zioburosky13
Vault Senior Citizen

Out of topic:
I'm confused..What is MCA
:
I'm confused..What is MCA

Kharn said:Master Chris Avellone.
From back when people still liked him.
I remember MCA saying it stood for Mr. Chris Avellone in the Fallout Bibles, though.Kharn said:Master Chris Avellone.
From back when people still liked him.
I remember people being quite a lot more positive about the Bibles back in the day. Me? I never cared.
zioburosky13 said:Kharn said:Master Chris Avellone.
From back when people still liked him.
So no one likes him now:
Josan said:All this talk of amnesia made me completely forget something; the title MCA will be remembered for long after PS-T and FO2 have turned to dust...
Descent to Undermountain!!!
I almost forgot it myself. I kept confusing it with that Disney movie "Escape from Witch's Mountain". An easy mistake considering both had unparalleled suckitude factors. The difference being that one was a kids movie from Disney so I didn't expect much even when I was a kid.
Now, I could go on and on and on about all the problems with DtU such as piss poor writing,
extremely pathetic managment decisions,
graphics that somehow escaped a time capsule from 5 years prior which were completely wasted on an otherwise decent engine (which wasn't even designed for the type of game DtU was supposed to be)
but instead of going on and on and on about all those craptastic qualities, I'll simply suggest reading some reviews or waiting for Roshambo to reply.![]()
Even if everything in DTU were picture-perfect, this would still be a derivative game, treading the same path of all the AD&D computer games that inundated the market from the late 1980s into the early 1990s. But if it looked good and played smoothly there'd at least be some happy AD&D fans right now; as it stands, no one's happy, and in fact, a lot of people are downright angry. The lesson to be learned should be obvious: If you're gonna ride the hype machine, you'd better deliver the goods. Sadly, DTU doesn't even come close - and the worst part is that sometime over the next year or so we'll probably see this same story played out all over again.
Interplay, which now owns the label, has put together a title designed to grapple both the discerning tastes of the RPG army and the trillion action-lovin' 3D junkies which have sprung up so forcibly of late. Hence, the concept behind Descent to Undermountain was born. Given flesh by a revamped version of the Descent engine, the title underwent a lengthy development process and was intended to satisfy all our RPG deprived longings. It was to break the ominous writs of history and become a successful, detailed first-person RPG.
It was but a brief dream.
First and foremost, we must establish the world into which this title enters. The most elegant example of recent role-playing game design is Fallout, also an Interplay release. The post-nuclear gem runs off of an incredible system architecture, features vastly entertaining gameplay, and a rich, original story. Then, in the fantasy-action mold, the most impressive (albeit simplistic) medieval world to explore thus far was served up by the silky-smooth accelerated code of Hexen 2. With that fundamental comparison as our template, it must be noted that Descent to Undermountain has been released long, long after its time.
Originally advertised as a true cooperative multiplayer adventure, DtU had the feature axed from it a few months before release. The RPG community, who had been anxiously awaiting an authentic networkable RPG, basically feels shafted. The game could have almost been fun if there was somebody else in it with you, and given the expanse of Descent's ability to multi-play, the resulting removal of this option is baffling.
The quests take the form of simple dungeon hacks, referring to the actual AD&D system of battle only with regards to armor class and spell memorization.
Editor: The biggest disappointment here is that Interplay has replaced SSI in producing these AD&D games, but Interplay seems less equipped to deal with the issues of pure AD&D rules than SSI. In the Gold Box games, such as Pool of Radiance and in the later Eye of the Beholder series, which culminated with the Ravenloft and Menzoberranzin games, SSI displayed an intimate knowledge of AD&D rules and executed the mathematical damage and combat tables with complete faithfulness. Interplay does not seem willing or able to recreate the AD&D experience in a computer game, which adheres to the true AD&D mathematical calculations.
Up to 4 players via network and 2-player modem, which will be cut from the game and the site when the game hits launch, yet said feature will be kept on the box.
20 magic-ridden dungeons filled with unspeakable horrors of design.
3D polygon monsters await you in frighteningly bad detail.
Explore the treacherous dungeons with fluid movement using an unbelievable lobotomization of the award-winning Descent engine.
Kharn said:I remember people being quite a lot more positive about the Bibles back in the day. Me? I never cared.
Sander said:I remember MCA saying it stood for Mr. Chris Avellone in the Fallout Bibles, though.
Meh, people went negative about the bibles once they started contradicting themselves, methinks.
Jora said:Avellone made Targos, yes, but Puuk made Severed Hand (with someone else)
edit: J.E. was more of an overseer
Wooz said:Quite frankly, the only thing I liked in IWD2 was the character artwork, mostly done by Jason Manley.
Josan said:Then I read a TSR novel in the Planescape setting called "Pages of Pain" by Troy Denning which came out in September 1996. The plot is... I bet you can't guess... The plot is about an uber tough amnesiac who's wandering around Sigil. So much for originality although I recall reading an interview where MCA said he'd never heard of the novel when he thought up the story for PS-T.
Josan said:At least New Reno, while being little more than pathetic adolescent fantasies, didn't involve any amnesia.
Roshambo said:"Pages of Pain" is said to be brilliant compared to many in the genre
Josan said:I have a hard time believing that no-one either at TSR or at BIS researching the setting said "uh, hey, this was just done".
Josan said:The second is that MCA appearntly complained about the use of amnesia as a plot device once upon a time, saying it was a lame cop out.
Josan said:Descent to Undermountain!!!
Kharn said:Master Chris Avellone.
zioburosky13 said:So no one likes him now:
SERGE: You are kidding, right? Anyway, why do you feel that way? Do you think that graphics – any graphics – can be more immersive, more descriptive than good writing?
Standard amnesia plots get boring, just like the standard swords and sorcery fantasy settings get boring. Original takes are what makes games outstanding, Fallout's 50s-oriented Post-nuke setting, PS:T's approach of an amnesia plot, Arcanum's form of steampunk (although that one's due to the fact that steampunk isn't that common in the first place). It's also what can make potentially good games, books and movies really, really boring.Per said:Amnesia plots are, by this point, almost an established device in genre fiction, like, say, time travel plots or virtual reality. By now, no one goes, "Geez, not time travel again??" The thing is to come up with your own angle, to beat everyone else at the game, or just do something good involving the idea. (Everyone go watch Primer.) If there's a reason to point at KotOR 2 and say that this is the one amnesia plot we didn't need, it would be because it had been done in the same series, and even that could be countered (weakly) by saying the KotOR series is somehow about amnesia. (Yeah, I know.)
PS:T was brillliant, of course. New Reno was quite a good roleplaying design, which was reasonably worked out, but it was completely off for the setting, hence one of the reasons for ire. The other being his further ignorance of the setting in the Fallout Bible as pointed out by Rosh, although this wasn't entirely his fault since Chris Taylor agreed that the ghouls were caused by both FEV and radiation even though that obviously contradicts the fact that they became like that due to the vault not closing. Tim Cain contradicted Chris Taylor on that point, though.Per said:I'm a little confused by this ire myself. As far as I can tell, MCA has brought considerably more ambition, effort and attention to detail to the games I've played that he contributed to than the average designer: PsT, Fo2, IwD2 (not counting IwD since it doesn't have enough dialogue or plot to tell who did what, or even to rate them meaningfully - haven't laid eyes on KotOR 2). I find it slightly hypocritical to praise PsT to the skies and yet not credit MCA with the traits that went into making it, when his character design, dialogue and humour in other places don't exactly indicate the opposite (I said I didn't play KotOR 2 LALALALAICAN'THEARYOU).
Well, that's in part due to the Codex' provocative and confrontational style, in part due to MCA's cynical and sarcastic style of writing as well. I'd say that Avellone loves to play around with interviewers like this.Per said:I found the MCA interview at the Codex odd in the way that it was sometimes clear that MCA was responding to Serge's comments, but at other times he hadn't been given the opportunity to do so. For instance:
SERGE: You are kidding, right? Anyway, why do you feel that way? Do you think that graphics – any graphics – can be more immersive, more descriptive than good writing?
This is a nonsensical generalization: does arbitrarily good writing trump arbitrarily good graphics? What? Obviously if MCA had been allowed to respond to this he'd have either qualified his statement or else just said he wasn't talking about some inherent conflict between graphics and writing that Serge just pulled out of his hat. But since he doesn't get the chance, he comes off as saying, "More pixx less words hurr!!!" Since I don't think he really was, inserting these comments, which are noticeably more loaded and hostile than the questions, seemingly just in order to "get" MCA doesn't really reflect too well on the interviewer.
Amnesia plots are, by this point, almost an established device in genre fiction, like, say, time travel plots or virtual reality. By now, no one goes, "Geez, not time travel again??" The thing is to come up with your own angle, to beat everyone else at the game, or just do something good involving the idea. (Everyone go watch Primer.) If there's a reason to point at KotOR 2 and say that this is the one amnesia plot we didn't need, it would be because it had been done in the same series, and even that could be countered (weakly) by saying the KotOR series is somehow about amnesia. (Yeah, I know.)
SimpleMinded said:On the topic of JE and NWN 2, it looks like he's actually just become the lead designer for the project. Whether that will cause any changes at this point in the project, I don't know. Just thought I'd bring it up since both subjects are being discussed.
1. What's your definition of RPG? What features are important to you and why?
I think the ability to make personality choices through my character that influence the outcome of things in the world is the only requirement for a game to be an RPG.
I don't think that the character I play needs to be one invented by me, but I have to be in control of aspects of that character's personality. And the way in which I choose to express that character's personality needs to have significant effects on the state of the world. The more the world reacts to my character's personality, the better.
I do not think that item collection, stat screens, combat style, or the presence of a lot of dialogue make a game an RPG. Using this definition, I've never shipped a game with strong RPG elements. ...
... to make personality choices through my character that influence the outcome of things in the world ...
... choices ...
... To my knowledge there are no pure PC RPG developers left outside of very small outfits like ... Welcome to hell.
... You are right, though, the KotOR II main character doesn't have amnesia, but KotOR II designers apparently did, ...
Corith said:SimpleMinded said:On the topic of JE and NWN 2, it looks like he's actually just become the lead designer for the project. Whether that will cause any changes at this point in the project, I don't know. Just thought I'd bring it up since both subjects are being discussed.
Expect a liner plot line where you are told what you will be doing on each and every aspect of the game.
SumsoluS said:Turn Based in Fallout Tactics just didn't work...
Per said:Still, when it goes about explaining and detailing the Lady of Pain, you have to seriously question the author's understanding of (or respect for) the setting.
First, MCA was allowed to say whatever the hell he wanted to. I've given him a month to add the comments, since he indicated that he'd like to. In the end, he chose not to. That's his business.Per said:I found the MCA interview at the Codex odd in the way that it was sometimes clear that MCA was responding to Serge's comments, but at other times he hadn't been given the opportunity to do so. For instance:
SERGE: You are kidding, right? Anyway, why do you feel that way? Do you think that graphics – any graphics – can be more immersive, more descriptive than good writing?
This is a nonsensical generalization: does arbitrarily good writing trump arbitrarily good graphics? What? Obviously if MCA had been allowed to respond to this he'd have either qualified his statement or else just said he wasn't talking about some inherent conflict between graphics and writing that Serge just pulled out of his hat. But since he doesn't get the chance, he comes off as saying, "More pixx less words hurr!!!" Since I don't think he really was, inserting these comments, which are noticeably more loaded and hostile than the questions, seemingly just in order to "get" MCA doesn't really reflect too well on the interviewer.
Crazy_Vasey said:KOTOR2 had an amnesia plot? I just thought it was a case of the player not knowing as much about the main character's history as, well, everyone else in the galaxy.
Kotario said:
VDweller said:First, MCA was allowed to say whatever the hell he wanted to. I've given him a month to add the comments, since he indicated that he'd like to. In the end, he chose not to. That's his business.
VDweller said:Second, that quoted comment was in response to "Today, I would have had more NPC responses be reflected in animation and facial expression rather than just text. I'd also like a lot of dialogue options be represented visually, instead of described."
VDweller said:Third, the comments are not hostile, they are blunt, but is it really such a bad thing?