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hobgoblin
well then i guess its nothing at all...
hyzmarca
Basicly FASA created FASA Interactive as a seperate corporation to protect itself in case its chain of gigantic Mechwarrior simulation centers failed. rotate.gif

The Genesis version of Shadowrun was devolped by Blue Sky Software, according to GameFAQs, while the SNES version was devolped by Beam Entertainment and the Sega CD version was devolped by Compile.

At the moment, I can't find any FASA era games that were actually produced by FASA Interactive. I think that it mostly just managed the licenses and contracted them out to devolpers, I could be wrong.
Cleremond
QUOTE (hyzmarca)
The Genesis version of Shadowrun was devolped by Blue Sky Software

Published by FASA Interactive

http://games.ign.com/objects/026/026421.html
hobgoblin
QUOTE (hyzmarca)
Basicly FASA created FASA Interactive as a seperate corporation to protect itself in case its chain of gigantic Mechwarrior simulation centers failed. rotate.gif

i wonder what one of those simulators would cost, if they are available these days...
X-Kalibur
My god, they would be priceless I'm sure.
Brahm
QUOTE (Cleremond @ Jul 18 2006, 02:48 PM)
I'm sorry, but you can't convince me that FASA Interactive started this game from the ground up.  No way.

Well if you think it is just taking one person that you don't know at there word, sure. But if you research and dig deeper you'll see that it isn't just that. There are other things that corroborate that statement. Such as when their last title was released. The info leak from that publicly posted resume some time back. The old concept art. Etc.
QUOTE
What do they have to gain by distancing themselves from the canon of the PnP game and the novels?

Besides the collective Shadowrun lore being rife with dated 80's and 90's lampoons, ripoffs, and in-jokes? smile.gif Along with those other reasons I gave in my last post.

QUOTE
they totaly should have re-written the game from the ground up to more accurately reflect the game world,

Setting aside your disbelief that this was a Shadowrun game from the start, as they've pointed out a number of times the game was built to stand on it's own as a fun computer game. Pen and paper is an entirely different medium that computer games. That is the customers they are selling to, people that play video games. Not people that play pen and paper games. As I mentioned before there is market research that suggests the intersection of those two is less than you might expect. Especially with this particular type of computer game. So it is entirely logical that their first priority is the computer game.

I think they did though deviate from canon more than they had to, to even have effectively the same computer game they do now. But apparently there were some scope changes that occured that presents the oppotunity for them to bring it closer to canon. It would be nice for the few people that do make the computer game to P&P jump later, and for P&P folk going the other way if they clean some of it up.
X-Kalibur
I feel that they could have made a very good SR FPS by incorporating features from Rainbow Six 3: Raven Shield. It had stats, was very lethal, used stealth and tactics. Then you just add in some sort of ability for people to create missions and possibly persistent type servers (akin to what they did with NWN) and you'd have some good quality gaming there.
mfb
QUOTE (Brahm)
Besides the collective Shadowrun lore being rife with dated 80's and 90's lampoons, ripoffs, and in-jokes?

then they shouldn't be calling it SR, should they? since it isn't.
Brahm
QUOTE (mfb @ Jul 18 2006, 04:48 PM)
QUOTE (Brahm)
Besides the collective Shadowrun lore being rife with dated 80's and 90's lampoons, ripoffs, and in-jokes?

then they shouldn't be calling it SR, should they? since it isn't.

Welcome to the world of refurbishing dated items. Giving it a new dated look of today instead of yesterday. Same name. Same spirit underneath. Roughly the same theme. But different, more Now!, hair and clothing style.
mfb
Brahm, for chrissake. removing orks isn't a stylistic update. giving dwarves the ability to dispel magic isn't a stylistic update. completely changing the history of the Awakening isn't a stylistic update. if they were just getting rid of the 80s pastiche, that would be one thing. but the changes they're making to the storyline aren't at all about that.
James McMurray
QUOTE (mfb)
QUOTE (Brahm)
Besides the collective Shadowrun lore being rife with dated 80's and 90's lampoons, ripoffs, and in-jokes?

then they shouldn't be calling it SR, should they? since it isn't.

Luckily for most of us Shadowrun has that stuff, but does not require that stuff.
Brahm
QUOTE (X-Kalibur)
Then you just add in some sort of ability for people to create missions and possibly persistent type servers (akin to what they did with NWN) and you'd have some good quality gaming there.

On the XBox360/PC crossplatform? Very doubtful. They aren't even going to make the game mod-able. Besides that being an enormous investment to have any sort of quality, and the Shadowrun license has roughly 1/10 the name pull of D&D. In computer games it has even far less than something like Rainbow Six.

That said I would have liked to have seen something like that too. Or maybe even something with Matrix support, although with the advent of SR4 that would have been largely dated a year and a half before release. Which kinda underlines the problem of lack of coordination with Fanpro.

But this is OK too. Depends somewhat on what I have for gear next year though whether or not I'll play it.
nezumi
QUOTE (Brahm)
QUOTE (mfb @ Jul 18 2006, 04:48 PM)
QUOTE (Brahm)
Besides the collective Shadowrun lore being rife with dated 80's and 90's lampoons, ripoffs, and in-jokes?

then they shouldn't be calling it SR, should they? since it isn't.

Welcome to the world of refurbishing dated items. Giving it a new dated look of today instead of yesterday. Same name. Same spirit underneath. Roughly the same theme. But different, more Now!, hair and clothing style.

So you're suggesting that capture the flag between two clearly marked teams who summon trees and resurrect each other somehow is a refurbished, updated version of the diverse, conflicted world of shadowrun?

Boy do I miss the eighties...
Brahm
QUOTE (mfb @ Jul 18 2006, 05:05 PM)
Brahm, for chrissake. removing orks isn't a stylistic update. giving dwarves the ability to dispel magic isn't a stylistic update. completely changing the history of the Awakening isn't a stylistic update. if they were just getting rid of the 80s pastiche, that would be one thing. but the changes they're making to the storyline aren't at all about that.

mfb, for chrissake. indifferent.gif They didn't remove orks from the world, they just did put them in this game, I'm pretty sure they even included them in the count of metahuman types in the fluff text in one place, they just don't mention them by name. Welcome to budgetville. frown.gif Dwarves are slightly antimagical in Shadowrun via increased Willpower, although not actively so in a Counterspelling way. It doesn't "completely" change the history of the Awakening, although it does adjustment/change a of lot of details.

So yes, for chrissake it is stylistic. It ain't close canon. And it ain't what you want to see. Can't say all of it was what I was looking to see either. But it roughly follows the basic concepts and themes of the Shadowrun world.
Brahm
QUOTE (nezumi)
So you're suggesting that capture the flag between two clearly marked teams who summon trees and resurrect each other somehow is a refurbished, updated version of the diverse, conflicted world of shadowrun?

Already addressed the "clearly marked teams". Yup, the company guards are wearing uniforms. The others aren't. Wow! Never come across that before!

Then in the crappy little bit of fluff they have put on their site they actually have managed to portray a "diverse, conflicted world" as the premise for the two sides. Both sides are turds doing nasty/destructing things, and both sides claim they are doing it for the betterment of all. But of course that's lost when people go in and start picking at it line by line and saying "HEY, WHERE'S SHADOWRUN F#$$#ERS!"

Speaking of trees. Lost in the trees while looking for a forrest. frown.gif

P.S. The way they are using Resurrect is more like a heal spell. But then they didn't call it that. One of those deviations from canon that didn't need to go as far as it did.
mfb
+1 Willpower, in Brahm's world, somehow equates to being able to dispel magic. i'd just like to point that out, and leave others to draw their own conclusions about the rest of his arguments.
hobgoblin
i would not have a problem with dwarfs being more resistant towards magic, if it was only about magic aimed at them (both benificial and harmfull) if there even was any harmfull magic in the game. (sorry, cant do that. it would just be another gun...)

but from what i understand, they come with a anti-magical "dome" buildt in. stick close to the dwarf and no magic can affect you. good for teamplay maybe, but no-where close to shadowrun in any game on any media so far.

the best thing they could do was to basicly drop the shadowrun name, then we all would shut up about this...
hobgoblin
QUOTE (X-Kalibur)
QUOTE (underaneonhalo @ Jul 18 2006, 11:24 AM)
QUOTE (Brahm)
QUOTE (underaneonhalo @ Jul 18 2006, 12:27 AM)
Best case scenario, it fails so miserably that microsoft decides the license is crap and (unlikely) pawns it off to someone who actually wants it.

To give someone else even an outside chance to shine where they choked? rotfl.gif Congratulations, that unlikely just got you nominated for a DSF Understatement of the Month Award. cyber.gif

I hope I win! rollin.gif

But yeah my "best case" is me daring to dream a little dream, kind of like my hopes that Black Isle Studios will spontanously reform and interplay will give them the rights to fallout and a lifetime subscription to hustler.

Interplay no longer has the rights to Fallout, Bethesda does, and is currently working on Fallout 3.

now thats a wet dream if i have ever had one love.gif
Brahm
QUOTE (mfb)
+1 Willpower, in Brahm's world, somehow equates to being able to dispel magic.

They resist magic moreso than the other metahumans. That got used in the computer game in a way that is actually meaningful to create an interesting ruleset for playing. It is obviously not a literal direct correlation. But given that the computer game decided to maximize design resources spent of magic to give something that wasn't already covered by guns, so there aren't any spells directly affecting enemies. So instead they used a rough approximation that has meaning, but mostly was aimed at what they thought would create a fun computer game to play.
QUOTE
i'd just like to point that out, and leave others to draw their own conclusions about the rest of his arguments.

How about while you are at it point out; Base on the spirit. Roughly following. Not literal canon.

P.S. Oh, and also maybe you could get it straight that I didn't say "dispel magic"? Ya, that post is certainly something to judge you by.
mfb
you're missing the point, Brahm. they changed it, and they didn't have to in order to make the game fun and cool. if you're okay with that, goodie for you. go buy the game when it comes out. i'm not, and neither are a lot of other people.
Brahm
QUOTE (hobgoblin)
i would not have a problem with dwarfs being more resistant towards magic, if it was only about magic aimed at them (both benificial and harmfull) if there even was any harmfull magic in the game. (sorry, cant do that. it would just be another gun...)

but from what i understand, they come with a anti-magical "dome" buildt in. stick close to the dwarf and no magic can affect you. good for teamplay maybe, but no-where close to shadowrun in any game on any media so far.


AFAIK there isn't any magic aimed directly at enemies. They intentionally avoided that. Instead the area of effect seems to act like sort of a dampener, but to enemies only. Sort of like an aspected background count almost. I agree it is wierd twist on Dwarfs, but given the lack direct affect offensive magic I kind of see the path that lead them to implement it like that.

QUOTE (hobgoblin)
the best thing they could do was to basicly drop the shadowrun name, then we all would shut up about this...


QUOTE (Brahm @ earlier in the thread)
Explosions of outrage on DSF are like rain showers in Seattle. If there isn't one today and there wasn't one yesterday then chances are good your aren't where you think you are.

No, there would be bitching and moaning about how Microsoft wasn't creating a CRPG, MMORPG, or whatever.

Never played Shadowrun at a convention, but I'm coming to understand the bad things I've heard from people about their experiences at Shadowurn conventions. Moreso than other games. frown.gif


P.S. I shudder to think of the downpour if they actually did make an MMORPG. If you took the World of Warcraft boards and populated with SR fanbois I would expect a sigularity that would implode the entire Interent. dead.gif
mfb
QUOTE (Brahm)
No, there would be bitching and moaning about how Microsoft wasn't creating a CRPG, MMORPG, or whatever.

there already are. you can't please everyone. but FASA Interactive could please a lot more people by using the existing storyline.
Brahm
QUOTE (mfb)
you're missing the point, Brahm. they changed it, and they didn't have to in order to make the game fun and cool.

question.gif Did you even actually read the post? No direct attack magic, therefore no way to represent extra magic resistance in the canon Willpower way. It was change it or leave it out. It appears they decided that the changed version would add coolness to a team game, and an interesting difference for the Dwarf.
mfb
are you... for god's sake, Brahm, the 'no direct magic' thing is part of the change. or, at least, it's another change they didn't have to make.
X-Kalibur
Alright children, put the e-peens away. Nobody is going to win this one, you'll only both come out looking retarded.
mfb
psh, if someone won, i'd have to find another argument.
Adam
QUOTE (hobgoblin)
QUOTE (hyzmarca @ Jul 18 2006, 11:05 PM)
Basicly FASA created FASA Interactive as a seperate corporation to protect itself in case its chain of gigantic Mechwarrior simulation centers failed.  rotate.gif

i wonder what one of those simulators would cost, if they are available these days...

FanPro will actually have a couple of the BattleTech pods at GenCon. MechJock.com is the owner's site -- the software is still being updated, but I'm not sure if they're available for sale at the moment.
Brahm
QUOTE (mfb @ Jul 18 2006, 05:56 PM)
are you... for god's sake, Brahm, the 'no direct magic' thing is part of the change. or, at least, it's another change they didn't have to make.

You mean another [sound] design decision I already gave the reasoning behind in my post. Conservation of design resources by eliminating functionality overlap. Firearms handle the direct damage freeing up the limited resources to implement magic features to handle other aspects of the game play.

Face it, implementing true canon P&P combat would be an enormous cost and likely not to lead to that great of game. Because combat in a computer game happens in a different way, through a different human interface, and in different a timeframe than when rolling dice.
QUOTE
psh, if someone won, i'd have to find another argument.

Now that's the spirit! biggrin.gif
Cleremond
Brahm, are you a M$ plant?

Just curious.
Fix-it
no, but he does have a point. implementing something as complex as shadowrun in real time is gonna have it's drawbacks no matter how you do it.
mfb
QUOTE (Brahm)
You mean another [sound] design decision I already gave the reasoning behind in my post. Conservation of design resources by eliminating functionality overlap. Firearms handle the direct damage freeing up the limited resources to implement magic features to handle other aspects of the game play.

oh, malarky. like it's that hard to design a fireball spell. sure, it saves time and money--which is only a concern if you're a) over budget, or b) cutting corners. given what i've seen so far, i'm going to have to go with b.
SL James
QUOTE (Brahm @ Jul 18 2006, 03:45 PM)
Besides the collective Shadowrun lore being rife with dated 80's and 90's lampoons, ripoffs, and in-jokes? smile.gif  Along with those other reasons I gave in my last post.

Fanpro has been trying like Hell to do the same thing, and you know what? They've managed to systematically suck the cyberpunk right out of a game this is still supposedly cyberpunk meets magic. The '80s references aren't there for a fucking whim. They help define the goddamn genre, and I'm getting sick and tired of people completely missing that point because they're young enough to have missed all of the RL factors that went into the CP genre, they missed it because the CP genre in other countries is significantly different from that in the U.S. (due to those specific, and America-specific, factors), or that they are people like yourself who are either ignorant or don't care about the genre upon which the game was founded (with magic (in all its forms) added on top of it).

QUOTE (Brahm)
QUOTE (SL James @ Jul 18 2006, 01:58 PM)
How does capture the flag between two very clearly demarcated factions fit into "the spirit of SR?"

I don't know. Why not ask someone at the Atlantean Foundation?

While that is a cute nonsequitur, it completely fails to address my question in the slightest.

QUOTE
It's combat between two teams/sides/groups for infiltrating and obtaining a target item or denying the attempt.

No.

Shit.

That is, thank you, the definition of a "Capture the Flag" game. Shadowrun isn't (conventionally speaking) a "Capture the Flag" RPG.

Maybe it's just me, but that doesn't exactly scream "Shadowrun" in the conventional sense of the game and the conventional type of gameplay that the RPG is based upon. It's not that there aren't such conflicts - It's just that those don't, by their nature, involve shadowrunners. You know, since runners are third-party deniable assets with no specific allegiance to a particular client and all.

Plus, you know, Players usually only play one side in the miserable failures of games which can be summed up as nothing more that CtF.

But, like I said, you failed to even tangentially address how a cheap Capture the Flag game incorporates the "spirit of SR."

QUOTE (Brahm)
I'm pretty sure they even included them in the count of metahuman types in the fluff text in one place, they just don't mention them by name.

No, they didn't. Not anywhere on that site.
Cleremond
Plant!! Plant!!

hehe....jk'ing..

Seriously though.....if they would have made the game from the ground up as a faithful game but still wanted to make it a squad based shooter, why didn't they just base it on Urban Brawl or Combat Biker Leagues. None of those remote aspects of the game have been explored with any kind of depth and could have made a somewhat interesting game if done right.

*John Belushi impression* "BUT NOOOOOOOoooooooooooooooooooooo...........!!!!"
Brahm
QUOTE (SL James)
Fanpro has been trying like Hell to do the same thing, and you know what?

I'll tell you what I know. I know that you are about to go on another one of your dubiously based rants about the good ol' days when FASA could do no wrong, how all the kids and the foriegners just don't know nothing. Of course I was legal to drink in all 50 states by the time SR1 hit stores, and while technically not a US citizen the Jap scare and a lot of stuff was felt in a very similar way north of the 49th. So what to make of that?
QUOTE (SL James)
<good old days rant snipped>

How about making of that this. That I realize it for what it was, a moment in time. The books that came out of it are still around, but the moment is gone.
QUOTE

QUOTE (Brahm)
It's combat between two teams/sides/groups for infiltrating and obtaining a target item or denying the attempt.

No.

Shit.

That is, thank you, the definition of a "Capture the Flag" game. Shadowrun isn't (conventionally speaking) a "Capture the Flag" RPG.

Yes, but it that also happens to be a description of the combat action part of some runs.

QUOTE
Maybe it's just me, but that doesn't exactly scream "Shadowrun" in the conventional sense of the game and the conventional type of gameplay that the RPG is based upon. It's not that there aren't such conflicts - It's just that those don't, by their nature, involve shadowrunners.

I'd say it was you. Because item extraction is indeed something that tends to come up in Shadowrun. Sure the ideal is quiet with not shots fired. But sometimes that just doesn't fit the situation or things go sideways and slugs fly.
QUOTE
You know, since runners are third-party deniable assets with no specific allegiance to a particular client and all.

Some runners are ecoterrorists and the like, or have a background of belonging to such groups or organizations. Some teams are tightly aligned with particular organizations. It doesn't always happen, but it isn't at all rare. Much more common is runners being closely tied in with a group for an arc. To give a sense of story over a series of runs.

Like in this game, where an organization is out to grab ancient magical artifacts. Which is why the Atlantean Foundation isn't a non sequitur. Just because you are too dense to grasp it, or want to play dumb doesn't make it so.

Of course you do need to provide some identification to the the groups since that's kind of a requirement for playing a team FPS game. Even if you called them Terrorists and Counter-Terrorist. But of course you wouldn't do that or you'd have people pouncing on such superfical simularities and crying 'knockoff' without actually looking further. *cough*
QUOTE
Plus, you know, Players usually only play one side in the miserable failures of games which can be summed up as nothing more that CtF.

Actually the GM would be a person playing the other 'side'. Occationally the players are on defense, although that is usually a little tougher to set up because of the open-ended nature of the world tends to favour people that are on the offensive.

Welcome to a different medium! So what's next, you're going to start complaining about the crappy sound quality of the newspaper you bought this morning? talker.gif wobble.gif
Brahm
QUOTE (mfb @ Jul 18 2006, 07:13 PM)
QUOTE (Brahm)
You mean another [sound] design decision I already gave the reasoning behind in my post. Conservation of design resources by eliminating functionality overlap. Firearms handle the direct damage freeing up the limited resources to implement magic features to handle other aspects of the game play.

oh, malarky. like it's that hard to design a fireball spell. sure, it saves time and money--which is only a concern if you're a) over budget, or b) cutting corners. given what i've seen so far, i'm going to have to go with b.

Or c) are realistic about what can be done with quality with the expected sales and still be able to keep the lights turned on, maybe even make a decent return on investment.

Frankly you are in a pretty damn poor position to judge how hard a fireball spell is to implement. I doubt it even dawns on you all the considerations involved with piling on features.

QUOTE
you can't please everyone. but FASA Interactive could please a lot more people by using the existing storyline.

They might please more existing feverant SR fans by trying to use the existing storyline, but in the end I doubt they'd get close enough to please you. It is pretty much a lock they wouldn't please James. I suspect they couldn't please him if the brought Nigel Findly back from the dead to write the story AND sent a hooker over to James' house to give him a handjob. nyahnyah.gif

But the real question is would they end up with more people overall, and not just existing fans, happy enough to slap down cash for the game? Meh, maybe, maybe not. But I doubt you are, and I'm pretty sure I am not, in a position to offer better than an armchair quarterback opinion on that. You haven't actually done professional market research on this, have you?

In the end though, faithful to canon or not, they are still selling a computer game and that's got to be first and foremost concern of how playable it is. Because totally faithful to the canon of a game that thousands or maybe low 10's of thousands play is pretty insignificant to the 100's of thousands they need to enjoy it as a computer game. More so when a large percentage of those 10's of thousands are just casual or occational players that have a limited knowledge of canon.
Brahm
QUOTE (Cleremond @ Jul 18 2006, 09:14 PM)
Seriously though.....if they would have made the game from the ground up as a faithful game but still wanted to make it a squad based shooter, why didn't they just base it on Urban Brawl or Combat Biker Leagues.  None of those remote aspects of the game have been explored with any kind of depth and could have made a somewhat interesting game if done right.

I see those as possibilities they could have done, although I'd tend to see that as far more of a slap-a-name-on than what they seem to be trying to do. But given that you seem convinced that it is slap-a-name-on anyway I guess that doesn't matter much to you.
Kagetenshi
QUOTE (Brahm @ Jul 18 2006, 09:56 PM)
Frankly you are in a pretty damn poor position to judge how hard a fireball spell is to implement. I doubt it even dawns on you all the considerations involved with piling on features.

Rocket launchers are not new to games, and variants on it are within the reach of any two-bit modder. A fancy rocket launcher is "piling on features"?

At least with Powerball you'd have LOS issues to make an argument for difficulty.

~J
mfb
QUOTE (Brahm)
Frankly you are in a pretty damn poor position to judge how hard a fireball spell is to implement. I doubt it even dawns on you all the considerations involved with piling on features.

and you are in such a position? because from my position, i can see a hell of a lot of games out there with a variety of fireball-style effects. if the SR dev team finds that something like that is beyond their abilities, they should probably look into taking some classes at CMU, or any other school that offers advanced programming classes. if your position shows you something different you ought to move, because you're position is wrong.

but i don't think it is. area attacks with flame effects are child's play for any dev who's in a position to work on a game like this. what i believe is that the dev teams are too selfish to use the canon world. they want to tell their stories and produce their game effects without having to do the work of checking their material against a known quantity.
Brahm
QUOTE (mfb)
QUOTE (Brahm)
Frankly you are in a pretty damn poor position to judge how hard a fireball spell is to implement. I doubt it even dawns on you all the considerations involved with piling on features.

and you are in such a position?

Actually, yes.

QUOTE
because from my position, i can see a hell of a lot of games out there with a variety of fireball-style effects.

Precisely. You see the visual effect and you stop thinking about it. You miss the tweaking upon tweaking of the graphics, and the sounds. You miss out fitting it into a UI. You miss out trying to line it up with all the other game options. You miss testing it. You miss trying to fit it all into a footprint. You miss keeping the feature list from building up to high and overwhelming the player so the game actually becomes less enjoyable to the overall player base. You miss trying to figure out how area effects interact with other things. You miss the exponential increase of complexity when adding features.

In short you are armchairing a job you have effectively no experience with.
QUOTE
Rocket launchers are not new to games, and variants on it are within the reach of any two-bit modder. A fancy rocket launcher is "piling on features"?

Sure, if you want a two-bit job of it. ohplease.gif But even then yes, it is feature creep and it'll bit your ass just like that.
QUOTE (Brahm)
At least with Powerball you'd have LOS issues to make an argument for difficulty.

Ick. That can of worms is well past it's Best Before date, so I think we should leave it closed. wink.gif
mfb
QUOTE (Brahm)
Precisely. You see the visual effect and you stop thinking about it. You miss the tweaking upon tweaking of the graphics, and the sounds. You miss out fitting it into a UI. You miss out trying to line it up with all the other game options. You miss testing it. You miss trying to fit it all into a footprint. You miss keeping the feature list from building up to high and overwhelming the player so the game actually becomes less enjoyable to the overall player base. You miss trying to figure out how area effects interact with other things. You miss the exponential increase of complexity when adding features.

and you miss the fact that there are ten million games out there that already have this effect--from the visuals to the UI integration to the damage and resistance by equipment and race to the sounds to everything. having tinkered with modding, i'm aware that it can be a daunting task. i'm also aware that it's their job. if the SR dev team is so incompetent that they can't manage it, then what the hell are they doing with that job in the first place?
Nidhogg
I said it earlier, and I'll say it again: nobody would care if the game grossly violates from canon if the game didn't look so fucking stupid. Seriously, the game is about grabbing mystical magic urns and shit while gunning down magic-immune dwarves and other fantasy cliches. Whatever. Even this wouldn't be so unbearable if the game didn't look like something you would find in a budget PS2 game. However, there is no fucking way to whitewash the summoning of magical, healing, trees. You summon goddamn trees. That shit is just too fucking wierd for words. Seriously, whomever gets paid for thinking up this crap needs to be fired, shot, and hung on the wall to warn future game designers.
SL James
QUOTE (Nidhogg @ Jul 18 2006, 11:42 PM)
Seriously, the game is about grabbing mystical magic urns and shit while gunning down magic-immune dwarves and other fantasy cliches.

Shows how much you know. It's a mystical magic stick.

I got the magic stick/I know if I can hit once, I can hit twice
Nidhogg
QUOTE (SL James)
QUOTE (Nidhogg @ Jul 18 2006, 11:42 PM)
Seriously, the game is about grabbing mystical magic urns and shit while gunning down magic-immune dwarves and other fantasy cliches.

Shows how much you know. It's a mystical magic stick.

Oh God, sweet, merciful God… Why? Oh God! Why?

Can we use this 'stick' to beat the story developers to death? It seems fitting.
James McMurray
QUOTE (SL James @ Jul 18 2006, 07:20 PM)
Fanpro has been trying like Hell to do the same thing, and you know what? They've managed to systematically suck the cyberpunk right out of a game this is still supposedly cyberpunk meets magic. The '80s references aren't there for a fucking whim. They help define the goddamn genre, and I'm getting sick and tired of people completely missing that point because they're young enough to have missed all of the RL factors that went into the CP genre, they missed it because the CP genre in other countries is significantly different from that in the U.S. (due to those specific, and America-specific, factors), or that they are people like yourself who are either ignorant or don't care about the genre upon which the game was founded (with magic (in all its forms) added on top of it).

Hit the deck! He's ranting again! eek.gif

Some of us are old enough to remember it, and are glad it's gone. 80's references are easy to inject into your game if you want them. The reason they're gone is that most people don't want them. You can't win over a new fan base by including lots of inside jokes from a decade before they were born. And you can't please the crotchety old players with a new edition no matter how you make it.

I bet there's a lot more people tired of two old farts whining that the game isn't like it was in the good old days. ohplease.gif

Luckily for most of us, and the game itself, you aren't the one that designs the fluff. The game, in order to continue to attract new customers, needs a different image than "That 80's Show... Now with Cyberware and Magic!" There's a reason that show failed miserably: most consumers don't look back at the 80s with enough fond memories to sell a major product.

Obviously you're free to dislike the change, but ranting on about it just makes you one of the old dogs that can't learn new tricks.
Kalvan
The Eighties references... I can take them or leave them. Those aren't what makes the game Shadowrun or Cyberpunk (And yes, I did live through them).

What makes it cyberpunk are the autonomous corportations owning everything, the crime, and the jusxaposition of extreme poverty and riches with neat tech gadgets thrown in too.

Gee, looking at how much pop culture the Japanese have perpretrated in the last 20 years, charts of ownership trends by the wealthiest 1% and the rest of us, and the fact that when the NYPD Police Academy class of '94 retires with no replacements Hell's Kitchen and Skid Row will once again live up to their names,(because the cupblard will be bare) we will need only an Awakening to have a Shadowrun-like future. (Even if the exact details will probably be different.)
Kalvan
If I were going to do a Shadowrun videogame, it would combine the wide-open expances of area of the Playstation 2 Grand Theft Auto games, the mission system and AI of the Hitman series, netrunning that resembles the Darwinia landscape, and an astral space that resembles the one from the otherwise uninspired Werewolf FPS.

Oh yeah, and lots of things to spend your nuyen and karma on.
Wolfshade
O.K. guys , I know I'm asking to get roasted, but it's my opinion and I'm sticking to it. The best way to do a SR game and stick to the, RPG system, that I can figure is to turn base the combat built like an UPDATED Fallout game. Just my 2cents.
Brahm
QUOTE (mfb)
ten million games out there that already have this effect

Great idea! Make it like all the rest! Whooo hoooo! Only, you know, you have to redo it all. So expending lots of effort to make a "knockoff". question.gif
QUOTE
i'm also aware that it's their job.

Apparently you've forgotten however that it isn't your job to create commercial grade software, never has been your job, or that don't you even have a sniff.
James McMurray
Does the game have grenades? If so, adding fireballs is as easy as tying a call to the grenade functions to another key combination in the spellcasting module, hopefully with a different graphic tied in. If it doesn't have grenades, then adding in an area of effect attack could be a huge amount of effort.

Exactly how much effort depends on your engine. If you bought and engine with area attack support built in it is simple. If you designed your own engine from the ground up it's a nightmare. If the game is such that missed shots put bullet holes in walls (even temporary ones) then adding an area attack is even worse as you now need to be able to scorch the blast radius.

And in the end you have to ask how much you really added to the game. Are fireballs cool? Heck yeah. Have they been done so many times that they're closer to cloning than innovation? Definitely. Assuming your setup is such that it takes time to add something like that in, do they add enough to the game to warrant the extra effort? Not in my opinion.
Kagetenshi
QUOTE (Brahm)
QUOTE (Brahm)
At least with Powerball you'd have LOS issues to make an argument for difficulty.

Ick. That can of worms is well past it's Best Before date, so I think we should leave it closed. wink.gif

Ladies and gentlemen, final conclusive proof that Brahm does not have the slightest fucking clue what he is talking about.

Dealing with LOS issues is solved. You add two simple checks to the exact same method used to determine the secondary damage code for the BFG in DOOM. Just for reference, that came out in 1993.

~J
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