Zeno wrote:OK, I wasn't sure at first, but are you the guy from that Twenty Sided site? You sound like him, even if you aren't. Or maybe you already said you were. I probably didn't look hard enough.
Shamus Young?
HAH! He hates my guts (if I'm lucky; more likely he's forgotten me by now), after I called him out, to his face on his own blog, as being a hypocrit for censoring my calling-out of a pollitical party for censorship... In a debate about censorship that he started. No doubt he's barred my IP from posting, but that's okay, since I haven't visited his site since then.
That said, I agree with him on almost everything.
BUT: This all comes down to tastes. You think Trial-and-Error is cheap. I think it's great. You think this game has potential. I think it's as good as it could have been, though I do await the next installment. I can't even tell what you were talking about in response to my Uplink comment. I think it's a game, and a good one at that, if you were saying it wasn't. I also believe the point of Indie developers is to take chances, to do what big companies won't, including appealing to the niches that are out there. You have your opinions, I have mine.
Trial-and-Error Gameplay, frankly, is a waste of my time. It's not fun, to fail for reasons I couldn't have reasonable forseen, for taking actions that were reasonable, or avoiding ones that seemed unreasonable.
In spite of my criticism, I had fun with Eschalon: Book I. Not for it's difficulty, for it's story.
That's what I play for.
Jedi_Learner wrote:I'm going to be perfectly honest with you. From your posts, I believe Eschalon: Book I is too complicated for you. You obviously don't understand the audience intended for this game. And since you cheat in every game, why even bother complaining about the difficulty? Perhaps you should go back to playing Oblivion where the game practically holds your hand? Basilisk Games will not dumb down their games for you.
It's not too complicated for me, it's more difficulty than I feel like enduring in pursuit of what makes me happy.
Also, I never have, and never will, play Oblivion. It's not a game that holds your hand, it's a game that rapes you in the arse.
Randomizer wrote:Pleasing everyone fails and right now the idea is to sell to the most players.
Thank you, finally someone gets my point.
Unclever title wrote:Eschalon Book I is a game that requires you to adapt your strategy to it. I love games like this. This is also part of the reason I enjoy a lot of platform games (which are about adapting your timing) a genre that almost always seems to walk a thin line in terms of difficulty.
I haven't played many CRPGs (almost no Old-school) and in fact I'm mostly a console gaming customer.
There are too many games that can be beaten by the same rote strategy as its many predecessors. A game that makes you think, to me, is the ideal because I really like to think.
A game that requires thought is fine. A game that says "your best isn't good enough, the only outcome is FAIL" is not fine. So I did, in fact, think. I thought like James T. Kirk, a man whom I'm pretty sure every nerd here will instantly idolize.
He didn't beat the Kobyashi Maru by fighting harder, he did it by changing the parameters of the scenario itself.
I like a challenge simply because I like overcoming it. I don't want my ass handed to me, no one does. But you certainly do get a greater sense of satisfaction in completing a task if it has a greater difficulty. For everyone there's a point at which you can't take repeated dying anymore; for me it's after about the 7th or 8th time in a row at the same spot unless I'm particularly determined. Even then sometimes I decide it's time to try this from a new angle.
I guess that makes me a "hardcore gamer" but really I just like finishing what I've started. Particularly when there's an interesting storyline involved.
I don't really get off on overcoming challenges. I play for the story, really, for the reward, for the success. In my opinion, Challenge should be a speed-bump in the road of the game, not a suddenly-appearing solid steel wall that pops up when I'm going at 190 Mp/h and forces me to start over.
Or, to put it another way, reloading should only happen, in my opinion, because I do something
grossly wrong. I shouldn't be forced to reload because I attempted something my character supposedly is good at, and
I fail. I had to reload, for example, in the Goblin Citadel, because I didn't spot the portcullis trap and got crushed. That's what I'm talking about - Garret, my character, was supposedly a master thief (above even being a master of everything). There should have been a "halt movement, there's a suspicious pressure plate here!" notice.
Trial and error is the very basis of learning in human existence. You don't want that in a video game? This baffles me.
I understand wanting something to be intuitive, but there's a limit to that. If it's entirely intuitive it's probably because it's just like every other game of it's genre in which case is there much merit in playing that specific game? Conversely if something is entirely trial and error it can be frustrating at first but then you learn and learn how to avoid things/how to recover. If you don't like the method of avoidance/recovery then that's preference and I understand that.
Have you ever played Half-Life 2: Episode 1 and Episode 2? If you've ever listened to the developers pontificate (in great detail) about how they make it a habit to
train players to overcome a given task in a non-stressful environment
before compelling them to do so under pressure, you will learn a lot about what makes a great game.
I guess an alternative is having an in game explanation how to play/things to avoid, but those are usually pretty cumbersome/4th wall breaking outside of hint windows, which Eschalon has btw, but I think most people immediately dismiss those, I know I do.
I read them all, very carefully. I have never felt compelled to cheat, for example, on Half-Life 2 or it's Episodes, because I have never been frustrated. I may have needed to reload once or twice because I zagged when I should've zigged, or chose to take cover on top of a combine soldier's grenade, but I never felt as if I were looking around wondering what I needed to
do.
And I don't just mean with quests, I mean for everything. There was little to no 'training' in Eschalon: Book I, and by that I mean training the
player how to play. That, combined with the steep chances of failure at anything, the unforgiving nature of attempting to do something you're not minmaxxed for, lead to me being frustrated.
KotOR's different. I just mainly like to be able to make every item, pick every lock, and so forth and so on.
Well whatever, I think I made my position on this clear, sorry if I offend or if I needlessly repeated anything. This thread is far too long and I have far too little time to read it all but I skimmed and that's what I think.
No offense taken. You're not being irate, irational, irritable, or mean.
CrazyBernie wrote:Honestly, this reason alone pretty much precludes you from making any valid comment about what makes a good/bad game. One of the most basic gameplay components in an RPG, or any game for that matter is overcoming obstacles. You choose to go around obstacles, using some twisted form of "I wanna be a superhero" logic to justify that choice. It's like you have some sort of deep rooted fear of failure, and avoid it at any costs.
Funnily enough, I consider "cheat my character to superheroic levels" to be a valid means of "overcoming obstacle". It's one I don't especially relish resorting to, but if I feel that the resources I've been given are woefully inadequate to the task of making steady, expectant progress in the story, then so be it.
If you see value in something, you should be as critical of it as possible.
I understand this, but I don't see you being critical at all, I see you complaining because it doesn't work the way you want it to and hiding behind the excuse that it's somehow related to how all those potential paying customers out there. Your response to any and everyone's suggestions is a big fat /FAIL, because if they don't agree with you then they must be wrong.
Funny, I've been quite critical. There have been complaints, but the game gave me reason to complain, and I voiced them.
And as I am wont to say, when you tell me I'm wrong, then I say it is you who are wrong.
I, for one, was not having fun when I had twinked my character - cheated, in fact - my character for Thief-style theft, and found myself out of lockpicks on the very first lock I encountered.
What's that age old adage.... "Cheater's never win"?? I find that incredibly poignant here.
Actually, I did win - quite handily. I simply cheated
more. It wasn't the cheating that caused my failure, it was the presence of an unreasonably difficult lock in the newbie area, an area I inherantly trusted existed to allow me to get some familarity with the game mechanics in an environment safe for me to do so, and to build me up a few easy levels so I could go and take on the rest of the world.
I'm of the school of thought that if you ever have to invoke trial and error gameplay, or DIAS ("Do it Again, Stupid") gameplay, you're failing to make a good game.
So you're saying that if you have to stop and think, it's a bad game. Bravo.
No, I'm saying that if I get my ass handed to me because of something I couldn't reasonable anticipate, prepare for, or - the worst kind of DIAS/T&E - because I did something that I reasonably expected to work, because it had worked all the other times, only to find out that with no warning it suddenly backfires in my face - that I get angry.
So you're saying that some of the most successful games in History, take Diablo for example, which reward you for completing a harder difficulty, are horrible games. Brilliant.
Diablo doesn't 'reward' you for completing a harder difficulty, it just runs you through the same stuff over again with proportionally better gear. What you're proposing is
not the same.
I do not want to play, at any point, something that could be described by any of the following: "Nobody", "Dirt-scraper" "Scum-sucker" "Inadequate" or "Helpless". I get enough of that IRL, thank you very, very much.
Sadly I'm quickly beginning to understand why. Your piss-poor attitude is such that I wouldn't be surprised if you never left your house.
Thanks for the personal dig. I appreciate that - really, I do.
I guess my attitude is so piss-poor that my poorness is why I've had a pair of lesbians masturbating one another in the back seats of my truck every night for the last week while me and our other friend rocked to music in the front - or why we got invited into the fire hall to play pool and drink up their beer (which I did not partake of, as it happens) whilst loud music played from the on-demand video music channels on the large screen and surroundsound.
Note to self: See if we can play infra-red camera hide-and-seak sometime in the firehouse.
Granted, they failed for a different reason (unreasonable delays imposed by the publisher causing Warez saturation to set into the market, as well as not having hired business professionals to run the economics side of the business,) but it still holds true. If you're going to cater to a niche market, and that market is too small to sustain your activity, you have two options: Failure, or give it away for free as a labor of love. (a la Toady One and Dwarf Fortress.)
You admit that their reasons for failing had nothing to do with their target market yet still site it as being a valid example. Genius.
I am warning about the high failure rate of isometric CPRG developers, and pointing out that, despite not making the most obvious mistake (aiming for too hardcore an audience, which BasiliskWrangler seems to be doing), they still failed.
Because I give a damn and see enough potential in Eschalon that I want to be able to buy Book II and Book III and Book <increment here> and
have fun.
Exactly what games came out for the niche of hardcore CPRG gamers? Other than Eschalon, that is?
As previously mentioned, it's not really that hardcore. As I previously said, hardcore gamers are the ones more likely to spend money, so it doesn't hurt for a small development company that doesn't have a bloated budget to cater to them somewhat.
Funnily enough, it damn well can. Despite the act that hardcore gamers are the ones more likely to buy, they are also far in the minority.
Video games used to be a lot harder. I'm actually ashamed that I'm not as good at gaming as I used to be, when I go back and play some older games and find myself lowering the difficulty level.
Yet I personally don't find Eschalon to be "very, very hard." Having adjustable difficulty would be nice, but it didn't prevent me from playing through the game once with no cheating. Just once, mind you... I guess I'm too greedy.
The fact that I keep playing speaks volumes about the quality of the game, if you ask me.
It says more about you, really.
Honestly, take the worst, most shit game out there today, and if you look at it's fans - usually found at that game's own forums - you will see a stunning picture of amazing perfection that completely fails to mesh with what you experienced playing the game. And thus, the danger of listening only to the me-toos.
Actually, I hardly gave the game a glowing review. But what it does tell me is that
you like easy games that offer little to no reward for playing. Secondly, I don't listen to "me-toos" or critics when I make my game purchase decisions. If the storyline sounds interesting, I'll buy it. I fully expect that not all the games I get are going to be ones that I would give an A+ rating to. That's life pal, and there's no cheat-codes for it. Sorry to disappoint you there.
Funnily enough, what you consider 'reward' may be what most people consider 'things preventing you from getting to the reward'.
And I could give a crap who you listen to - I was cautioning BasiliskWrangler about listening to
you to the exclusion of everyone else - myself included.
And yes, there is a cheat code for life. Unfortunately it's handed out randomly, it's called "be born rich".
Incidentally, the ambiguous insult you offered there is the only reason I wasted my time responding back with this post. I probably wouldn't have bothered otherwise. But I suppose that's part of the confrontation that keeps you going in life.
I thought you were the one who liked a challenge?
Yeah, see, that shouldn't be nessessary. Barring the quicksave function (A key I have yet to find), you shouldn't have to save that often - that's called trial-and-error gameplay, and it sucks.
Perhaps if you spent less time cheating and more time learning how to play the game, you'd enjoy it more. Oh, wait, I'm sorry... you like everything handed to you on a silver platter. In that case, let me help you... it's called the "F2" key.
Exactly how was I supposed to know that? My Steams game list didn't give me the "read manual" option when I rightclicked the name of the game. There was no in-game training as regards the quicksave/quickload button, there was never in any options menu I explored (and I explored them all) a key-map.
Don't blame me for failing to learn to play a game that failed to teach me to play it.
... I didn't threat any violence. ???
And what makes you assume that I was referring to you? Were you that absorbed in your self-importance? I was talking about zeno's desire to hurt someone.
Of course I knew. I just said it because you used it to cap a huge post largely critical of myself, because I wondered if you'd get self-righteously indignant enough to lambaste me about percieved arrogance.
I really hope that person is me, so I can have you locked up for assault.
You didn't threaten violence, but you couldn't resist stepping out in front of the swing.
Nope. I can be a right bastard at times.
Which frankly, means that if I buy Eschalon Book II (Still working out whether I want more or not), what I'm going to do is check off "food and water", "equipment deteriorates", "no save/load", and "random functions".
Instead of Book II, I'd recommend "Fate" or its recent sequel. It sports dumbed down gameplay that requires less skill. It's kind of like a kiddie version of Diablo. Shouldn't offer any challenges when you decide to cheat.
I don't happen to like 'streamlined' games, or 'dumbed down' games, I like games properly balanced so that a player will learn rapidly how to play, can progress rapidly with few or zero interruptions, and will smoothly complete what needs to be completed in order to see all (or most) of the stuff in the game, and finally, the game ending.