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  1. alice_ashpool

    Pathfinder: Kingmaker and Pathfinder: Wrath of the Righteous General Discussion, Playthroughs and Minimal/No Reload Thread

    Tried playing on core with a strict No Magic restriction. Slayer Tower Shield Specialist Master-of-all Not terrible considering I brought 0 healing potions or any other means to heal... whoops
  2. alice_ashpool

    Storytelling in RPGs - what makes a "good" story.

    I would say then that this is a deficiency in 1) the the stylistic approach to storytelling in videogames by Obsidian in this case. They took a particular approach to dealing with a perceived problem and imo it did not work out. Other very Lore Heavy stories manage to deal with this in ways that...
  3. alice_ashpool

    Games you're looking forward to

    I watched the trailer and saw "crude" woodcut style, but there was one scene (with a king?) with a much more renaissance art appearance with formal perspective and detailed backgrounds - but with the same woodcut figures in the foreground. It would be interesting to see a game that really played...
  4. alice_ashpool

    Storytelling in RPGs - what makes a "good" story.

    I find decent critique of storytelling in video games really hard to come by but after a long search a few months ago I did find a couple of "video essay" do-ers who had some interesting things to say. Pretty much the most brutal dunk on Obsidian's Outer Worlds from someone who did some decent...
  5. alice_ashpool

    Storytelling in RPGs - what makes a "good" story.

    ^^ I like that as an example of using dialogue to show you the story.
  6. alice_ashpool

    Storytelling in RPGs - what makes a "good" story.

    I get the impression, because it was a new IP that they were both very "into" "the lore", and were worried about players being able to figure things out for themselves (perhaps rightly?) so they went entirely the other way and had everyone introduce themselves as a talking encyclopaedia like...
  7. alice_ashpool

    General (c)RPG Permadeath/Ironman Thread

    Obviously you can play in whatever way suits - but some games will kill you cheaply, some will kill you fairly, some will demand a lot of you in order than you avoid dying, some will demand much less. I did some partially blind stuff on very normal difficulties: Tyranny and Solasta recently and...
  8. alice_ashpool

    Storytelling in RPGs - what makes a "good" story.

    But why is the game presented to the player in this fashion? Why is encountering an injured NPC written like this in PoE? These dialogue trees exist. The NPC is written to say X and leave on a cliff-hanger - hence the "better luck with what" and "go on". They're written to provide you with a...
  9. alice_ashpool

    Storytelling in RPGs - what makes a "good" story.

    This is one instance that I found discombobulating. The wiki-lore dump approach. This is an early bit in PoE where you find an injured NPC slumped against a pillar: And the equivalent moment at the beginning of Tyranny:
  10. alice_ashpool

    Storytelling in RPGs - what makes a "good" story.

    Perhaps with PoE it could have been slimmed down: You are a refugee, fleeing the Soulless Baby Plague. A regular storm forces you to take refuge in some ruins, you witness a strange cult activity which kills all your companions except you. Instead it makes you sick with something related to the...
  11. alice_ashpool

    Storytelling in RPGs - what makes a "good" story.

    Deffo agree with this - there's so much potential, but little understanding of what to use it for! At the risk of overpraising a very popular game: dark souls manages to mesh the peculiarities of the medium: trying, failing, "reloading", trying again, into the story of the game. You only go...
  12. alice_ashpool

    Storytelling in RPGs - what makes a "good" story.

    Here's a good example: As there is no reason to actually want to stay here and many reason not to, the player goes "Yes. that's absolutely fine your village has a tree festooned with corpses. I also think I should leave." And yet I think you are actually supposed to care about wanting to own...
  13. alice_ashpool

    Storytelling in RPGs - what makes a "good" story.

    "Game is ok but writing is bad." A classic steam review. But what does "writing is bad" mean? It is often provided unqualified, but it must resonate with some people because it is considered a perfectly acceptable thing to say - perhaps even totemic. I think undoubtably, most video game...
  14. alice_ashpool

    General (c)RPG Permadeath/Ironman Thread

    That's a bit before my time so if you write them in a list I will put them in the OP!
  15. alice_ashpool

    General (c)RPG Permadeath/Ironman Thread

    Before I get to the stage of making a new thread, I have started Pillars of Eternity on Trial of Iron, Normal Difficulty, Expert Mode. IIRC I played this game up to the first town with the big tree, but having done Solasta and Tyranny Ironman pseudo-blind I have decided that (pseudo)-blind...
  16. alice_ashpool

    General (c)RPG Permadeath/Ironman Thread

    A comparatively common sentiment about permadeath in cRPGs is the idea that you would have to be mad, or have too much time to indulge in such a thing. Permadeath in cRPGs seems to somehow have attracted ire as disrespectful to the players time, since if you die you have to go back to the...
  17. alice_ashpool

    General (c)RPG Permadeath/Ironman Thread

    Hello. This thread is to provide general information about "Ironman" runs, predominantly in cRPGs but also in other RPGs. Mostly for grouping together all different cRPGs that individuals who are interested in Ironman runs might be interested in attempting to complete. What is a "true" ironman...
  18. alice_ashpool

    Tyranny - General Discussion and No-reload/Ironman Thread

    Some thoughts: Later game story Act 3 is a very short, clearly rushed but still cohesive main story-wise: everything feels like it properly comes to a head. Most dissatisfying mostly because of the lack of unique dialogues for the act from the companions. All the dialogue is front-loaded in act...
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