Lago PARANOIA wrote:I just know that one of you guys know a good one-player dungeon crawler RPG.
I don't care what kind of sub-genre it is, as long as it's single-player, isn't ridiculously hard, and has a lot of character customization. I don't mind difficulty in most games but in an RPG it just ends up pissing me off. I'm looking at you, Wizardry.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Lago PARANOIA wrote:
I don't care what kind of sub-genre it is, as long as it's single-player, isn't ridiculously hard, and has a lot of character customization. I don't mind difficulty in most games but in an RPG it just ends up pissing me off. I'm looking at you, Wizardry.
Good old Wizardry. That was back when RPGs were tough.
Also, just because it's hard doesn't mean that it's good. Ninja Gaiden is hard, N is hard, Henry Hatsworth is hard, God of War is hard. But you know what? Those are GOOD GAMES which while hard are also fair and play straight.
Wizardry is a pile of fucking shit.
I don't approve of 'difficulty' in RPGs because the difficulty comes from either a spike in monster power (which just means more grinding) or just blatantly unfair and annoying elements, which Wizardry has more than a ton.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Lago PARANOIA wrote:I don't approve of 'difficulty' in RPGs because the difficulty comes from either a spike in monster power (which just means more grinding) or just blatantly unfair and annoying elements, which Wizardry has more than a ton.
Wizardry V wasn't that bad. It was challenging, but not nearly as insane as the previous games in the series. Still not a cakewalk, though.
Lago PARANOIA wrote:
Wizardry is a pile of fucking shit.
I don't approve of 'difficulty' in RPGs because the difficulty comes from either a spike in monster power (which just means more grinding) or just blatantly unfair and annoying elements, which Wizardry has more than a ton.
Yeah, the grinding elements just suck in RPGS.
That's one thing I liked about the gold box AD&D games. They didn't really require you to grind hardly at all. You were always doing things, but the battles were just brutal, and unlike most RPGs, you couldn't solve them by just power leveling (in most games there was actually a level cap), you had to solve them via strategic use of abilities.
Wizardry actually wasn't terrible for straight difficulty, but the grinding just made it horrendously bad. Because pretty much the majority of the game was just grinding shit, and you were always scared to not grind stuff because if you died, you had to actually send a group down to retrieve the bodies.
Last edited by RandomCasualty2 on Mon May 18, 2009 3:27 am, edited 2 times in total.
The Baldur's Gate: Dark Alliance games might wet your thirst, although I can't vouch for the second. I only ever played the first.
To be honest, I wish the rest of the game could have been as good as the first act, which had sidequests, people to talk to, and sent you running all over the place. The last act had exactly 1 friendly person, who tells you who's starting shit around here, asks you to go tell them to knock it off, and will buy treasure from you and sell junk to you.
But, still, it wasn't godawful.
A friend recommended Morrowind and/or Oblivion.
Is DnD-ish fantasy a requirement here?
Last edited by Maxus on Mon May 18, 2009 1:43 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
I can only suggest some holy-shit-this-is-old games, but ones that I loved back in the day (and can probably be legally downloaded for free by now).
-Castle of the Winds (sadly, there is a point late in the game where you need to grind a bit, simply because all the stat-draining undead, adult dragons and demons will curbstomp you.)
-Moraffe's World (and Ultimate Dungeon or something, also made by Steve Moraffe. Best feature: the currency involves copper/silver/gold/platinum/gems, and Greater American Dollars, with an exchange rate of about 1,000 GAD to the copper piece.)
Shit, I played Mordor way back when... for some reason I have a fuzzy feeling when I think about that game even though I can't remember much of it.
Yeah, I think I'll download it. Thanks, Koumei!
Am I going to get pissed off when I play it again, like I did with Final Fantasy 8? Stay tuned!
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Koumei wrote:-Castle of the Winds (sadly, there is a point late in the game where you need to grind a bit, simply because all the stat-draining undead, adult dragons and demons will curbstomp you.)
-Progress Quest
I really like these two. PQ does your grinding for you, and you've always got a quest. CotW is a pretty solid random dungeon, and a fair bit more tactical, although it's thinner on goals (mostly: find the stairs down and collect all the loot).
"No, you can't burn the inn down. It's made of solid fire."
Morrowind totally cost me weeks if not entire months of my life, which is a good or a bad thing depending on how you look at it.
You definitely have to waste a bunch of time finding mods to spiff up the base character skins (there are lots of good and bad mods out there to replace the pathetic skins the game shipped with.)
You also need to figure out which mechanical mods you want to make the game more playable. Getting rid of the pteradactyl things and things to make running and carrying stuff not suck so hard were definitely part of by staples.
One of my beefs with it was also that the coolest looking armor was often not the best. It became my habit to drop in equivalent armor using the skins I liked rather than wearing armor I thought looked stupid.
Though I'm sure it's been beat (I haven't played a new rpg since Morrowind) once you've dolled it up a bit, it is a game where you end up spending a great deal of time just looking at things because they are pretty.
One big downside was magic pretty much sucked compared to bashing things with a sword and so I hardly ever used it for anything other than utility spells.
The internet gave a voice to the world thus gave definitive proof that the world is mostly full of idiots.
Fallout 3 was a real bore if you're not an FPS fan. You end up basically running around in circles and the characters aren't really very interesting. You spend a good deal of time looking at stuff, which is cool, but you constantly get attacked by things trying to gank up which are more annoying than actually tactically interesting to interact with.
Yeah at the point you become a combat supermonster, the bad guys are just speed bumps and you'd rather they just went away, but morrowind and oblivion suffer seriously from that too.
Yeah. Once you get to a certain point, the Elder Scrolls games just lose all difficulty whatsoever, no matter how high you ratchet up the difficulty meter. Even endgame enemies hardly register as speedbumps.
Caedrus wrote:Yeah. Once you get to a certain point, the Elder Scrolls games just lose all difficulty whatsoever, no matter how high you ratchet up the difficulty meter. Even endgame enemies hardly register as speedbumps.
The storyline NPCs are fixed, while random encounters are at least partially tailored to your level. If one wanted the main game to stay difficult at all times this is of course the opposite of what is needed.
Oh, Jesus, Morrowind/Oblivion isn't one of those games where the enemies get stronger as you level up so the best strategy is to spin your wheels in place while trying to gain as much power without levelling as possible, is it?
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Lago PARANOIA wrote:Oh, Jesus, Morrowind/Oblivion isn't one of those games where the enemies get stronger as you level up so the best strategy is to spin your wheels in place while trying to gain as much power without levelling as possible, is it?
Uh... yes.
To add insult to injury, you "level" when you rest after doing a certain amount of skill raises in your tag skills. Skills which get a corresponding bonus both to value and to training times. But you get stat raises based on how much total skill advancement you've done. So technically you are at your best by making a character with tag skills that you literally never use and just spend more time skill grinding on the real ones so that you hae ridiculous stats and skills for your level and cut through everything with ease.
Fortunately, the game really isn't that hard, so you seriously don't have to do that shit, which is just as well. Indeed, once you start making your own spells you can min/max the fuck out of hat subsystem so hard that you're well beyond all opposition whether you've been skill grinding or not.
FrankTrollman wrote:To add insult to injury, you "level" when you rest after doing a certain amount of skill raises in your tag skills. Skills which get a corresponding bonus both to value and to training times. But you get stat raises based on how much total skill advancement you've done. So technically you are at your best by making a character with tag skills that you literally never use and just spend more time skill grinding on the real ones so that you hae ridiculous stats and skills for your level and cut through everything with ease.
God I hated that so much.
For that reason, if you're playing Morrowind, I recommend this mod. It's pretty much completely transparent and, instead of requiring you to remember what skills you set to what levels and which you raised and blah blah blah, it just raises the relevent stat by a point when you increase your skills that correspond to that stat so you really don't have to care about it. To put it much more simply: it does what the Morrowind level system should have done in the first place.
Morrowind had a ton of good ideas, most of them executed badly. Still, I loved the game, and I still like it, if only because they shipped their own editor with it. And thankfully all of the blunders don't overly matter.
Yes, some (keyword: some) of the random monsters get stronger as you level, but they get stronger much slower than you do. Yes, by putting your leveling skills into stuff you don't care about your level gains will be bigger, but you will also level slower. Yes, you can min-max the spells, but the game is easy enough you don't need to, and you can bow-kite and potion-melee anything at almost any level anyways.
Where Morrowind stinks though, is if you don't like to randomly wander around and explore. The world is absolutely massive and the plot hooks are scattered around liberally.