Topics I've Started
28.06.2013 @ 08:35I realize that TW3 is aiming to set a standard for the next generation of RPGs, and that's why I really feel the need to ask this- can we get back unguided questing from older cRPGs?
There's just a great feeling in being abandoned in the game world without quest directives, without quest markers, without diegetic verbal cues or signposting, and without any help in interpretation of the game world.
I feel that TW3 is halfway to having immersive role-playing because the game will not make a conscious effort to direct players to any quests, but what I feel hampers this immersion is the idea that there will be verbal prompting by Geralt to focus the player's attention, or that there might be some on-screen prompts on what to do.
The quote below is where I got these ideas.
Quote"I hoped the player would now be trusted to figure out the monster’s weaknesses using Geralt’s encyclopedia, but everything except the actual fight is directed by on-screen prompts. We know from reading about Leshens, for example, that they create totems which must be destroyed to reduce their power, and we’re instructed do this as soon as we enter the forest, following a murder of crows to each of the monsters’ trophies and burning them—it’s possible this is just the player’s first introduction to the beast, though." source
Geralt is a master monster slayer, so it wouldn't make sense for him to get stuck with something oh-so-obvious because of bad role-playing by the player, but all in all, players want to be the ones to play the game- that means being allowed to use the game world, and the details provided therein, to play as investigators themselves.
I feel that if we just get to watch or listen to Geralt being a witcher, and play no active part in doing any interpretation of the environment and clues ourselves, then we're not really playing a game.
Basically, the players should be allowed to interpret the clues on their own. For example, if the player has learned that a monster's totems provide it with power, then let the player proceed to destroy them without on-screen prompting or verbal cues by Geralt himself.
It has been mentioned that playing a game includes the possibility of failure, and it wouldn't be interesting if the failure only comes from dying in combat.
At the very least, it would be nice to include an option for unguided questing for players who would like it.
10.06.2013 @ 18:25Haha, okay, I am calm now.
Here's what has been spotted thus far:
-horseback mechanics for player (as previously reported)
-sailing mechanics for player (as previously reported)
-signs can be used in two ways (as previously reported)
-aard attack on enemies horses (new)
-FOV and combat camera improvement (new)
10.06.2013 @ 06:28What did you guys think of AI in TW2?
My experience with it was okay, but I feel what many RPGs don't emphasize the I in their AI.
I would really appreciate a game where the enemy actively utilized group tactics or learned from player actions to overcome the antagonist (the player).
In part, my post is inspired by the wolf screenshot from TW3, and it would be amazing if those wolves are capable of group tactics in fighting the player.
What I mean by group tactics is this:
-if the player is attacking a member of a group, maybe another member should heal the wounded member, if possible (like in Div II).
-enemies should try to corner player, and make escaping harder.
-divert the player's attention, and attack from a vantage point.
-maybe enemies should have VATS-like system to attack player's sore points.
-enemies should be cognizant of their weak points and seek to protect them!
Also, wouldn't it make sense if the enemies learned from the player's attacks? I mean, why would the Kayran keep attacking with its tentacles when we kept cutting them off?
Or why wouldn't the various enemies dodge when they see a bomb or magic flames coming at them? Or how about you don't step into the flashy magic circle on the ground? Unless the player cast the magic trap without your knowledge, why are you stepping there!?
Also, it might be interesting if enemies at harder levels gain new attacks or abilities instead of becoming damage sponges.
The other part of AI is the conversation aspect, and I think TW2 handled this pretty well. What do you think?
I don't have much thoughts on friendly AI. Maybe they should just stay out of Geralt's way? If TW3 has companion aspects, there might be some cool things to do here, like group tactics or something.
26.05.2013 @ 05:39What are some of your favorite examples of how games utilized the game screen for HUD.
Here are my top three:
1. Both Batman AA and AC.
What I liked was that the game made information available when you needed it, but it didn't permanently stick to your screen for no reason. I also like that you don't need to choose a different game difficulty to play the game like this.
2. The Witcher 2
TW2 has a concise and informative HUD- nothing excessive, all essential.
3. Fallout 3
Cool way to visualize a gameplay component. I am not a fan of tactical pausing, but this doesn't look horrendous, so I like it.
Overall, I would prefer to play any game without hud, and I am hoping for the day more games come with this option optimized for gameplay.
In TW2, for example, you can't really change signs on the controller without the sign wheel, which disappears when you disable HUD.
24.05.2013 @ 04:22EDIT: I changed the poll to something less centered on North American sport.
Some really great matches coming up this weekend in hockey and football/soccer.
The UCL final between two very awesome German clubs is this sat, 25th: BVB vs. FCB.
The NHL playoffs and MLS matches are also going on right now. I always root for the New England Revs, but alas.
So, what are you watching? Your teams?
Also, post about any match news or whatever cool sports-related topic.
I recently came across this Japanese card game, which is also played competitively, Karuta. The objective is to steal cards from the opponent when you hear the poem being read.
Here's a video of it being played: