Moderator: JC Denton
by Molloy » 09 Mar 2008 17:01
by PetitPrince » 10 Mar 2008 00:10
xwd wrote:the awesome potential of MMORPGs
by HeavyElectricity » 10 Mar 2008 02:09
by Jedah » 10 Mar 2008 03:28
by icycalm » 10 Mar 2008 05:53
PetitPrince wrote:There's no grinding for in-game achievement (it is done automatically) and most of the interesting part of the game is through player interactions. Thus, since the game itself is pretty boring, there's a fine amount of remarkable meta-game: war, espionage, assassination, scam, and all these thing are within the game rules.
Evo wrote:icy, in the article you write that stats must be hidden from the player.
Do you mean to include base stats that give the measure of your character? Or only the calculations?
by Evo » 10 Mar 2008 06:58
by PetitPrince » 10 Mar 2008 20:08
Anyway, it's a phrasing issue; I do understand what you are saying. I don't, however, understand why you are saying it. Eve is certainly one of the better MMORPGs, but you are still role-playing a peon in it.
If that's what you are looking for, I guess you should be happy.
by Molloy » 10 Mar 2008 20:52
by icycalm » 11 Mar 2008 04:15
by Jedah » 11 Mar 2008 14:49
by Morzas » 13 Mar 2008 23:20
Since TSR's writers and most of their initial customers came from a wargaming background, official D&D modules (i.e. ready-made adventures) tended to focus on dungeon crawling and excessively time-consuming combat. But as the game exploded in popularity, and as other companies started entering the field, the focus began to slowly shift. Later games such as White Wolf's Vampire: The Masquerade (1991) moved further away from role-playing's wargaming roots by emphasizing plot and character development over rules and combat, and the trend has continued apace ever since, with modern games such as Sorcerer (2002) and Dogs in the Vineyard (2005) going as far as to adopt a so-called narrativist approach to role-playing (the goal of which is to promote the emergence of some kind of value-judgement through in-game events).
by icycalm » 14 Mar 2008 00:47
Morzas wrote:This block of text is accurate, but you seem to be forgetting that the rulebooks don't run pen and paper RPGs, the DMs do.
Morzas wrote:This paragraph reminded me of this rant that's been floating around the D&D blog world as of late
Morzas wrote:except your paragraph is factual while his is whiny and opinionated.
by Morzas » 14 Mar 2008 04:53
by icycalm » 15 Mar 2008 23:46
I ditched the numbers that indicated player health for blue bar-graphs that turned red as the player got damaged. This system is widely used not only in RPGs but in fighting games such as Street Fighter and Virtua Fighter today.
by Jerry Whorebach » 18 Mar 2008 11:03
by icycalm » 18 Mar 2008 11:20
by Jerry Whorebach » 18 Mar 2008 12:46
by icycalm » 19 Mar 2008 00:26
by zinger » 21 Mar 2008 00:50
by icycalm » 21 Mar 2008 06:32
by Randorama » 25 Mar 2008 10:35
by icycalm » 26 Mar 2008 07:45
Randorama wrote:Speaking of which, I wouldn't say that Vampire was the first game to trigger the shift on actual Role-Playing, but that would be somehow excessive nitpicking: the early efforts from Chaosium may be seen to have paved the way, from my own partisan point of view.
Randorama wrote:And no, I wasn't a a serial killer DM. Sometimes lucky with dice, though.