Posted March 15, 2012
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Trilarion
New User
Registered: Jul 2010
From Germany
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PMIK
Goblin Masochist
Registered: Nov 2010
From Australia
Posted March 15, 2012
![avatar](/upload/avatars/2010/08/6e41ebc9ec179b5d7dd2e1b621ed8c8c59c499a7_t.jpg)
Actually that wouldn't be very good at all.
![Lorfean](https://www.gog.com/upload/avatars/2012/02/0287bbea87679e21d25cf1cad951fc3b2dc3ba5f_t.jpg)
Lorfean
Infiltrator
Registered: Jan 2009
From Netherlands
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DodoGeo
Looking@You Kid
Registered: Feb 2010
From Croatia
Posted March 15, 2012
The system is the game in a way. One part are characters, story and the setting and the other is a complex system that you are constantly trying to beat.
I guess the folks behind JA: Back in Action kind of thought like you and that is why we got a game that is missing almost everything that made it in the first place.
I guess the folks behind JA: Back in Action kind of thought like you and that is why we got a game that is missing almost everything that made it in the first place.
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lowyhong
resident bff
Registered: Dec 2008
From Singapore
Posted March 15, 2012
![avatar](/upload/avatars/2010/08/6e41ebc9ec179b5d7dd2e1b621ed8c8c59c499a7_t.jpg)
Running around for ages searching for someone to be able to buy things in your weight and slot limited inventory who then has not enough gold to pay for everything, emptying dungeons after dungeons, quests running from one point to another killing characters or monsters or zombies in between. It's more or less included in every rpg.
In the end the difference between a good rpg and a bad one is somehow not so much in the system but in the details of the actual realization. You probably have to talk about all these little things if you want to make a point.
When I play JA2, and I issue commands to my mercs to get them to flank and hide and employ hit-and-run tactics, I feel very engaged, even though I know IRL things don't work this way. I feel more detached, OTOH, when I play RTSes (Supcom and TA being the only exceptions to this rule). I disagree that one should individually pick out the differences and scrutinize them that way. Gaming is an experience, and an experience is usually the sum of its parts.
![lowyhong](https://images.gog.com/16f9e36f2f49a765d4571a5a2e393ceb2ab536f1dc51a984d1ba33336c6e570d_forum_avatar.jpg)
lowyhong
resident bff
Registered: Dec 2008
From Singapore
Posted March 15, 2012
![avatar](/upload/avatars/2012/02/0287bbea87679e21d25cf1cad951fc3b2dc3ba5f_t.jpg)
I'm not saying 3D assets is a bad thing to have in an RPG. I don't think I can play Gothic as an isometric RPG; nor will The Elder Scrolls be the same, because their game mechanics are highly dependent on FPP. Games like UFOEU and JA2 - IMO to change them to 3D is sort of a waste of resources, unless you're going to implement certain game mechanics that make full use of 3D.
Gaming's an illusion. Just because the game can render more polygons does not make that illusion any more real than what your screen's capable of showing, and your mind's ability to make interpretations and formulate imagery to support what you're seeing.
![Lorfean](https://www.gog.com/upload/avatars/2012/02/0287bbea87679e21d25cf1cad951fc3b2dc3ba5f_t.jpg)
Lorfean
Infiltrator
Registered: Jan 2009
From Netherlands
Posted March 15, 2012
![avatar](/upload/avatars/2011/03/f2eb1621885d607acf81a27b9769c8747ca3f526_t.jpg)
I'm not saying 3D assets is a bad thing to have in an RPG. I don't think I can play Gothic as an isometric RPG; nor will The Elder Scrolls be the same, because their game mechanics are highly dependent on FPP. Games like UFOEU and JA2 - IMO to change them to 3D is sort of a waste of resources, unless you're going to implement certain game mechanics that make full use of 3D.
Gaming's an illusion. Just because the game can render more polygons does not make that illusion any more real than what your screen's capable of showing, and your mind's ability to make interpretations and formulate imagery to support what you're seeing.
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greyzebra
New User
Registered: Aug 2010
From Indonesia
Posted March 15, 2012
![avatar](/upload/avatars/2010/08/6e41ebc9ec179b5d7dd2e1b621ed8c8c59c499a7_t.jpg)
![avatar](/upload/avatars/2012/02/0287bbea87679e21d25cf1cad951fc3b2dc3ba5f_t.jpg)
So that's why people want them. They remember the great RPG's from the 80's and 90's -- from their childhood --
...
To answer the question above, why people want old school RPG, I think it is because old school RPG is more honest in gameplay than today RPG. Because they were more honest they become more real in the player's mind. Let me explain: In the 80's it is common to have games that are hard to play. You only have 3 lives, if you got shot even once then you lose one life. It was brutally honest. RPG in that era was more forgiving, say you can save your game anywhere (that was a luxury believe me, because it was also common to use checkpoints to save). But still it is RPG in that era was harder to play (or at least forced you to commit more fully to the game) then today RPG. Especially in the Wasteland/Fallout case, if you live in the wasteland then the hardships of living the wasteland are provided to you in full by the game designer in graphical detail. You had a newly modified gun that will blow half of your enemy's head if used correctly (and it was true the other way around) and that was just what the game shows you, flatly. Fallout 3 shows this, but in its showy, slow motion glorious way, which removes the hardship parts, and only good for, well, shows and action. Somehow you don't feel the hardship part, the brutal life of the wasteland, you are not connected to it.
To give another example. Any one of you may remember Daggerfall, TES 2. See now Daggerfall has its dungeon randomly built everytime you take a quest. What surprised you as a player is how unforgiving the dungeons were. They were massive, twisting, headache-inducing tunnels of nightmare. If you were lucky you would find scraps of map but never in full (as I can remember), and the interface for the map was terrible. Pretty much all the time if you entered a dungeon in Daggerfall you would diligently save your game at the entrance, knowing that you would get lost in it for hours, sometimes days. Sometimes you just gave up the quest. Today player will probably just whine about it and ask for changes, but players back then had no choice but to continue playing. In so doing, everything becomes more real. Teleport spell become life saver, and feels really useful than otherwise. Players will use anything to remember their path, and that's exactly what you should do in a dungeon anyway.It's a dungeon, what do you expect!
So there, more realism. I think the new Wasteland will give you just that, a gripping story and really hard choices seldom found in today RPG.
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Scureuil
New User
Registered: Jul 2009
From Switzerland
Posted March 15, 2012
![avatar](/upload/avatars/2010/08/6e41ebc9ec179b5d7dd2e1b621ed8c8c59c499a7_t.jpg)
![avatar](/upload/avatars/2012/01/23ede4fa40e29364e755ec82a4a6c1670fdbdd29_t.jpg)
Actually that wouldn't be very good at all.
![Adzeth](https://images.gog.com/bcc72fa897ffaf59a5cf173d87121ec789a7005923f6fc378181ed4bd591adec_forum_avatar.jpg)
Adzeth
EagleOnPogoStick
Registered: Apr 2010
From Finland
Posted March 15, 2012
![avatar](/www/default/-img/newuser_big.png)
/edit: noticed some silly grammar
Post edited March 15, 2012 by Adzeth
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Niggles
MOMOSaysMAHAYO;)
Registered: Apr 2009
From Australia
Posted March 15, 2012
19,535
BACKERS
$1,080,225
PLEDGED OF $900,000 GOAL
32
DAYS TO GO
BACKERS
$1,080,225
PLEDGED OF $900,000 GOAL
32
DAYS TO GO
![orcishgamer](https://images.gog.com/6e3358124f918e1e6d62977c0c7765ea1e21f104740b990145de7a9556569964_forum_avatar.jpg)
orcishgamer
Mad and Green
Registered: Jun 2010
From United States
Posted March 15, 2012
![avatar](/upload/avatars/2010/08/6e41ebc9ec179b5d7dd2e1b621ed8c8c59c499a7_t.jpg)
Running around for ages searching for someone to be able to buy things in your weight and slot limited inventory who then has not enough gold to pay for everything, emptying dungeons after dungeons, quests running from one point to another killing characters or monsters or zombies in between. It's more or less included in every rpg.
In the end the difference between a good rpg and a bad one is somehow not so much in the system but in the details of the actual realization. You probably have to talk about all these little things if you want to make a point.
Yep, we win. I forgot I get my name in the credits, gotta go change my Kickstarter name (or will they ask me later?).
Post edited March 15, 2012 by orcishgamer
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spindown
Beep Beep
Registered: Feb 2011
From United States
Posted March 15, 2012
![avatar](/upload/avatars/2010/11/07f3fc8b914eb79c8197022f6d72ef164e252052_t.jpg)
Double Fine is going to send out a questionnaire soon, asking backers for their mailing addresses and names for the credits.
![orcishgamer](https://images.gog.com/6e3358124f918e1e6d62977c0c7765ea1e21f104740b990145de7a9556569964_forum_avatar.jpg)
orcishgamer
Mad and Green
Registered: Jun 2010
From United States
Posted March 15, 2012
![avatar](/upload/avatars/2010/11/07f3fc8b914eb79c8197022f6d72ef164e252052_t.jpg)
![avatar](/upload/avatars/2011/12/7677f02317655b69253d4a48d38689a7d63c7d98_t.jpg)
Double Fine is going to send out a questionnaire soon, asking backers for their mailing addresses and names for the credits.
![Trilarion](https://images.gog.com/a618451cc469d80576b2f8f413c96b3ddcc9dc4af5a9dc9df86f603db3b35afb_forum_avatar.jpg)
Trilarion
New User
Registered: Jul 2010
From Germany
Posted March 16, 2012
Then how did it play?
No one to sell things to? Or easy to sell things always? No dungeons or maze or labyrinthine areas that need to be explored and cleaned of zombies, monsters or other beings that attack you immediately? No quests telling you that you need to go somewhere and find something or kill somebody? All these things can be interesting or boring depending on how they are setup.
What did the players do in Wasteland?
No one to sell things to? Or easy to sell things always? No dungeons or maze or labyrinthine areas that need to be explored and cleaned of zombies, monsters or other beings that attack you immediately? No quests telling you that you need to go somewhere and find something or kill somebody? All these things can be interesting or boring depending on how they are setup.
What did the players do in Wasteland?
Post edited March 16, 2012 by Trilarion