Yep, I don't have any "favourite" musicPoint being, the type of instrument used is not inherently exclusive to the genre of music being played. If you're curious, listen to the track.
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I like playing like a GHOST!
Yep, I don't have any "favourite" musicPoint being, the type of instrument used is not inherently exclusive to the genre of music being played. If you're curious, listen to the track.
Personally I'm far more afraid certain "non combat" routes around game encounters will be locked behind platformer game mechanics. Double jump here, leap across this gap there, wait until X precise moment to do Y here, etc. The fact that this is nothing more then a variant of the same twitch gameplay the FPS combat system is centered around means it's just as much of a non-option for those not good at twitch as combat.Theres double jump and dodging, thats good indication of action combat. Then also slow is kinda too, if one is expected to slow down when you're near death etc, yeah, you can slow yourself down if facing a death. Destructible terrain seems to be in game too, thats one action combat thing, you arent expected to stay in one spot too long.
Double jump for me was odd surprice, you need to think about your moving paths?
Personally I'm far more afraid certain "non combat" routes around game encounters will be locked behind platformer game mechanics. Double jump here, leap across this gap there, wait until X precise moment to do Y here, etc. The fact that this is nothing more then a variant of the same twitch gameplay the FPS combat system is centered around means it's just as much of a non-option for those not good at twitch as combat.
EZAnd how would YOU want that particular problem or obstacle to be solved?
I do not know, even in most modern RPGs player abilities are still important. especially with platforming.
Well, RPG is all about interpreting another character.
And that collide with action gameplay which rely on he player skill instead of the character's one.
I personally wouldn't classify either game an as RPG (and probably not even an RPG-ultralite). They're Action games, pure and simple.If you really want a classic example, think about the character centric Dungeon Siege or Diablo combat.
100% agreement.In traditional PnP, it's social and tactical skills, plus imagination.
They're Action games, pure and simple.
I don't know why I'm arguing this yet again and I'm sure Ill regret, but ALL RPGs rely on player skill.
In traditional PnP, it's social and tactical skills, plus imagination. These things will get you more XP, see your character survive longer and net you more loot. And play-time, typically.
All games have players with varying skill-sets, PnP ABSOLUTELY included. I just rebuilt my players WFRP characters for a new system, and the most skilled/engaged player had 50% more XP than the least. 50%! And far more Fate Points (Lives). Because smart, imaginative, system-aware, good acting ability.
In SLA Industries, the first session saw a total party wipe, save only two players - the most experienced, tactically aware, imaginative players were the only two that survived out of the 6. The rest perished because they couldn't think clearly enough, they hadn't put the time into learning the system and they couldn't render the world in their heads as well. Some characters survive, some don't - and that's not typically random chance. At least not in my games.
This idea that a "real" RPG doesn't involve player abilities to a huuuge extent is nonsense.
PnP and Crunch CRPGs use different player skills than more twitch-based RPGs, but they absolutely use skills. Skills which make a real difference in play experience and rewards.
Yes, yes ... by the current definition of an RPG any game is an RPG if it's advertised as such.Action role-playing video games*
While the player provides the ideas the characters abilities, or lack thereof (usually plus a die roll) determine the outcome. THAT'S the difference.
John Doe (the player) knows his character Tami Klutz needs to get someone else's character to the medical treatment ASAP or they will die. But Tami has zero medical skills ... there's not a damn thing she can do to save him.
Actually it only depends on the game master.
For example I play (and master about one time out of three) in a very welcoming group (we even accept girlfriends, lol ) , and every problem you give is addressed.
Yes, yes ... by the current definition of an RPG any game is an RPG if it's advertised as such.
"Battle Chess" anyone?
Yes, yes ... by the current definition of an RPG any game is an RPG if it's advertised as such.
"Battle Chess" anyone?
When it comes to rewards, we just don't discriminate (unless we all agree to), everyone gets the same.1. These aren't problems. What are you doing, rewarding people that put less effort in or don't engage as enthusiastically?
That was supposed to be a joke even if, from personal experience, most of the girlfriend which came were there to spend more time with their boyfriend and not because the specifically wanted to play.And why would you not accept girlfriends? Or boyfriends? Yeah..that's...that's not a fantastic qualifier, I have to say.
2. A good GM can fix nearly anything, sure. But that's individual intervention - it doesn't change that PnP Systems and Rewards are absolutely subject to player skills and aptitudes.
True, but Gothic or Rise didn't have difficulty sliders. You could combo lock something bigger and better than you or die horribly. Kinda how it was when I played Death March. One false move and yer toast.