Fun Stuff > CLIKC

I am sick of Peter Molyneux's bullshit

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Ozymandias:
Man, I was already fed up with his shit back when Fable was Project Ego.

He's annoying and makes enjoyably mediocre games that he hypes to absurd extremes.

Ikrik:
You really have to admire this guy's superior complex.  By saying that the RPG design is fundamentally flawed he's also saying that EVERY RPG game is also flawed and that's the fault of it's creators.  He's saying "Hey Bioware, Bethesday, Square, everyone who makes RPG's....I'm better than you."  I think it's one thing to be able to sell yourself and your game but he's gone way past that point and I think gamers are really starting to resent him, more than they do already.

Watch the new additions to Fable 3 be like "Your Highness, we would like to build a church right over there."  and your response can be "Why yes, a church would be nice there, it shall be built at once."  or "Yes, a church would be nice there BUT IT SHALL BE THE SITE OF YOUR GRAVE!"  Also you probably won't have a dog.  You'll have like...a hawk, who attacks enemies and flies over and in front of you.  Revolutionary bird design.  

Scandanavian War Machine:
i don't want every game i play to be revolutionary. i fucking loved Fable 2 (the first one was okay, at best).


that said, Peter Molywhatever is still a jackass.

Alex C:

--- Quote from: Reed on 20 Aug 2009, 06:55 ---I don't see the whole not dying thing as an innovation. When I played Fable 2 it just felt like there were no real stakes and as such lost a little of the excitement. I mean, I only lost all of my health once in the entire game and it was because I was distracted during a fight, so it's not even a difficult enough game for the mechanic. I thought the resurrection phials in Fable 1 worked a lot better.

--- End quote ---


How did they work, anyway? Fable 1 was so easy that I never, ever even once died in it. That stupidly overpowered physical shield spell meant that my character was never even considered to be taking damage, which meant my experience multiplier was never lowered when I took a hit, resulting in massive experience boosts. My character was actually unscarred when I beat the game because of that oversight. I basically just facerolled between that and enflame while chugging mana items.

Jimor:
Heck, I've been working on a technique that I think would add another dimension to games, I just need to finish testing it on some sample scripts to make sure it can what I think it can. It's basically a way to take a player decision, then make it specifically relevant to future events and interactions. It's different than either a generic good/evil score, or simple branching. I won't call it "revolutionary", it's just a piece in the larger puzzle that might make stuff a bit more fun in the future.  :-)

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