Kind of a good point.
Where is their competition for WRPGS?
Pickings are slim.
Skyrim has been so streamlined you can hardly call it an RPG. More like an action game...but with a pathetic combat system.
Bioware doesn't seem to care anymore.
Obsisdian is making an isometric game, going back to its roots.
Ironically, the two best WRPGS of recent years have been from Poland (CD Projekt) and Japan (FromSoft).
I really hope the combat is changed in Witcher 3. It's really the only thing I didn't enjoy, but there was so damn much of it.
It just needs to be tweaked. It was silly geralt couldn't' back pedal, and people bitched up a storm about it. So I'm sure it'll be revised.
The entire combat system was designed specifically for consoles. They took almost all stats out of it and made it so you could do endless dive rolls and win everything easily.
That's arguably their "worst" game. Way too close to a console RPG for my liking.
Are they going to use the same engine for Cyberpunk 2077 ?
For me, role playing needs to be more about given a breadth of possible play styles, to "role play". It needs to be about reactive play: the choices you make, whether they be dialogue and quest related or simply how you build your character, need to resonate with the game world, and the game world needs to respond accordingly. Part of why I get bored fairly quickly with games like Skyrim is that while they succeed at giving players options in how to play, the world itself feels sterile and placid. I take from them an adventuring sandbox quality, where I can explore at my own leisure and play how I want, but I never feel anything I do or any choice I make is recognised anywhere outside of my own little bubble.
The best RPGs, for me, are the ones that find a synergy between "cause" and "reaction": a freedom and diversity of play on the player's end, and a game world that believably responds to play. I pick a role, the game allows me to play it, and the game world responds in a way that makes my role seem authentic and cohesive with the design, both in ways that benefit me and ways that don't.
And I don't even feel that numbers and stats are necessary to accomplish this. I think with the above philosophy in mind, the only reason table top RPGs have dice rolls and stats is because that's the way they can convey this style of design. All you've got is pen, paper, words, and numbers. How do you create a reactive world from that? With dice rolls. Spreadsheets. And so on. We make decisions for our character builds and they are represented with statistics. The world responds to our decisions through dice rolls and variables. With games, I don't think enough appreciation is given to the math going on behind the scene. I think you can comfortably develop a true "role playing game" with an incredible scope of play styles and an extremely reactive world while burying the stats and number crunching behind the act of play. The adherence to spreadsheets and numbers to define "role playing" in a video game is in my opinion one of the most closed minded and uncreative attitudes in regards to digitalising CRPGs. It's a tried and true method that works, but I don't think it's necessary.
I don't know if I'd call Geralt's skill set all that reactive, not like Fallout or so, but again I'm not sure that is intended. Crafting Geralt the spreadsheet is really about finding a play style that suits you. The Witcher series' role playing comes from the story telling and dialogue, and that's where I feel the series succeeds more than anything. It might be illusionary for all I know, but CDPR have an excellent handle on quest lines and narrative progression that makes you feel involved and important in outcomes. So even if I'm slashing my way through a linear cave, or hacking at some cinematic boss, I'm not bothered, because all of this is likely part of a quest line that will still develop and be shaped by the decisions I made, and the decisions I make, outside of combat.
There are lots of ways to create role playing, and I don't think that always needs to be a traditional CRPG that perfectly emulates table top gaming.
For me, role playing needs to be more about given a breadth of possible play styles, to "role play". It needs to be about reactive play: the choices you make, whether they be dialogue and quest related or simply how you build your character, need to resonate with the game world, and the game world needs to respond accordingly. Part of why I get bored fairly quickly with games like Skyrim is that while they succeed at giving players options in how to play, the world itself feels sterile and placid. I take from them an adventuring sandbox quality, where I can explore at my own leisure and play how I want, but I never feel anything I do or any choice I make is recognised anywhere outside of my own little bubble.
The best RPGs, for me, are the ones that find a synergy between "cause" and "reaction": a freedom and diversity of play on the player's end, and a game world that believably responds to play. I pick a role, the game allows me to play it, and the game world responds in a way that makes my role seem authentic and cohesive with the design, both in ways that benefit me and ways that don't.
Yes.
This looks pretty awesome, though I never played any of the Witcher games. Is The Witcher 2 worth it for $20?
GOD DAMN YES. GOG.COM aka best version
What's the difference of getting it on Gog.com and Steam?
Did you not play either Witcher game? The Witcher 2 is WAY harder than the first one.
Not even close. It's one of the easier games I can remember playing.
Wherever you buy The Witcher 2 (or Witcher 1) you can get a GOG version through this webpage:
http://www.gog.com/witcher2/backup
with next gen is there any excuse for reused dungeon assets? I love RPGs but after teh 1000 cave that looks just like the other 999 (DA2 and even Skyrim) you just dont want to do it anymore.
Not even close. It's one of the easier games I can remember playing. Again, abuse the roll and slash when there's an opening. You've won every battle right there except for a couple of bosses.
Wherever you buy The Witcher 2 (or Witcher 1) you can get a GOG version through this webpage:
http://www.gog.com/witcher2/backup
I wonder how the shit these people make money and build such incredible engines and games. Their games don't sell THAT much, and most companies would die from this sort of stuff.
There won't be an excuse but they'll do it anyway.
Minimum effort, maximum rewards.
with next gen is there any excuse for reused dungeon assets? I love RPGs but after teh 1000 cave that looks just like the other 999 (DA2 and even Skyrim) you just dont want to do it anymore.
I've said it before and I got a lot of heat but I'll say it again. The game feels pointless and the word feels "placid" "sterile" "soulless" whatever the word of the day is. I feel no desire to keep playing or to do anything really. I don't "get" it.Part of why I get bored fairly quickly with games like Skyrim is that while they succeed at giving players options in how to play, the world itself feels sterile and placid. I take from them an adventuring sandbox quality, where I can explore at my own leisure and play how I want, but I never feel anything I do or any choice I make is recognised anywhere outside of my own little bubble.
Usual hyperbolic bullshit, while fairly easy even on the hardest setting is leagues harder than the original game. At least it's the kind of game where if you don't actively defend yourself even low level mosnters are dangerous.
In The Witcher 1, at some point in the second chapter, after a steep initial difficulty curve it was literally possible to stop paying any attention to the combat and wipe out of existence anything just setting the group style and mashing the mouse button rhythmically (while sleepily sustaining your chin with your palm).
with next gen is there any excuse for reused dungeon assets? I love RPGs but after teh 1000 cave that looks just like the other 999 (DA2 and even Skyrim) you just dont want to do it anymore.
I've said it before and I got a lot of heat but I'll say it again. The game feels pointless and the word feels "placid" "sterile" "soulless" whatever the word of the day is. I feel no desire to keep playing or to do anything really. I don't "get" it.
Usual hyperbolic bullshit, while fairly easy even on the hardest setting is leagues harder than the original game. At least it's the kind of game where if you don't actively defend yourself even low level mosnters are dangerous.
In The Witcher 1, at some point in the second chapter, after a steep initial difficulty curve it was literally possible to stop paying any attention to the combat and wipe out of existence anything just setting the group style and mashing the mouse button rhythmically (while sleepily sustaining your chin with your palm).
I feel exactly the same about most WRPG whereas a game like Dark Souls has a pretty huge world but it's filled to the brim and varies greatly and there are always things to do/find and goals and all that. I hate saying every game should be dark souls lol because it comes up in every game topic (like zelda), but hey when a game does something right, it should get credit.What kills the Bethesda games for me is three-fold.
1. Pre-fab dungeons/houses/castles. You can only clear the same cave/crypt so many times before you get fucking sick of it. Oblivion was their absolute worst in that regard. There were like 3 unique dungeons, but 150+ dungeons overall.
2. World is TOO big. Laege swaths of empty, barren, lifeless nothingness. 90% of the world is filler.
3. Game is TOO open world. Having nothing ever really nudging me along the narrative path really hurts these games for me. They feel completely without focus or direction.
I buy every single game they make, and I am disappointed every single time by the same exact things. Guess I am a masochist.
Or the foliage has a draw distance greater than 2 feet.
I feel exactly the same about most WRPG whereas a game like Dark Souls has a pretty huge world but it's filled to the brim and varies greatly and there are always things to do/find and goals and all that. I hate saying every game should be dark souls lol because it comes up in every game topic (like zelda), but hey when a game does something right, it should get credit.
agreed. Highhhhhhhhhhhhhhh 5.Dark Souls is great, and I felt The Witcher 2 absolutely nailed it too - it was a linear game in open-world game's clothing.
Dark Souls is great, and I felt The Witcher 2 absolutely nailed it too - it was a linear game in open-world game's clothing. It was open.......but only to do a limited number of things, and you were always being pushed forward through the narrative.
This. I have no idea how people can claim that Witcher 2 is one of this gen's best looking games in light of this horrific draw distance problem. It's about as distracting as a terrible framerate.
No, I'm saying the exact opposite, as TW2 even in its easiest moments never becomes so trivially easy as the first one.So what you're saying is it remains a tougher game for a longer period of time than TW2, since that becomes easy in the prologue after learning the controls.
Play more of them and then come back.I feel exactly the same about most WRPG
I hope it comes out this year. Need more CDPR goodness.
Hmm. For some reason I don't think storytelling issues has anything to do with engines.
Dark Souls is great, and I felt The Witcher 2 absolutely nailed it too - it was a linear game in open-world game's clothing. It was open.......but only to do a limited number of things, and you were always being pushed forward through the narrative.
For me, role playing needs to be more about given a breadth of possible play styles, to "role play". It needs to be about reactive play: the choices you make, whether they be dialogue and quest related or simply how you build your character, need to resonate with the game world, and the game world needs to respond accordingly. Part of why I get bored fairly quickly with games like Skyrim is that while they succeed at giving players options in how to play, the world itself feels sterile and placid. I take from them an adventuring sandbox quality, where I can explore at my own leisure and play how I want, but I never feel anything I do or any choice I make is recognised anywhere outside of my own little bubble.
The best RPGs, for me, are the ones that find a synergy between "cause" and "reaction": a freedom and diversity of play on the player's end, and a game world that believably responds to play. I pick a role, the game allows me to play it, and the game world responds in a way that makes my role seem authentic and cohesive with the design, both in ways that benefit me and ways that don't.
And I don't even feel that numbers and stats are necessary to accomplish this. I think with the above philosophy in mind, the only reason table top RPGs have dice rolls and stats is because that's the way they can convey this style of design. All you've got is pen, paper, words, and numbers. How do you create a reactive world from that? With dice rolls. Spreadsheets. And so on. We make decisions for our character builds and they are represented with statistics. The world responds to our decisions through dice rolls and variables. With games, I don't think enough appreciation is given to the math going on behind the scene. I think you can comfortably develop a true "role playing game" with an incredible scope of play styles and an extremely reactive world while burying the stats and number crunching behind the act of play. The adherence to spreadsheets and numbers to define "role playing" in a video game is in my opinion one of the most closed minded and uncreative attitudes in regards to digitalising CRPGs. It's a tried and true method that works, but I don't think it's necessary.
I don't know if I'd call Geralt's skill set all that reactive, not like Fallout or so, but again I'm not sure that is intended. Crafting Geralt the spreadsheet is really about finding a play style that suits you. The Witcher series' role playing comes from the story telling and dialogue, and that's where I feel the series succeeds more than anything. It might be illusionary for all I know, but CDPR have an excellent handle on quest lines and narrative progression that makes you feel involved and important in outcomes. So even if I'm slashing my way through a linear cave, or hacking at some cinematic boss, I'm not bothered, because all of this is likely part of a quest line that will still develop and be shaped by the decisions I made, and the decisions I make, outside of combat.
There are lots of ways to create role playing, and I don't think that always needs to be a traditional CRPG that perfectly emulates table top gaming.
The part about the degree to which the world reacts to the player's actions though is very dependent on school of thought.