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I haven't Diablo 3
, but would consider the term RPG to be more deriative of things that came from pen and paper (diablo is "action rpg"), but I did played Diablo 2 when I was a boy, and I played... some of dungeon siege 2. Both are considerly less RPG than NWN series. I haven't been motivated to play Baludors Gate because it is party-based.
1) The way magic is approach in an CRPG. Now, I understand that DND games basically just spreadsheets.But if I was going to play a role-playing game, and not just a spreadsheet, then with regard magic and the so-called role-playing aspect of the game I would want my wizard to consult with old tomes and spirits. Now, I am not sure how this work gameplay, but I can criticize what wrong with NWN and I can talk about theme and setting.
After I was done with Diablo 2, I could say I became jaded to it. It is an action game, not really an RPG. But what it does do, it did right, like combat. Except of course that you would want something with more depth in an rpg.
I cannot say the NWN combat system was done right, but it did have some depth, even if that depth would make you want to never play Wizard because who the [intercourse]wants to have to deal with wizard spell feats and all wizard does is buff anyway - while wearing pajamas..
Now I will move on to some more talk about setting and how I became the [jerk, sphincter]I am today. You see, when I was a boy, I played a Game Boy Advance, called Sword of Mana. Actually this game did not effect me deeply at all and I can't even claim it is a good game, but I liked a lot of the the theme and setting in it. Anyway, the way that game starts it's magic system is, somehow, you end up in a mansion that is haunted. I don't know why you end up in the mansion, Anyway, you kill zombies with a fire elemental you find in the mansion.. It talks and introduces itself, and this is the only time it the game it does so. You take the fire elemental and you blast things with it. Of course, it's only gameplay for a GBA game. But clearly magical, like Howl's Moving Castle magical.
It is clear to me that modern CRPG does everything wrong with magic - gameplay and setting. But in regards the game's story it isn't any wonder why some of these wordls end up a mess when you have people who throw fireballs walking around in broad daylight. This is clearly insanity.I played the beginning of Oblivion and I just didn't care for all this mage guild stuff - other than the fact that it didn't even have a questline worth a damn from the start like the Thieves guild, Oblivion magic came off as even more of a chore than NWN's, the latter which is not even worth bothering unless you are a DND [prostitute]. I'm not. I like a lot of the setting, but they overdid it on the spreadsheet.Setting wise, it's ridiculous in the firstplace for magic to be, for instance, openly taught in a university, because it would have to be controlled, and no sane government would allow it's teaching except where it can be utilized by the empire. And/or either that, or it is done in secret (tolerated governmantally or not). I prefer more along the latter idea. Wizard should either be isolated and/or regulated by their cult. They shouldn't go running around in public. If it does then you should probably kill it.
2.) Clearly we do not have enough gothic setting. Diablo 2 did gothic, although we don't need bodies everywhere.
3.) The obsession with glass-cannon wizards. I couldn't give a [intercourse]about getting DND extend-spell-meta-magic-persistent feats. Get rid of buffing and give me an armour-wearing sword wielder who studies magic on the side. The magic character of the future would be the cleric/(less evil) blackgaurd, unless you can really give the magic element more RPG. He should have familiars, and elemental spirits, and fiendish servants, though I don't see that it makes any sense that someone should wear pajamas outside of the house.
Uno could probably make you deader...
ew...you missed Dungeon siege I and jumped right to 2? Sorry dude.
The system is surprisingly deep if you peel back layers and fiddle with a couple numbers. Look at some of the mods (some of which I worked on) ...ok, you probably can't anymore.
God I'm old...when I was a kid there was no handheld gaming...
So, you like Howl's (which had governmment regulated wizardry IIRC as well) but, then not some of Miyazaki's other shows? Kiki's delivery service, perchance? Witch going into the big city to make her way, not being killed or even shunned by the city folk?
Meh. I'd rather have an actual ROLE than have a character that has everything at his disposal. One would assume years spent learning magic = years NOT spent training to wear armor/use swords.
Quoteew...you missed Dungeon siege I and jumped right to 2? Sorry dude. Was the first one any good?
I'd be willing to look at them for nostalgia's sake.
I haven't watched all of Miyazaki, but Germany had folk witches who were not shunned by the public but the government discouraged them because they cut into the profit of physicians.
That assumes magic in a setting in which it is particularly available, something I criticize.
It's not hard to imagine highly organized magical groups.
Quote from: Unorthodox on April 23, 2014, 04:22:36 PMIt's not hard to imagine highly organized magical groups.Unless it's not very powerful magic, you would belong to the government - or be very beholden to one of said groups, as responsible for it's members. If you have unregistered wizards running around, and if one happens to lose their mind, he goes around throwing fireballs. Oblivion actually has a mad wizard that does this in-game. DND backstory has occasional periods in history where armies face off against an insane wizard.It is, shall we say, a bit of a plot hole for it to remain unaddressed institutionally.
Odd; in most of the fantasy I've read -and this applies to your pre-modern Merlins and such, too- wizards usually work alone and tend to be jealous of their knowledge. There's a servant, frequently enough, because you don't expect a wizard to chop his own firewood, and said servant is sometimes an apprentice, but that's about it. I can't even think of a lot of team-ups until fairly recently, stuff written in my lifetime, let alone guilds.Magic wielders traditionally live in some degree of isolation, right down to village wise women.Interesting that gaming usually puts them all in unions and schools...
Diablo 2: Anything you're fighting escaped from hell, and you've been sent by whatever wizarding thing the sorceress comes from, it was some group/school different from the male wizards in 1 and 3.
Isolated jungle coven that draws recruits from villages. The D3 wizard backstory sounded stupid.
The manual had a full page on each character.
A rebellious woman who has wrested the secrets of magic use from the male dominated Mage-Clans of the East, the Sorceress is an expert in mystical creation ex nihilo. Though somewhat lacking in the skills of hand-to-hand combat, she compensates for this weakness with fierce combative magic for both offense and defense. Solitary and reclusive, the Sorceress acts based on motives and ethics inscrutable to most, and sometimes seems capricious and even spiteful. In reality, she understands the struggle between Order and Chaos all too clearly, as well as her role as a warrior in this battle.
The female mage clan of Zann Esu is one of the oldest of the ancient clans, although little is actually known about them. Centuries ago, the fourteen powerful covens of Esu witches convened for the first time in generations. What they discussed is not known, but the witches left behind their former lives and, as a group, disappeared into the Eastern jungles.The exact location of their community is a mystery. Until recently, their only contact with the outside world occurred during the recruitment missions. Once every seven years, the Zann Esu visit certain families across Sanctuary. These families have only one thing in common - they each have a seven-year-old daughter. Always good-natured and polite, the Zann Esu visitors meet the girls, ask a few questions and then leave. A select few of the girls are visited a second time and offered apprenticeships. The families of those chosen enjoy good fortune for many years.The Zann Esu, or Sorceresses as they are generally known, are on a quest for the "perfect" magic in its purest form. They feel that the other disciplines of magic are haphazard, and have instead chosen to focus strictly upon elemental magic. They mold the base elements into whatever magical forms they need - threatening all other magic disciplines with obsolescence. In order to achieve perfection in these elemental transmutations, they choose only those daughters of Sanctuary with the highest level of attunement to the magical elements.The Sorceresses believe that it is through the search for perfection that they will attain ultimate purity and ascend to their destined role as the most powerful mages in Sanctuary. For centuries they have studied in secret, perfecting their art and biding their time until the Emergence of Evil. Then, they will face their greatest challenge, either proving the purity of their magic or fading from existence.The Zann Esu oracles have decreed that the time of the Emergence is at hand. The destruction of the Prime Evils is to be the great test of their clan. Recently, Sorceresses have appeared mysteriously throughout Sanctuary to do battle with the minions of Evil wherever they are found.Traits and AbilitiesAthletic, affable, and self-assured, Sorceresses hardly seem like scholarly bibliophiles hidden away from civilization. Sorceresses possess many of the same skills as the male members of the Eastern mage clans, but excel at the use of Elemental magic. Like most mages, they consider melee combat vulgar, and use magic almost exclusively to fight their enemies.
Point is, they were an organized group, one of the most ancient in the world, and you were sent out specifically to stop the prime evils.