paultakeda wrote:I'm curious: what do you feel is anachronistic that people want to retain?
No saves/limited saves is one.
People seem to think that made it Hardcore?!??!? Whereas I think it was just annoying.
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paultakeda wrote:I'm curious: what do you feel is anachronistic that people want to retain?
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?
BubbaBrown wrote:paultakeda wrote:I'm curious: what do you feel is anachronistic that people want to retain?
The limited save system. That really is a a true technical limitation.
Kickstarter Page for Wasteland 2 wrote:This is probably the last chance for a Wasteland sequel. We have tried to pitch this game multiple times to game publishers, but they’ve balked. They don’t think there’s any interest in a solid, old school type of game. This is our shot at proving them wrong. And more importantly this could help bring back an entire genre of RPGs.
Roger Wilco wrote:I realize that the OP went into more detail than that, but really I don't get the point of people that see Fargo come out and start a kickstarter saying "We are going to make an Old-School RPG, and not worry about trying to reach the audience that isn't interested in that kind of game" and then think that they shouldn't make an old school RPG.
I can explain it to you, but I can't understand it for you.
Inca wrote:Wouldn't it be great if the game provided visual and sound cues and actual mechanics to play off that imagination? Wouldn't it be great if a blistering sun drenched landscape started to shimmer and distort in mirage, and sound of heavy breathing of your crew and squeaking of backpack straps would accompany their walk and a raspy voice of your companion asking you for a bit of water broke the silence of the wasteland? Wouldn't it be great if one of them stated to wobble and fell on his her fours unable to take another step, because you bought a fancy samurai sword instead of extra 10 liters of water?
krellen wrote:No, not really.
Inca wrote:krellen wrote:No, not really.
May I ask why?
Inca wrote:What I call an "Old school game" is a game that desperately tries to avoid any touch of reality. I perfectly understand why, because their roots are in pen and paper table games and it is hard to implement any kind of modeling of real situations, when your tools are pen and paper. Hence the use of primitive algebraic expressions and a dice roll to model any outcome. But since those old days, what was just a coping mechanism, to make board game playable all of a sudden became some sort of a sacred art form, that horrible neophytes like myself are trying to subvert. People forget that now we got computers, and all the little processes that were "modeled" with a roll of a dice, could actually be calculated through, with acceptable degree of precision. All the data that no one wanted to bother keeping track of in the board game can be easily tracked with a computer.
Inca wrote:So when I "oppose" the "Old school games", what I am saying to the people that are clinging to the pen, dice and paper religion - we all can have a richer experience if we just stop being afraid of a little innovation and introduce a couple of new features to the old title.
Inca wrote:One pet peeve of mine is that "the purist crowd" constantly says that they are using their imagination (as opposed to us dumb newbies, though technically they have no way of knowing how old anyone is or what gaming experience they had) they are playing a character.
Inca wrote:So it is always puzzling to me, why their imagination would fail to serve them when it comes the time to imagine walking with 100 lb backpack in Arizona sun with an ounce of water left in their canteen? Or trying to imagine pressing their bodies into the ground and trying to shrink as much as possible when bullets start wheezing all around them?
Inca wrote:Wouldn't it be great if the game provided visual and sound cues and actual mechanics to play off that imagination? Wouldn't it be great if a blistering sun drenched landscape started to shimmer and distort in mirage, and sound of heavy breathing of your crew and squeaking of backpack straps would accompany their walk and a raspy voice of your companion asking you for a bit of water broke the silence of the wasteland? Wouldn't it be great if one of them stated to wobble and fell on his her fours unable to take another step, because you bought a fancy samurai sword instead of extra 10 liters of water?
krellen wrote:The industry isn't hurting for the experience you're advocating, Inca
I think the first time I really understood that we had something special with Wasteland was when, courtesy of Interplay, I got to attend a game developers meeting at EA. In various conversations with other game developers I learned what cool things they had going on in their games. I realized that everything each one of them was doing—their one special thing—was something we had going on in Wasteland. All of them.
Inca wrote:What is it that I suggest that would be a deal breaker for you?
krellen wrote: I don't want to "forge a consensus" with you. Every time I have to have this conversation, I want to cry, I want to scream, I want to pull my money out of the project for fear Brian Fargo will listen to you and make your fucking modern fucking post-Apocalyptic game and leave me in the fucking cold.
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