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  • Elder Scroll IV
    Gamecloud's Elder Scrolls IV: Oblivion Q&A talks with Pete Hines of Bethesda Softworks about the next installment in the Elder Scrolls series of RPGs: "We did three whole new combat systems before settling on the one that’s in the game now. We really are striving to get the feeling of guys bashing each other with swords. So it plays better and it looks better. You’re in control of it more and you understand what’s going on in the game. There’s no hidden “to hit” rolls that cause you to miss when your sword clearly hits the guy. The stats control the damage you do when you hit, not whether or not you hit. There are special moves you can perform and the blocking is active. So the timing of it becomes a key strategy in fighting."
  • Nice Tech
    Gamecloud's Nice Tech Q&A talks with Doug Littlejohns and Paul Baker about their new company Nice Tech and its MMOG technology: "Publishers are still wary about the challenges, costs and risks of developing MMOGs. Nice Tech's technology will provide a solution to these problems. The technology (see below) changes the design process - designers and producers can test content and gameplay in a live environment from the start of the product development process. In addition, the player will not be restricted to follow developer code scripts. The result will be innovative and truly interactive content that will ultimately rival reality itself."

27. Re: The RPG is going down the drain... Sep 26, 2005, 17:49 Moonbender
I also prefer seperated skills for different weapons. It just results in a certain feel of accomplishment, training your longsword skill to an "elite" level, beyond your other weapon skills. It's yet another way of customising your character - which, along with exploration, is the main thing about CRPGs for me - and knowing that it's reflected in the stats is always way more gratifying than "pretending".
I agree that skills should be linked, ideally, there'd be a hierarchy of skills: Fighting - Slashing Weapons - Swords - Longsword. Some games have implemented similar systems, I think they make a lot of sense both in terms or game-internal realism and gameplay. Personally, I'd even go as far as accruing experience with one particular item, although it's probably a bad idea because it makes switching to a new found item so much harder.

Anyway, I agree with Creston in that I'll take a simplified CRPG over no CRPG any time. And actually I think that's true for most RPG fans. I will still bitch about it, though. And lockpicking minigames don't count as innovation for me, if anything they are a step in the wrong direction. My thief has a high lockpicking skill, I don't, so why make me jump through hoops.

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  3. Sep 26, 10:19  Re: No subject Pineapple Ferguson
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  13. Sep 26, 14:44       Re: No subject Masa
  14. Sep 26, 14:47       Re: No subject SquirrelZero
  15. Sep 26, 15:07        The RPG is going down the drain... Pr()ZaC
  17. Sep 26, 15:40         Re: The RPG is going down the drain... Cabezone
  18. Sep 26, 16:05          Re: The RPG is going down the drain... SquirrelZero
  19. Sep 26, 16:20          Re: The RPG is going down the drain... Pr()ZaC
  21. Sep 26, 16:44           Re: The RPG is going down the drain... Creston
  22. Sep 26, 17:00            Re: The RPG is going down the drain... Pr()ZaC
  23. Sep 26, 17:17             Re: The RPG is going down the drain... SquirrelZero
  25. Sep 26, 17:29              Re: The RPG is going down the drain... itzaaron
  29. Sep 26, 18:02               Re: The RPG is going down the drain... Cabezone
  24. Sep 26, 17:23             Re: The RPG is going down the drain... Creston
  26. Sep 26, 17:32           Re: The RPG is going down the drain... Cabezone
>> 27. Sep 26, 17:49            Re: The RPG is going down the drain... Moonbender
  28. Sep 26, 17:58             Re: The RPG is going down the drain... Cabezone
  20. Sep 26, 16:43          Re: The RPG is going down the drain... FourPak
  48. Sep 27, 03:40         Re: The RPG is going down the drain... Ray Marden
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