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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:24
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quote: Originally posted by Sandman
I can just imagine the reviews:
"'Riders of Iskandar' is a new RPG that bravely tries to incorporate horseback exploration and combat. Unfortunately it fails on a number of counts. Firstly, the designers forgot to include any eating, washing or urinating for either the main characters or the horses. This blatant disregard for realism left me wondering why they bothered to include horses in the first place.
Secondly, you can steal horses in the game. This doesn't make sense, as they would be well guarded, and most people don't steal horses anyway.
Thirdly, the designers included warhorses, wild horses, mules and ponies, but forgot to include carthorses. What were they thinking?
Finally, the rules for mounted combat are quite different from the typical rules of an RPG, and are thus confusing and off-putting for the typical player. Unless you like learning new things, it would be better to play an RPG without any confusing new features. It's not as if horses add anything to the game beyond 'atmosphere' and 'originality'." |
I've been playing KOTOR2, and I still can't figure out where the bathroom is on the Ebon Hawk. It's hard to roleplay a character who can't take a **** or piss at all. Except maybe in outdoor wilderness areas. But then there's no toilet paper.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:24
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quote:
Another very strange design decision is items you can carry is neither limited by mass nor volume but by slot. |
In NetHack, you get burdened and ecentually overtaxed so mass and volume do matter. The slot limitation vs. volume is certainly mostly historical since 1 letter = 1 item.
I think the randomness of roguelikes is a big part of what makes them fun (though I hate the infinite dungeon ones like zangband).
Less graphics, no sound, more dialogues and more choices and different paths to tread in RPG's are what I want. Give me a game where you start in different locations based on your chosen background, where the initial quests are different based on your character creation choices, where the mid and late game quests vary based on the choices you made (good/evil, tech/magic...) during the game, and where you can solve every quest in any one of three ways: talking, fighting or sneaking. This requires more dialogues, by the way (not monologues from the NPC part).
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