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Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

James Garvin <jgarvin2004@comcast.net> looked up from reading the
entrails of the porn spammer to utter "The Augury is good, the signs
say:

>Damien Neil wrote:
>
>> In article <s6WdnYTLxus8s_rfRVn-qQ@comcast.com>, James Garvin
>> <jgarvin2004@comcast.net> wrote:
>>
>>>Gah! I'd like to see them mature ;-) While Heretic and DbtS are
>>>interesting, they aren't RPGs by far...I do like the direction that RPGs
>>>are moving with more interactive envrionments, living NPCs, and that
>>>real life feel (day/night cycles, weather, etc).
>>
>> Why, another decade or two and we may once again be able to bake bread
>> in an RPG!
>
>LOL
>
>> Ultima VII did well, didn't it? Why the heck hasn't anyone tried to
>> duplicate it in the past decade? Or did they, and I managed to blink
>> and miss it?
>
>I think the problem is that developers see the "small stuff" as just
>that. They don't think anyone really cares to create items, mingle with
>the locals, or have multiple solutions...they just chug along in their
>own way adding features as they go along. I think in about 5 years we
>will see another U7 :-(

The thing is, is there really a market for it, since a good portion of
the people who are into that will be playing UO or another MMORPG that
has those interactions/crafting?

Xocyll
--
I don't particularly want you to FOAD, myself. You'll be more of
a cautionary example if you'll FO And Get Chronically, Incurably,
Painfully, Progressively, Expensively, Debilitatingly Ill. So
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

On Thu, 21 Apr 2005 10:41:21 -0600, James Garvin
<jgarvin2004@comcast.net> wrote:

>Damien Neil wrote:
>
>> In article <s6WdnYTLxus8s_rfRVn-qQ@comcast.com>, James Garvin
>> <jgarvin2004@comcast.net> wrote:
>>
>>>Gah! I'd like to see them mature ;-) While Heretic and DbtS are
>>>interesting, they aren't RPGs by far...I do like the direction that RPGs
>>>are moving with more interactive envrionments, living NPCs, and that
>>>real life feel (day/night cycles, weather, etc).
>>
>> Why, another decade or two and we may once again be able to bake bread
>> in an RPG!
>
>LOL
>
>> Ultima VII did well, didn't it? Why the heck hasn't anyone tried to
>> duplicate it in the past decade? Or did they, and I managed to blink
>> and miss it?
>
>I think the problem is that developers see the "small stuff" as just
>that. They don't think anyone really cares to create items, mingle with
>the locals, or have multiple solutions...they just chug along in their
>own way adding features as they go along. I think in about 5 years we
>will see another U7 :-(

Personally I wouldn't want to bother with something as tedious as
baking bread in a RPG 😛 I'm not against some tediousness i.e. I
think modern day RPGs need more diseases and *BG* and the
option/requirement of having to eat or provide your PC with food
everyday. I know Morrowind had diseases which you could catch, but
they weren't severe enough I think.

If RPG developers are looking for more challenges for their games they
only have to look at real life and the original RPGs instead of
inventing rigid plot lines and convoluted stat/PC restrictions.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

On Tue, 26 Apr 2005 15:36:46 -0600, Blabbus Blabbibicus <blabbus@talk.com>
wrote:

>Personally I wouldn't want to bother with something as tedious as
>baking bread in a RPG 😛

I doubt many Ultima fans did either, but baking bread is a symbol of the
intricate realism of those games that few others have even begun to
approach.

>I'm not against some tediousness i.e. I
>think modern day RPGs need more diseases and *BG* and the
>option/requirement of having to eat or provide your PC with food
>everyday. I know Morrowind had diseases which you could catch, but
>they weren't severe enough I think.

"You have gained!: 1 point in constipation"
"Your melee skill decreased by 10%"

--
Michael Cecil
http://home.comcast.net/~macecil/
http://home.comcast.net/~safehex/
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

Michael Cecil <macecil@comcast.net> writes:

> I doubt many Ultima fans did either, but baking bread is a symbol of the
> intricate realism of those games that few others have even begun to
> approach.

It was also a way to reward experimentation. Little practical use in
the game, but something to do for some extra fun. The opposite
of a highly linear style where the game forcibly pushes you from
point A to B.

The realism is also a natural side effect once a game starts allowing
the players to use or combine items together; if the capability to use
a poison vial on a sword exists then it's a tiny step towards allowing
the use of water with flour and so forth.

Arx Fatalis also did this well, as an example of a modern game.
Though it was annoying that potion ingredients were quite common
while empty flasks were a rarity.

--
Darin Johnson
The opinions expressed are not necessarily those of the
Frobozz Magic Hacking Company, or any other Frobozz affiliates.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

On Wed, 27 Apr 2005 07:45:43 GMT, Darin Johnson <darin_@_usa_._net> wrote:

>Michael Cecil <macecil@comcast.net> writes:
>
>> I doubt many Ultima fans did either, but baking bread is a symbol of the
>> intricate realism of those games that few others have even begun to
>> approach.
>
>It was also a way to reward experimentation. Little practical use in
>the game, but something to do for some extra fun. The opposite
>of a highly linear style where the game forcibly pushes you from
>point A to B.
>
>The realism is also a natural side effect once a game starts allowing
>the players to use or combine items together; if the capability to use
>a poison vial on a sword exists then it's a tiny step towards allowing
>the use of water with flour and so forth.

I really like games where they've designed the world rules like that.
Let's the players accomplish goals in all sorts of unpredictable ways.
Much more fun.

>Arx Fatalis also did this well, as an example of a modern game.
>Though it was annoying that potion ingredients were quite common
>while empty flasks were a rarity.

Whatever happened to AF2? I recall hearing about a sequel in the works
but nothing since. Hmmmm...
--
Michael Cecil
http://home.comcast.net/~macecil/
http://home.comcast.net/~safehex/