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Glendrum
06-16-2005, 01:32 PM
would be much of a satisfying experience at this point. There was just too much wrong with the game at the outset. Most of us have either finished or are attempting to finish it, so the storyline will remain the same. Completed game = ZERO surprises. I hear everyone say that they cant wait for the game to be finished, but is having more furniture going to make the game more exciting than it was when you first put the game on your computer? That first time experience is GONE...

It would be nice if they could, or perhaps i should say would, put some basic storyline or plot changes in there otherwise it would be like watching the ehanced STAR WARS movies. Sure they were great, just like the original, but it was more like watching it to see what they changed instead of actually getting immersed in the film itself.

Shock
06-16-2005, 02:44 PM
Do you have to start a new thread every 5 minutes? 99% of the people here are starting to think you're an idiot. Get a clue and go take your ADHD meds.

Glendrum
06-16-2005, 03:12 PM
I wouldnt have to start threads here if the game the forum is for was working :P

txa1265
06-16-2005, 03:39 PM
Even if I disagree with Glendrum on many issues, one of the things I put in my review was that I did not think that a 'fully patched up' Dungeon Lords would be a 'RPG classic' on the order of the BG's, Fallouts, KotORs, Gothics, etc.

What do you think? Could this game ever be a 'classic'? What would it take?

Mike

POQWAD
06-16-2005, 03:48 PM
Sadly, Mike, in my opinion it would take a major "re-write".

Start to finish.

Somewhere along the line they seem to have lost focus. Even calling this an RPG or an "Action RPG" seems to me to be a vast overstatement...

Tonedeff
06-16-2005, 04:04 PM
Do you have to start a new thread every 5 minutes? 99% of the people here are starting to think you're an idiot. Get a clue and go take your ADHD meds.

That guy really has issues, well we all have. But he is the most popular
(sorry for the flame :P)

Makkarune
06-16-2005, 05:11 PM
Just out of curiostity, did most people play the game? I didn't. I stopped as soon as I heard they were patching. I figured the experience would be much better waiting for the improvements. I made this decision because I sensed this game would never be good enough that I'd want to play it more than once. I guess I just assumed that a lot of other people made the same decision. I only keep coming back here for patch info so I can start playing as soon as it's released.

Dhruin
06-16-2005, 07:05 PM
What do you think? Could this game ever be a 'classic'? What would it take?

Mike

Sadly, a complete redesign and rewrite would be required. The game as described by Bradley in various interviews might have held that promise but the product as delivered holds little in common with that vision.

There's a litany of changes but here's my short-list:

- First, the high-level design goals need to be re-examined. Is DL really committed to being a "deep" cRPG or is it first and foremost and action game. I'll assume the answer is a deep cRPG.

- Write a new script from scratch. Put a lot more effort into developing interesting characters rather than cardboard-cutout fantasy archetypes and write for a branching story-line from the beginning.

- Throw out the current dialogue system. I'd prefer dialogue trees with multiple responses but any attempt to provide flavour to the NPCs and actual choices to the players will be a step in the right direction. If it is to be a "classic", the dialogue choices need to be meaningful, change the direction of the game and have consequences.

- There simply needs to be 3x or 4x the content, with a diverse range of optional sidequests that have more than one combat solution. Drastically reduce the reliance on random spawns and plan encounters, particularly in the wilderness areas. There has to be a reason and reward for players to explore.

- Rethink the class system from scratch. The current system has breadth but the depth is wafer-thin. I'll keep this short: each class needs a deeper skill system with branching choices that allow characters to continue to grow and look forward to new skills throughout the game. The balance needs to change so players need to make choices and even sacrifices in developing their characters, so that ultimately, different characters actually play differently.

- For heaven's sake this is a roleplaying game. Have different solutions to quests and puzzles for different character types. My fighter is not a thief and shouldn't be required to take trap skills to progress in the game.

- A real quest journal. Don't think I need to expand on that.

Ultimately, a good RPG allows players to make choices and feel those choices have a valid impact on the gameworld.

More combat combos, a rethink of the magic system to suit the action model, varied locations, genuine freedom in the gameworld rather than narrow valleys around each road, NPC behaviours, better interface feedback and a host of other things would all help.

txa1265
06-16-2005, 09:22 PM
Just out of curiostity, did most people play the game? I did ... as a Wizard and a Paladin (Lord). I liked the mage more.


Sadly, a complete redesign and rewrite would be required. It is amazing that I agree with everything you said, yet still managed to actually enjoy my runthroughs and manage a 60% score for the game ...

Mike

Shock
06-16-2005, 10:46 PM
I wouldnt have to start threads here if the game the forum is for was working :P

http://www.bbc.co.uk/parenting/images/300/baby_crying_closeup.jpg
A Glendrum Tantrum

TipicalMail
06-17-2005, 01:09 AM
I don't think the game could ever be a "classic" now, but it could have been with 6 months more work put into it before release. To me it should have been the "Diablo" of 3D fantasy. Now all the fixes will do (if they in deed "fix" the game) is probably make it worthy pick in the bargain bin.