, if you insist on learning a new word today, I'll be happy to help.
Main Entry: sub-
Function: prefix
Etymology: Middle English, from Latin, under, below, secretly, from below, up, near, from sub under, close to -- more at UP
1 : under : beneath : below <subsoil> <subaqueous>
2 a : subordinate : secondary : next lower than or inferior to <substation> <subeditor> b : subordinate portion of : subdivision of <subcommittee> <subspecies> c : with repetition (as of a process) so as to form, stress, or deal with subordinate parts or relations <sublet> <subcontract>
3 : less than completely, perfectly, or normally : somewhat <subacute> <subclinical>
4 a : almost : nearly <suberect> b : falling nearly in the category of and often adjoining : bordering on <subarctic>
From what you hear? Cool fact. But no, even if you are correct, that does NOT fit my
definition. Are you really that stupid that you can't see that? Come on, try harder.
It's not the same example, you dumb fuck. A single US marine wiping out a US town all by his fucking self would have been the same example in a real life situation. A single US marine from your example killing an African tribe isn't the same. If you don't get that, you are really fucking stupid and unable to understand, evaluate, and compare basic concepts.
Here is what I said before:
"It has nothing to do with the ruleset, it's the nature of things. Same in real life, staring out when all your options are open, making steps that open some doors, and close other is more interesting (from char development point of view) then becoming whatever it is you wanted to be. At this point the journey is basically over, and that was my point. Any game I've ever played was like that from FO to BG2 to Diablo 2. It doesn't mean, of course, that a system where char development at higher level is as good as it is at low levels couldn't be done, but would that be fun? The goal of char development is to become good at something, and the moment that you actually manage to do that, you lose some interest because you've achieved your goal"
No, being stupid.What, being right all the time? Being consistant? Not contradicting myself? Having actual logic for my arguments?I doubt that. The standards you've set are way to high.
Ok, fine, to reply to your point, I think that Palpatine character was developed and defined way before he was killed. He may have gained a few more feats and abilities but that was icing on a cake.
What's with the words twisting? I said that a Sith Lord and an Emperor wouldn't ally with the Jedi for some chick, that's too petty and stupid (well, that explains why you liked that idea). He would have different means of getting what he wants.
You are not going to cry now, are you?
The first game would suck though being pointless, incomplete, and leading nowhere.
Depends on a quest. Like I said I prefer something more complex than "bring me some creature skins". Sand people are VERY different from Jawas, and I'd expect that to be reflected in their quests. Sand people are fighters, they don't like you and want to kill you on sight. Jawas are traders, they need protection or good trades, and have no need to kill or intimidate a potential customer. I hope you realize that any *complex* quests involving them would have to be totally different and wouldn't work with both of them.
And that's the impossible part, assuming that the choices in the previous game led to something.And once again, developers who wanted to could make seperate quests for the different scenarios.
No. If you wipe them, and then go back there would be no quest there, assuming that there was one. Simple as that.
A sequel would have to PICK ONE scenario and go with it.
There are plenty of choices in Geneforge, yet it would impossible to reflect them all in GF2. The game picks one and goes with it. There is no other way. A pity you don't see it.
Yet, the examples I gave were from a single game, weren't they? You lose.
I know it's hard for you to keep track of the events, but you were the one who started insulting in this thread, being unable to argue without that crap. If you thought I wouldn't reply you were mistaken. Again.Sarvis said:YEah, funny how it's ok for you retards to constantly insult me, but I get called on it. HILARIOUS actually!
No, my argument is that it's impossible to do that in a proper CRPG (the one with choices and consequences) because the choices would create too many often completely different options and developers would have to pick one out of several, thus screwing characters who took different options (GF, GF2). You disagreed and supplied several idiotic examples as a proof, saying it's possible, " don't ask me how, I just know it". Whatever, Sarvis.And you're just being a bigger idiot with every post. Your ENTIRE argument boils down to "I can't imagine something, and don't <i>like</i> the scenarios Sarvis comes up with, so it's impossible to do."
That's your argument? It's like saying "The sun is yellow and people are mammals". True, but pointless.Sorry, but this isn't third grade and you are obviously not the smartest or most creative human who has ever existed. People do things you are unable to think of all the time.
Ah, when everything else fails use the language attack? Anyway, that's coming from a guy who wrote disclude instead of exclude...It's ok, I'm not surprised that you are confused, but I'm glad you can admit that and ask for help[/qoute]I'm sorry if I got confused by your utter lack of consistancy!
It's just hard to keep up when you completely fail to say anything sensible or even use the language properly.
Fucktard? You are getting too emotional, Sarvis. (see the reply to that sub-class thing below)Childish? ROFL. Sorry if pointing out the meaning of a word to someone who has no clue about it is childish. Oh wait, you just tried to do that. now who's being childish? Listen you fucktard, a subclass of Object IS Object. It's the entire fucking basis of Object Oriented Programming, not that I'd expect you to be able to deal with a simple concept.
God, you are stupid. Every one of the definitions here points to "less than" concept. Can you grasp that?I'll guess you are going with 4a as your definition when using sub-class? Good, good. Good for you.Main Entry: sub-
Function: prefix
Etymology: Middle English, from Latin, under, below, secretly, from below, up, near, from sub under, close to -- more at UP
1 : under : beneath : below <subsoil> <subaqueous>
2 a : subordinate : secondary : next lower than or inferior to <substation> <subeditor> b : subordinate portion of : subdivision of <subcommittee> <subspecies> c : with repetition (as of a process) so as to form, stress, or deal with subordinate parts or relations <sublet> <subcontract>
3 : less than completely, perfectly, or normally : somewhat <subacute> <subclinical>
4 a : almost : nearly <suberect> b : falling nearly in the category of and often adjoining : bordering on <subarctic>
And humans are technically animals, yet humans have very distinctive characteristics that set them way, way apart from the original group and any other "sub-classes", and that's why we don't call them that. Same here. Learn to read AND comprehend, it's AMAZING what you can learn!Or, perhaps, if you take a group of RPGs and subdivide them into Dungeon Crawl or Story Driven you still have RPGs! It's AMAZING what you can learn when you understand simple English! It really is.
No, you are too stupid to understand a simple thing, and keep coming up with lame and often made-up examples. If you want to argue and be taken seriously, try to keep pace, otherwise post in the Retardo Land forums.Yeah yeah, nothing EVER fits your definition because your definition seems to change every time someone puts up an example of it.
What a load of crap. Have you even played the fucking game? If you don't pick locks you will suck at it? I'm sure that you are going to cry again that I don't respond to your arguments, but this is just ridiculous. You have absolutely no clue about gameplay of the game you are talking about it, and you expect me to take this idiocy seriously? You are mistaken yet again.Assuming that I was correct about Deus Ex, you CAN play your character in different ways according to his skills. If you don't pick locks, you will suck at it and not pick locks in the future. If you don't kill people often, you will suck at fighting and avoid it. If you fight and pick locks a lot, you will get good at those things and do them.
"they (Sarvis' examples) are always somehow deficinet..." Yes, they are. That's what earned you the dumbfuck rank, and it wasn't even me who did that, btw. Understand, Sarvis, your examples are stupid. Literally. It's not a flame. If you can't understand a discussion and provide an example that fits, I won't waste my time trying to evaluate your example and show how stupid it is. I believe I explained enough above and even gave you a better analogy to give you a clue which you ignored. And no, a single US marine won't be able to wipe an average US town by himself. Regardless of the hardware, he's still very vulnerable. A demi-god would be much harder to kill, wouldn't you agree? There, happy?It's not the same example, you dumb fuck. A single US marine wiping out a US town all by his fucking self would have been the same example in a real life situation. A single US marine from your example killing an African tribe isn't the same. If you don't get that, you are really fucking stupid and unable to understand, evaluate, and compare basic concepts.
And Gauss rifles are probably advanced enough weaponry that handguns would be as effective as stone tipped spears by comparison.
However, to entertain your stupidity what if we gave the marine a guass rifle and sent him into an average city in America? He'd still wipe it out because of the advanced hardware, so that makes him a demi-god?
It's funny how you never acytually respond to the examples, just claim they are bad examples. ALWAYS. Not even just with this one, but with every one. They are always somehow deficient without you being able to offer anything meaningful or intelligent. Just fucking ranting and stupidity.
I'm getting tired of your bullshit, Sarvis. First, I didn't change my definition, I pointed out what I said BEFORE, at the beginning of this thread. Second, read what I wrote. A specific skill is not a goal, you idiot. Besides, as I keep saying that's my opinion only, if you feel otherwise, be my fucking guest. Nobody gives a damn.And Whirling Death doesn't reach it's goal until level 36. Of course, when I pointed that out you changed your definition so that increases in skill power don't matter. Funny how you can't stick with an argument for more than 5 seconds!Here is what I said before:
"It has nothing to do with the ruleset, it's the nature of things. Same in real life, staring out when all your options are open, making steps that open some doors, and close other is more interesting (from char development point of view) then becoming whatever it is you wanted to be. At this point the journey is basically over, and that was my point. Any game I've ever played was like that from FO to BG2 to Diablo 2. It doesn't mean, of course, that a system where char development at higher level is as good as it is at low levels couldn't be done, but would that be fun? The goal of char development is to become good at something, and the moment that you actually manage to do that, you lose some interest because you've achieved your goal"
It's like arguing with a kid. A movie is not a game, kid. They follow different rules, and what's important in a game may not be important in a movie for a bunch of really complicated reasons that are obviously above your comprehension.And if Palpatine was so well developed so early, he obviously shouldn't have been included in Return of the Jedi. He was already done and boring, right?
And that (ToEE: the Moathouse) is what I would call a "pointless, incomplete, and leading nowhere". And no, it wasn't a knee-jerk reaction.Wow, what a well thought out and valid response. You also obviously gave it an actual try and thought of a game too! Oh, wait... no you just had a knee jerk reaction and posted it without thinking. My bad, I forgot you never think.The first game would suck though being pointless, incomplete, and leading nowhere.
So no game in history has sub-plots that wrap up and could be made into subdivisions? Hell, they could've ended ToEE right after clearing the moathouse, and it would've looked like a complete, though very short, game.
Then show me, give an example based on the above.Depends on a quest. Like I said I prefer something more complex than "bring me some creature skins". Sand people are VERY different from Jawas, and I'd expect that to be reflected in their quests. Sand people are fighters, they don't like you and want to kill you on sight. Jawas are traders, they need protection or good trades, and have no need to kill or intimidate a potential customer. I hope you realize that any *complex* quests involving them would have to be totally different and wouldn't work with both of them.
Like you said, "depends on a quest."
Just because you can't imagine it, does not mean it can't be done.
Only if a sequel would come with different maps including quests for every important choice you've made. That's the impossible part.No, it isn't. You just make the second game account for whatever the choices led to. The exact same way you would have to in a single game.
...
Same thing in a sequel.
Ok, KOTOR, you either saved the galaxy and became the worst Sith Lord, at least in the next 4,000 years. Present these consequences in the second game, assuming that it imports your character.No it wouldn't. It would just read what scenario you picked and present the consequences of that to you in the second game.A sequel would have to PICK ONE scenario and go with it.
You can't. The geneforge and the faction are important to that storyline. It's important to know what happened to it, to the research, and to people. You make all those choices in the first game, and the fact that you have to make those choices is what makes the game so highly recommended here. It's impossible to relate a new story to the events of the first game, without having to pick one of the choices.Yes there is another way. You keep track of the choices, then develop GF2 to have accounted for all the necessary ones. The only choice which would be difficult is one which resulted in the dudes not getting off that island, and someone more creative than me could probably come up with something. The only choice which would make GF2 impossible would be killing all of them.
First, the examples were from ToEE, pay attention. Second, it's possible to do them in one game because you are writing the story as you go. It's impossible to do between games, because the story is already written, and you can't make a second game that accounts for all variants that could have taken place.I do? Hardly. First of all, you said the examples you gave didn't affect much in KOTOR so they are hardly complex choices. Second, that only means it is just as possible to do between games.
DemonKing said:Well, the only games I can think of that have allowed character importation in sequels are a bunch of D&D franchises (Gold Box series, BG->BG2, SOU->HOTU, EOB series) and the Wizardry & Bard's Tale series.
Vault Dweller said:I know it's hard for you to keep track of the events, but you were the one who started insulting in this thread, being unable to argue without that crap. If you thought I wouldn't reply you were mistaken. Again.
No, my argument is that it's impossible to do that in a proper CRPG (the one with choices and consequences) because the choices would create too many often completely different options and developers would have to pick one out of several, thus screwing characters who took different options (GF, GF2).
Fucktard? You are getting too emotional, Sarvis. (see the reply to that sub-class thing below)Childish? ROFL. Sorry if pointing out the meaning of a word to someone who has no clue about it is childish. Oh wait, you just tried to do that. now who's being childish? Listen you fucktard, a subclass of Object IS Object. It's the entire fucking basis of Object Oriented Programming, not that I'd expect you to be able to deal with a simple concept.
God, you are stupid. Every one of the definitions here points to "less than" concept. Can you grasp that?
What a load of crap. Have you even played the fucking game? If you don't pick locks you will suck at it? I'm sure that you are going to cry again that I don't respond to your arguments, but this is just ridiculous. You have absolutely no clue about gameplay of the game you are talking about it, and you expect me to take this idiocy seriously? You are mistaken yet again.
"they (Sarvis' examples) are always somehow deficinet..." Yes, they are. That's what earned you the dumbfuck rank, and it wasn't even me who did that, btw. Understand, Sarvis, your examples are stupid. Literally. It's not a flame. If you can't understand a discussion and provide an example that fits, I won't waste my time trying to evaluate your example and show how stupid it is. I believe I explained enough above and even gave you a better analogy to give you a clue which you ignored. And no, a single US marine won't be able to wipe an average US town by himself. Regardless of the hardware, he's still very vulnerable. A demi-god would be much harder to kill, wouldn't you agree? There, happy?
I'm getting tired of your bullshit, Sarvis. First, I didn't change my definition, I pointed out what I said BEFORE, at the beginning of this thread. Second, read what I wrote. A specific skill is not a goal, you idiot. Besides, as I keep saying that's my opinion only, if you feel otherwise, be my fucking guest. Nobody gives a damn.
It's like arguing with a kid. A movie is not a game, kid. They follow different rules, and what's important in a game may not be important in a movie for a bunch of really complicated reasons that are obviously above your comprehension.
And that (ToEE: the Moathouse) is what I would call a "pointless, incomplete, and leading nowhere". And no, it wasn't a knee-jerk reaction.
Then show me, give an example based on the above.
Only if a sequel would come with different maps including quests for every important choice you've made. That's the impossible part.
Ok, KOTOR, you either saved the galaxy and became the worst Sith Lord, at least in the next 4,000 years. Present these consequences in the second game, assuming that it imports your character.
You can't. The geneforge and the faction are important to that storyline. It's important to know what happened to it, to the research, and to people. You make all those choices in the first game, and the fact that you have to make those choices is what makes the game so highly recommended here. It's impossible to relate a new story to the events of the first game, without having to pick one of the choices.
First, the examples were from ToEE, pay attention. Second, it's possible to do them in one game because you are writing the story as you go. It's impossible to do between games, because the story is already written, and you can't make a second game that accounts for all variants that could have taken place.
Sarvis said:Seriously, it's not as if I read every thread on these forums...
Otaku_Hanzo said:I hope I'm invited to the wedding. I love weddings.
EvilManagedCare said:Didn't Ultima 3 allow the importing of characters from Wizardry or something like that?
Like I said, in a single game you write the story as you go. In the sequel, the story, related to the first game, is already written and should be reflected. The choices may have been meaningless in the first game (ToEE, KOTOR) but they've created something that just can't be ignored. For example, ToEE stated the specific results of your actions in the end. If a sequel were to take place a few years later, the pirate town would have to be dealt with somehow. In the first game, you could do some quests defining the future of the town, but never see the results of your actions. In the sequel, something should be shown, new quests, new NPCs, etc. A side, a specific storyline should picked. Of course, there could be cheap workarounds, like "they all died anyway", but that would make your past choices pointless.Sarvis said:Yes, this is exactly what I said. You claim it is impossible but offer absolutely NO rational for that. All you are saying is that you cannot think of how to do it, while by claiming my examples are idiotic you are simply insulting me and pointing out you don't like the scenarios I came up with.
The simple fact is that in a single game every choice that has consequences will have ramifications to the plot and how it can be carried out. Within that game developers must always account for those changes, unless they were inconsequencial.
It's a sequel. It has the same characters from the prev games. Why bother importing characters if you are not going to tie the events with the prev game? Even in BG2, a game that took place somewhere else, there were some assumptions about characters you travelled with and some choices you've made.Even that is only necessary if the sequel occurs in the exact same places as the original game.
They are so removed from the parent that they form a class of their own and are a sub-class only technically. You can put both a rogue-like and BG2 under one roof but that would be a pointless exercise that serves no purpose. Similarly you can say that a human and a mouse belong to the same class - animal, the difference, overall, not only on the cell level, is huge. We build cities and creatively kill each other, they run in our mazes.Shifts between Dungeon Crawler and Roguelike are lateral shifts under the general concept of RPGs. That is to say, they are at the same level but take different aspects of the "parent" or add new aspects of their own.
You missed the part where we rule the world and populate internet forums. While it's not a biological trait, tools making is what sets us apart in a major way.Humans avoid calling themselves animals purely out of ego, however we are technically classified as mammals. In fact, you would find far more difference between a wolf and a chimpanzee than between a chimpanzee and a human, and this is reflected in taxonomy by using subdivisions. At the Order level chimpanzees and humans are both Primates while the wolf is Carnivora. However humans, because of their ego, would point at both wolves and chimpanzees as animals.
You can think what you want and define things in any way you like, but, imo, Bloodlines is much closer to Deus Ex, a game you said is not an RPG, and Quake, then to Fallout and BG, not to mention rogue-likes.It's actually quite similar to how you point at CRPGs like Falout and claim everything else is <i>something else</i>. Well, they are. But they are still CRPGs.
Ok, fair enough. In DE skills like lockpick only decrease the number of lockpicks required. That's all. You could have a very low skill, but enough lockpicks to open something. It was irrelevant how often you do that, in fact, the less you do that, the more lockpicks you have left for something else to open. If you have only 1 lockpick but maxed out skill, you still wouldn't be able to open anything. Thus the skill was useless.Fine, you caught me talking about a game I only played briefly. Of course, you haven't actually said anything about how I was wrong. It's just assumed that I am because you say so. I do seem to remember there being a skill for tool use or something, and that affected what you used for lockpicks. But hey, what do I know? You said I was wrong...
No, I didn't. The reference was to the overall abilities of a character including but not limited to advanced weaponry. Other skills and abilities are as important. In terms of games - HPs, defense abilities (spells, armor, energy shields, etc), abilties to use weapons effectively, etc. A regular soldier goes down easily, as the events in Iraq show. A supermutant or an Enclave soldier with tons of HPs, power armor, and plasma/gauss weapons is a much more formidable opponent against an average FO town like Den or Junktown for example where there are no adequate means of defense.Look, I'll just spell this out then: You are claiming people are demi-gods because they have advanced weaponry. Advanced technology does not confer supernatural abilities upon a character, therefore they are not demi-gods.
I never said you can't, I said it's less interesting, I believe (too lazy to look for the exact quote). As for HotU, while it was better than NWN OC, that hardly says much. I didn't play it though, so I'm unable to comment further.Even if they were, there are few reasons why you couldn't have interesting quests or games for "demi-gods." Hell, Hordes of the Underdark was far better than the other "low level" NWN games.
I disagree. What I said in the middle was "... by the time you hit high levels, you've already made all the important choices and defined your character in terms of specific skills, feats, and abilities. All that's left is to polish what you have, improve the existing skills basically". As I explained there, even new skills like Whirlwind or Sniper fall under the "improvement of the existing skills" category. I don't believe it adds much to the character. You may argue that you are making a whirling death or deadly shot type chartacter, and that skill is important to you and in fact the entire build is based on that skill, but that's powergaming to me.Yes, but what you said in the middle of the thread is different than what you said in the beginning of the thread.
And Sniper is a key aspect of a sniper character. See above.You are simply ignoring the fact that the <i>concept</i> for the class is to have a character who can instantly kill roughly half the enemies in a ten foot radius with one attack. It can't do anything like that at level 15, so more development must be necessary. Whirlwind Attack is a fairly key aspect of that development, and you are simply discounting it out of hand to make a lame argument.
I referred to the personality and behavior, not to the "build" and skills analysis like you did.Then how come it's ok for you to constantly refer to a movie character to support your arguments?
I didn't say it couldn't be done, I said it would be a pointless game. Of course, you could improve the quest, add more stuff, but than it would be something else, and it may create all that transition problems we've discussed in that thread.There's no reason the moathouse couldn't make just as complete a game as the temple itself, except of course that you are unwilling to think of how it could be done.And that (ToEE: the Moathouse) is what I would call a "pointless, incomplete, and leading nowhere". And no, it wasn't a knee-jerk reaction.
It's more complicated than that. It involves more than just people, it involves the geneforge itself. For that particular game it's impossible to make a sequel reflecting all the changes you've made in the first game (without pulling something stupid like "someone went back in time and undid all the changes")I don't know the endings so I can't come up with examples of how it could be done, but essentially of you can pick any one of the scenarios and write the sequel based on that you can do so and then just tie them together at some point to continue on.
I'll assume for the sake of argument that you could either help them off the island or not help them. If you don't help them, they found their own way off the island. Then the main difference would be in how they react to your presence, and since GF2 already DOES react to which faction you join they could just make it part of that.
Like I said, the choices may have been meaningless in the first game (ToEE, KOTOR) but they've created something that just can't be ignored. Developers can easily create a lot of seemingly meaningful choices that don't lead anywhere because the game is over now, but in a second game they have to deal with it because saying "ah, nobody noticed what you did" is even more lame, than making meaningless choices in the first game. Possible, but lame.Not to mention that the choices in ToEE you have ALSO claimed don't affect the game much.
Not necessary. In many cases, you don;t create instant effects. It would take some time for the effects to develop, and by the time the effects are due, the game is over. That's what both ToEE and KOTOR did. A second game should, imo, show these effects, pick one storyline and show it; but that would create some issues with all those who made different choices.You are correct about writing the story as you go, but you are ALWAYS doing that in a game. Any meaningful choice should create ramifications within a story, and those results should be shown within a single game or across games.
No arguing here, that should have been implemented better. However, if we stop the game after this quest, and continue in a new game, there is a question of whether or not you cleaned the Moathouse and killed Lareth. That basically requires 2 different maps for the same locations and optional quests if you didn't. Of course, you may repopulate that place with some other bandits/temple agents if you did clean it, but, like I said, that the part that I dislike in sequels.For instance in ToEE you have the choice to ally with the guy leading the moathouse, except that the choice is meaningless because he just betrays you at the entrance to the temple. Properly done the rest of the game should have you carrying out missions from the moathouse for the greater glory of the brigands and the Temple.
Vault Dweller said:Anyway, as usual, this discussion is going nowhere. You won't convince me, I won't convince you. Calling each other idiots is entertaining but it would become boring soon, let's move on and let this thread die in peace.
Vault Dweller said:Like I said, in a single game you write the story as you go. In the sequel, the story, related to the first game, is already written and should be reflected. The choices may have been meaningless in the first game (ToEE, KOTOR) but they've created something that just can't be ignored. For example, ToEE stated the specific results of your actions in the end. If a sequel were to take place a few years later, the pirate town would have to be dealt with somehow. In the first game, you could do some quests defining the future of the town, but never see the results of your actions. In the sequel, something should be shown, new quests, new NPCs, etc. A side, a specific storyline should picked. Of course, there could be cheap workarounds, like "they all died anyway", but that would make your past choices pointless.
It's a sequel. It has the same characters from the prev games. Why bother importing characters if you are not going to tie the events with the prev game? Even in BG2, a game that took place somewhere else, there were some assumptions about characters you travelled with and some choices you've made.
They are so removed from the parent that they form a class of their own and are a sub-class only technically. You can put both a rogue-like and BG2 under one roof but that would be a pointless exercise that serves no purpose.
Similarly you can say that a human and a mouse belong to the same class - animal, the difference, overall, not only on the cell level, is huge. We build cities and creatively kill each other, they run in our mazes.
You missed the part where we rule the world and populate internet forums. While it's not a biological trait, tools making is what sets us apart in a major way.
]
You can think what you want and define things in any way you like, but, imo, Bloodlines is much closer to Deus Ex, a game you said is not an RPG, and Quake, then to Fallout and BG, not to mention rogue-likes.
No, I didn't. The reference was to the overall abilities of a character including but not limited to advanced weaponry. Other skills and abilities are as important. In terms of games - HPs, defense abilities (spells, armor, energy shields, etc), abilties to use weapons effectively, etc. A regular soldier goes down easily, as the events in Iraq show. A supermutant or an Enclave soldier with tons of HPs, power armor, and plasma/gauss weapons is a much more formidable opponent against an average FO town like Den or Junktown for example where there are no adequate means of defense.
I never said you can't, I said it's less interesting, I believe (too lazy to look for the exact quote). As for HotU, while it was better than NWN OC, that hardly says much. I didn't play it though, so I'm unable to comment further.
I disagree. What I said in the middle was "... by the time you hit high levels, you've already made all the important choices and defined your character in terms of specific skills, feats, and abilities. All that's left is to polish what you have, improve the existing skills basically". As I explained there, even new skills like Whirlwind or Sniper fall under the "improvement of the existing skills" category.
I didn't say it couldn't be done, I said it would be a pointless game. Of course, you could improve the quest, add more stuff, but than it would be something else, and it may create all that transition problems we've discussed in that thread.
It's more complicated than that. It involves more than just people, it involves the geneforge itself. For that particular game it's impossible to make a sequel reflecting all the changes you've made in the first game (without pulling something stupid like "someone went back in time and undid all the changes")
Like I said, the choices may have been meaningless in the first game (ToEE, KOTOR) but they've created something that just can't be ignored. Developers can easily create a lot of seemingly meaningful choices that don't lead anywhere because the game is over now, but in a second game they have to deal with it because saying "ah, nobody noticed what you did" is even more lame, than making meaningless choices in the first game. Possible, but lame.
Not necessary. In many cases, you don;t create instant effects. It would take some time for the effects to develop, and by the time the effects are due, the game is over. That's what both ToEE and KOTOR did. A second game should, imo, show these effects, pick one storyline and show it; but that would create some issues with all those who made different choices.
No arguing here, that should have been implemented better. However, if we stop the game after this quest, and continue in a new game, there is a question of whether or not you cleaned the Moathouse and killed Lareth. That basically requires 2 different maps for the same locations and optional quests if you didn't. Of course, you may repopulate that place with some other bandits/temple agents if you did clean it, but, like I said, that the part that I dislike in sequels.
Well, the only games I can think of that have allowed character importation in sequels are a bunch of D&D franchises (Gold Box series, BG->BG2, SOU->HOTU, EOB series) and the Wizardry & Bard's Tale series.
DarkSign said:Sarvis is correct in his explaination of subclass. Though thats not the main point, I thought Id weigh in on the easy stuff.
I thought I did. If that wasn't sufficient, I'd try to present my position better in this reply. Keep in mind that in this particular thread I'm not trying to prove that my position is correct as the matters discussed are very subjective, just like the definition of RPG is. So, I'm merely explaining my preferences in regard to importing characters. Needles to say, importing is possible, but it's usually done with disregard to choices made in a prev game. Your examples that were meant to prove that it's possible were based on the same disregard (people died anyway, there is a new threat that forces Revan to follow the same path as a Jedi, somebody else moves into the Sand people place, not enough time to show any effects, etc) and only proved that disregarding the choices is the only way.Sarvis said:Actually the difference between us, and the reason I keep saying you are narrowminded, is that you COULD convince me if you provided any evidence or good reasoning for your position.
I have no problems admitting that I'm wrong, but in this particular case, the example I gave (human-animal) kinda proves my point that an object could be a sub-class and yet display totally different traits that neither original class nor other sub-classes have and thus become a class of its own. However, if you firmly believe that I used the word incorrectly, then I apologize for misleading.Whenever someone has posted something showing I was wrong on a point I have relented. For instance when you pointed out that I used "disclude" incorrectly I admitted my mistake. As a contrast, when I pointed out that you used "subclass" incorrectly you posted the definition of the prefix and tried to show that the word meant what you meant rather than what it actually means.
I agree about time and money. That's what I meant by impossible. I've said several times that the only real solution is to design several maps with their own quests per choice made in the prev game. Technically it's possible, practically it's impossible. As an example, let's use the pirate town since we've discussed that to some degree already (see below)In the same way you keep saying that it is impossible to carry meaningful choices across games, but have never offered any reasoning whatsoever why this is so. I have offered examples (whether they are bad or not), and said how it could be accomplished from a purely technical standpoint. Essentially the only thing keeping developers with accounting for choices across multiple games is time and money, which are the same things I have held forth prevent it from being done in a single game.
Not exactly. If the player drove off the pirates, the map should show the town in ruin. Since the player can go there, there should be something there to do, some quests related to the area. If the pirates are there, the map could be the same as in the first game, but with some new characters, new pirate quests, etc. So, we have 2 maps and 2 sets of quests per location. And that's only the pirate town. We also have the Moathouse, the factions, whether or not you killed that church guy (and how that affected Hommlet), etc. In the end it woud be like designing 2 separate games basically. They might as well market them as "evil sequel" and "good sequel".The pirate town isn't a great example for you. All that really changes is the population of the town. If the player drove off the pirates there just aren't any pirates in the town, if they did not the town appears pretty much exactly like it does in the first game.
That's where you return to the established path of how it's usually being handled.Also there are many series games where the events aren't really related. The Gold Box games all took pace in completely different areas, without paying any attention to what had gone on before.
...
I'd also say that some choices SHOULD be trivialized. It's a bit more realistic that way.
Many games have stats and skills, like Warcraft 3. That doesn't make them RPGs.They are not that far removed from each other. Remember that while they are in many ways different they do share certain similar properties, such as stats and skills.
I'm looking at humans-vs-other-animals from a different angle: tool making, city building, inventions, etc. Similarly when I compare Fallout to MW for example, I see radically different gameplays, not just 2 entertainment computer programs.The differences between mice and humans are largely on the surface. We are shaped differently, but at a someone more basic level we are very similar.
Do they make them?Actually apes do use simple tools.You missed the part where we rule the world and populate internet forums. While it's not a biological trait, tools making is what sets us apart in a major way.
Must have been *very* early screenshots Here is my "review" of the game: http://www.rpgcodex.com/phpBB/viewtopic ... 07&start=0Haven't played Bloodlines. Err... you are referring to the Vampire the Masquerade game? Because it looks like it would play a lot like BG from the couple of screenshots I've seen...
Why should we take anything away? Take away a high level DnD mage's spellbook and wands and see how long he will last. And yes, there are no HPs in real life, and that's why I didn't think that your RL examples were appropriate. Games use different rules and concepts and are not realistic by definition. These flawed concepts are responsible for demi-gods and balance problems.Take away the gauss rifles and power armor and how long is an Enclave soldier going to last? Hitpoints? Well unfortunately there are no hitpoints in real life. If there were marines would probably have quite a lot compared to your average fat lazy American.
Like I said, you take it too literally. A new skill could still be seen as merely an improvement of existing combat abilities. Don't forget I'm not talking about right and wrong here, but just explaining how I see things in regard to my definition. I didn;t play HotU, so let's go back to Fallout and Sniper perk. You can similarly argue that you are building a sniper character for whom Sniper perk at lvl20+ is the defining skill, but it's just not interesting enough for me. Focusing on skills to that degree was never my cup of tea. Smells too much like munchkinism to me.At which point Iasked you to explain which skill Whirlwind Attack is an improvement of. Your response was to not answer the question and go on about how adding a single skill wasn't character development.I disagree. What I said in the middle was "... by the time you hit high levels, you've already made all the important choices and defined your character in terms of specific skills, feats, and abilities. All that's left is to polish what you have, improve the existing skills basically". As I explained there, even new skills like Whirlwind or Sniper fall under the "improvement of the existing skills" category.
You have NOT made all the important choices for the Whirling Death class at level 15. If you don't take whirlwind Attack at 18 you end up with a much different class.
A sequel to ToEE reflecting all possible choices would be hard to pull off, imo, without doing the "many, many years later" or "in a place far, far away" thing.I doubt that is true. List some of the scenarios you think would be impossible to account for and I'll take a crack at it.
It's acceptable, just like KOTOR 2 explanation is "acceptable" I guess (didn't play the game yet). That's the workaround, not the solution to present the choices; but even in your example, there are some questionable areas, like if you are a Jedi hero you'd need to enlist help of the remaining Sith; or if you are the Sith Lord, you'd need to ally with the Jedi and that should be reflected throughout the game. Otherwise, what you've suggested doesn't really account for any of the events, in fact it makes it absolutely irrelevant who you are and were in the prev game.You thought it would be impossible to account for both a Sith Lord and Jedi Hero after KOTOR too, but I'm guessing by your silence on that point that I came up with something acceptable.
Vault Dweller said:I thought I did. If that wasn't sufficient, I'd try to present my position better in this reply.
Keep in mind that in this particular thread I'm not trying to prove that my position is correct as the matters discussed are very subjective, just like the definition of RPG is.
So, I'm merely explaining my preferences in regard to importing characters. Needles to say, importing is possible, but it's usually done with disregard to choices made in a prev game. Your examples that were meant to prove that it's possible were based on the same disregard (people died anyway, there is a new threat that forces Revan to follow the same path as a Jedi, somebody else moves into the Sand people place, not enough time to show any effects, etc) and only proved that disregarding the choices is the only way.
I have no problems admitting that I'm wrong, but in this particular case, the example I gave (human-animal) kinda proves my point that an object could be a sub-class and yet display totally different traits that neither original class nor other sub-classes have and thus become a class of its own. However, if you firmly believe that I used the word incorrectly, then I apologize for misleading.
I agree about time and money. That's what I meant by impossible. I've said several times that the only real solution is to design several maps with their own quests per choice made in the prev game. Technically it's possible, practically it's impossible. As an example, let's use the pirate town since we've discussed that to some degree already (see below)
Not exactly. If the player drove off the pirates, the map should show the town in ruin.
Since the player can go there, there should be something there to do, some quests related to the area.
If the pirates are there, the map could be the same as in the first game, but with some new characters, new pirate quests, etc. So, we have 2 maps and 2 sets of quests per location. And that's only the pirate town. We also have the Moathouse, the factions, whether or not you killed that church guy (and how that affected Hommlet), etc. In the end it woud be like designing 2 separate games basically. They might as well market them as "evil sequel" and "good sequel".
That's where you return to the established path of how it's usually being handled.Also there are many series games where the events aren't really related. The Gold Box games all took pace in completely different areas, without paying any attention to what had gone on before.
...
I'd also say that some choices SHOULD be trivialized. It's a bit more realistic that way.
Many games have stats and skills, like Warcraft 3. That doesn't make them RPGs.
I'm looking at humans-vs-other-animals from a different angle: tool making, city building, inventions, etc. Similarly when I compare Fallout to MW for example, I see radically different gameplays, not just 2 entertainment computer programs.
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Do they make them?
Why should we take anything away? Take away a high level DnD mage's spellbook and wands and see how long he will last. And yes, there are no HPs in real life, and that's why I didn't think that your RL examples were appropriate. Games use different rules and concepts and are not realistic by definition. These flawed concepts are responsible for demi-gods and balance problems.
Like I said, you take it too literally. A new skill could still be seen as merely an improvement of existing combat abilities. Don't forget I'm not talking about right and wrong here, but just explaining how I see things in regard to my definition. I didn;t play HotU, so let's go back to Fallout and Sniper perk. You can similarly argue that you are building a sniper character for whom Sniper perk at lvl20+ is the defining skill, but it's just not interesting enough for me. Focusing on skills to that degree was never my cup of tea. Smells too much like munchkinism to me.
A sequel to ToEE reflecting all possible choices would be hard to pull off, imo, without doing the "many, many years later" or "in a place far, far away" thing.
[/quote]It's acceptable, just like KOTOR 2 explanation is "acceptable" I guess (didn't play the game yet). That's the workaround, not the solution to present the choices; but even in your example, there are some questionable areas, like if you are a Jedi hero you'd need to enlist help of the remaining Sith; or if you are the Sith Lord, you'd need to ally with the Jedi and that should be reflected throughout the game. Otherwise, what you've suggested doesn't really account for any of the events, in fact it makes it absolutely irrelevant who you are and were in the prev game.
I mentioned many times that it's impossible because it would require to have several different maps and quests per choice which means it's impossible both financially and time-wise. That's the explanation. It's very simple so I don't believe it requires anything else to support it.Sarvis said:You hadn't. You keep saying it's impossible without saying _why_ it is impossible.
The difference is, as I also mentioned, that in a first game the story is being written and in the second game it's already written. You can decide to wipe out Gecko in FO2, and all you see is dead bodies. In a sequel importing your character and taking place in the same area, you should see the plant being a part of VC and the different attitude and power, or the cooperation between VC and Gecko. That requires totally different maps, quests, dialogues, and should even affect other towns dealing with VC. Btw, if I recall correctly, the fact that you can't save Gecko in FO2 no matter what pissed many people off and made them feel that their decision about Gecko was irrelevant.At which point I ge tto pull out the irony card and point out that this was my argument against doing it in a single game, to which you guys almost unanimously replied that it just means developers are lazy.
First, as funny as it is there are people who think that there is role-playing in Quake because you are playing the role of that marine. Second, the definition is subjective because different people see different things in game. Some people think that RPG=skills and stats, some think that it's fighting monsters and inventory, some that it's a good story, some feel that a strong story ruins an RPG, etc. It would have been pointless, but here at RPG Codex, we have a community where people mostly share their opinions on RPGs and like similar games. So, when a Codex regular recommends me an RPG, I have an idea of what gameplay elements I should expect.Think about that for a moment, how can the definition of a genre be subjective? The only real purpose of genre is to give people common language to discuss them with. There is no need at all for your "own" definition of CRPG, because it is essentially useless. No one is going to tell you about some great CRPG using your own personal definition of CRPG. If you allow it to be subjective then there's no reason whatsoever that someone shouldn't refer to Quake as an RPG. (Hell, it seems to meet the qualifications of some people around here!) You guys want an influx of people here to talk about Quake?
By forcing you to forget the old stuff, the old enemies, and focusing the game on dealing with the new enemies.How is a new threat disregarding choices?
You did something in the first game, you should see the results, the effects, the consequences. If you don't, for whatever reason, that's disregarding, imo.I think you've become confused between accounting for peoples' choices and disregarding them.
No, you didn't. Well, what are extra resources? Color your story a bit. So, by the end of the first game, you are either a savior Jedi with nothing or the Sith Lord commanding a Sith fleet. Suddenly, another race appears. Then what?...or to start the KOTOR2 off with the Sith Lord not being emporer of the galaxy. (Did I mention that he would get extra resources that way? I definately had that in mind... not sure though...)
Ok, so they share something, but humans are different from any other animals at the same time. It's the only animal that's smart enough (or lazy enough ) to use tools. That alone sets them way beyond any common traits like cells. That tool making difference is huge and that's what defines humans way more than eukaria, chordata, and other crap.They don't display different traits though until you get down to more specific levels. The whole point of "classing" is the show where traits are shared! In fact, what they share in common is usually something very simple and small. These build up to a more complete picture.
So, these small traits are the actual attributes of an organism so my point stands.The differences you are point out, such as cities and making tools, are in no way actual attributes of an organism. Essentially there are a couple small traits, intelligence and opposable thumbs, which allows us to do those things.
Just because something has started differently doesn't mean that we should ignore what it evolved to.This is also very similar to how you try to classify CRPGs on traits that aren't inherently part of the CRPG...
I don't recall that discussion, but first, a sewer in games like Arcanum, Bloodlines, etc would connect many locations, thus it won't be an exclusive extra tower map. Second, even if it's useful for sneaking, a quest could be attached to it, making it's more useful overall. In a second game, one of the maps would be absolutely useless, because these events had never happened.I remember one of the first discussions I took part in here on Codex. Someone wanted to be able to enter a tower in different ways, and one way was to sneak in through the sewers. To provide that choice the only real solution is to design an extra map with it's own quests.
Don't you think it should look a bit different if it becomes a merchant or whatever town? Different quests, different NPCs?Huh? why? Other people were living there too! Plus since it is a coastal town, with another prosperous town nearby it would probably become a normal merchant port!
There is nobody at that field with the hill giant yet there is a quest there.If it DID become ruins there wouldn't be any need for quests! There wouldn't be anyone there to GIVE them...
Not necessarily. Fallout allows you to play as you want, changing some things here and there depending on your actions.Proper good/evil paths in a single game would be nearly the same thing. For instance many people wanted the option ot join the evil side in NWN, which would mean _maybe_ re-using the second chapter but then you would need seperate stages for invading Neverwinter and doing quests for the evil side!
Looks like you are slowly drifting toward my definition :wink:In other words you need decision making too, and I'm thinking maybe exploration? Well, decision making definately anyway.
That's basically what I said.Just becuase things are under a same general category does not mean they would share the same category
Well, you see, MW would also belong in the Open category, so classifying by one or two attributes is pointless and confusing. A better solution would be clasifying by gameplay types, which is what I do.It MIGHT go something like this:
Entertainment Computer Program->CRPG->Open->Fallout
or
Entertainment Computer Program->CRPG->Linear->Final Fantasy
or
Entertainment Computer Program-CRPG->Roguelike->ADOM
(Haven't played Morrowind so no idea where to put it!)
I didn't discount the technology alone. Demi-godhood is a complex thing that requires many elements. The source of the power is important, which could be a part of a person (DnD monk, Diablo sorc, etc), btw, but the abilities that go with that (HPs, regenration, etc) are important too.Point being that MUCH of their power is coming from specialized weapons, from technology which you attempted to discount a couple responses ago.
No, actually it would be important at lvl 5, because that's the early levels where you shape your characters, where every new skill means and makes the difference between life and death, success and failure, define the way you handle obstacles, etc. I'm pretty sure that you character can take care of himself at lvl 20 something when he get the whirlwind. That, again, is a personal preference here, not a rule.By your own definition there is no character development whatsoever then. Taking Whirlwind Attack at level 5 is in no way more special than taking it at level 15, nor would any other skill be special depending on what level you took it. Nor is the character in any way "fixed" at any of those levels. The end result of Whirling Death is quite a lot different than any other character build, which can only happen because of development.
Vault Dweller said:The difference is, as I also mentioned, that in a first game the story is being written and in the second game it's already written. You can decide to wipe out Gecko in FO2, and all you see is dead bodies. In a sequel importing your character and taking place in the same area, you should see the plant being a part of VC and the different attitude and power, or the cooperation between VC and Gecko. That requires totally different maps, quests, dialogues, and should even affect other towns dealing with VC. Btw, if I recall correctly, the fact that you can't save Gecko in FO2 no matter what pissed many people off and made them feel that their decision about Gecko was irrelevant.
First, as funny as it is there are people who think that there is role-playing in Quake because you are playing the role of that marine.
Second, the definition is subjective because different people see different things in game. Some people think that RPG=skills and stats, some think that it's fighting monsters and inventory, some that it's a good story, some feel that a strong story ruins an RPG, etc. It would have been pointless, but here at RPG Codex, we have a community where people mostly share their opinions on RPGs and like similar games. So, when a Codex regular recommends me an RPG, I have an idea of what gameplay elements I should expect.
By forcing you to forget the old stuff, the old enemies, and focusing the game on dealing with the new enemies.How is a new threat disregarding choices?
You did something in the first game, you should see the results, the effects, the consequences. If you don't, for whatever reason, that's disregarding, imo.
No, you didn't. Well, what are extra resources? Color your story a bit. So, by the end of the first game, you are either a savior Jedi with nothing or the Sith Lord commanding a Sith fleet. Suddenly, another race appears. Then what?
Ok, so they share something, but humans are different from any other animals at the same time. It's the only animal that's smart enough (or lazy enough ) to use tools. That alone sets them way beyond any common traits like cells. That tool making difference is huge and that's what defines humans way more than eukaria, chordata, and other crap.
Just because something has started differently doesn't mean that we should ignore what it evolved to.
I don't recall that discussion, but first, a sewer in games like Arcanum, Bloodlines, etc would connect many locations, thus it won't be an exclusive extra tower map. Second, even if it's useful for sneaking, a quest could be attached to it, making it's more useful overall. In a second game, one of the maps would be absolutely useless, because these events had never happened.
Don't you think it should look a bit different if it becomes a merchant or whatever town? Different quests, different NPCs?
There is nobody at that field with the hill giant yet there is a quest there.
Not necessarily. Fallout allows you to play as you want, changing some things here and there depending on your actions.
Looks like you are slowly drifting toward my definition :wink:In other words you need decision making too, and I'm thinking maybe exploration? Well, decision making definately anyway.
Imo, an RPG is a game that allows you to play in a manner fitting your character using only your character's skills and abilities. For that purpose, a game should obviously have stats and skills that indicate both your character development, and ability to undertake certain tasks.
That's basically what I said.Just becuase things are under a same general category does not mean they would share the same category
Well, you see, MW would also belong in the Open category, so classifying by one or two attributes is pointless and confusing. A better solution would be clasifying by gameplay types, which is what I do.
I didn't discount the technology alone. Demi-godhood is a complex thing that requires many elements. The source of the power is important, which could be a part of a person (DnD monk, Diablo sorc, etc), btw, but the abilities that go with that (HPs, regenration, etc) are important too.
No, actually it would be important at lvl 5, because that's the early levels where you shape your characters, where every new skill means and makes the difference between life and death, success and failure, define the way you handle obstacles, etc. I'm pretty sure that you character can take care of himself at lvl 20 something when he get the whirlwind. That, again, is a personal preference here, not a rule.
Edit: To clarify my position more. A RL example. A programmer may choose to learn a different language in the middle of his career. This language could be very important, and could redefine his career, but it's not as important as that lousy Visual Basic stuff that he learned after school because that's when he became a programmer.