Erik Kain, I gay-love you.I enjoy turn-based titles like Divinity: Original Sin and Fire Emblem,
Erik Kain, I gay-love you.I enjoy turn-based titles like Divinity: Original Sin and Fire Emblem,
No threesomes.Erik Kain, I gay-love you.
Then KEEP YOUR HANDS OFF MAH' MAN.No threesomes.
Me neither. But one can hope(?) esp. since some of the restrictions seems arbitrary:I have yet to play a non-dedicated racing title that had vehicle physics on par with a (non video game-y) dedicated racing title.
I find the vehicle physics reasonable enough, and varied enough between vehicle types, in GTA V to be satisfied with that benchmark. I'm still holding out hope that for things more exotic, like heavy equipment / gyros / aerodynes / etc., your character has to have the respective skill (or skill chip) to be able to pilot it at all.
Indeed it should.stealing vehicles en masse is a thing in GTA and it should be a lot less common in Cyberpunk - way more dangerous, to start with.
Yeah. What meant was gameplay>realism. In my opinion, there's no cause to stretch the design of a game that is intended to be multifaceted to try and compete with dedicated simulations. I don't think it's quite as easy as to just "do it like Gran Turismo". Having a couple of aspects be of such meticulous detail kinda calls for same amount of attention to other aspects. There's a heavy danger you are trying to do too much and in the end you get a game that is very heavyhanded and even cumbersome for all the "realistic simulation" in there, or very onedimensional when it comes to content since the few activities of such effort will almost certainly create the bulk of the content.Hm? Good and fun goes without saying kofeii, who would play a game that is not good and fun?
I think it's "as much as is necessary" for the intended experience. GT is a dedicated driving sim, and does it's job well. CP2077 strives, as far as we know so far, to be an RPG. It needs to do several tasks at least "well enough" and not put too much focus on any one aspect at the very likely expense of others.I think the best case for realism is difficulty espescially in driving. The rules are already there and driving physics can be explained mathematically.
There are different kinds of "deep". I'm more inclined towards simulating the character that the player builds (as a core element if an RPG) as opposed to the various controls that the player must master himself while disregarding the character.If each subset of gameplay is deep and requires a lot of time to master, it naturally prevents super characters that are good at everything without an artificial limit like an MMO.
Yeah, well. That would fly in a game like GTA where driving is one of the core activities and the "freedom" (and almost the whole experience) consists only if movement and killing. Where, if you take away the ability to snatch a car, any car, and cruise around, the game would feel very rigid and limited.In any case, contextual vehicles would be awful. What's the point of having an open world if there's no freedom?
True, but it goes back to Alfred Hitchcock's quote.kofeii said:There's a heavy danger you are trying to do too much and in the end you get a game that is very heavyhanded and even cumbersome for all the "realistic simulation" in there, or very onedimensional when it comes to content since the few activities of such effort will almost certainly create the bulk of the content.
Simulation doesn't nescessarily detract from roleplaying.It's been a looong while since I played any MP so when I fired up ArmA II, It was surprising to see that some of the most popular servers were actually roleplaying servers(after DayZ). In a way, maybe I should have been expecting it because ArmA is essentially a giant sandbox. You do whatever you want.There are different kinds of "deep".
I'm more inclined towards simulating the character that the player builds (as a core element if an RPG) as opposed to the various controls that the player must master himself while disregarding the character..
Agreed (but still, I would be pretty happy with Cyberpunk GTA). I hope they add a powerful economy that apparently has been willfully simplified in Witcher 3.I wouldn't want CP2077 to be that much like GTA - an open world simulator of very limited capacity despite the grandiose trappings and with largely meaningless freedom. Driving around isn't, and shouldn't be, the only or the biggest definable freedom the game has to offer.
I never learned those Arma copters nor jets either (they've been a pain since OFP). It was always teehtgridningly frustrating to go about them.All it does is give you choice. Let's say you don't like racing games,your strategy would revolve around the fact you're a poor driver but an OK shooter/tech/medic/etc. I played a fair amount of ArmA, I still have no idea how to fly helicopters competently in ArmA and any PC that rides with me as pilot is bound to die.
And there's a gradation of skills. it's a mega-city, worse comes to worse,you could take the bus just like billion other commuters do. It's not like it's your only option.After that,it's up to you.
There are probably real technical limitations but I'm just saying don't willfully downgrade driving like Rockstar allegedly did from GTA IV to V from realistic-ish-if-not-quite-up-to-par-with-GT to arcade if there are none.
Well, yeah, there's that. But I'm talking about playing a roleplaying game where the game provides and actively supports the roleplay. I never got into nor understood the digital LARPing and play-pretend some people do with these sorts of games.Simulation doesn't nescessarily detract from roleplaying.It's been a looong while since I played any MP so when I fired up ArmA II, It was surprising to see that some of the most popular servers were actually roleplaying servers(after DayZ). In a way, maybe I should have been expecting it because ArmA is essentially a giant sandbox. You do whatever you want.
Didn't they say the game was not going to be for "everyone"? And it doesn't need to be either, it simply needs to be as good a Cyberpunk RPG as it can; as advertised. If it is designed well, it will find audiences beyond the CP enthusiasts.But stat-based driving? Man. CDPR are gonna lose a LOT of people there.
It'd be just an (action) adventure game (kinda like Walkind Dead, but with some gameplay). *shrug*And what if you carve the story and character based on your actual abilities and the narrative that comes naturally from gameplay instead of arbitrary stat-based restrictions?
I'm sure many other are on the same boat. And I would too, provided it was another, individual game and not CP2077.Agreed (but still, I would be pretty happy with Cyberpunk GTA).
Hm? I'm not sure where that shadowrun reference comes from. I'm not even a fan of shadowrun.kofeii said:There are games out there for all sorts of experiences; GTA style, racing, combat simulation, flying simulation, action, strategy, you name it. I'd hope, if I wanted a cyberpunk RPG experience, I could get a genuine one from a game that calls itself that, and not be stuck with Shadowrun and the bs fantasy elements there.
http://en.wikipedia.org/wiki/Role-playingWell, yeah, there's that. But I'm talking about playing a roleplaying game where the game provides and actively supports the roleplay. I never got into nor understood the digital LARPing and play-pretend some people do with these sorts of games.
Yep but....Didn't they say the game was not going to be for "everyone"? And it doesn't need to be either, it simply needs to be as good a Cyberpunk RPG as it can; as advertised. If it is designed well, it will find audiences beyond the CP enthusiasts.
Not nescessarily. A narrative can develop out of complex mechanics. EVE online is a prime example of this. I also think that games like Hearts of Iron allow for a narrative to be developped without forcing it(e.g. you play to win and not to roleplay).It'd be just an (action) adventure game (kinda like Walkind Dead, but with some gameplay). *shrug*
Do you think there'll ever be a consensus of anything even if we somehow keep it on topic or take it to another thread? No, this is not asked sarcastically. :lol:As interesting a conversation as this is, remember to keep it relevant to Flying Vehicles, so that anyone who pops in here will see this is a discussion of not role-playing, but the effect of role-playing on Flying Vehicles.
Oh, yeah, all that's accurate. I'm dropping a reminder, since a larger-ish percentage of the conversation was starting to head towards the feared What Is An RPG Land.Do you think there'll ever be a consensus of anything even if we somehow keep it on topic or take it to another thread? No, this is not asked sarcastically. :lol:
Even so, it should be clear that poet and I are looking forward to and asking for a completely polarised experiencens - he this, I that.And that all of the discussion is technically on topic in some fashion since the overall gameplay is very related to the topic of "flying vehicles". Even if it may seem off at tangents.
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GTA San Andreas did to some extent.Name me one game that has stat-based driving and that have achieved even a modicum of success. You can't. The reason being is that it's an awful idea.
GTA San Andreas did to some extent.
It's only an awful idea if the games activities and actions aren't built to support such mechanics. If the ability to drive is absolutely paramount to the experience and you can fuck your game up by neglecting the metric (the skill) for the aptitude, then yeah, it is awful. But it is not universally awful. That none of the few games that have tried have not done it particularly well is only a proof that it hasn't been done well yet, not that it can not be done well.
It did? Hmm, I didn't know, and never noticed anything but stamina sometimes ticking upwards (nor feel anything being "low") and a few occasions on something "gong up" but I was too late to read what it was. Though I also haven't played it all that much. We took turns on missions at a friend on whose Xbox we played it and got to roughly somewhere close to half way through the game (or so I would think). I'll take a closer look once the game comes out on PC.Oooh! So did GTA V. You increased your abilities the more you drove. Pretty cool, actually. Same for shooting.
The thing is kofeii and suhiir are on the campaign trails.I think consensus can be reached when people realise their way is not perfect and that it's okay to change your mind on this here internets.
Perfectly, if you want easily mastered and easily forgotten driving mechanics.kofeii said:The concept is sound though, and a game attempting to be an RPG obviously should go for a more heavyhanded implementation on them when it comes to what they do to the gameplay.
Who says it would necessarily inherently be easy and forgettable, who's to say how it would even work mehanically through the controls? The thing there is, you can't master it unless you make your character master it too. And if you make your character master it, it will be at the expense of mastering or even reaching adequate levels on something else that might be useful and needed elsewhere. Not to mention that it might (should) take some effort to max a skill to begin with.Perfectly, if you want easily mastered and easily forgotten driving mechanics.
As opposed to a hard to master, memorable, realistic driving experience.