SuAside said:
Pete never lost his cool ofc, but that's his job.
Honestly, that's the part that has me the MOST worried.
Bethesda can lie this well, treat the license this poorly, and be able to NOT bat an eye. THAT is called "professionalism"?
What kind of professionalism exists in a job where the top job skill is being able to lie out of your ass on a daily basis?
People, please, do not see a job done smoothly as a job done right. They are two completely different things. Being smooth on the job is nothing similar to being competent on the job, or really knowing the subject matter. I still have to wonder if Pete has managed to acquire that since we've last had a little chat. Let me see the interview. "Local Cult" as his favorite sign, they know what they are doing, and they are taking care with the title.
Pete is still a clueless shit.
TheWesDude said:
exactly. there has not been anything new or innovative in anything remotely important to games lately. anyone who does say so is just trying to hype something that was done at least 10 years ago or in the case of todays games 15 years. its pathetic really, the more companies try to hype something thats new and innovative it makes me less likely to purchase it untill it hits the $20 bargin bin if even then.
I would even go so far to say that there hasn't been a really innovative game in 15 years. 1992 sounds about right. System Shock, Ultima, Wizardry, Might and Magic, Wasteland, SSI, so many others...they did SO much wonderful magic. It's to those who feel a longing and join the other old-school alumnus (and their friends who join the reunion) at places such as The-Underdogs.info. It is to these people that Fallout was made. It did have a few select moments of innovation, but mostly it was Gameplay Done Right.
and now since RG has been doing Tabula Rasa i am encountering a LOT of this. lots of hype and talking about how the game rocks and is awesome and never-before-seen features.... in reality having seen what has come before, its extremely dissapointing to see what he has done. all it does is make me not want to play it. at the bare minimum i would have expected the ability to play different races based upon the back story. very simply, tabula rasa is a bad game for what his potential was. while it may be a good game on its own right, knowing who its from makes it a bad game.
Richard will be getting a letter in his mailbox, soon. Yes, I will be giving him a proverbial verbal wedgie. He is a friend, even though the last time he and I met I was to his shoulder tuning a lute while watching Watson string up an arbalest. I still have mine. I'm now a giant to them, and I've met only a few of my friends after I grew up from the little dream bard they once knew. I took two others under my wing as my mentors did to me, and now I hope I can do something proud for them.
I can understand why Richard isn't pursuing a single-player game series. It is the fear of every aging author, screenwright, or game designer. I may not live to see my next dream. It takes a few years for a good dream to see reality, it took City of Lost Children 14 years of writing before it saw a camera. So, I can understand the pursuit of a game which he can create then tend, and enrich until he passes on. As much as I love him, he will not be with us forever. The best thing we can do for his memory is remember everything he did right.
And remember that some dreams, however foolish they may seem, are worth fulfilling.
i loved how they carried that twist even through U9 but i didnt like how they basically ended them in U9. it kinda ruined a lot for me where you destroyed their last home city and for where they placed it as being a hole inside the earth rather than the huge spacious place they protrayed in 5 and 6 and then limited it to a single " room " in 9. horrible planning.
One word:
*retch*
i would prefer Unlimited Adventures 2 because the online ability of it sucked shit with lots of problems in that it was not designed to run as a persistent world.
Mind you, I
was being generous here. And people accuse
me of being harsh...
i actually bought dungeon lords. to raise the bar, i even bought the collectors edition at full price. i think i have spent 4 hours playing it. im so ashamed
i also bought dark messia collectors edition because it was a M&M game. little did i know it wasnt an RPG but rather an action/FPS game. and there are a couple HUGE bugs. the reason i unstalled it and took it off my shelf was it appears i found a hole in their game where i was supposed to go down but i went up and zoned to the next area, the problem was i was now on top of the building rather than in the building. i uninstalled it and couldnt take it anymore.
It amazes me what some people will do with licenses, and then still live with themselves. It is the intellectual equivalent of unzipping your fly and pissing all over someone's hard-worked manuscript. So much for what they wrote, CHECK OUT THIS DISTANCE, BABY!
yes, for me the optimum amount of hotkeys to open info pannels is about 5-7. if i need more than that it really detracts from how easy it is. the easier the interface is the more intuitive it is. i actually used to script for runuo a while ago and i made a travel book that was 3 clicks to anywhere in the game depending on the options the sysadmin enabled in the script. meanwhile there were books with 1/10th the features that took 2 clicks or else travel books as extensive as mine were like 6-7. its like nobody had ever thought of making it simple to get where you want.
Simple rules of interface design, and while I'm drunk I might as well give away my professhional secrets:
1. Top to bottom. That is how everyone in the modern world reads.
2. Left to right, fuck the Asians. Yes, fuck the Asians, they pant so cutely in the real world and not that crying shit they do in porn. Fuck them in interface, too. For years, they have had to deal with so many mismatched conventions between Japanese, Korean, and Chinese developers, most just stick with the American/Euro design of menus anyways despite what some American designers have tried.
3. Observe the Standards. Escape closes current window, brings up system menu or main menu, etc. Tab moves the selector, space and/or enter select. That sort of thing.
4. Two hands good, one hand better. One hand on mouse and one on keys. Both on keys. Etc. This has a LOT to do with giving the player an emotional feedback to their playstyle. One hand playing is more relaxed, and many CRPG players prefer the ability to play the game with one hand on the mouse or keys, and the other to abuse a soda, pizza, or the female lead of the game. Two hands implies action or you're hung like me.
5. KISS. Simplicity is really the best avenue. If you must make it complex, keep things ordered, in menus that offer logical context, or you still have a mess of an interface like Universal Combat or whatever the hell that mess by Derek Smart is called. I can't remember.
its the ultima version of NMA that started out on compuserve, then moved to usenet, and then basically died out from what i can tell as of a few years ago.
and compared to how that was, you should all congratulate roshie on being so civil as to how that place used to be
sometimes i get the urge to post some really vitriolic stuff but i know i would get banned from here and/or beth forums if i really unleashed on peoples.
Heh, my mentor was Loubet, artist and Usenet terror. You can blame him for showing me how addictive Usenet debate style can be. Yes, compared to what was on Usenet...geeze, the kids these days don't believe you when say you've seen things that would make those SomethingAwful pussies run back to mommy, then you post something only a tenth as bad and they start in with nature's best lube - tears.
And yes, I'm back, but more as an informative presence than a monitoring one.