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I am sick of Peter Molyneux's bullshit

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A Shoggoth on the Roof:
at least playing a videogame is a stress-free alternative to becoming a prescient half-worm half-man god emperor

satsugaikaze:

--- Quote from: Felrender on 20 Aug 2009, 20:50 ---Ah yes, but you see, the dog goes IN FRONT of you and can fetch and hargbarggarg i am peter molyneux i cannot ever stop talking

--- End quote ---

Yahtzee made a point of interest that the dog has to be around 30 years old by the end of the game and that no-one's ever really found this suspicious.

a pack of wolves:

--- Quote from: Jimor on 21 Aug 2009, 01:19 ---What I've been kinda hoping for for years is a good over-the-horizon RPG engine.

If you have a good world terrain building algorithm combined with a decent quest generator (that factors in all the various goals you mention above), then you can have that Civ-like exploration if you want to, or you could stick to home territory and build up around known places and people. You can make travel HARD so that the choice to go into the unknown means you probably won't make it back, or maybe travel is easier, but leaving an area means you tend to lose whatever you've built up there. Lots of options.

This also makes those rumors and job offers at the inn much more intriguing if it entails heading into the black part of the map. Heck, have quests go completely haywire because somebody either lied or got their information wrong. Put more risk/reward possibilities into the mix than just "dying". If you have to risk a major setback to your personal game goal (and maybe have to change it as a result), things get intense.

Anyway, my 2 cents into the mix.

--- End quote ---

I don't know, I think making going anywhere too difficult would mean a lot of players just not bothering after trying a few times and getting their ass kicked. I do like the idea of setbacks being something other than just dying, and rewards being different than just new gear and a higher rank with a group. What would be nice is an RPG with the same amount of factions and quests as something like Oblivion but without the ability to play through anywhere near all the content in one go. So for example you can only join one guild or run one town so right from the beginning who you choose to work for actually means something and on a second playthrough you'd see completely different content by deciding to work with the thieves instead of law enforcement. You could then have nice decisions like an offer to go off on a grand quest with a bunch of adventurers that means you have to give up trying to become mayor somewhere, or the gangs trying to persuade you to become a corrupt guard and join them instead of bringing them down.

McTaggart:
So you only make going some places very difficult. You'd have to tune your algorithm (and hopefully leave some plaintext .ini file somewhere in the games directory so players can tune it themselves) to cater for the sort of environment you want.

Oh and alienating people who aren't your target audience should be a non-issue (oh hey there's the real way that modern rpgs are inherently flawed; they've all gotta sell and turn a profit.)

a pack of wolves:
Fair enough, but I enjoy RPGs so I'd like to be in the target audience for a good one and I'm definitely one of the people who'd be put off.

The problem I've got with the idea of wandering out into the wilderness being very difficult isn't that I don't enjoy a challenge. Where an RPG like Oblivion falls down for me is that my success or failure can depend on decisions I made hours ago. It kind of needs to, because if the skills I choose to increase when levelling up, the equipment I take with me when heading out somewhere and the weapons I collect aren't tactically important then what's the point? I don't mind losing and I don't mind having to keep trying to get something right, but I do mind having to replay hours of content to fix my mistakes or simply abandon hours of gameplay and restart from an earlier point so I can just not attempt the damn thing. This is only a problem if failure means the brick wall of death. Instead I'd like it if failure presented me with new challenges instead and made things branch in a different direction.

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