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Post by hamalnamal on Jan 8, 2004 21:12:16 GMT -5
while useing some points that wouldnt work for his idea. i liked IsmAvatar's idea of making a list of unlogical things in RPG's. So if you run across any unlogical things in an RPG that you wish not to run into again post it here. If the RPG is made by a company and sold stores simply put the name of the game and the unlogical problem. But if it is made by a person (not working for a company like nintendo) just put the website that you can get it at and the name and the unlogical problem.
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Post by victor on Jan 14, 2004 12:37:26 GMT -5
AS long the game sells its not reallt a problem
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Post by IsmAvatar on Jun 23, 2004 17:29:22 GMT -5
It's the things that are illogical that tend to make a game less popular as more people complain about these to their friends, and their friends figure it's bad so they don't buy it.
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Post by hamalnamal on Jun 23, 2004 20:50:15 GMT -5
if people run accross things they dont like they wont buy the game, and theyll tell their friends not to and so on and so on, like ism said
IA: "if people", not "i fpeople"
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Post by dwmitch on Nov 12, 2004 23:20:46 GMT -5
Lack of logic isn't necessarily a bad thing. Computer games are designed for the most part to allow you to escape reality, not enter a pixelated version of it.
For example, my biggest project (not an RPG, so you won't see much here about it) defies all logic. You have a baseball game that's played by using a possum as the ball and a pool cue as a bat.
There's nothing logical about that, as in real life a possum would end up with broken bones after the first pitch, whether it was a hit or a strike (or a ball), and a pool cue would break after the first hit.
However, as illogical as the entire game is (you also have people summersaulting after the bases while wearing a pink elephant suit, coaches running around in tie-dyed tutus, etc.), preliminary market research shows that if I market it correctly it could be a big seller, at least in terms of indie development.
The same thing applies to RPGs. If you make it completely logical you lose a lot of the entertainment value. To wiccans and other "magic" using cults, causing an enemy to combust is illogical, just like calling up earth golems, encasing creatures in ice, calling down meteors, and shooting acid from your hands.
Heck, most of the creatures in RPGs are illogical, too. You have pig men, bipedal rats, and sentient mushrooms to name a few.
Would you want to play a game where the most ferocious creatures you fight are lions, tigers, wolves, and bears? Or where all of your spells had effects that wouldn't be seen/felt until after the battle? Or where you had to let it set for eight hours while your party rests?
Don't pick everything apart, especially when it comes to video games. Fantasy and logic are incompatible in most cases, and video games, other than simulations, are fantasy.
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Post by IsmAvatar on Nov 13, 2004 10:46:18 GMT -5
Well, when it comes to the things you list, you basically have redefined the rules of logic/physics for the world in which the player takes role in. For example, in Wiccan RPG's, they state pretty clearly in the storyline, that this is a world where magic is logical. Also, I've played an RPG where when you're introduced, it's explained to you that you don't need to eat food. That creates the reality and logic of the RPG, so you're not wondering where it went. When it comes to resting, the player understands just fine that the fast-forward is to save them the boring wait.
But in a world where it isn't explained that you don't have to sleep, it doesn't exactly make sence how you can go an entire 10 days without sleep and not feel a slight fatigue and a loss of mentality.
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Post by dwmitch on Nov 13, 2004 17:03:42 GMT -5
...For example, in Wiccan RPG's, they state pretty clearly in the storyline, that this is a world where magic is logical. I believe there was a slight misunderstanding. I didn't mean wiccan RPGs. I'm talking about all RPGs that use magic systems (as opposed to sci-fi RPGs that where you only have weapons). When I was discussing the Final Fantasy series some occultists (not just wiccans, members of various other "magic" using cults) started picking it apart because of the fire/ice/holy/wind/earth spells. An occult fire/ice spell is one that in their mind comes to pass when the target dies in a house/car/forest fire or from hypothermia. The healing "spells" take anywhere from days to years to work, and death "spells" don't work instantly or within ten seconds. To an occultist the magic systems in pretty much all RPGs are illogical, even within context of the story. Presumeably for the same reason that it was never explained why you had to go over walls in side scrollers and not around them. Or why you watch an episode of CSI where it takes them days to crack a case, but you never see them sleep or hear any references to them being in bed. It's either left up to the player to work out why (in the walls example, maybe they extend in both directions for miles, in regards to sleep, maybe they sleep when the game is turned off) or designers assume that the player will work it out for themselves, such as assuming that they sleep between key events or the travel time to an area includes rest stops.
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Post by IsmAvatar on Nov 14, 2004 16:46:05 GMT -5
Let me use an example, if I may, then. Morrowind.
In this 3D RPG, the time flow is clear, and when you rest there is a chance that you may be attacked in the middle of sleep. You can also see that there has been no change from the time you turned off the game to the time you turned it back on again (time of day remains the same). However, suppose you don't get too badly harmed (you manage to avoid battles well and are very good at preventing damage), you could potentially go for 10 days or more without sleep. As you run/jump, your fatigue goes down, but walking or standing makes it go back up, so at the end of the 10 days you could be at full fatigue, full health, and full mentality, and never have lost track of an hour.
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