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Geek Culture / Elder Scrolls 4: Oblvivion

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Gil Galvanti
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Posted: 2nd Sep 2005 16:29
Wow...wow...and wow. THIS is truly the next generation of gaming. I'm speechless. Then you think the graphics are perfect, just look back at the October 2004 issue of Game Informer magazine, if you get it, or just look at the "Previews" section, and it may have something half as amazing as the GI interview. It's perfect. Heres video's and screenshots.
http://pc.ign.com/objects/702/702491.html

Video games…they take you places unreachable, unfeasible. Putting you in the book...putting you in the movie...putting you in a world, that before could only be imagined. expage.com/piratesmainpage.
Megaton Cat
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Posted: 2nd Sep 2005 16:47 Edited at: 2nd Sep 2005 16:49
It's amazing how immpressed people get by a bloom effect.

Anyway, game looks nice. Is this actually FPS?


The future is here, and I can't afford it.
Perokreco
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Posted: 2nd Sep 2005 17:40
Its a first person RPG, like Morrowind.
JoelJ
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Posted: 2nd Sep 2005 17:47
Quote: "Its a first person RPG, like Morrowind. "

looks good, but i hope it's better than Morrowind...as in, not so boring. I had more fun brushing my teath after eating corn-on-the-cob than i did playing morrowind

but the graphics in this are amaizing


Eat some of dat cheese
Arkheii
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Posted: 2nd Sep 2005 18:20
I really hope it doesn't end up like Morrowind, though. It was very buggy and felt unfinished in many points, but I loved it for the sidequests. Morrowind is one, big, sidequest. But the reviewers were right: it looks good, only as a slideshow.

Still, it's the only real RPG out there, even if it is still hack and slash and stat based. Oh, the guilty pleasures of thieving from over 10 ft. away... I love those enchanted items.

Don't worry, be Wahoo!
Fallout
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Posted: 2nd Sep 2005 18:53
I reinstalled Morrowind yesterday to just see how my new GFX would handle it (used to get slow down on my 5600 occasionally). I uninstalled it before I got past the character setup.

It still looks pretty good though and I love the fact you have a whole world to explore at will. When I played it before, I just built up a huge melee character and went around robbing and murdering people who were stupid (or trusting) enough to live outside of the main towns. Eventually I was so notorious I couldn't sell any of my booty and was having to kill town gaurds everywhere I went. Awesome.

The rest of the game felt quite ropey and character animation and combat was a bit dodgy too, but it was potentially awesome. If they can iron out all those problems and still give me the freedom to go around and lay waste to the occupants of sleepy hamlets, then it will be the greatest RPG of all time.

I'm glad someone is still making single player RPGs.

Arkheii
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Posted: 2nd Sep 2005 19:16
Quote: "I'm glad someone is still making single player RPGs."


Instead of making prepaid chatrooms where you can digitally kill people? Amen.

Don't worry, be Wahoo!
Dot Merix
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Posted: 2nd Sep 2005 19:37
Quote: "Instead of making prepaid chatrooms where you can digitally kill people? Amen."


Hey now! There's something to be said about MUD's allowing the imagination to create the environment you're reading. It's the same reason why people prefer to read a book rather than watch the movie version of it, or if they did read the book, why they're dissapointed with the movie version.



WindowsXP Home(Service pack 2), Athlon XP 2400+(2.01Ghz), 1GIG Ram, Ati Radeon 9800Pro 128MB.
Arkheii
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Posted: 2nd Sep 2005 19:43
I wasn't talking about MUDs, they're a genre of their own. Besides, MUDs are free.

Now, about MMORPGs...

Don't worry, be Wahoo!
Raven
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Posted: 2nd Sep 2005 21:09
I wasn't impressed by the first one... most off-line RPGs kinda suck, most on-line RPGs kinda suck. There's only a few that really stand out and are awesomely fun.

That said, most 'RPG Nuts' will argue with you til the cows come home that Zelda and Crystal Chronicles aren't RPGs. About the only Semi-Innovative titles to breath life into the Genre if you ask me. Most are generic rehacks of MUD or Pencil & Paper RPGs.

Difference being a Paper RPG is designed to last an evening, with your mates. Not like 60hours of mindless leveling just to beat the only new monster you'll meet after the opening credits.

Mnemonix
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Posted: 2nd Sep 2005 21:21
A paper RPG is not designed to last an evening. Its divided into evening length sessions. They are by far the most absorbing kind.

WE SHALL BECOME ALL POWERFUL! CRUSH THE LESSER RACES! CONQUER THE GALAXY! UNIMAGINABLE POWER! UNLIMITED RICE PUDDING ! ! ! ETC. ! ! ! ETC.! ! !
JoelJ
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Posted: 2nd Sep 2005 21:49
my friend plays some twist of DnD called D20 or something, i dont know, i personally think it's stupid, he goes every friday at 4pm and doesnt get back until 1 or 2 in the morning, it's just SICK


Eat some of dat cheese
empty
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Posted: 3rd Sep 2005 02:01
A far better single player RPG (in my opinion, let me stress that before I get flamed again ), is the Gothic series.


Play Nice! Play Basic! Version 1.088
BenDstraw
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Posted: 3rd Sep 2005 05:55
Final Fantasy 7 and 8 are in my opinion the best single player rpg's

Your signature has been erased by a mod. Please do not use inappropriate words.
Kohaku
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Posted: 3rd Sep 2005 06:10 Edited at: 3rd Sep 2005 06:10
Final Fantasy VIII has to be my favourite game, ever. If Lexa Doig wasn't so hot, then there'd be some sign of that feeling in the 50 by 50 graphic representation of myself.

*sweats*


You are not alone.
Dot Merix
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Posted: 3rd Sep 2005 07:15
Quote: "I wasn't talking about MUDs, they're a genre of their own. Besides, MUDs are free.

Now, about MMORPGs...
"


*Buzzer sounds.. AIIIIIIN.. WRONG*.. well, not really.. A lot of muds are free... Not all of them however..

I know of a few companies which charge for their MUD's including Simutronics(Dragonrealms, Gemstone IV, Modus Operandi, Alliance of Heroes etc)



WindowsXP Home(Service pack 2), Athlon XP 2400+(2.01Ghz), 1GIG Ram, Ati Radeon 9800Pro 128MB.
BearCDPOLD
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Posted: 3rd Sep 2005 08:13
Morrowind was pretty boring. This one looks cooler, it better be cooler.


I'm going to eat you!
Arkheii
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Posted: 3rd Sep 2005 08:27 Edited at: 3rd Sep 2005 08:34
@Merix: You're actually proud to say that some MUDs aren't free? I used to have classmates who played MUD for free, which is where I got that impression.

About the imagination thing, one person used that as an excuse to make MUDs sound better than graphical games. I've seen my other classmate just mash the keyboard while looking at the highlighted text.

@Bear: It's a game coming from the same company/developers, Dilbert

Love the video.

Don't worry, be Wahoo!
Teh Go0rfmeister
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Posted: 3rd Sep 2005 11:28
you guys heard about th eAI in this game? truely fascinating...

Raven
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Posted: 3rd Sep 2005 15:37
you forgot Legend of the Red Dragon, that's still $10... obviously they still sell which is odd lol

Quote: "A paper RPG is not designed to last an evening. Its divided into evening length sessions. They are by far the most absorbing kind."


dunno, the ones I've always played were like an evening of entertainment.. I mean you could continue each time you played but personally I found them boring after the first few hours. Most interesting time was when making a new character.

I always liked the Dungeons and Dragons board game though, the one with the set dungeon design. That was cool. And Warhammer: Hero Quest was another favourite. I definately prefer the things that only take a few hours; then you start again.

Probably why I prefer Warhammer 40,000 more. I can tweak my armies to no end off the battlefield then each battle lasts depending on the skills of the gamers.

Fallout
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Posted: 3rd Sep 2005 16:57
I'd just like to mention the two schools of thought on RPG combat - the turn based system and the realtime realistic system. There are few people who like both.

One of the reasons I dont like any of the FF series or MMORPGs is the turnbased combat system. It's complete personal preference, but I think this is one of the worst features a game can employ. A fully realtime, walk around explore do stuff type game, then moves into a "turn based"/"click what move you want" type of game in combat. It totally removes the absorbtion for me.

I still can't really get into the mind of a game player who likes to sit back and choose a move, or select a magic ability etc. and allow luck and stats to govern damage and if they strike. To me an RPG should be involving and the combat should be gritty and tense. Even though Severance is not an RPG, the combat in that is the best fantasy combat I have experienced (proper hardcore, tense, epic battles with hands on control and sweaty palm action).

Even though the combat in morrowind was ropey, I still think it's in the right direction, so hopefully they'll have improved upon it, added some more moves, improved blocking and striking etc.

AluminumPork
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Posted: 3rd Sep 2005 17:13
The most incredible and *me wants* game lately for me is Age of Empires III. They are truely the most beautiful graphics I've ever seen in a game, let alone an RTS. http://ageofempires3.com

P4 2.4Ghz HT, 512MB RAM, ATI Radeon 9600 128MB, 19" Samsung SyncMaster 997DF, 80GB HD

Arkheii
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Posted: 3rd Sep 2005 17:17
Quote: "To me an RPG should be involving and the combat should be gritty and tense."


I remember when I was a level 2 sapling, I was running away like hell from a little kwama worm. >_< Good days...

Don't worry, be Wahoo!
Fallout
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Posted: 3rd Sep 2005 17:26 Edited at: 3rd Sep 2005 19:27
haha. What game was that? There's nothing wrong with a bit of fear in an RPG. Run away, live to fight another day, level up, come back, cut his freakin head off!

And for those of you who have never seen Severance in action, I quickly reinstalled it and killed the first four enemies and captured it on Fraps. Normally combat is much more hardcore and drawn out than this, but the violence is always this good.

Severance (WMV - 5MB)

I seriously think this is a milestone that all swordsplay combat engines should be based on.


Edit: Just watched a trailer for Oblivion and it sounds like Patrick Stewart doing the voice over. Interesting stuff. I wonder if he's doing voice acting in the game?

Eric T
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Posted: 3rd Sep 2005 20:46
That severance game looks pretty cool, I may have to check that out sometime.


Quote: "Just watched a trailer for Oblivion and it sounds like Patrick Stewart doing the voice over. Interesting stuff. I wonder if he's doing voice acting in the game?"


Yeah, I belive he's doing the king in the actual game (atleast the cutscenes, so alot of narration by him I bet). I wonder if he'll ever say "Kings Log, Oblivion Date XXXX: ..."

http://blog.myspace.com/erict An Alternative to Mouse's blog. Now with more lowbrow opinions.** Warning - explicit language**
Grog Grueslayer
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Posted: 3rd Sep 2005 20:59
Quote: "my friend plays some twist of DnD called D20 or something, i dont know, i personally think it's stupid, he goes every friday at 4pm and doesnt get back until 1 or 2 in the morning, it's just SICK"


The best paper role playing game is Paranoia. A comedy game where The Computer makes clones of everybody (each player gets 6 clones... 6 player deaths) and tells everybody to go kill commie mutant traitors. The only game in the world where: Happiness is mandatory.

Yes, friend Computer... I am happy.

http://www.paranoia-live.net/news.php

Mnemonix
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Posted: 3rd Sep 2005 21:01
PARANOIA r0x ur S0X!!!!

WE SHALL BECOME ALL POWERFUL! CRUSH THE LESSER RACES! CONQUER THE GALAXY! UNIMAGINABLE POWER! UNLIMITED RICE PUDDING ! ! ! ETC. ! ! ! ETC.! ! !
Ian T
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Posted: 3rd Sep 2005 22:13
Quote: "And for those of you who have never seen Severance in action, I quickly reinstalled it and killed the first four enemies and captured it on Fraps. Normally combat is much more hardcore and drawn out than this, but the violence is always this good. "


Funny, I was just playing Blade of Darkness today. It is pretty fun, although extremely repetetive.

Good old 2001 games - they don't look too great (despite its ahead-of-its-time shadowing effects), but you can turn up the DirectX antialiasing on max and they still run at smooth speeds, so that's cool

If I looking for blog
Great Knight
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Posted: 3rd Sep 2005 22:54
I think I will get the Elder Scrolls game. I never played the original, but I heard you can keep jumping and get better at jumping.
So I am going to keep the game on all day and have a coin to keep the space bar down. So I will be jumping so much that I will eventuall be jumping over buildings and shooting monsters with my bow and arrow.


Some single player RPGs that are fun.
Never Winter Nights is a good single player RPG.
Not sure if any one played NOX here(it was made by westwood, which is now owned by EA so they dont exsist any more), but that game is great. It has fun muiltiplayer also. Capture the Flag,Death Match, Survival,Team Death Match,Some Ball Game.

I like Capture the flag in NOX the most. All the summoners would summon all these monsters to guard the base and flag. Just put a few Wisps and Mimics with a Iron Golem to guard your flag its funny to see them run into the flag room and get swarm by monsters.


Last night I was playing some Ultima 0 and Ultima 6 and night before was playing Ultima online on my personal server. Was fun. So not all Single player RPGs are bad.(of course i died a lot in Ultima 0)

Dazzag
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Posted: 4th Sep 2005 01:58 Edited at: 4th Sep 2005 01:58
Quote: "The best paper role playing game is Paranoia"
Sounds a bit like Kil'n People. Great book that one. Clone yourself to do the shopping, go to work, blah blah blah, then upload them all into your mind at the end of the day. So you can do all the good stuff at home My idea of heaven. Although cracks obviously appear (if someone was the *best* ever waiter (or whatever) then obviously everyone would only ever want to employ your clone, and *noone* elses for example).

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Mnemonix
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Posted: 4th Sep 2005 02:10
paranoia was a drinking game as well. It was set in a dystopia and you had a 6 pack (representing your 6 clones). The basic idea of the game was to f*ck everybody over and survive.

Oh yes, knowledge of the rules was a criminal offence.

WE SHALL BECOME ALL POWERFUL! CRUSH THE LESSER RACES! CONQUER THE GALAXY! UNIMAGINABLE POWER! UNLIMITED RICE PUDDING ! ! ! ETC. ! ! ! ETC.! ! !
Tinkergirl
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Posted: 4th Sep 2005 02:37
The thing is, while Severance was great (any game where you can beat someone to death with the severed arm of their friend has something special) it wasn't a roleplay game.

Some people define RPG combat as instead of being dependant on your skills, it depends on the skills of your character.

Morrowind (and Daggerfall before it) compromised by determining how often you hit, and for how much, by your character skills. But you could 'choose' the attack you used, and when you pressed the button (how fast you could click was still skill based).

The mmorpgs ended up that way (turnbased) because accurate timing was a problem in the beginning.

The difference is between combat that is 'strategy' or 'action'. You can have strategy in an action combat system, or action in a strategy system. But it's usually one or the other and some people don't like it to be all about the reflexes
enthusiast
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Posted: 4th Sep 2005 02:57
Im MMORPGS I think turnbased gameplay is easier for the servers to manage. Also your succes being somewaht reliant on your stats encourages the player to play more, meaning lots of players and more profit for the company that runs the game.

As for Elder scrolls. I think it's a fine game with a nice concept. I t has some quirks here and there but basically, it's its concept that makes fans want to play it, you know being open-ended and all. And I think Oblivion looks great, and it nicely uses some nice technologies like parallax mapping and speedtree. I heard somewhere that the early screens for Oblivion does not show its real time shadow system yet, but I heard that it will be amazing. I've also heard that in Oblivion hitting will be based on collsion instead of your character's hit rate stat.

System: AMD Athlon XP 2200+, nForce 2 ultra 400, 256 MB PC-2700 RAM, 40 GB 7200 Hard Drive, Geforce FX 5200 128 MB (64-bit), 56K modem
Fallout
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Posted: 4th Sep 2005 03:51 Edited at: 4th Sep 2005 03:53
@Tinkergirl

For sure. I agree totally that if you stick the severance combat engine into an RPG, you're missing a whole swathe of RPG leveling up features. It's awesome to gain that combat experience and have a character that is hard, irrespective of how good you are, but I think there should be some sort of balance.

Ideally for me, I'd see the severance combat engine used in a combo type of leveling up way. I know severance isn't an RPG, but you still level up and gain access to new special moves, so that's a start (and could be expanded). Also, your power metre levels up, and you get more energy to perform more attacks in succession - another level up feature (which could be expanded upon). If they added a few more features such as the actual attack time decreases (so attacks start slow, but speed skills increase the speed of all of those attacks) then you have what I think is a good RPG combat engine. They can add things like, you must use bladed weapons more to become skilled in them and access those moves, and be able to use larger bladed weapons etc.

Take that engine out out, and put that in a good RPG with spells, more ranged weapons (also done quite well in severance), and all the usual story/character development, I think you're there.

Severance on its own - action, with no RPG feel to it. But the severance combat engine in a good RPG with some more levelling up battle features, I think you'd have something special.

Edit: Ahh, forgot - that system also rewards player skill, rather than just play time, which I think is always good. If you're crap at fighting, take up another profession, but if you find your an expert at swordsplay, then use it to your advantage.

Tinkergirl
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Posted: 4th Sep 2005 04:08
Fallout: I'd class Severance as one of those 'Action with Strategy'. I remember (it's been a while) that you could get better with experience in Severance, and you could end up with a slightly different character to another player at the end depending on playstyle. Which is where the strategy aspect of it comes in (over and above the 'which attack should I use on this enemy?' strategy).

But here's a question - with Severance, your skills at the action part of the game - quick reflexes and pressing the right buttons - determined your progress. How would you transfer that to a spell system in your 'ideal rpg'? I've always been interested in spell systems in games, been dissapointed in the 'click the button and magic happens' system.

Would you use gesture recognition? Speech recognition? (Personal favourite of mine.) Directional combos (for an 'up up down down' style spell casting)?

How would you make spell casting, player skill based as well as character skill based?
Fallout
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Posted: 4th Sep 2005 04:41
haha. She asks tough questions ....

I would say for projectile type spells (fireball, iceshard and all that jazz), you'd use a similar system to the bow in severance. You'd have some sorta charge and release system and you'd have to accurately aim it (it may arc through the air, travel at different speeds etc).

... pause to watch tense scene in film on tv ....

For all those technical skills like lock picking, telekinesis etc. you'd have to think up other cunning methods ... so lockpicking (non-magic) could be a case of using the mouse to simulate a rotation and matching a certain pattern on screen. Telekinesis could have the object levelating up and down and you have to compensate for that movement by moving the mouse up and down to keep the object level.

I dunno! I can't design a whole control/combat/magic system in 5 minutes. But I reckon it's doable. Bring it all into a realm that uses a player dexterity system, but uses the character skill levels/experience to improve the ease/complexity/possibility of the player dexterity system. The better you are at the lockpick skill, the easier it is to match the movement with the mouse - same goes for telekinesis.

UnderLord
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Posted: 4th Sep 2005 07:34
Quote: "Still, it's the only real RPG out there, even if it is still hack and slash and stat based. Oh, the guilty pleasures of thieving from over 10 ft. away... I love those enchanted items.
"


morrowind was the 2ed best RPG i'v ever played the 1st best.....

Fallout series Fallout 1 & 2 and uhhh sorta brotherhood of steel.

When we talk to god, we're praying. When god talks to us, we're schizophrenic.
Fortune never calls on those that have no balls.
Tinkergirl
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Posted: 4th Sep 2005 07:46
Sorry for putting you on the spot there, Fallout But I'm going to do it again!

So you have a selection of minigames for most skills, magic and mundane. Probably a variation on the Thief or Syphon Filter system for lock picking, for example. And you've got a 'wobbly' mouse for telekinesis.

I'm all for having the system get easier with the characters increasing stats - especially in a system where success breeds more sucess (like in Morrowind, where you gain experience in the skills you have practiced).

However, going back to the magic thing - there are spells and skills that it would be much harder to equate to a player skill. How would you skillify (new word) Charm Person? Or maybe Fly? Or how about Summon Monster?

I can imagine how these things could be done - maybe you have a virtual balancing act to do in Charm Person - balencing the spell strength with their ability to resist. Represented with bars on the screen or even the facial expression of your victim.

Maybe you have to line up certain 'horizon lines' to successfuly Fly? Maybe you have to draw your summoning circle on the screen with the mouse to summon your creature to your bidding.

Don't worry - I'm not demanding you answer all of these questions - I just like asking. I'm a sucker for design.

The problem with these is though that while you can probably think of a dozen or so minigames to control such things, that's a lot of code. And will every spell or skill seem appropriate to these minigames? And at which point is the character's skill so great, that actually going through the motions of the minigame is annoying, not challenging. (Like killing a goblin when you're level 50 or whatever).

Personally, if you turned the question back on me (and I would expect you to ) For an Action RPG, I'd do this...

Combat - Melee: Sword swinging, shield use and blocking all twitch, with character skill modifing the damage, moves, weapons and speed.
Combat - Ranged: Character skill modifies 'wobbliness' and types of weapons used. Possibly even 'moves' (fire two arrows? fire arrows?)
Magic - All: Gesture recognition, with character skill modifing lenght of time to get it right, and 'looseness'. Character skill also unlocks new spells.
Magic - Ranged Attacks: As well as gesture recognition for 'charging' of spell, similar ranged effects of aiming and wobbliness.
Magic - Persistant Effects: As well as gesture recognition, have icons or bars on the screen showing the upkeep - when they get too low, 'recharge' them to keep them going. May require clicking, or simpler gesture.

Gesture recognition is just one way of doing it. I like it, some people hate it with a passion. I've got lots more ideas for magic systems, but they range from quirky to downright odd Thanks for reading my witterings.
Grog Grueslayer
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Posted: 4th Sep 2005 09:36
Quote: "Oh yes, knowledge of the rules was a criminal offence."


I always liked GMing Paranoia. As GMs every once in a while we're suppose to roll the dice for no reason at all, look at the players (or just one), and laugh. Just to make them more Paranoid.
Neofish
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Posted: 4th Sep 2005 15:56
Quote: "looks good, but i hope it's better than Morrowind...as in, not so boring. I had more fun brushing my teath after eating corn-on-the-cob than i did playing morrowind"

morrowind was great, you just had to get into it

Quote: "it's just SICK"

so your mate isn't allowed to have fun..ok..

Quote: "Probably why I prefer Warhammer 40,000 more. I can tweak my armies to no end off the battlefield then each battle lasts depending on the skills of the gamers."

I always did find making and painting the army more interesting that fighting another one

Quote: "So I am going to keep the game on all day and have a coin to keep the space bar down."

make it a week

I'm off to install Morrowind a crank graphics to full (never been able to before )

Satchmo
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Posted: 4th Sep 2005 15:58
MARROWIND SUCKS A MA BALLERS COUSE it sux a ma ballsssssss

New episodes of family guy sunday!
Gil Galvanti
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Posted: 4th Sep 2005 17:12
@FXGAMER: First of all, that could have been done in a...more pleasant way. Second, do you realize that you just offered your services to a game with most of its engines based on Morrowind? As well as its game style?

Video games…they take you places unreachable, unfeasible. Putting you in the book...putting you in the movie...putting you in a world, that before could only be imagined. expage.com/piratesmainpage.
Cian Rice
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Posted: 4th Sep 2005 17:14
Yeah honestly and especially since you find my Urbia Rising to look good yet although it doesnt seem it is heavily inspired by Morrowind.

Dazzag
22
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Location: Cyprus
Posted: 4th Sep 2005 17:17
Quote: "MARROWIND SUCKS A MA BALLERS COUSE it sux a ma ballsssssss"


Well I think we can all agree that today we have a most intellectual (he didn't say "SUCKZ" even though it was mostly capitals) and reasonable debate on the plus and negative points of this computer game.

Christ on a bike.

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Arkheii
21
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Location: QC, Philippines
Posted: 4th Sep 2005 17:23
Methinks he was so immersed in Marrowind that when the CD tray cut off his "ballsssssss" he thought it was the game that did it.

Careless child... This critter kinda looks like a gonad:

Don't worry, be Wahoo!
Ian T
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Posted: 4th Sep 2005 17:52
Tinkergirl, you might want to check out the magic system in Arx Fatalis. Drawing rune patterns in the air. That was pretty fun

If I looking for blog
Arkheii
21
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Posted: 4th Sep 2005 17:57
@IanT: Like this?



Cool... I could imagine it would make battle more intense, since you can't screw up the pattern during combat.

Don't worry, be Wahoo!
Ian T
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Posted: 4th Sep 2005 18:04
You could actually 'memorize' up to four spells at a time for quick casting... it annoyed me during gameplay that you couldn't memorize more (like 12 ) or just quick mark them, because while the shape drawing thing was pretty novel, it was also clunky enough to make combat casting frustrating for me.

But frustrating in a good way I guess, kind of like a tough spot in a Thief game. It was damn fun playing through Arx as a thief/mage

If I looking for blog
Tinkergirl
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Location: United Kingdom
Posted: 4th Sep 2005 18:50
I remember Black & White used it for spellcasting, and Darwinia used it for unit 'summoning' to fairly good effect. Arx Fatalis was one of those ones that I always left on the shelf - no idea why. *shrug*
Fallout
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Location: Basingstoke, England
Posted: 4th Sep 2005 19:37
@Tinkergirl

Yeah, what you said.

Yeah, how you described the elements of magic/combat sounds good to me. Potentially it could be clunky, but you just need to strike a balance. That's where you prove your worth as a good game developer, and a wannabie hobbiest.

I think will all HCI you need to prototype it, and throw it in for testing with a set of users. Find out what they think, what they like and what they don't like, then tweak it accordingly. At the end of the day, you can't appeal to everyone, so ignore the ones who look odd and smell funny and embrace the opinions of the rest of them.

Aghh, at the end of the day, so long as its not turn based, I'm happy.

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