DuranStrife

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About DuranStrife

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  1. Quote:Original post by JBourrie I thought again. I still don't agree with you. Obviously there are cosmetic differences... a 3D world vs a 2D world, automatic use of stairs vs choosing "Stairs" from a menu... but the core gameplay has not changed: the battle system. Yes, it gets more refined but it is still the same battle system that has been used since the first game. That's ok, Final Fantasy did the same thing with 4-9, because it worked. Now the battle system, the core gameplay, is changing. And of course the purists are up in arms, but Final Fantasy XII pulled it off with amazing results. That's why I say to give DQ9 a chance.Battle systems can be very different within the context of the same sort of turn-based structure, actually. Nevertheless, I'm looking forward to DQ9. I have faith in Horii.
  2. Asians have built up tolerance to soy, which allows them to support their heathen dietary habits without losing the ability to fornicate in an appallingly godless manner. ;) Seriously, if this were true, it'd be the best news ever. Want to cut down on the global population, but still want to raise kids? Just feed your kid soy! Want to suppress sexual desire cuz your girlfriend ain't puttin' out? Soy! Wanna sing like Freddie Mercury? Soy! Seriously, that'd be an awesome thing for the music world and for the ol' global population problems.
  3. Um... I usually don't like to be so lame and simply name a game, but... Preliminary research: Call of Cthulhu: Dark Corners of the Earth. For the XBox. Made by Bethesda. Comes closer to capturing Lovecraft (and CoC gameplay) than any other videogame ever as. There is no health gauge or sanity gauge, but you can die or go mad. Cues of madness include muttering to yourself, auditory and visual hallucinations (though it's hard to tell in some places, which is the point), nervous twitches (at the more severe end including things like pulling out or holstering your gun without the player's volition), sound of breath and heartbeats, the controller beginning to pulse to each heartbeat, and distorted vision. There's also a very very slight (almost unnoticeable) blur effect every time you move in the game. This seems to intensify as you go more insane. Health is a bit trickier, but the sound of your breathing, the slowing or increasing erraticity of your heartrate, and the draining of color from the screen are all excellent cues. The game also sometimes seems to go into slow motion during your last thirty seconds or so before death. Gameplay, so far (I started playing recently) is a fusion between classic adventure gaming and first person sneaking. There's an escape sequence near the beginning that's more scary than anything else I've ever seen in a videogame... I and my friend died a dozen times at least before pulling it off, and it was the first time we'd ever had to reload. Also several hours in, and no guns yet, though the game does give them to you. It'll be a relief, seriously. This game wins at creepy. EDIT: Oh, and the journal entries you find in the coroner's office are beyond terrifying after you've been fleeing from demented townspeople for a while and your controller/heart is pulsing so fast that it makes your heart beat in sympathy. VERY creepy. Even with three people in the room.
  4. Quote:Original post by NIm There are six Primary dirrections, but if, as Talroth said, you attack from the corners of a tetrahedron, (a tetrahedron has four corners, and four triangular faces) there are four vectors of attack. If you can get the neccessary coverage that way, why not?Truth. My only point was that the number of attack vectors necessary for an effective assault on a larger vehicle given the engine-attacking circumstances given above would be variable dependent upon the comparative size of the attacking vehicles and their target.
  5. Quote:The counter-counter tactic (and this would be the main strategy) for the attackers, is to launch a second strike but from the new rear. To be sure of doing this you really need to attack from 4 directions at ones in a tetrahedron pattern.I will not even try to divine what space combat would actually be like, but I do want to mention that you're in 3D, so even assuming primary directions only, it'd be six directions, not 4. And if the size discrepancy between the attacking forces and the attacked capital ship is great enough that an attack from multiple angles will be necessary, then there'd definitely be far more directions involved than the arbitrary cardinal ones that humans insist upon. Ducking out now, because I fail at reality. That's why I play games. Interesting read, though. And thanks to the person who linked the space combat page.
  6. Quote:Original post by twix Quote:Original post by MindWipe Read what David DeAngelo has got to say. I guarantee success if you trust him and give him the benefit of a doubt before calling it "manipulative" or "faking who you really are". Think about it in this way: "What if how you think women work was ALL wrong?" then why not learn how it really is. So it's kinda like you didn't get it right the first time, now begin from scratch again. /MindWipe Take that one well-salted, too. The central message is, IIRC, that you can't make girls like you by being nice to them. Well, no shit. Girls can't make me like them by being nice to me, either; it's kind of an obvious principle. If you want girls to fall all over you, you have to be interesting and sexy. There is some knowledge of what it means to be interesting and sexy to be gleaned from these "guides", but I can't respect people who would use them as a how-to. It really is fakery, and it reeks of total disrespect for the people you interact with.Yah. As a normally all-around nice guy, I can say that I was mildly shocked when, a few weeks ago, my extremely nice girlfriend of two years admitted that one of the major reason she likes me is how cruel I can be to those I think deserve it. Without that, apparently, I come across as a bit of a pushover. Funny, that's the part of me I'm most ashamed of. Ah well, at least she has a better grasp of the reasoning behind her own desires than most people do.
  7. The PnP game Mage: The Ascension has Entropy, Correspondence, Forces, Life, Matter, Mind, Prime, Spirit, and Time, and is the most open-ended magic system in existence. Good luck implementing that system, though. Actually, I originally had five schools of magic in my game design, each one based upon the spiritual essence of one of the five worlds in the game. However, now that the game's plot no longer includes multiple worlds, I was forced to discountinue this option. At that point, I began creating my own categorization systems, but none of them seemed as though they could possibly be as intuitive for the player as Earth/Fire/Air/Water, with its culturally-rooted origins. So I went with the classical elements, and I don't think it's a bad decision. Furthermore, only the Destroyer mage sub-class in my game design is purely damaging. The fact that this name makes that type of mage sound like a gunship only encourages me to keep it.
  8. He speaks of a series of novels by Michael Moorcock. Sounds pretty damn cool to put such a thing in a videogame. I direct you to Rudora no Hihou, in which the player can complete the stories of his four characters in any order before entering a fifth, longer story in which the player must lead them against the final evil. This would work similarly, I'd think, only with one character. RnH also had the ability to let you switch between stories-in-progress at any time, I think.
  9. ...temptation... to flame... all other genres of music... sequentially... so... STRONG. Must... resist.... the ellipses... oh, the pain!
  10. Quote:Original post by Rain 7 Quote:Original post by DuranStrife DQ8 > anything from the 8 or 16-bit eras. No its not. With a few exceptions, Dragon Quest VIII is bland and tasteless with good graphics and a crappily conceived story. Period. I couldn't even finish the damn thing it was so trite.Trite? It didn't take itself seriously, it wasn't deep, it was extremely lighthearted, the basic plot was a relic from the 8-bit era, and the execution of the script was done with more style and better acting than any other game I've ever played, save perhaps the Metal Gear Solid games. With the exception of the Hero, those characters were bursting with personality. Regardless of that, I actually wasn't thinking of the plot at all when I made that comment, which is rare for me. No, indeed! I am one of those few nutcases who thinks DQ8 has absolutely amazing gameplay. Only FFT and maybe one or two other RPGs have better. I'd also like to submit that you are perhaps viewing the 16-bit era in the rosy glow of hindsight. With only two or three exceptions, every game plot from that era is just as hackneyed as DQ8.
  11. Quote:Original post by necreia Quote:Original post by DuranStrife Quote:Original post by curtmax_0 Quote:Original post by Funkymunky (Except kefka just killed leo and stole a ****-ton of magicite, so I won't be replying anytime soon....that bastard...) Kefka 4tW@!!!`~!!! I second Katamari Damacy. It's just too addicting. You might also want to pick up the Xenosaga series. It has mixed reviews, but the storyline is quite good. Just be careful though. If you like the story of the first two parts, you will hate Namco. They fired the original designers (who made the first two parts thinking they would make six parts) and hired a completely new team to do part 3. And part 3 will be the last part and the story will be completely different than the original designers intended...Um... as I recall, it's worse than THAT. They messed with his Xenosaga II as well, and fired his wife or somesuch, when the two were almost co-writers on the story. Square also screwed over this series by slashing the budget on the original Xenogears, which is why the final third of that game is told almost completely in text and still-screens, the battles for that part of the game are repetitive and ill-balanced, and the in-game textures take a huge quality hit at that same point. The final level is incredibly, intolerably ugly. I'm probably missing some details on the matter. All I know is that they need to give that man a dedicated team and let him do what he wants with it for a while instead of fucking with his head over and over again. Xenosaga I was pretty damn good, though it could have been better. Overall, one of the most ambitious, corporation-destroyed game projects ever, and a great example of how the game industry can suck big-time. I was turned off of Xenosaga when I heard about it. I loved Xenogears and didn't like the idea of the rewrite. Nevertheless I did play 1 and 2, and have been less than impressed (but I did come in with bias). He always intended to make something like Xenosaga someday. Or didn't you get to the end of Xenogears to see the screen that reads "End Xenosaga Part V of VI." and find your mind totally blown by the idea that a story that big was actually six times bigger than you thought? Xenosaga I is more appropriately called "Xenogears Part I of VI," but the "Saga" protects them from copyright issues, I'm guessing, since they changed companies. Now, if they had gotten to Xenosaga V (which they won't, thanks to Namco), it would have been a Xenogears remake, and you would have had tons to complain about. Also, Xenosaga I disappointed me because the actual plot content seemed rather small for the number of cutscenes. Sure, lots of shocking revelations about the state of the universe, but is that the same as plot? For this character-oriented writer, I think not. However, the characters were pretty good, and what limited development was there was well-done, in my opinion. It was greatly hindered by the fact that the whole plot takes place over perhaps two in-game weeks, at most. Probably only a few game-days... I never counted. Okay, fine, so Xenosaga I had massive amounts of plot for an RPG, but it had somewhat less than Xenogears, even though the length was about the same. I guess I shouldn't be cranky about that. It really was one of the better RPGs for the PS2.
  12. Actually, the game I'm working on is a bizarre text-based attempt to fuse a ren'ai and a Dragon Quest-like combat/levelling engine with the additional "idea" that battles should never occur unless they're part of the plot. It goes slowly, since I'm lazy and work split-shift six days a week, but I think that the basic concept is far truer to tabletop roleplaying than any of the RPGs I've played are. The idea here is to try to bring my experience as a DM and a writer into as true a single-player gaming experience as possible. In my admittedly biased opinion, it would be criminal to call it an adventure game merely because the computerized-RPG genre has become dominated by MEGs (Munchkin Engine Games).
  13. Four projects, all of them going slowly because I tend to spend a lot of my non-cash-earning time sleeping and staring into space instead of working. 1. A highly non-linear text-adventure RPG in which you play as the bastard child of an absent-minded king whose other offspring are all scheming for the throne, most oblivious to the fact that their father has other plans. The ultimate goal for my script-writing is to make the game completeable either entirely through social manipulation, entirely through combat, or through any combination of the two desired. Assassination is also an option, of course, as is leaving the aristocracy to slay monsters and build a reputation. 2. A sort of a postmodern fantasy novel about the destruction of the old gods, the creation of a new god, and the subsequent ascension of the world into a post-human state. Tentatively titled "The Death of Yhas," though I don't really like that name. 3. Getting my most recent, highly polished piece of magical realism published. There's not much of a market for this sort of stuff, and with good reason, I suppose. Nevertheless, it is mine, and I wouldn't mind seeing some reputation++ or bling++ for it. 4. Cleaning my storage unit of an apartment.
  14. Generally speaking, I, personally, find poetry collections to be far more useful than entire novels written by others. Pick a poem that resonates with your theme, and start doing poetic analysis to draw out all possible meanings and symbology in the poem, and then reverse-engineer key components of the book into your themes. I forget who it was (Steinbeck?) that said that he wrote books after he found out that he couldn't write short stories, and that he only took up short stories because he couldn't master poetry. A good poem is a very dense thing, and loads of meaning and imagery can be extracted from every line.
  15. Quote:Original post by curtmax_0 Quote:Original post by Funkymunky (Except kefka just killed leo and stole a ****-ton of magicite, so I won't be replying anytime soon....that bastard...) Kefka 4tW@!!!`~!!! I second Katamari Damacy. It's just too addicting. You might also want to pick up the Xenosaga series. It has mixed reviews, but the storyline is quite good. Just be careful though. If you like the story of the first two parts, you will hate Namco. They fired the original designers (who made the first two parts thinking they would make six parts) and hired a completely new team to do part 3. And part 3 will be the last part and the story will be completely different than the original designers intended...Um... as I recall, it's worse than THAT. They messed with his Xenosaga II as well, and fired his wife or somesuch, when the two were almost co-writers on the story. Square also screwed over this series by slashing the budget on the original Xenogears, which is why the final third of that game is told almost completely in text and still-screens, the battles for that part of the game are repetitive and ill-balanced, and the in-game textures take a huge quality hit at that same point. The final level is incredibly, intolerably ugly. I'm probably missing some details on the matter. All I know is that they need to give that man a dedicated team and let him do what he wants with it for a while instead of fucking with his head over and over again. Xenosaga I was pretty damn good, though it could have been better. Overall, one of the most ambitious, corporation-destroyed game projects ever, and a great example of how the game industry can suck big-time.