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lord of the mark is offline lord of the mark
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  Old Post 29-01-2005 10:23
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quote:
Originally posted by DrSpike


I actually like history, and I also think games like Civ are a great way to teach some broad historical facts to children (and the more ignorant adults ).

But when someone responds to a well argued point on balance from someone who understands the game that they are wrong because it just isn't realistic I want to beat them over the head with a very large stick. Repeatedly.


Just curious - was that a civ2 or a civ3 discussion?

Urban Ranger is offline Urban Ranger
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  Old Post 29-01-2005 11:11
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quote:
Originally posted by child of Thor
Elite2+3 are the best games because they model space in a realistic way.


More realistic, you mean.

DrSpike is offline DrSpike
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  Old Post 29-01-2005 14:48
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quote:
Originally posted by lord of the mark


Just curious - was that a civ2 or a civ3 discussion?


It's mostly come up in Civ3 discussions, though has happened with other games as well.

lord of the mark is offline lord of the mark
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  Old Post 29-01-2005 21:20
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quote:
Originally posted by DrSpike


It's mostly come up in Civ3 discussions, though has happened with other games as well.


were you around for the civ specific units - good or bad - debate?

DrSpike is offline DrSpike
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  Old Post 29-01-2005 21:48
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Quite possibly. There were lots of debates, so I can't remember for sure.

lord of the mark is offline lord of the mark
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  Old Post 30-01-2005 01:27
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quote:
Originally posted by DrSpike
Quite possibly. There were lots of debates, so I can't remember for sure.


guess which side I took. It might surprise you.

nostromo is offline nostromo
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  Old Post 30-01-2005 01:53
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quote:
In DnD i never understood why Plate was a better armour class than Chainmail for stopping arrows?


Probably just a simplification, for gameplay's sake. Concerning armor, I never understood why you need a skill to wear armor.

Dis is offline Dis
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yeah it should require strenght, and it should lower dexterity. Though this is modelled by the low dexterity bonus of platemail.

DrSpike is offline DrSpike
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  Old Post 30-01-2005 02:43
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quote:
Originally posted by lord of the mark


guess which side I took. It might surprise you.


Well given that any answer other than 'good' is indefensible I'd hope that's the way you answered.

LDiCesare is offline LDiCesare
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  Old Post 30-01-2005 02:48
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From my point of view, D&D/D20 isabout the worst role playing system ever. That's because all other systems came after it and wouldn't have sold a copy hadn't they been better omehow. Still, the settings and simplicity of D&D make it popular.
My main gripe with Kotor (apart from performance issues related to hardware) was that it used the D20 system, effectively meaning it's almost impossible to specialize your character. Groups of characters in Baldur's Gate 2 always end up looking the same, with the same abilities. I much preferred a system like Arcanum's, which was class-less, but where it was not possible to build up every skill or spell. You chose your profession without being restricted somehow from the start. The D20 ability to change class is good but still far from the flexibility of a system like RuneQuest or all other Chaosium games, whose skill system was very simple.

Dis is offline Dis
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  Old Post 30-01-2005 03:30 Visit Dis's homepage!
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bah, see my argument about about flexibility.

characters in BG2 were not the same!

If anything, D&D provides very unique types of characters.

where as games like Morrowind all the characters end up the same- despite the flexibility. Tell me which is better?

DrSpike is offline DrSpike
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  Old Post 30-01-2005 03:41
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quote:
Originally posted by LDiCesare

My main gripe with Kotor (apart from performance issues related to hardware) was that it used the D20 system, effectively meaning it's almost impossible to specialize your character.




KotOR had some scope for specialisation, but used a simplified version of the Aurora engine. The full Aurora engine used in d20 system games like NWN has even more flexibility. If you think the scope for specialisation in this engine is limited you need to play through again.

And as for the performance issues, you seem to have those on almost every game you mention on these forums. Time to look at other explanations than the game?

LDiCesare is offline LDiCesare
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  Old Post 30-01-2005 03:49
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Arcanum provides for unique characters. Morrowind totally lacks dialogues.
BG2 has very similar groups, even if the characters are different. To start with, the PC will always have the max possible number of followers even if he chose to have Charisma of 3. You could add up all the different kinds of characters you wanted, you always ended up doing the single thing D&D can model: Fight. I tried the game with radically different PCs, trying to pick different NPCs in the group, and it always felt the same. There were no diplomacy aspects in these games because diplomacy is not handled by the D&D rules (D20 slightly better than 2nd ed here). Thievery wasn't much of an option either for most of the main quests. So you did end up with fighting machines. In Arcanum, you can play the whole game as a diplomat, with only one place where you need some muscle (which a diplomact can get by hiring a dumb half ogre), or you can sneak your way through the game. Because the system lets you do so.
Your argument about flexibility doesn't take into account the fact that Morrowind lets you become excellent in everything, whereas Arcanum doesn't even though it is flexible.

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  Old Post 30-01-2005 03:55 Visit Dis's homepage!
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that is a failure of the game of BG2 in itself, not of the D&D system.

Games such as Fallout2 are more flexible because they do allow you to play a diplomat character.

Urban Ranger is offline Urban Ranger
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  Old Post 30-01-2005 12:18
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quote:
Originally posted by Dissident
If anything, D&D provides very unique types of characters.


Not true, because in AD&D you have classes. The only way to have more variety of characters is to provide more classes. Contrast this to classless RPG systems such as DragonQuest or Champions. They are far better at creating a broad spectrum of characters.

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  Old Post 30-01-2005 12:54 Visit Tuberski's homepage!
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quote:
Originally posted by child of Thor

In DnD i never understood why Plate was a better armour class than Chainmail for stopping arrows?



Because chainmail is full of holes that an arrow can go through, whereas plate metal has to be punched through.

ACK!

DrSpike is offline DrSpike
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  Old Post 30-01-2005 15:17
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quote:
Originally posted by Urban Ranger


Not true, because in AD&D you have classes. The only way to have more variety of characters is to provide more classes. Contrast this to classless RPG systems such as DragonQuest or Champions. They are far better at creating a broad spectrum of characters.


In the Aurora engine with multiclassing, prestige classes, and cross class skills if you so desire you have quite a wide spectrum of characters that can be created.

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  Old Post 30-01-2005 16:01
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One of my friends was complaining about his Xbox KotoR because he had created a specialist character, and backed the character up with specialised henchmen, so that they did the jobs really well as a team. He then found he couldn't finish the game, because all of his henchmen disappeared, and he was so specialised that he couldn't do the final battle without them. There is always a good point to having to master several skills yourself.

nostromo is offline nostromo
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  Old Post 31-01-2005 00:08
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quote:
Not true, because in AD&D you have classes. The only way to have more variety of characters is to provide more classes. Contrast this to classless RPG systems such as DragonQuest or Champions. They are far better at creating a broad spectrum of characters.


True. However, most people who like D&D don't really care about creating a broad spectrum of characters. They just want to play the archetypes found in heroic fantasy: fighter, wizard, cleric, thief... Like you pointed out, classless systems are much more flexible. In GURPS, for example, you can play a God emperor if you want, but it will cost ya!

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quote:
Originally posted by Urban Ranger


Not true, because in AD&D you have classes. The only way to have more variety of characters is to provide more classes. Contrast this to classless RPG systems such as DragonQuest or Champions. They are far better at creating a broad spectrum of characters.


I like variety, but I also like the classes to be different. I don't like all classes looking similar. As I said before. I don't want druids wearing plate mail and swinging a bastard sword. I want classes to be unique. I want them to be able to do things other classes can't do.

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quote:
I want them to be able to do things other classes can't do.


And it adds replayability

lord of the mark is offline lord of the mark
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  Old Post 31-01-2005 02:14
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quote:
Originally posted by DrSpike


Well given that any answer other than 'good' is indefensible I'd hope that's the way you answered.


Nope. civ specific attributes in a game beginning in 4000 BC?!?!? the english should be commercial and naval, even if they start in the middle of a huge continent? Breaks the whole lesson of Civ, which is that civilizations histories are NOT predetermined, but dependent on a mix of geographical determinism, choice, and accident.

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quote:
Originally posted by nostromo


And it adds replayability


exactly. I can get more replayability out of a game such as Neverwinter Nights compared to Morrowind. And don't get me started on Dungeon Seige. I couldn't even play that game for more than 3 hours before I became bored of it.

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quote:
Originally posted by lord of the mark


Nope. civ specific attributes in a game beginning in 4000 BC?!?!? the english should be commercial and naval, even if they start in the middle of a huge continent? Breaks the whole lesson of Civ, which is that civilizations histories are NOT predetermined, but dependent on a mix of geographical determinism, choice, and accident.


they put these in because people requested them. People wanted them to be more unique than in civ2. And more like smac.

It's not like the English civilization existed in 4000 BC anyways. Same with the americans.

DrSpike is offline DrSpike
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  Old Post 31-01-2005 03:12
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quote:
Originally posted by lord of the mark


Nope. civ specific attributes in a game beginning in 4000 BC?!?!? the english should be commercial and naval, even if they start in the middle of a huge continent? Breaks the whole lesson of Civ, which is that civilizations histories are NOT predetermined, but dependent on a mix of geographical determinism, choice, and accident.


I *really* hope you are playing devil's advocate there. Otherwise I'm going to have to smack you around the head with a large stick.

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  Old Post 31-01-2005 04:17
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quote:
Originally posted by DrSpike


I actually like history, and I also think games like Civ are a great way to teach some broad historical facts to children (and the more ignorant adults ).

But when someone responds to a well argued point on balance from someone who understands the game that they are wrong because it just isn't realistic I want to beat them over the head with a very large stick. Repeatedly.


I can appreciate your position but I believe that if a game has to balance itself by ignoring reality in some obvious way, the designers were lazy people (or forced to be sloppy through time pressure.)

I may be getting my games mixed up, but I think it was Empire Earth that pulled a very simple paper-scissors-stone mechanism with swordsmen, spearmen and archers in the ancient era and similar stunts through its other eras. Contrast that to the Total War series. EE has created balance in a very sloppy way by ignoring reality. TW has worked hard to try and achieve a believable balance that actually teaches the players something while they play. TW still gets tweaked by the grognards to be even more accurate but the fundamentals are right. It doesn't pretend archers can win a melee with an infantry unit just because they are armed with the wrong type of pointy object.

DrSpike is offline DrSpike
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  Old Post 31-01-2005 04:37
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quote:
Originally posted by Grumbold


I can appreciate your position but I believe that if a game has to balance itself by ignoring reality in some obvious way, the designers were lazy people (or forced to be sloppy through time pressure.)

I may be getting my games mixed up, but I think it was Empire Earth that pulled a very simple paper-scissors-stone mechanism with swordsmen, spearmen and archers in the ancient era and similar stunts through its other eras. Contrast that to the Total War series. EE has created balance in a very sloppy way by ignoring reality. TW has worked hard to try and achieve a believable balance that actually teaches the players something while they play. TW still gets tweaked by the grognards to be even more accurate but the fundamentals are right. It doesn't pretend archers can win a melee with an infantry unit just because they are armed with the wrong type of pointy object.


The first point isn't true though, not for Civ anyway. Given the major abstractions that need to take place for the game to even work it just is not true that if what remains is modelled 'realistically' that balance will follow. Your conclusion only holds if everything is modelled, and indeed that reality is 'balanced'; both are questionable, and the first demonstrably so.

As for the second point I agree. By focusing on a much smaller goal (ie the combat side of the game) rather than the span of all history the total war games have managed a far greater degree of accuracy alongside great gameplay. I am all for that, and I appreciate that for some the historical side of the game is the draw.

However, the grand scope of Civ requires more abstractions and some aspects that do not follow reality exactly, if the gameplay is to be as desired.

Urban Ranger is offline Urban Ranger
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  Old Post 31-01-2005 07:50
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quote:
Originally posted by DrSpike
In the Aurora engine with multiclassing, prestige classes, and cross class skills if you so desire you have quite a wide spectrum of characters that can be created.


That's exactly my point. You need to add more classes. Multiclassing and prestige classes are just a kludge to get around the inherent limitations of the system.

Urban Ranger is offline Urban Ranger
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  Old Post 31-01-2005 07:54
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quote:
Originally posted by Dissident
I like variety, but I also like the classes to be different. I don't like all classes looking similar. As I said before. I don't want druids wearing plate mail and swinging a bastard sword. I want classes to be unique. I want them to be able to do things other classes can't do.


I disagree. It's not about classes but characters.

Right now, in AD&D, one druid is like another druid. Skills is a limited remedy to the situation, but it does not fix the problem. If don't want a druid who uses a bastard sword as a weapon, fine, but the system should not exclude such a possibility. What if I want something like that?

Ari Rahikkala is offline Ari Rahikkala
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  Old Post 31-01-2005 13:50 Visit Ari Rahikkala's homepage!
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Why do CRPGs need to use rules designed for pen-and-paper RPGs anyway ?

 
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