Why did they scrap Orcus?

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Aryxbez
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Post by Aryxbez »

chaosfang wrote: I sometimes compare 13th Age with Elder Scrolls: Skyrim (or better yet, Elder Scrolls: Oblivion), due to the flexibility that both systems offer with regards to both mechanics and reflavoring.
Yeah....last I checked, nothing ye did in Oblivion mattered either, what with the game being better than your character and quests overall, trash. It also makes me concerned with your preferences with Fantasy, especially considering you dislike fighters doing anything past action hero abilities (despite that's like 1-5th level capabilities), if even that. Least, what you've indicated when you're talking concern that fighters aren't "unrealistic" (though I'm sure it was more meant that fighters don't have inconsistent ability like ability to disarm someone 1/battle, or some such).

Also, what you described above, is still sounding like the same message 5th edition is giving us, and that's not really a strong indicator to play 13th age either.
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries

"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
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Post by sabs »

I don't want my Fighters to be Realistic. I want them to be Xena, Wire-KungFu awesome, at the very least. Maybe super-sayan.
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Post by Avoraciopoctules »

chaosfang wrote:I sometimes compare 13th Age with Elder Scrolls: Skyrim (or better yet, Elder Scrolls: Oblivion), due to the flexibility that both systems offer with regards to both mechanics and reflavoring.
So should I wait several years and only get 13th Age if some people in Germany do a total overall that cuts out all of the lame stuff in the original game, then translate it into English?
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Post by chaosfang »

Aryxbez wrote:
chaosfang wrote: I sometimes compare 13th Age with Elder Scrolls: Skyrim (or better yet, Elder Scrolls: Oblivion), due to the flexibility that both systems offer with regards to both mechanics and reflavoring.
Yeah....last I checked, nothing ye did in Oblivion mattered either, what with the game being better than your character and quests overall, trash.
I was referring to character mechanics, not how your character mattered in the world or not. Two completely different things. If there's one distinct advantage TRPGs have over CRPGs, it's that unless you can point out more CRPGs than a normal person has fingers that can allow players to do things that matter in-world, the only real limit in a TRPG is how the DM runs it. CRPGs don't allow rules-bending, houseruling, tweaking on the fly, and other stuff that the DM can and would do for the sake of their world and/or their group's fun.
Aryxbez wrote:It also makes me concerned with your preferences with Fantasy, especially considering you dislike fighters doing anything past action hero abilities (despite that's like 1-5th level capabilities), if even that. Least, what you've indicated when you're talking concern that fighters aren't "unrealistic" (though I'm sure it was more meant that fighters don't have inconsistent ability like ability to disarm someone 1/battle, or some such).
Dafuq?! I have to call you out on taking me out of context. That thing you point out was part of a post of mine that was in reaction to FrankTrollman with his "fucking hate [of] 4E powers". I have no complaints about fighters doing supernatural fantastic things that are recognizably fighter; he can deflect meteors, rip dragons apart with his bare hands, cleave mountains with a single blow, etc. He can even do things like leap a thousand yards, punch so hard reality breaks, or even create earthquakes with a single stomp.

As long as it doesn't involve any wand-wiggling or extensive book-reading + spellcasting; that's Wizard territory already.

I am not too specific with "realism" -- I recognize that the G in TRPG stands for "game", so I'm pretty cool with the 4E power system. I just normally assume that people who hate how 4E powers work hate it because it breaks their sense of "realism", because pre-D&D 4E players are so used to X/day, all the time and situational stuff (like Cleave, which is effectively a trigger-based at-will ability), that a different system that normalizes everyone's capabilities and allows both the "mundane" fighter and the magical wizard to be able to contribute in their own ways. And usually, when someone points out how stupid 4E encounter and daily powers are, they usually refer to the Fighter (because he's the guy who rarely had any non-at-will or non-triggered actions).

So in reaction to that guy who hated 4E powers because they weren't realistic in his mind, I pointed out that 13th Age uses more "realistic" abilities -- based on how I assumed his sense of realism was for the fighter ("putting yourself in one's shoes", so to speak) -- than 4E's encounter and daily powers. In no way did I claim that I considered 4E fighter powers actually unrealistic. That's why there were FRIGGIN' DOUBLE QUOTATION MARKS.

In short, stop with the misjudging.
Aryxbez wrote: Also, what you described above, is still sounding like the same message 5th edition is giving us, and that's not really a strong indicator to play 13th age either.
I actually would compare 5th Edition to Diablo 3: lots of hype and eye candy, but kiddie mode on by default, and I wouldn't be surprised if its predecessors performed better.

There's a lot of info out there already regarding 13th Age, with this as one of the most recent reviews of the product:

http://www.enworld.org/en-world-officia ... press.html

http://www.enworld.org/forum/en-world-o ... press.html

If you still don't like what you're reading, fine, don't buy it; no one is telling you to buy it. I, on the other hand, like the things I see in 13th Age, and I plan on adapting rules from that TRPG for most (if not all) of the games I run... if I can't convert those campaigns into 13th Age format.
Last edited by chaosfang on Fri Sep 07, 2012 11:52 pm, edited 2 times in total.
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Post by chaosfang »

...You Lost Me wrote:
chaosfang wrote:On the other hand, even though it seems that 13th Age acknowledges the existence of Rule 0, it instead approaches the thing in a more positive manner; basically the developers tell the group "players and DMs should work together to create a fantastic gaming experience for everyone. Here are the rules our TRPG system offers, with alternate rules to fit the group. If the system as a whole doesn't work for you, feel free to take what you like and incorporate them as houserules for the system that you *do* like.
That's not Rule 0. That's "here are some of our houserules". That's literally the opposite of Rule 0, you're providing rules instead of telling them to up rules.

You cannot say that you're providing Rule 0 help, because you cannot provide help and then call it Rule 0. Those are contradictions.
1. So a book should not provide suggestions on how to houserule? Just say "rule 0 it if it doesn't make sense" and leave the not-so-experienced DM to just make stuff up on the fly, then he'll hopefully learn from there?

2. I fail to see how providing multiple variations of rules pertaining to one issue, and encouraging the DM to tweak stuff if none of the given variations are to his liking, not Rule 0 (and even if it wasn't Rule 0, I fail to see how that's a bad thing). Last I checked, Rule 0 basically states that all rules are guidelines, and that the DM has the final say on the matter... so why shouldn't the rules be written down *as you would write guidelines for the DM*? If rules are meant to be guidelines, then wouldn't it be nice for those "guidelines" to actually *guide* instead of write everything down as if everything was set in stone for DMs and players alike, only to have a small passage that effectively tells the DM "feel free to ignore what's written in the rules, 'coz y'know, they're just guidelines for you", and leaving you in the cold with just that?
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Post by chaosfang »

Avoraciopoctules wrote:
chaosfang wrote:I sometimes compare 13th Age with Elder Scrolls: Skyrim (or better yet, Elder Scrolls: Oblivion), due to the flexibility that both systems offer with regards to both mechanics and reflavoring.
So should I wait several years and only get 13th Age if some people in Germany do a total overall that cuts out all of the lame stuff in the original game, then translate it into English?
Actually, when discussing "a total overall that cuts out all of the lame stuff in the original game", if Nehrim did that with regards to Oblivion, I'd say that's what 13th Age did with regards to D&D 3E and 4E combined:
* combat is faster and more freeflowing in 13th Age than either 3E or 4E
* the system is not as rules-heavy
* the skill system (backgrounds) actually makes sense in comparison
* the "fail forward" philosophy + skill system design encourages improvisation because it (almost) always works, as opposed to "somebody better be trained[/have skill points] in the skill we need to roll.
* monster creation took ideas from D&D 4E (which is already great on its own) and made it even simpler and more streamlined, while keeping its near-infinite flexibility
* Multiple class-based subsystems that are easy to learn and handle, because even though you have talents, feats, powers (spells, maneuvers, etc.) and stuff like combos and the Rogue's Momentum, they still retain a semblance of balance, in part due to how you basically have the 4E AEDU mechanics running in the background, but instead of everyone following the same format, you now have "thematically appropriate to the class" abilities, ranging from 1/battle talents, to wizard spells that are AEDU (you get to choose which spells would be memorized for the day).

To put it simply, 13th Age basically takes 3E and 4E, learns from its mistakes, and results in something that is effectively different from either power system. Looks like it's worth the buy for me, at least.
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Post by ...You Lost Me »

chaosfang wrote:
...You Lost Me wrote:That's not Rule 0. That's "here are some of our houserules". That's literally the opposite of Rule 0, you're providing rules instead of telling them to up rules.

You cannot say that you're providing Rule 0 help, because you cannot provide help and then call it Rule 0. Those are contradictions.
1. So a book should not provide suggestions on how to houserule? Just say "rule 0 it if it doesn't make sense" and leave the not-so-experienced DM to just make stuff up on the fly, then he'll hopefully learn from there?

2. I fail to see how providing multiple variations of rules pertaining to one issue, and encouraging the DM to tweak stuff if none of the given variations are to his liking, not Rule 0 (and even if it wasn't Rule 0, I fail to see how that's a bad thing). Last I checked, Rule 0 basically states that all rules are guidelines, and that the DM has the final say on the matter... so why shouldn't the rules be written down *as you would write guidelines for the DM*? If rules are meant to be guidelines, then wouldn't it be nice for those "guidelines" to actually *guide* instead of write everything down as if everything was set in stone for DMs and players alike, only to have a small passage that effectively tells the DM "feel free to ignore what's written in the rules, 'coz y'know, they're just guidelines for you", and leaving you in the cold with just that?
1. Wat? I just... wat? Are you arguing the point at all? Whatever, just move to point 2.

2. Multiple Variations on Rules =/= Rule 0. That is the point. You have provided multiple rules, and now those are rule from the book, not rules from the house. Having multiple rules can be great (you might noticed that was never actually a contention in the first place), but when you sell that as "It's Rule 0 guise!" you're lying.
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Post by Korwin »

Multiple rules? optional rules? advanced rules?
Sounds like 'The Dark Eye'...
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Post by Username17 »

chaosfang wrote:To put it simply, 13th Age basically takes 3E and 4E, learns from its mistakes
Wait a minute... what mistakes did it learn from? The people advertising this game and shitting on this thread were unable or unwilling to name a single mistake of either 4e or 3e that they had reacted to. You still haven't named a single mistake of either edition that 13th Age has even acknowledged, let alone actually demonstratively learn anything from.

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Post by ishy »

chaosfang wrote: If there's one distinct advantage TRPGs have over CRPGs, it's that unless you can point out more CRPGs than a normal person has fingers that can allow players to do things that matter in-world, the only real limit in a TRPG is how the DM runs it. CRPGs don't allow rules-bending, houseruling, tweaking on the fly, and other stuff that the DM can and would do for the sake of their world and/or their group's fun.
In many many games the player goes through a story and does things that matter in-world. CRPGs do allow for houseruling (mods), tweaking (modding / making your own rules on the fly) and quite a few also allow rule bending.
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Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
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Post by Aryxbez »

chaosfang wrote: If there's one distinct advantage TRPGs have over CRPGs, it's that unless you can point out more CRPGs than a normal person has fingers that can allow players to do things that matter in-world, the only real limit in a TRPG is how the DM runs it. CRPGs don't allow rules-bending, houseruling, tweaking on the fly, and other stuff that the DM can and would do for the sake of their world and/or their group's fun.

I have no complaints about fighters doing supernatural fantastic things... As long as it doesn't involve any wand-wiggling or extensive book-reading + spellcasting; that's Wizard territory already.
As Bolded, very well...Alpha Protocol, Chrono Trigger, Elder Scrolls: Morrowind, Fallout, Fallout 2, Fallout: New Vegas, *Megami Tensei games, Mass Effect, Mass Effect 2, Mass Effect 3, *Persona 3, Radiant Historia, Sakura Wars, Star Ocean, Star Ocean: The Second Story, Star Ocean: Blue Sphere, Star Ocean: Till the End of Time, and so on.
*In case you desire I point out all of Megami Tensei/Persona games as well, I'll save you the wordspace and have you do some quick digging yourself: http://en.wikipedia.org/wiki/List_of_Me ... nsei_media

I've pointed out seventeen games of which qualifies where your decisions matter in game. Though not all of them are "Computer Role Playing Games", I'd imagine with some deeper searching I could find more games that would qualify for your 11+ RPG's needed for your statement. Plus, I like to think the point is moreso on the latter, than the former of what platform its on.

As ishy pointed out, that's not entirely true, modding exists as testamont to "rules-bending" and "House ruling". Though whether it might be on the fly however, can be mutable, much like arguing with the DM. However I know people simply to input values their character should be entitled to (proper levelup, or glitch of an item not showing up in inventory, etc.). Though yes, Tabletop can still go even farther, making DM's make calls out of the blue is bound to go much worse, versus one using modding tools. If the call turns out to be bad, he's ruining the experience of the many, and not just themselves.

Fair enough there, I'm glad to hear your preferences, not condemning Fantasy Fights getting actual Fantastic abilities. Though given that, my concern shifts to why you'd want to play a game that actually seeks to be limiting in truly powerful and fantastic abilities as merely "Jump Good" a few hundred yards.
In short, stop with the misjudging.
Well my posts did mention as per your posts "Indicated" to me, I even mentioned it was probably moreso in reference to like how Martial characters had encounter abilities for things that were "realistic" and therefore odd (the Disarm 1/encounter example). You did make a bad example with Oblivion, which had brought concern, and given the mental faculties of most RPG Fans....it brought a state of concern to your rationale.

As for the reviews, it's on EnWorld, and he got a free copy, it's kinda sounding prone to bias. Leaving even that aside, I've my doubts of the author being as introspective to the game as a whole, that others like from the Gaming Den, members of Optimization Board, would likely have. Therefore making the information all the more unreliable if their perception for noticing how all things tie together and interact, can be put into question.
Last edited by Aryxbez on Sun Sep 09, 2012 7:20 am, edited 1 time in total.
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries

"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
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Post by Simon Rogers »

OgreBattle wrote:
Simon Rogers wrote: These questions dive straight into the matter of taste and it depends on your view of 4e.
Why would someone who hates 4e because 'It doesn't feel like D&D', 'Fighters cast spells', 'it breaks versimilittude', 'It is a tabletop MMO','It neuters imagination, want to try 13th age?


Why would someone who enjoys 4e, because 'Fighters can pull their weight' 'Casters are reeled in' 'combat is tactically satisfying', 'i can make effective characters without heavy optimizing' want to try 13th age?


What problems of 4e, 'hit point bloat', 'padded sumo', 'too many classes with little differentiation', 'feat tax', 'skill challenges don't work', 'everyones powers feel the same' does 13th age fix?
It's been a while and I'm still a publisher not particularly familiar with 4e, but here are my attempts at an answer based on the latest version.

It doesn’t “feel” like D&D?

My D&D is AD&D. It feels more like D&D to me than 4e, because it’s less like an MMO, and more like D&D to me than 3e because it includes narrative elements of a type which I’ve informally included in my AD&D campaign for years. It doesn’t feel more like D&D than AD&D to me though for obvious reasons.

Fighters don’t have anything which look or feel like a spell.
Talents: Armor, Cleave, Comeback Strike, Counter Attack, Deadeye Archer, Power Attack, Skilled Intercept, Tough as Iron
Maneuvres: Brace for It, Carve an Opening, Deadly Assault, Defensive Fighting, Heavy Blows, Precision Attack, Second Shot, Shield Bash, Two-Weapon Pressure, Hack & Slash, Make ’em Flinch, Never Surrender, Punish Them, Steady Now, Strong Guard, A Dozen Cuts, Hero’s Skill, Sword Master’s Anticipation, Spinning Charge, Sword of Destiny, Combat Mastery, Set ’em Up
It breaks verisimilitude
You mean, do the mechanics drop you out of character immersion? I don’t think so. Combat (I’d guess) is the most likely culprit for this, but even combat allows me to incorporate the kind of narrative and character-based elements which let me stay in character. You could mean, is the setting and background coherent? I think so. If you mean does it model physics? No, fi anything it models fiction.

It neuters imagination
Encouraging imaginative play and engagement with the setting is where 13th Age excels (in my opinion over 3e and 4e). The icon relationships, backgrounds, and One Unique things bear this burden lightly. It’s amazing to see how quickly, given characters with these elements missing, people get into the game and setting. Rob and Jonathan have written extensively about the icons and OUT in v5 of the Escalation Edition.

Why would someone who enjoys 4e, because 'Fighters can pull their weight'
In terms of dishing out damage, fighters are right up there and they get flexibility – different rolls trigger different tactical options. The fight is a relatively simple character class to play, though. You can specialise in being the tank, the archer, or the two-handed damage dealer.
It’s like an MMO
I didn’t get this fe
eling, which I did in 4e. 13th Age allows narrative elements even in combat which an MMO couldn’t handle, and there are no weird spell-like effects which trigger for non-magicians (something which makes a game a bit more MMO’ey to me.)
‘Casters are reeled in’
I don’t know enough about 4e to answer this. I only know that the fighter/barbarian/ranger didn’t feel hard done by in combat, and out of combat everyone uses their backgrounds to interact with the setting with equal aplomb. However, different classes optionally get different
‘combat is tactically satisfying’,
I played the rogue, which is second in complexity only to the wizard, and for that character whether you have momentum is important, you are constantly disengaging, and trying to use your sneak attack damage effectively. In contrast, the barbarian and ranger have fewer tactical options but are easy to play. We found that as a team we had tactical options, and it wasn’t obvious which the best choice to make was. I can imagine that to people who like definite ranges, a fixed grid, side stepping and so on might find it restrictive, though that hasn’t been reported in playtest. It’s very quick compared with 3e or 4e, and this is from the point of view of a relative novice playing one of the most complex characters.
I can make effective characters without heavy optimizing want to try 13th age?
I’ve no doubt that there are choices which will produce better characters than others, so this could potentially be a problem, but it’s not been flagged up as an issue in playtesting. Perhaps in six months when people have been hacking at it, we might find optimal builds. But building and rebuilding characters is a very straightforward process, so if you mean “spend a lot of time on min-maxing” I’d say not noticeably.
What [things you identify as] problems of 4e does it fix:
'hit point bloat'
I don’t know what hit point bloat is, really. Do you mean, everything has more hit points for harder arithmetic but more granularity? Well, levels don’t scale so I won’t compare PCs. Here are a couple of example monster hit points, though
Warrior Skeleton: 3e 18 , 4e 45, 13th Age 40
Owlbear 3e 52, 4e 212, 13th Age 101
So, if you don’t like high levels of HPs, 13th Age doesn’t do much for you.
I’m happy to do no damage when I miss, but I know the new kids like to get something, so having lots of hit points allows you to offer a bit of damage on a miss for those classes which do that, without it unbalancing things, I’d guess
“padded sumo”
With the escalation die, powers get more effective as time goes on, rather than less. Some powers don’t trigger until the escalation die triggers, and there aren’t many powers which move enemies around. Combat is pacey.
'too many classes with little differentiation' 'everyones powers feel the same'
All the classes are mechanically distinct very distinct, and listed in order of complexity, which I’ll reproduce here for convenience:
• The barbarian is designed for the player who wants to roll dice and slay without worrying too much about the rules.
• Like the barbarian, the ranger relies on base attacks augmented by class talents instead of a power list.
• The paladin also relies on a short list of class talents instead of powers. Like the ranger, it can be slightly more complex if you choose its more involved talents.
• The fighter is simple to play but asks you to make interesting choices between flexible attacks before and during combat.
• The cleric is probably the easiest of the spellcasters. It requires a touch of patience.
• The sorcerer is probably more complex than the cleric because of variant spells and the option to cast spells for double the effect in two rounds. Not a decision that new players may feel comfortable with.
• The rogue can be more complex than other classes because you are tracking whether or not you have momentum, constantly disengaging, and trying to use your sneak attack damage effectively.
• The bard has a variety of options that include commands, spells, and songs. Figuring out how to best use those options both in combat and during roleplaying is probably best for a confident player.
• The wizard is the most complex class if you choose all the options that allow improvisation and ad-libbing; without those freeform talents it’s no more difficult than the sorcerer.

'feat tax'
I don’t know exactly what this is, so I can’t give a certain answer.. Feats you have to take? if you have certain talents and powers and spells you will definitely want to take feats associated with them.
'skill challenges don't work',
Skill challenges don’t exist in 13th Age. Backgrounds and icon dice do this work.
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Post by Wrathzog »

Aryxbez wrote:I've pointed out seventeen games of which qualifies where your decisions matter in game.
I'm just going to disagree and say that Alpha Protocol is the only game on your list where you're actually correct. Most games (MASS EFFECT!!!) can only promise what AP actually delivered.
Also, I'm assuming we're talking about games with an actual narrative as opposed to games like Eve Online or Mount & Blade, where you sort of fill in the blanks yourself.
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Post by John Magnum »

There's nothing in Alpha Protocol that has as large an effect as ME3 re: the quarian species. People really oversold Alpha Protocol. WHOA, it can sort of tell that you did X mission before Y! And there's like three party members mission controller advisor dudes that you might or might not get! REVOLUTIONARY SHIT HERE MAN.
Last edited by John Magnum on Wed Sep 19, 2012 10:41 pm, edited 1 time in total.
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Post by Wrathzog »

If we're talking about Scale, then there's not much that compares with the Mass Effect series. But really, that's the difference between Alpha Protocol and Mass Effect as far as Story Telling goes. Alpha Protocol did more things right with what it had compared to Mass Effect which, while ambitious, was too big to be able to fulfill its promise of Decisions with Consequences.

The result is that Alpha Protocol has a tighter, more organic feel to it while Mass Effect's story is compartmentalized and bloated.

And don't get me wrong, Tuchunka is one of my favorite parts in any video game ever. Me and Wrex go out and fuck up a reaper, resulting in a high five so gnarly (and/or rad) that it ends the sterilization of an entire species. Thinking about it makes my eyes sweat. But after all is said and done, Wrex sticks around just long enough to bail out the Turians and then he disappears from the narrative until Earth but only for a short cameo.
And if you happen to be a complete monster and kill Wrex in Mass Effect 1, the story changes to Me and Urdnot Wrex Wreav go out and fuck up a reaper and there's a high five but it was kind of spur of the moment and didn't mean anything. Also, the Krogans can make babies again so Wreav sticks around just long enough to bail out the Turians and then he disappears from the narrative until Earth but only for a short cameo.
Nothing really changes.
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Post by John Magnum »

Nothing really changes in Alpha Protocol, either. You do the exact same missions, except with +15% to gun damage instead of -20% to gun volume. And maybe in a different order. You can do missions in a different order in Mass Effect too, whoaaaaa.

The most annoying thing to me was when I tried to join Halbech at the end, and I had to do *the exact same mission* as when I rebelled against Halbech. Literally, I had to kill the same guards and go through the same mission and fight the same people, and the only difference was that the final boss was reskinned. Pathetic.
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Post by ModelCitizen »

Wait, we're doing Alpha Protocol vs Mass Effect 3, and Alpha Protocol has to take shit for reskinning a single ending?

(Disclaimer: I haven't played Alpha Protocol. Come to think of it I should get on that, I even own the game from when it was $2 on Steam.)
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Post by echoVanguard »

Alpha Protocol was pretty great up until the ending. The ending was totally phoned in - a still image with some scrolling text. It was like they were trying to win some award for "Least Effort Spent Designing An Ending In A Modern Game". Also, Alpha Protocol was developed three years before ME3. It would be a lot more fair to compare it with the first or second Mass Effect games.

That being said, there's a lot of wiggle room for determining whether or not your decisions "matter" in a game, because that wording is both vague and subjective. In Skyrim, for example, you can kill an NPC, and they're dead. You might even get an inheritance from them. But you can't kill plot NPCs (no matter how much you might want to....DEATH TO GENERAL TULLIUS!) and you can't escape the essential rails of the plot. Honestly, I can't think of any CRPG where you can go completely off the rails and throw the whole plot into a tailspin. You can ignore the plot in some, or make some predefined choices that change an ending, but you can't suddenly make a sharp 90-degree turn and take the game in a totally different direction than the designers intended unless the game basically has no plot to begin with (Dwarf Fortress et al). Even in games like NetHack that allow you to do virtually anything there are still a lot of options arbitrarily forbidden to you (you can't leave the dungeon, you can't fight the gods, you can't punch out Moloch, etc). And as long as CRPGs don't design themselves on the fly, that will always be true.

echo
Last edited by echoVanguard on Thu Sep 20, 2012 5:10 pm, edited 2 times in total.
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Post by Leress »

Honestly, I can't think of any CRPG where you can go completely off the rails and throw the whole plot into a tailspin. You can ignore the plot in some, or make some predefined choices that change an ending, but you can't suddenly make a sharp 90-degree turn and take the game in a totally different direction than the designers intended unless the game basically has no plot to begin with (Dwarf Fortress et al).
The closest I can think of is the first Deus Ex.
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Post by Kaelik »

Actually, Morrowind you can kill people in the wrong order without doing all the stuff you are supposed to. It makes the plot completely incoherent, and is pretty much "sharp 90ing" the plot.

EDIT: Actually, Arx Fatalis. By glitching a bunch of things, you can totally do things in a weird wrong way that is super plot fucking.
Last edited by Kaelik on Thu Sep 20, 2012 6:56 pm, edited 1 time in total.
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Post by ishy »

echoVanguard wrote:That being said, there's a lot of wiggle room for determining whether or not your decisions "matter" in a game, because that wording is both vague and subjective. In Skyrim, for example, you can kill an NPC, and they're dead. You might even get an inheritance from them. But you can't kill plot NPCs (no matter how much you might want to....DEATH TO GENERAL TULLIUS!) and you can't escape the essential rails of the plot. Honestly, I can't think of any CRPG where you can go completely off the rails and throw the whole plot into a tailspin. You can ignore the plot in some, or make some predefined choices that change an ending, but you can't suddenly make a sharp 90-degree turn and take the game in a totally different direction than the designers intended unless the game basically has no plot to begin with (Dwarf Fortress et al). Even in games like NetHack that allow you to do virtually anything there are still a lot of options arbitrarily forbidden to you (you can't leave the dungeon, you can't fight the gods, you can't punch out Moloch, etc). And as long as CRPGs don't design themselves on the fly, that will always be true.

echo
Well all games and our reality all have limits imposed on what you can and cannot do. So I'm not 100% sure what would qualify here.
Would something like Drakengard count where you're playing a slaughter armies in melee / on a dragon (I think haven't actually played it) count, when you have the choice to have an alternate plot ending where you are teleported into our world on a dragon suddenly playing a rhythm game before you get shot down by jet fighters?
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Post by Wrathzog »

No, Drakengard doesn't count either because there is no narrative interaction between the different story paths in the game. To unlock Path B, you had to beat Path A. To unlock Path C, you had to beat Path B. To Unlock the Rhythm game, you had to beat all the previous paths (there's like 6 or 7?) and all of the bonus missions to unlock all the weapons and then get 100% with all of them (which involves a lot of grinding).
There's not much of a story to Drakengard anyways. That game's fucking weird.
Last edited by Wrathzog on Thu Sep 20, 2012 7:42 pm, edited 1 time in total.
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Post by ishy »

I thought no interaction between them was the entire point tbh.
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Post by Wrathzog »

Bleah, I got distracted. Hold on.

Refocus: Decisions Matter?
Take 2: Drakengard doesn't count because while your decisions decide which plot coaster you get to ride out until the end of the game, you have absolutely no control at a personal level. Caim runs around and basically just does his own thing regardless of how you feel about it.

Anyhow, this may need its own thread?
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Post by John Magnum »

If you compare Alpha Protocol's ending to Mass Effect 2's, then ME2's is better, Human Reaper and Illusive Man horseshit and all. And even if you compare Alpha Protocol to Mass Effect 3, unless you look at literally nothing but the last five minutes between when the Star Child shows up and the credits roll, Mass Effect 3 comes off pretty well.

Alpha Protocol has some clever stuff going on, but it's really not head and shoulders above every other RPG. For me, the gold standard consists of the two Witcher games.
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