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Preferential Depletement

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Everything posted by Preferential Depletement

  1. At the extreme, there's also the (not so popular) "Sylak's Puzzle Box" mode of storytelling, where the author drops in massive numbers of clues but deliberately avoids having a single narrative to find in the first place. See: the 2017 season of Twin Peaks. (In that case, it pretty clearly wasn't an exposure or marketing gimmick as you suggest, but rather an authorial statement about mystery. As one of the Log Lady intros to the first series put it: "So now the sadness comes - the revelation. There is a depression after an answer is given. It was almost fun not knowing. Yes, now we know. At least we know what we sought in the beginning. But there is still the question: why? And this question will go on and on until the final answer comes. Then the knowing is so full, there is no room for questions."
  2. What do you mean the joke ending? The ending isn't a joke; there's bits of humor, maybe, but it's quite serious, IMO, a real capstone for the themes brought out in the course of the game. Which speak to the human condition, particularly in the modern era, as much as anything. I know you said "to me" at the beginning; I still think your assessment is unfair. Yes, maybe this is the big difference between us. Vice versa on those, though Medusa's a lot more interesting.
  3. I think you hit on a good distinction: I may be happier with implication than you are. If anything, I think I prefer things not going too far in the direction of being completely spelled out. Piecing together the running threads in the history of the Meldrews through deduction and inference and incomplete entries in the reference book, which mostly wasn't mechanically necessary and never provided a complete picture, was maybe my favourite part of Curses. I certainly don't claim it has better elements than the rest of that list (much of which I've played and loved), but I give it credit for a certain freshness, a lack of technical artifice -- "mechanical" actually would be the last word I'd use to describe its beauty. Sometimes that's more important to me, and that's really why I still play so many old, old games.
  4. This is a mistake, but do what thou wilt shall be the whole of the law. Also, CURSES. And a whole of bunch of other IF, that's just the lynchpin for me. But I suppose then we're treading the line between video games and writing, anyway...
  5. Oh. 3 in Three. 3 in Three is totally, completely, sublime art.
  6. The "just walk away from the valley" ending is not the non-aligned ending, just to be clear. That's the "I give up" ending. 😛 The non-aligned ending is what you get when you destroy the Takers and Barzites (and optionally the Awakened and Loyalists, that's up to you, IIRC) without allying with any sect. (Well, without remaining allied with any sect, if we're being specific.) And it's great. Not depressing at all, one of the most triumphant and positive endings in the series.
  7. Um, alhoon, as you can see, that entire post was only about G2. Again, I don't know what you are talking about.
  8. The non-aligned ending in G2 is by far the most satisfying ending in any Geneforge game. IMO.
  9. I have no idea what you are trying to say here, since you quoted a comment about G2.
  10. Ice is a really favorable attack type in G2 due to inherent accuracy and stunning bonuses, while fire attacks just have bad stats period. Magic Shaping's still better in G2, but Fire's functional.
  11. I know you acknowledged art in general above, but I do think the difference is not that great. There's a lot of really bad writing out there. Obviously, video games as a medium aren't well suited to do some things that novels, for example, can do. But they can absolutely speak to the human conditions the same way fairy tales and folktales can, and that's sort of the same category as some of the better fantasy & SF lit. To take one example, if you break down and analyze the story in Final Fantasy IV, it's remarkable how closely it tracks with both Lord of the Rings and Star Wars. There's just enough subtlety that no one really notices it, but once you look, the parallels are remarkable. Are most CRPGs closer to Eragon than Lord of the Rings? Absolutely! But so are most fantasy novels.
  12. G1 is the only game in which it's favorable to make new creations throughout the game, and even then, it's not always the best option. In all other games, you want to make good creations as early as possible and keep them alive forever. The definition of "good creations" differs from game to game. Fire is doable in G2, thanks mainly to Cryoas and Cryodrayks. When you do G3, if you play a Shaper, you'll want to go Magic for sure.
  13. In fairness, most romances in novels are also pretty bad. This is especially true in the fantasy and speculative genres that most frequently find their way to RPGs.
  14. Just to piggyback, re difficulty settings, they have a greater impact as enemies rise in level. The goblins at the start of A4 are extremely low level, and Icy Rain is indeed super strong at the beginning of A4. Things won't stay that easy. By the Eastern Gallery you'll be unhappy, trust me.
  15. Based on some rudimentary internet sleuthing, I'm not sure I think that siennilox is actually related to the author of Homeland.
  16. And frequently the flaking is caused by their realizing there are more lucrative opportunities for them! Especially if they are being paid that little. 50-100 hours a month for $300 will never attract even remotely good talent. It's not that $300 isn't a lot for some people, it's that there are much better opportunities even remotely over the internet. Feel free to link to that example and prove me wrong...
  17. Exile and Nethergate don't have resistance stats in the first place.
  18. To be clear on the math, you actually multiply by (1 - resist%) for each separate piece of armor/resistance to determine damage received. So wearing two 40% armors gives you 60% * 60% = 36% damage taken, or 64% armor total. Multiplying the armor percentages directly will never give you the right answer, except for with 50%, because 1-.5 = .5
  19. Yeah... you run into the same problem though. Anyone who's going to be meaningfully helpful could just make their own game. That way they get to make their dream a reality, and they get to make money off of it. And that's one of the main reasons indie game makers are overwhelmingly one-programmer outfits. Anyway, Jeff has written about this in the past. Probably in his blog somewhere; he's definitely also discussed it in AMAs and the like. The bottom line is it's just not how he wants to do things.
  20. Part-timer or not, anyone who is actually doing the coding is going to make a lot more than $10-15 an hour. And when I say "a lot," I really mean a lot.
  21. There's nothing wrong with not optimizing! And literally no one in either thread has ever said there was. The problem is with presenting inaccurate information about the power of different skills, creations, etc., as if it is an authoritative guide. That's misleading. If you don't want to be criticized for inaccurate assessments, then I suggest either 1) respond to people when they write friendly replies that attempt to help with these things, as in the previous thread; or 2) call your work "how I beat Torment with class X" or something, rather than "guide to class X". "Guide" implies that you are guiding people with, you know, effective information. So if people disagree with your advice, they are going to say so. It's not because they are "offended" by the fact that you didn't "hyper-optimize", it's because they don't want people who read your guide to be misled. 3) The other option, of course, is to just be cool with the fact that there will be criticism. IMO, #1 is the most productive choice, but to each his own. And just to be clear: I 100% respect the time you put into writing these guides. I think it's a great project. But that doesn't mean I'm going to ignore their flaws, any more than you should when I write something.
  22. I'm going to be less kind this time, because you didn't engage with any of the (frankly, kind and thoughtful) feedback we gave you about the previous guide. Nobody's going to rip on you for not using Vlish in G4, where they aren't actually that great; but it is really unfortunate that, even in this second guide, you have not corrected your erroneous understanding of the ways creations can gain levels, including via shaping skills. That changes the balance of different build options dramatically, and explains why you may be basically the only player ever to recommend Kyshakks over Wingbolts. Kyshakks are fine, but G4 Wingbolts are serious competition for G3 Vlish when it comes to being a brokenly powerful creation. Sorry. Wish I could be more enthusiastic.
  23. If you want Guardians to be useful, just make melee attacks stronger for everyone. Then they have a better attack and their (fairly modest) advantage in tanking matters more.
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