Author Topic: Get off the Roleplay Server  (Read 16082 times)

Scarn

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Re: Get off the Roleplay Server
« Reply #60 on: August 19, 2010, 06:08:50 am »
I'd also like to add my off-topic post:


Shadowgate is a 1987 "point-and-click" adventure video game originally for the Mac and is the most popular in the MacVenture series. It was also released in 1989 for the Nintendo Entertainment System, where it garnered mild success. The game is named for its setting, Castle Shadowgate, residence of the evil Warlock Lord. The player, as the "last of a great line of hero-kings" is charged with the task of saving the world by defeating the Warlock Lord, who is attempting to summon up the demon Behemoth out of Hell.

The player must solve a series of puzzles throughout the castle in order to proceed to the Warlock Lord's chamber. Due to the castle's perilous nature, at least one lit torch must be in the player's possession at all times; if the torch is extinguished, the player soon stumbles, breaking his neck, and he or she must then continue from a saved game (or the area in which they died, in game console versions). Since there is only a finite number of torches to be found throughout the game, this effectively acts as a time limit to proceedings. Various items that can be acquired include sword, sling shot and other ancient weapons; though these weapons can not actually be used as striking weapons, they can be clicked on at the appropriate time to deliver a fatal blow to specific enemies
The game is notorious for its many opportunities of death, including being burned by a dragon's breath, attacked by a cyclops, sucked into outer space through a broken mirror, dissolved by acidic slime, mauled by a wolf-woman, eaten by sharks, and suicide. In fact, virtually any action taken by the player which is not the correct solution to a puzzle will result in a fatality. These deaths were often graphically described in the game's text (along with often sardonic and humorous comments), even in the NES version (in spite of Nintendo's policy of censorship at the time). Many of the game's puzzles rely on a system of trial and error, the problem of which is overcome by the ability to save the game state (as in most adventure games). Subtle hints can be found in books and the descriptive game texts. In the NES version, these are replaced by an outright hint feature which gives vague clues about what is noteworthy in any given room in the castle. The further the player progresses, however, the more useless this feature becomes, deteriorating into nothing but encouraging messages by the game's end. The NES version of Shadowgate also carries the distinction of being one of the few NES games to be available in a Swedish language version.
At the end of the game, the Warlock Lord has succeeded in opening the gates of Hell and summoning up the Behemoth. But with a holy artifact called the Staff of Ages, the player is able to mortally wound the demon; as it dies, the Behemoth drags the Warlock Lord with him into Hell. The player returns victorious to his kingdom, where he is betrothed to the king's daughter and entitled High Lord of the Westland.

You should try it it's a very good game!
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LigH

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Re: Get off the Roleplay Server
« Reply #61 on: August 19, 2010, 08:46:51 am »
Fortunately no "concurring project". ;)

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Sangwa

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Re: Get off the Roleplay Server
« Reply #62 on: August 19, 2010, 05:49:43 pm »
It's obvious that when we have 10000 quests already, with plenty of utility and with influence on training etc, we can't expect the game to suddenly erase everything and replace it with roleplaying-compliant material.

But I can't see how we would generate more problems with the creation and progressive modification of quests that are roleplay-compliant. Also, it's not a matter of informatics... It's a matter of changing words. Instead of helping the Kran with the same poem every-time, make it look like he uses every character he finds to create new poems to publish (even though the poem base is always the same, it's just less to ignore).
Instead of having the same item being stolen 10000 times, the NPC could make it seem like he is stolen in a regular basis and he needs the helps of adventurers to retrieve these things back since the guards are lazy. Switch <family heirloom> with <crate of crafteable goods>, make Zak sound like he is used to seeing adventurers asking him things.

This is hardly required. However it would help a whole lot with game immersion and furnishing player-oriented roleplay with the experiences acquired through quests.

Creative players already do this... But I think even those would appreciate these additional immersion measures. Still, there might be other more important priorities for the settings' team.
Disclaimer: This is my opinion and I can be reasoned with. I'm probably right, though.

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