Morbus said:I so gonna hide the mechanics of Magic the gathering next time I play it. Immershun FTW!
Yay!
(throws my Channelball deck into your face)
54 damage! WOOOO!
Morbus said:I so gonna hide the mechanics of Magic the gathering next time I play it. Immershun FTW!
Hey! That's against the rules. You have to hide the mechanics!generalissimofurioso said:54 damage! WOOOO!
Briosafreak said:How this will clash or somehow mingle with the classic Fallouts design choices, in the practical sense of a final result, is something that I'm quite curious to watch.
Briosafreak said:One note though, in Oblivion people disappearing in doors, that bizarre speech minigame or some occasional glitches with the AI were awful to achieve any suspension of disbelief, so that philosophy still needs some work in order to achieve a better immersion in absolute terms.
In relative terms they got it from many people, which means their consumers don't have such high standards regarding visual immersion as one might expect.
Briosafreak said:I so gonna hide the mechanics of Magic the gathering next time I play it. Immershun FTW!
how much did they pay you for this advertisment?Morbus said:AdBlock Plus serves many purposes. I see no flashy crap![]()
Of course I didn't. Hell, even if I didn't own both Crysis and NWN2, I'm still not ignorant enough to think 3rd person/isometric games can't be ten times more resource hungry than the prettiest, most graphically advanced game on EarthBernard Bumner said:es, but so does any aspect of a game; good third-person graphics come at a cost. (I presume you don't mean processing cost?)
Not so. Unless an FPP cRPG can push the envelope of past the shooter level of up-close immersion and interactivity (and in case of action cRPGs, level design), there's no sense in bothering. The point of using FPP in a cRPG is to wow the player. If you can't do that, you have to use other means to wow the player and allow character-gameworld interaction, which basically means drowning out the FPP wow with text, icons and/or a thoroughly userhostile GUI.A first-person roleplaying game doesn't need to compete with first-person shooters, and it isn't as if Bethesda are creating Fallout from scratch.
Yes, games always have arbitrary restraints. The point of my incoherent ranting was that these constraints mustn't be glaringly obvious, or it'll break immersion. In Fallout, it wasn't glaringly obvious I couldn't nick someone's cup of coffee. The reason for that (apart from the sucky resolution) was the perspective. In Doom 3, it wasn't immersion breaking that I couldn't investigate the minutiae of random room X, because I was busy killing stuff. In Oblivion or Morrowind, it would have been decidedly odd to have all manner of relatively peaceful environments, without the ability to interact with them. I'd have been as painfully aware of the constraints put on me, as I'd be of wearing a straitjacket.I'm not sure it would have seemed any odder than those same constraints within any other perspective. Games are full of arbitrary restraints <snip>
The only reason not to, is because of an obsession with immersion and creating a virtual reality.
That's a false dilemma. VB had to cope with a far greater level of it than the original Fallouts, but not anywhere near the level they'd have had to if it had been FPP based.How would Van Buren have dealt with those problems, or is it okay to have a richly detailed world without proper physics in third-person, but not in first-person? Does first person have to be substantially voiced, but third person can rely on greater segments of dialogue?
Now that I agree with entirely. It's hardly a crime to aim a game at fans of a genre. Which is why I'll never understand BethSoft pretends to make cRPGs. I'm unaware of whether they ever did, but it is plainly obvious that their recent offerings have been aimed at appealing to as many people as possible, rather than providing a role playing opportunity to role players. Given the popularity of sandbox shooters, it is perhaps not so strange that that is what both Morrowind and Oblivion plays like (or sandbox clobbers, if you prefer).If this is simply a matter of dealing with people's expectations, then fuck them; make a great game, and if joe-public is too stupid to get it, then they don't deserve it. More to the point, given the recent trend towards mediocrity and banality, I suspect that joe would be very, very interested.
Disconnected said:Yes, games always have arbitrary restraints. The point of my incoherent ranting was that these constraints mustn't be glaringly obvious, or it'll break immersion.
Amen.Disconnected said:In this respect, Oblivion was fucking impressive. But it was also about as close to having fun role-playing as a week-old roadkill.
It appears to me that... they're not being proffesional, in that they're not aiming at any audience at all. They are just doing what they like to do. They alienate every base they create. It also seems to me that they can make a load of money off anything they create, anything as long as they hype it enough.Disconnected said:It's hardly a crime to aim a game at fans of a genre. Which is why I'll never understand BethSoft pretends to make cRPGs.
I'm not sure I understand you, unfortunately.Bernard Bumner said:Good writing can deal with the interface between the game world and reality, deftly and without it being too jarring; such things become accepted as part of the internal logic of piece.
They're only alienating people who're stuck in a particular genre, and there just aren't that many of you.Cheech the cat said:It appears to me that... they're not being proffesional, in that they're not aiming at any audience at all. They are just doing what they like to do. They alienate every base they create. It also seems to me that they can make a load of money off anything they create, anything as long as they hype it enough.