Moderator: Rangers
suz wrote:However some things can't be implemented as mods. Stealth, weapon improvements, crafting, procedural NPCs. and that's just a few topics I visited recently, none can be implemented as a mod.
suz wrote:That's a good idea. However some things can't be implemented as mods. Stealth, weapon improvements, crafting, procedural NPCs. and that's just a few topics I visited recently, none can be implemented as a mod.
Plus a lot of stuff about that game felt incomplete, which most likely had to do with limited time and resources being spread over too many routes.
Drool wrote:Rather depends on how extensive the tools are. Using the Elder Scrolls Construction Kit, people have done full conversions of the games, especially Morrowind.
suz wrote:Plus a lot of stuff about that game felt incomplete, which most likely had to do with limited time and resources being spread over too many routes.
I'm not advocating for spreading resources throughout all kinds of endeavors.
What I'm advocating for is implementing moderate amount of game mechanics.
A huge amount of quests with little game mechanics would resemble at best - a point and click adventure at worst a book with pictures.
Color Blotch wrote:I don't think anyone would disagree with that. The point isn't whether this or that feature should make it into the game and how complex the game mechanics should be as result. Maybe we should incorporate every suggestion on this board, I don't know and it's not for me to decide. The point is that for each and every such feature there should be a concrete decision - it either makes it into the game or it doesn't.
jonny_p66 wrote:I would actually want the opposite of this.
Always in games it annoys me that I can't customize it just the way I want.
IMO there should be as many easy to access options as possible, all with default settings and a big reset button.
Plenty of options is potentially one of the best ways to fix nit-picking problems that could plague the game.
I can see the idea behind artistic integrity and delivering a fixed experience, but at the end of the day it's just a game, and touch on wood it'll be classic, but, if it turns out to be a mediocre experience, a complete lack of options and customizability could kill it stone dead *cough rage cough*
abyss wrote:No need to worry.
" The aim for Wasteland 2 is to create an entirely customizable experience: 'the entire experience in itself is one big customizable feature.'"
-Brian Fargo
Ronin73 wrote:What I don't like is the ability to change it after the fact. For me, that just defeats the purpose of offering the options in the first place.
paultakeda wrote:Yes, because the party system is conducive to changing how you play the game, not because you want to tweak the game mechanics.
I support that. I do not support needlessly changing the rules of the game.
abyss wrote:When you have Brian Fargo emphasizing in interviews that the "entire experience" is "entirely customizable", it means that you can expect more than just basic party creation.
Brian Fargo wrote:the entire experience in itself is one big customizable feature
abyss wrote:It's a bit silly to pretend options and toggles haven't been around for-fucking-ever (Pool of Radiance says hi), only expected by gamers from a new era of "entitlement" (my God, if "entitlement" isn't becoming the most randomly bandied, overused meme on the internet). Classic RPGs originate from PnP games run by DMs, experiences that were custom tailored to the party playing.
abyss wrote:However, if Wasteland 2 somehow ends up only having one sadistic, ball-busting, Dark Souls difficulty, where you have to plan for everything, discovering and refining new tactics through numerous deaths, I'd be for that too
paultakeda wrote:abyss wrote:However, if Wasteland 2 somehow ends up only having one sadistic, ball-busting, Dark Souls difficulty, where you have to plan for everything, discovering and refining new tactics through numerous deaths, I'd be for that too
So would I.
Psychochink_ wrote:And I really don't want to have to waste my valuable time screwing around with the mod kit so I can play the game the way I want to play it, just because it's been designed to cater to the 'hardcore' market.
Edit: Now you kids get off my lawn.
Psychochink_ wrote:So do you refuse to play Fallout 1 & 2, because they have difficulty sliders and that offends you?
paultakeda wrote:I want the devs to concentrate on as balanced a game as they can get. That means no options or toggles or modes that significantly alter a balance established by the game design or significantly affect the division of resources for game development.
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