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Seeker
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London Ontario
Jan 1970 time: 00:37
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I've seen some previews of this new rpg and I know I'm probably going to get it....
My question is, is this going to end up being a kind of 'trophy game' or a playing game?
A trophy game is one that has lots of cool stuff and is really big but you don't actually play it hardly at all because it's too big a complicated...examples Daggerfall, Morrowind, MOO3, Victoria, Operational Art of War...
While a 'player' is one that may have primitive graphics and limited features but you just keep coming back because it contains 'beautiful simplicity', i.e. civ 2, MOO2, EU2, certain half-life mods, panzer general...
will oblivion be a Player or a Trophy to hang on my wall?
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:37
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I think it's very likely to be Trophy because it's a sequel to Morrowind, which was a Trophy game. I finished Morrowind but never went through all the side quests or places because they were so damn repeatedly boring (almost no dialogue, and lots of time going from a to b). Bethesda said they wanted more interesting NPCs though, so there is still hope.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:37
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quote: In Oblivion, they are trying to make any of the three big paths (magic, combat, stealth) enjoyable at every moment of the game. |
But the problem is that these are NOT three different paths. The 3 paths are fight/stealth/talk. You can fight with arms or magic, close combat or at a distance. You can use magic for stealth and talk or use magic for persuasion. There's hardly a game that manages to knit all these together correctly, particularly the enchantment magic (could beef up your appearance, charm person could actually make a guard let you go past him without saying anything, etc.).
In Morrowind, magic was just a variant of combat or the easiest way of doing stealth. It's not inherently different from stealth or combat.
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Rufus T. Firefly
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is one way of saying it, though I prefer "mensch"
Sep 2000 time: 07:37
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I actually just finished Morrowind, and didn't find size to be the problem. The problems were:
1) every freakin' quest was a varient on either "go here, get this thing" or "go here, kill this guy." That got very old, very quick.
2) You did not have to use your brain at all to play the game. Part of what makes a game like Planescape: Torment a masterpiece is that you actually have to figure stuff out. In Morrowind, you could follow the game's explicit instructions, or you could ignore them, but you were never challenged to actually think about what you were doing.
3) A boring world. I don't care how huge Morrowind was; but I do care that every NPC seemed exactly the same as every other NPC, and that too few were in any way memorable (Fargoth, Creeper, that batsh*t Telvanni councilor and, of course, Uncle Crassius were some exceptions). In fairness, they went a long way toward correcting this in the Tribunal expansion.
If they don't fix those things, I can't imagine that the game will be worthwhile.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:37
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I agree with all that Rufus said. A huge world with always the same unimaginative quests and stereotyped NPCs is not good.
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Jon Miller
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quote: Originally posted by Rufus T. Firefly
I actually just finished Morrowind, and didn't find size to be the problem. The problems were:
1) every freakin' quest was a varient on either "go here, get this thing" or "go here, kill this guy." That got very old, very quick.
2) You did not have to use your brain at all to play the game. Part of what makes a game like Planescape: Torment a masterpiece is that you actually have to figure stuff out. In Morrowind, you could follow the game's explicit instructions, or you could ignore them, but you were never challenged to actually think about what you were doing.
3) A boring world. I don't care how huge Morrowind was; but I do care that every NPC seemed exactly the same as every other NPC, and that too few were in any way memorable (Fargoth, Creeper, that batsh*t Telvanni councilor and, of course, Uncle Crassius were some exceptions). In fairness, they went a long way toward correcting this in the Tribunal expansion.
If they don't fix those things, I can't imagine that the game will be worthwhile. |
I liked the theiving cat girl..
JM
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:37
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quote: This past week I have been playing the game with my 3rd character. |
Third? I have played more than ten characters in f.e. Arcanum. Morrowind I finished the game twice and started maybe 5 or 6, but think it's not good enough to warrant playing it again. You have to read books in order to feel like there's a world out there, but when you go out and meet people, they are dumb. Give me dialogues which depend on your intelligence, and real NPCs instead. Hopefully Bethesda'll do that, as they know the shortcomings of their previous games.
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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:37
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quote: Originally posted by LDiCesare
Third? I have played more than ten characters in f.e. Arcanum. Morrowind I finished the game twice and started maybe 5 or 6, but think it's not good enough to warrant playing it again. You have to read books in order to feel like there's a world out there, but when you go out and meet people, they are dumb. Give me dialogues which depend on your intelligence, and real NPCs instead. Hopefully Bethesda'll do that, as they know the shortcomings of their previous games. |
I agree, the NPC's are dumb.
And if you include the characters I abandoned (largely because I felt they were weak at the time), the number goes up to 6. But those other 3 characters I have no intention on playing again.
The plan was for one to be a fighter type, one to be a thief type, and one to be a magician type.
Of course the downside of Morrowind is all the characters end up the same at level 45 or 50 anyways.
Yes I realize if I didn't utilize trainers this would not be the case. But I lack self control. What can I say.
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Rufus T. Firefly
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is one way of saying it, though I prefer "mensch"
Sep 2000 time: 07:37
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quote: Originally posted by Dis
I agree, the NPC's are dumb.
And if you include the characters I abandoned (largely because I felt they were weak at the time), the number goes up to 6. But those other 3 characters I have no intention on playing again.
The plan was for one to be a fighter type, one to be a thief type, and one to be a magician type.
Of course the downside of Morrowind is all the characters end up the same at level 45 or 50 anyways.
Yes I realize if I didn't utilize trainers this would not be the case. But I lack self control. What can I say. |
Actually, I finished the main quest with a level 45-50 character and never did any training. The result was that he was still the character I created, just better -- still really good with a long sword, bow, and sneaking (I'm a Robin-Hood type bandit), still really crap at magic, most weapons, and medium/heavy armor. (It was tough to resist the temptation, though, particularly because I had so much gold that I could have trained a skill up from 5 to 100 without even noticing the cost.) I think all characters are probably equally successful at level 50, but they can still be unique.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:37
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quote: I liked Morrowind's game system a lot better than the typical D&D class system. This is probably the best thing about the game. |
I liked it too but it didn't turn out very well for me because most skills were just "fight variant nuber x". Trading, eloquence were quite useless. Stealth skills were not that many and magic could get the same effects more easily (but then I'm rarely interested in the thieveing parts of these games).
I'd like a system where you have a valu for a skill that is a function of:
(skill) * (experience) * (training).
You'd need either training or experience in order to become good, and only if you were gifted to begin with. And you'd need both training and experience in order to become great.
I'd also like a lock to provide its experience points only once. If you hide from one person, you get 10XP, but then you won't get any more points from hiding from that same person successfully as it's become routine. And if you kill the person you staked, you only get the stalking experience as you already exhausted the experience you can get from that source. That way, a thief could be a good stealthy assassin (manages to kill by backstabbing) but weak at fighting honestly because he earned his killing experience in stealth/backstab rather than fight.
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