Profile for Thuryl
Field | Value |
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Displayed name | Thuryl |
Member number | 869 |
Title | ...b10010b... |
Postcount | 9973 |
Homepage | http://thuryl.desperance.net/blades.html |
Registered | Saturday, March 30 2002 08:00 |
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RPGs with Unusual Mechanics in General | |
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written Wednesday, November 7 2007 03:40
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quote:Yup. It's not exactly the same system (each spell corresponds to a specific combination of reagents, rather than one item corresponding to one spell), but it's the same principle. Also, I don't really think the fact that a mechanic is used to the exclusion of other mechanics, or combined in an unusual way with other mechanics, makes it unique in itself. It may make the game unique, but not the mechanic. [ Wednesday, November 07, 2007 03:41: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Luck in Geneforge 4: Rebellion | |
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written Wednesday, November 7 2007 03:37
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Luck doesn't appear to significantly affect item drop rates: most of those items have a 1% chance to drop each time you kill the appropriate monster. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
The Silvar teleportation pylon in Avernum 4 | |
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written Wednesday, November 7 2007 03:28
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Isn't it in the park, near where the shade lives? -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Fantastical Thoughts On RPG Game Mechanics in Avernum 4 | |
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written Wednesday, November 7 2007 03:27
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You are not the first person to make this point, and you will not be the last. The reason the "hurr i am PLAYING a ROLE so it must be a ROLE PLAYING GAME" definition isn't widely used is that it's a pretty vacuous definition, and of little practical value in distinguishing genres. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
RPGs with Unusual Mechanics in General | |
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written Wednesday, November 7 2007 03:22
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quote:The "need consumable items to cast magic" mechanic was done in the Ultima series (among others), and the "mash button to empower special attack" mechanic was done in Super Mario RPG (and probably in other games that don't come to mind right now). -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
RPGs with Unusual Mechanics in General | |
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written Tuesday, November 6 2007 21:49
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quote:Character importation isn't a unique feature by a long shot: several classic RPG series, including Bard's Tale, Wizardry, Ultima, and Might & Magic, allowed you to import characters from one game to the next. The Djinn mechanics are interesting, but I'm not sure that any individual element of them is substantially unique either. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
RPGs with Unusual Mechanics in General | |
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written Tuesday, November 6 2007 03:57
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quote:I know you were joking, but there isn't really much of a similarity here. A monster captured in a Soul Crystal remains the same every time you summon it, whereas the whole point of capturing Pokemon is to level them up. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
RPGs with Unusual Mechanics in General | |
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written Monday, November 5 2007 18:36
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And I bet you were thinking of Breath of Fire 2 when you wrote the "minigames" section in your original post, weren't you? :P -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
RPGs with Unusual Mechanics in General | |
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written Monday, November 5 2007 18:02
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quote:I dunno, Phantasy Star 4 had at least a few combo attacks that you were likely to want to use. GrandCross was a boss-killer for most of the game, and Blizzard and Triblaster were good against regular enemies early on. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Fantastical Thoughts On RPG Game Mechanics in Avernum 4 | |
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written Monday, November 5 2007 05:22
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quote:The main question I would have about this is one of development resources: given X person-hours of time available, is it best to spend X hours on developing one game, to spend X/5 hours on developing five separate games, each with less depth and polish, or perhaps to spend X/2 hours on one big game and then X/10 on each of five little games? There are certainly RPGs that are rich in minigames, but minigames tend to be simplistic so as not to draw too much development time away from the main game, and they also tend to be optional -- and when their role in the game is too great, they tend to draw complaints. This presents an especial problem when the skills required to complete one game are radically different from the skills required to complete another: try to appeal to every kind of gamer at once and you're likely to end up falling between two stools. On a related note, I sure hope Spore doesn't suck. [ Monday, November 05, 2007 05:29: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Fantastical Thoughts On RPG Game Mechanics in Avernum 4 | |
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written Monday, November 5 2007 04:47
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That, I think, is the core of the problem. The more perfectly you separate different aspects of the game into components that don't interact with one another, the greater the extent to which you're not really making one game any more: you're making several different games bundled together. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Fantastical Thoughts On RPG Game Mechanics in Avernum 4 | |
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written Monday, November 5 2007 03:49
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quote:The trouble is that the more elements of a game are allowed to run according to their own internal logic, the more chances there are for that logic to conflict. Ultima VII had a well-known flaw allowing the player to bypass a number of scripted plot events by stacking up items and using them as a stepladder to climb over walls instead of going the way the game expected you to. See also: pretty much everything to do with the Elder Scrolls games. For example, early implementations of Oblivion's NPC AI system had an unfortunate tendency to cause NPCs, acting freely according to their own goals, to murder plot-important characters: the AI had to be made significantly less capable (i.e. less intelligent) in order to prevent this. In the philosophy of science, this kind of problem is called a "system accident". The greater the number of interacting variables in a system, the greater the risk that the system is prone to unpredictable negative interactions -- and you often can't remove the potential for unpredictable interactions without defeating the purpose of the system. [ Monday, November 05, 2007 03:50: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Fantastical Thoughts On RPG Game Mechanics in Avernum 4 | |
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written Monday, November 5 2007 02:22
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quote:While not exactly a traditional RPG, Deus Ex does something like this: you're generally rewarded with stat boosts for advancing the plot, regardless of how you do it. Most of the good ideas to come out of this thread have already been implemented in some form in one game or another. Can one game implement them all at once and still be playable? I'm not sure. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Name Choice in General | |
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written Saturday, November 3 2007 07:00
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quote:Terrapin, I'd guess, considering they're all named after mythological figures. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
geneforge3 using enhancements in Geneforge Series | |
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written Saturday, November 3 2007 04:39
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The Blessed Crystal and Runed Ruby aren't the best enhancement items you'll find, so put them on equipment that you expect to keep for a while but not forever. The Crystal adds a small bonus to hit if put on a weapon and a small bonus to dodge if put on a piece of armour: it's honestly not much good on either of them. The Ruby adds bonus fire damage to a weapon or fire resistance to armour: I prefer it on a weapon. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Left or Right? in General | |
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written Saturday, November 3 2007 04:07
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Having ef and Synergy agree with me is something of a new experience. Is April Fools' Day being celebrated in November now? -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Left or Right? in General | |
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written Friday, November 2 2007 03:46
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I did say "mostly". It's fairly uncontroversial that the left and right hemispheres tend to perform different functions, but the idea that there are "left-brained" and "right-brained" people is a huge generalisation based on fairly thin evidence. From your link: quote:In other words, the whole "left-brained" and "right-brained" business is based on a personality typing system that doesn't really have anything much to do with the left and right brain at all. [ Friday, November 02, 2007 03:50: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Left or Right? in General | |
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written Thursday, November 1 2007 20:46
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quote:They didn't. The whole right/left brain thing is mostly a load of pop-psych hooey. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Left or Right? in General | |
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written Thursday, November 1 2007 02:55
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quote:I can only see her rotating clockwise too. If I can be right-brained, then the term "right-brained" has lost all meaning. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
The Sky Is Falling...? in General | |
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written Thursday, November 1 2007 02:51
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quote:"I should question for myself and find my own answers" is a belief. Therefore, a school that teaches students to think for themselves is still teaching them what to believe. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
The Sky Is Falling...? in General | |
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written Wednesday, October 31 2007 14:44
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quote:Show me a politician who isn't a hypocrite and doesn't use bad science to make his points and I'll show you a politician who'll never be in office. In a political climate where whoever lies most outrageously wins, the only way for things to work is for everyone to lie equally outrageously and hope the truth will out in the end. If, as you say, the target audience is "people who take in propaganda without much filtering", it would be simply irresponsible for any side to stop producing alarmist propaganda and leave the other side's alarmist propaganda to stand unopposed. However good one's intentions, the effect of attempting to provide an honest and evenhanded presentation of the facts is to make oneself politically irrelevant. This moment of honesty will likely cause you to ignore anything I have to say in future, which will only serve to prove my point: you can't even be honest about being a liar. [ Wednesday, October 31, 2007 14:51: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
The Sky Is Falling...? in General | |
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written Wednesday, October 31 2007 03:25
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quote:The documentary contained nine false or misleading statements. Now, it's 94 minutes long. Average human speaking speed is 175 words per minute. Let's suppose that Gore spends half the film speaking. That means he says 8225 words throughout the course of the film. Now, if each false statement is, say, 20 words long, that means that 97.9% of what Gore said was completely true. I'd call that a pretty good average, as politicians go. [ Wednesday, October 31, 2007 03:26: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Fantastical Thoughts On RPG Game Mechanics in Avernum 4 | |
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written Tuesday, October 30 2007 15:55
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quote:Djur's much more of a Nethack fan, but he hasn't been here in ages. Alec is into Angband, though, and thinks that Nethack is a game made by and for autistics. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Fantastical Thoughts On RPG Game Mechanics in Avernum 4 | |
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written Tuesday, October 30 2007 06:56
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quote:I want your job. :( But seriously, I've observed the same thing in regard to handheld games doing their damnedest to add replay value, and I agree with you that it's not a phenomenon confined to handhelds. In general, people like to be presented with a certain amount of variation on a central theme rather than a completely unfamiliar experience every time. Likewise, my roguelike of choice is Angband, the hackiest and slashiest of them all (and given the nature of the average roguelike, that's saying something). -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
best creation combos for lifecrafter in Geneforge 4: Rebellion | |
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written Tuesday, October 30 2007 06:47
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It really is a bit odd. If Shaper Grim could teach you how to make War Tralls, they'd still suck, but they'd suck less. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |