Lionheart Q&A at GameZone

Comment on events and happenings in the Fallout community.
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Spazmo
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Post by Spazmo »

The worst game puzzle ever was in Escape From Monkey Island. Monkey Combat. The words send a shiver of terror down a man's spine. It was an odd version of Insult Swordfighting, but had a few little problems. For one thing, it wasn't funny like Insult Swordfighting was. For another, it was random. The proper combinations of words changed with every new game. Utterly revolting. It was still a good game, but it really fell apart with that Monkey Combat garbage.
How appropriate. You fight like a cow.

RPG Codex
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VasikkA
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Post by VasikkA »

You're right about that. Monkey Combat took about 1/3 of the time to play through the game. Even insult-armwrestling was more fun. :P
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boywoos
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Post by boywoos »

I'm glad someone agrees. I havn't finished the game because I can't bear 'Monkey Combat'. It's fucking abysmal. :mad:
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Saint_Proverbius
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Post by Saint_Proverbius »

Ashmodai wrote:Back to the topic:
Mentioning Diablo (Action RPG, so NOT a RPG since Action RPGs have only the stats stuff in common with actual RPGs), Planescape (Slightly linear for a RPG, but quite deep atmosphere), Icewind Dale (Linear story, mostly combat) and Baldur's Gate (lots of story, lots of fighting and hardly linear) as examples of games like Lionheart means Chris didn't understand the concept of one of them in the first place.
And puzzles are usually deadly for RPGs. Especially if they don't have a logical reason to exist (searching for clues on how to solve a problem is one thing, but running through hallways in a special way and hitting switches at the same time is insane).
I just find it funny someone would say PS:T is linear and BG isn't. They're both pretty linear, actually. Side quests don't make a game non-linear.
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4too
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Post by 4too »

In a RPG the "puzzle", or challenge, is usually the gaming or simulation system (learning to drive the alternate reality vehicle) and how one negotiates the twists and turns
of an unfolding story on this alternate highway.

Multi dimensional implies more than a 4D variable space, but a cascade of interactions. Please, no magical 6th D on that Whopper-Burger, and light on that secret sause.

The mix of minutia is a matter of taste. I would rather skull out the proper ammo type to take down some
(yuppie,enron, aggressive accountant) raider, than the false and sweaty psuedo athleticism of jumping a puppet-doll figure on a "magically" shifting floating rock.

It's all NOT real, but the rock tiles floating over a bottomless
(ass-less?) pit is not the metaphor of deadly danger I want to adventure in,...this day. If jumping was so f-ing popular than pole vaulting, high jumping, and the hop-skip-and jump would be our billion dollar sports on TV.

Our lowest common taste is a little more sophisticated. If I want a jumping game I'll choose FROGGER.

Will L-heart be the PAN ULTIMATE FROGGER CLONE? I'd hold my breathe but I have to pump up the ox-y level, 'n' "spring" from my seat and "jump" to the "john".....

4too
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Red
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Post by Red »

I just find it funny someone would say PS:T is linear and BG isn't. They're both pretty linear, actually. Side quests don't make a game non-linear.
I think people see planescape as more linear since you simply can't go back to some ares in Planescape where at least in BG you could...
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VasikkA
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Post by VasikkA »

I thought the linearity of PS:T kept the game more compact and more intense. You always had something to accomplish before you could move on to another area. Of course, this isn't very RPGish, but linearity can be good, at some extent. BG followed the same pattern, but it was twice as big.
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