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Inca wrote:I
I guess what I am asking for is a comment from fellow gamers-do you want some fairy-make-belief-RPG or a hardcore-kick you-in-the-nuts man's game?
Inca wrote:I want a tactical combat.
Inca wrote:I want to deal with water and food shortages.
Inca wrote:I want to deal with diseases.
Inca wrote:I want to deal with inventory weight.
Inca wrote:I want mounts and vehicles
Inca wrote:I want to create my characters and not just "roll" them
Inca wrote:In short I do not see why difficulties of survival have to be eliminated from the ravaged world. Why simple common sense realities are an impediment to the story or Game play-they are the game play and the story.
Inca wrote:I guess what I am asking for is a comment from fellow gamers-do you want some fairy-make-belief-RPG or a hardcore-kick you-in-the-nuts man's game?
SniperHF wrote: The more of this stuff you add the less of a CRPG it is and the more of a management game it is.
Inca wrote:I want a tactical combat.
I want to deal with water and food shortages.
I want to deal with diseases.
I want to deal with inventory weight.
I want mounts and vehicles
I want to create my characters and not just "roll" them
I guess what I am asking for is a comment from fellow gamers-do you want some fairy-make-belief-RPG or a hardcore-kick you-in-the-nuts man's game?
Inca wrote:SniperHF wrote: The more of this stuff you add the less of a CRPG it is and the more of a management game it is.
I do not know what a "management game" is but even dumbest platformers have some sort of resource mangement. I am saying we need to manage resource that matter. Every RPG has resources: potions, scrolls etc. However in Post Apocaliptic games this mechanism either magically skipped, or you just magically "find" stuff in the loot. All te resources have been found already and people either need to make them, trade them, or fight for them, but the key point is that water and food and ammo have to be scarce and they have to be essential not optional.
paultakeda wrote:The title of this thread sounds like what a publisher would tell Fargo on one of his pitches.
What's odd is that his idea of old school RPG seems to be making an 8-bit DOS game, which is not what old school RPG means. Wasteland combat was not a simple dice roll and included movement a party split tactics. Wasteland dealt with water using a water canteen and as krellen pointed out there is no food shortage (Wasteland is not set in a time when survival was difficult, especially for a trained ranger team). Animations, graphics and character creation are all being updated not because they did not exist 30 years ago (they did) but because we can do a lot more to enhance these aspects and still have an old school RPG.
As for all the stuff he wants that he thinks is not "old school RPG", all of that can be incorporated but they should be incorporated in such a way as to use and enhance/expand upon the core mechanic of an old school RPG; in this case, the Wasteland MSPE skill-based system.
The thing is what I'm seeing is not that people don't want an old school RPG but rather they want to shove a lot of game genres into this one game. Let's keep our eye on the ball, here. Wasteland IS an old school RPG, but that does not mean what Inca is describing.
paultakeda wrote:The title of this thread sounds like what a publisher would tell Fargo on one of his pitches.
SniperHF wrote:Once you have over come the challenge of starvation once, you've basically figured out the system and can move on. I don't see the need to have a hunger dynamic that is constantly forced upon the player. Something like the Canteen is a perfect example of how to include this element in the way I described without adding layers and layers of management. Once you figured it out it's no longer intrusive on the core gameplay.
BrokenToaster wrote:I've seen a couple of people on this board state they didn't want to "roll" their character, but wanted to "create" them instead, but I'm not really sure what that means in gaming terms and would be interested in some explanations or examples.
I want a tactical combat.
I want to deal with water and food shortages.
I want to deal with diseases.
I want to deal with inventory weight.
I want mounts and vehicles
I want to create my characters and not just "roll" them
BubbaBrown wrote:Trouble is that many people have gotten a bit too attached to technical limitations and attributed these limitations as being the aesthetic of Wasteland. Hence, many seek to reintroduce those limitations and technical workarounds back into Wasteland 2 without really taking a good look at them and asking if they really add that much to the experience.
paultakeda wrote:Yeah, not sure either. To me rolling introduced an element of chance to character creation that I enjoyed. Can it be improved? Certainly. Perhaps it rolls in such a way that there is a limited point pool from which it can randomize the attributes, then you have a small point pool to enhance any attributes you want to enhance. That would combine the element of chance with some customization.
I want a random roll because I will very likely lose rangers along the way. By the tenth ranger, having to assign all the attribute points one at a time is gonna get boring. I like the element of chance here ("Bring on the next recruit! Oh... huh, you're kinda short and skinny... well, gear up! (ST 6)"). So even if the character creator allows you to distribute all the points I still want a button for "Quick Roll".
BrokenToaster wrote:I think a lot of people are turned off by roll systems because they've become addicted to templates that provide optimized characters. Just an opinion.
I can explain it to you, but I can't understand it for you.
ffordesoon wrote:I do quite like survival mechanics, though. For the record.
paultakeda wrote:I'm of the opinion that templates and point buy allows people to min/max, making it much easier to game a system. "I'm rolling a wizard, so who cares about strength or wisdom."
The other thing is that WL's MSPE makes it almost inconsequential. Leveling raised attributes, so you could slowly focus your character as he/she trained, which to me is far more realistic than having attributes more or less set from the beginning.
Frankly, there is a lot of potential left in MSPE and I'm really excited Stackpole and St. Andre are on board. This is why I think the title of the thread is rather insulting as the OP's concerns are actually not about "old school RPGs" at all yet I get the feeling some eyebrows are being raised at inXile.
paultakeda wrote:I'm curious: what do you feel is anachronistic that people want to retain?
paultakeda wrote:I'm of the opinion that templates and point buy allows people to min/max, making it much easier to game a system. "I'm rolling a wizard, so who cares about strength or wisdom."
BubbaBrown wrote:The limited save system. That really is a a true technical limitation.
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