Best ORIGINAL lore in an RPG....

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skrat_01

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#201 skrat_01
Member since 2007 • 33767 Posts

[QUOTE="skrat_01"]

[QUOTE="dreman999"] Your missed my point completely. It's impossible for anything we do to not have a human element involved. And I'm referring to all the thing we don't do that are not automatic bodily functions. From making thing to using things, it's impossible not to have a human element involved. Everything we do is based on are preference, psychic as well as how a story reflects to us and how it deep the story goes.

Your problem is that your looking too much at the complex content. Also, your looking at it on a purely writers level, too. Look at it at an artist level as well. Writers have to build and detail human element because that's the only they can apply those details. Artist have to make it apparent instantly to the viewer because they normally can't build it due to the nature of how their work is presented, which is why I use installations as examples

dreman999

Which makes your stupidly general interpretation of 'the human element relevant how'? My point has always been your idea of it is redundant as it is 'relevant to anything', as a result it loses both its meaning and definition. It's completely incorrect.

It's a wrong interpretation, and quite frankly as a writer friend put it - borderline retardation.
It has taken a pseudo-intellectual juvenile to show how low this can go.

Now pay attention: In regard to media as art -Anything canhave a 'human element' in it it can be done with reasons, unintentional or it can be interpreted that way and so on.This can beexpressed in a multitude ofdifferent ways, through writing, audio, visual, mechanical function, use of space and place etc. However that does notmean everythingcontains 'the human element' in regard to media. To think think that is assuming that everythingis made with the same intention, and the same reason; to convey it.which is outright impossible and entirely wrong.

And don't ever say function can't contain a human element; games are first and foremost related to damn function, and games use function as their primary method of expression. If you want a game with a focus on 'the human element' of its subject matter, there's the board game Train; it's message is expressed entirely through its function as a game.

And no I'm not looking at it on a 'writers' level, how rich of you, and don't tell me I don't 'understand art'. I look at the piece for what it is *as you damn well should*, be it artistic merit, visual art design, writing, the damn meaning buried within it, the intention, what it has becomeetc. - what counts is what it does as there is no singular way increating something expressive; and that whole last sentence of yours is more utter nonsense. You've gone off on a tangent about visual art (****ing installation art really now) - we are not taling about games anymore are we?- and honestly are you a grade school art student, who finally sat down to read a text book, and now thinks they can curate the damn Guggenheim, because that's what this has become.

And wow, I'll just outright say your debating abilities are ****ing woeful.
"because that's the only they can apply those details."
What? That does not make sense, do you understand what you're trying to say? No, you're stubbornly acting like a git who's struggling to articulate their own point, which they don't even properly understand.

You're presenting yourself as having the capacity of a potato to take any a shred of what I'm saying, or even learn and understand that your own interpretation has more holes then a slice of swiss cheese.So please, break down Frogger while your at it, at least that will be funny.

Your point is wrong, your interpretation is wrong, you're not arguing a coherent point, you've repeatedly shown how you misunderstand topics and are flat out wrong with dumb notions, you can't even back up your point by addressing an example with your own backwards logic, and you've gone as far as proving yourself flat out incorrect.

The best you can do is actually learn and take in something, maybe gain a bit of perspective from someone who not only might have more experience in this field, as well as stronger understanding, but has gone to the trouble of constantly explaining the flaws in your interpretation with reason; and you don't even want to do that.


I'm done, if you don't even want to digest something on a surface level, thenI've wasted enough time on you.

"Now pay attention: In regard to media as art -Anything canhave a 'human element' in it it can be done with reasons, unintentional or it can be interpreted that way and so on.This can beexpressed in a multitude ofdifferent ways, through writing, audio, visual, mechanical function, use of space and place etc. However that does notmean everythingcontains 'the human element' in regard to media. To think think that is assuming that everythingis made with the same intention, and the same reason; to convey it.which is outright impossible and entirely wrong."

Do you know how contradictory this statement is?

How on earth does this make sense? All medium is ment to have human element. There is no medium with out it. You can't have a medium with out it.

If you don't understand this then you don't understand. You can be as fustrated as you want. But understand this....There ...can't.. be...medium ...without human element.

The mear fact the medium in general is ment for the user to take in means that it has human element. As I said before, your thinking that it has to have meaning to have a human element. That's not true. It can be simple or complex. Heck, an art piece with 2 colored squares on it has human elements.

Bang you head into a wall all you want, but untill you understand this, you won't understand and you are looking at this on a purly writers perspective.

"There ...can't.. be...medium ...without human element."
Wrong. There's no rule to what a medium can be and is.

You're assuming that everything is created with the same intention, as well as interpreted in entirely same way to convey a 'human element' which is absurd. While it can be conveyed and expressed and explored in a variety of ways, does not mean it always is; often it isn't. That was the paragraph you failed to understand.

Again, Frogger, go.

You're an idiot, and you can remain it.

I'm done here.

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texasgoldrush

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#202 texasgoldrush
Member since 2003 • 15252 Posts

[QUOTE="texasgoldrush"][QUOTE="GeoffZak"]

World of Warcraft without a doubt.

Go check out WoWpedia. The history of the Warcraft universe is so interesting and detailed.

I've read a lot of WoW's history and I don't even know the half of it.

GeoffZak

ummm...at first yeah....but WoW ruined Arthas and Illidan's plotlines.

I don't get it. How? What are you hinting at? I don't know much about Illidan, but I know that Arthas died at the end of Wrath of the Lich King, and I'm ok with that. It's ok to kill off characters.

its not that they killed him off, its how they did it.....it was so weak. Illidan was terrible too and so was the other Frozen Throne characters.
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texasgoldrush

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#203 texasgoldrush
Member since 2003 • 15252 Posts
There ...can't.. be...medium ...without human element." Wrong. There's no rule to what a medium can be and is.You're assuming that everything is created with the same intention, as well as interpreted in entirely same way to convey a 'human element' which is absurd. While it can be conveyed and expressed and explored in a variety of ways, does not mean it always is; often it isn't. That was the paragraph you failed to understand.Again, Frogger, go. You're an idiot, and you can remain it. I'm done here.skrat_01
A story driven RPG HAS to have the human element, if it doesn't..what is the purpose of the story? Point you back to Ultima IV.
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skrat_01

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#204 skrat_01
Member since 2007 • 33767 Posts

A story driven RPG HAS to have the human element, if it doesn't..what is the purpose of the story? Point you back to Ultima IV.texasgoldrush
Story driven doesn't necessarily have to, RPGs in general it don't have to at all; take something basic such as Serious Sam: The Random Encounter, or Diablo (focus on combat), or even Oblivion and Skyrim (story exists to drive and provide context to exploration focus).

Now traditionally many RPGs feature it, like the central Ultima series and still do; a good reason because there was a major focus on story and heavy involvement in characters, particularly party members when progressing through the central plot. Or in rare instances, it's integral to the plot (like Planescape, or even Kotor).

Depends on what kind of game it is. A game like Cthulu Saves the World, with its comedic drive, or Alpha Protcol's spy pulp isn't going to focus on it as much as Dragon Age's subplots for instance, as intentions are entirely different, despite these games being story driven.

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texasgoldrush

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#205 texasgoldrush
Member since 2003 • 15252 Posts

[QUOTE="texasgoldrush"]A story driven RPG HAS to have the human element, if it doesn't..what is the purpose of the story? Point you back to Ultima IV.skrat_01

Story driven doesn't necessarily have to, RPGs in general it don't have to at all; take something basic such as Serious Sam: The Random Encounter, or Diablo (focus on combat), or even Oblivion and Skyrim (story exists to drive and provide context to exploration focus).

Now traditionally many RPGs feature it, like the central Ultima series and still do; a good reason because there was a major focus on story and heavy involvement in characters, particularly party members when progressing through the central plot. Or in rare instances, it's integral to the plot (like Planescape, or even Kotor).

Depends on what kind of game it is. A game like Cthulu Saves the World, with its comedic drive, or Alpha Protcol's spy pulp isn't going to focus on it as much as Dragon Age's subplots for instance, as intentions are entirely different, despite these games being story driven.

No, Alpha Protocol attempts to capture th ehuman element, for instance the Mina and Madison love plots, and Sis's character, however, they do it very very poorly. Comedic games like Mother 3 and even Chrono Trigger can capture the human element very well. Comedies actually are another way of capturing the human element.
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skrat_01

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#206 skrat_01
Member since 2007 • 33767 Posts
[QUOTE="skrat_01"]

[QUOTE="texasgoldrush"]A story driven RPG HAS to have the human element, if it doesn't..what is the purpose of the story? Point you back to Ultima IV.texasgoldrush

Story driven doesn't necessarily have to, RPGs in general it don't have to at all; take something basic such as Serious Sam: The Random Encounter, or Diablo (focus on combat), or even Oblivion and Skyrim (story exists to drive and provide context to exploration focus).

Now traditionally many RPGs feature it, like the central Ultima series and still do; a good reason because there was a major focus on story and heavy involvement in characters, particularly party members when progressing through the central plot. Or in rare instances, it's integral to the plot (like Planescape, or even Kotor).

Depends on what kind of game it is. A game like Cthulu Saves the World, with its comedic drive, or Alpha Protcol's spy pulp isn't going to focus on it as much as Dragon Age's subplots for instance, as intentions are entirely different, despite these games being story driven.

No, Alpha Protocol attempts to capture th ehuman element, for instance the Mina and Madison love plots, and Sis's character, however, they do it very very poorly. Comedic games like Mother 3 and even Chrono Trigger can capture the human element very well. Comedies actually are another way of capturing the human element.

Oh I don't disagree that it can do it well, however it is never required. This said 'human element' isn't required to tell a story, even a convincing one. As I said, it depends on what kind of game it is, the focus and direction. In Alpha Protocol's regard, it's not the focus and that's true it sucks, as with Skyrim, and Chrono Trigger doesn't have that comedy focus such as CStW. Can it contain it? Sure, it's not required however.
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#207 Kandlegoat
Member since 2009 • 3147 Posts

[QUOTE="skrat_01"]

[QUOTE="texasgoldrush"]A story driven RPG HAS to have the human element, if it doesn't..what is the purpose of the story? Point you back to Ultima IV.texasgoldrush

Story driven doesn't necessarily have to, RPGs in general it don't have to at all; take something basic such as Serious Sam: The Random Encounter, or Diablo (focus on combat), or even Oblivion and Skyrim (story exists to drive and provide context to exploration focus).

Now traditionally many RPGs feature it, like the central Ultima series and still do; a good reason because there was a major focus on story and heavy involvement in characters, particularly party members when progressing through the central plot. Or in rare instances, it's integral to the plot (like Planescape, or even Kotor).

Depends on what kind of game it is. A game like Cthulu Saves the World, with its comedic drive, or Alpha Protcol's spy pulp isn't going to focus on it as much as Dragon Age's subplots for instance, as intentions are entirely different, despite these games being story driven.

No, Alpha Protocol attempts to capture th ehuman element, for instance the Mina and Madison love plots, and Sis's character, however, they do it very very poorly. .

Despite the writing,Alpha Protocol's gray approach to love-plots themselves is actually far more realistic than Bioware's "Be some nice guy ass-kisser" approach.

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dreman999

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#208 dreman999
Member since 2004 • 11514 Posts

[QUOTE="dreman999"]

[QUOTE="skrat_01"]Which makes your stupidly general interpretation of 'the human element relevant how'? My point has always been your idea of it is redundant as it is 'relevant to anything', as a result it loses both its meaning and definition. It's completely incorrect.

It's a wrong interpretation, and quite frankly as a writer friend put it - borderline retardation.
It has taken a pseudo-intellectual juvenile to show how low this can go.

Now pay attention: In regard to media as art -Anything canhave a 'human element' in it it can be done with reasons, unintentional or it can be interpreted that way and so on.This can beexpressed in a multitude ofdifferent ways, through writing, audio, visual, mechanical function, use of space and place etc. However that does notmean everythingcontains 'the human element' in regard to media. To think think that is assuming that everythingis made with the same intention, and the same reason; to convey it.which is outright impossible and entirely wrong.

And don't ever say function can't contain a human element; games are first and foremost related to damn function, and games use function as their primary method of expression. If you want a game with a focus on 'the human element' of its subject matter, there's the board game Train; it's message is expressed entirely through its function as a game.

And no I'm not looking at it on a 'writers' level, how rich of you, and don't tell me I don't 'understand art'. I look at the piece for what it is *as you damn well should*, be it artistic merit, visual art design, writing, the damn meaning buried within it, the intention, what it has becomeetc. - what counts is what it does as there is no singular way increating something expressive; and that whole last sentence of yours is more utter nonsense. You've gone off on a tangent about visual art (****ing installation art really now) - we are not taling about games anymore are we?- and honestly are you a grade school art student, who finally sat down to read a text book, and now thinks they can curate the damn Guggenheim, because that's what this has become.

And wow, I'll just outright say your debating abilities are ****ing woeful.
"because that's the only they can apply those details."
What? That does not make sense, do you understand what you're trying to say? No, you're stubbornly acting like a git who's struggling to articulate their own point, which they don't even properly understand.

You're presenting yourself as having the capacity of a potato to take any a shred of what I'm saying, or even learn and understand that your own interpretation has more holes then a slice of swiss cheese.So please, break down Frogger while your at it, at least that will be funny.

Your point is wrong, your interpretation is wrong, you're not arguing a coherent point, you've repeatedly shown how you misunderstand topics and are flat out wrong with dumb notions, you can't even back up your point by addressing an example with your own backwards logic, and you've gone as far as proving yourself flat out incorrect.

The best you can do is actually learn and take in something, maybe gain a bit of perspective from someone who not only might have more experience in this field, as well as stronger understanding, but has gone to the trouble of constantly explaining the flaws in your interpretation with reason; and you don't even want to do that.


I'm done, if you don't even want to digest something on a surface level, thenI've wasted enough time on you.

skrat_01

"Now pay attention: In regard to media as art -Anything canhave a 'human element' in it it can be done with reasons, unintentional or it can be interpreted that way and so on.This can beexpressed in a multitude ofdifferent ways, through writing, audio, visual, mechanical function, use of space and place etc. However that does notmean everythingcontains 'the human element' in regard to media. To think think that is assuming that everythingis made with the same intention, and the same reason; to convey it.which is outright impossible and entirely wrong."

Do you know how contradictory this statement is?

How on earth does this make sense? All medium is ment to have human element. There is no medium with out it. You can't have a medium with out it.

If you don't understand this then you don't understand. You can be as fustrated as you want. But understand this....There ...can't.. be...medium ...without human element.

The mear fact the medium in general is ment for the user to take in means that it has human element. As I said before, your thinking that it has to have meaning to have a human element. That's not true. It can be simple or complex. Heck, an art piece with 2 colored squares on it has human elements.

Bang you head into a wall all you want, but untill you understand this, you won't understand and you are looking at this on a purly writers perspective.

"There ...can't.. be...medium ...without human element."
Wrong. There's no rule to what a medium can be and is.

You're assuming that everything is created with the same intention, as well as interpreted in entirely same way to convey a 'human element' which is absurd. While it can be conveyed and expressed and explored in a variety of ways, does not mean it always is; often it isn't. That was the paragraph you failed to understand.

Again, Frogger, go.

You're an idiot, and you can remain it.

I'm done here.

Where you getting this Idea that I think that every thing is created with the same intention or interpretation? I never one referred to that.... Everything has it own interpretation based on it's viewer or user. Human element is all about multitude of ways something can be interpret because of how far range human behavior and psychology can go. I never said things can be look at one way and the concept of human element isn't looked in one way ether. I'm just say the very nature of human element mean it's a strong tie to any medium we do. We really can't have any medium with out it. The fact that frogger is using personification and even design as a game where the player is moving a frog across the road means it has a human element and is not a function

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dreman999

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#209 dreman999
Member since 2004 • 11514 Posts

[QUOTE="texasgoldrush"][QUOTE="skrat_01"] Story driven doesn't necessarily have to, RPGs in general it don't have to at all; take something basic such as Serious Sam: The Random Encounter, or Diablo (focus on combat), or even Oblivion and Skyrim (story exists to drive and provide context to exploration focus).

Now traditionally many RPGs feature it, like the central Ultima series and still do; a good reason because there was a major focus on story and heavy involvement in characters, particularly party members when progressing through the central plot. Or in rare instances, it's integral to the plot (like Planescape, or even Kotor).

Depends on what kind of game it is. A game like Cthulu Saves the World, with its comedic drive, or Alpha Protcol's spy pulp isn't going to focus on it as much as Dragon Age's subplots for instance, as intentions are entirely different, despite these games being story driven.

skrat_01

No, Alpha Protocol attempts to capture th ehuman element, for instance the Mina and Madison love plots, and Sis's character, however, they do it very very poorly. Comedic games like Mother 3 and even Chrono Trigger can capture the human element very well. Comedies actually are another way of capturing the human element.

Oh I don't disagree that it can do it well, however it is never required. This said 'human element' isn't required to tell a story, even a convincing one. As I said, it depends on what kind of game it is, the focus and direction. In Alpha Protocol's regard, it's not the focus and that's true it sucks, as with Skyrim, and Chrono Trigger doesn't have that comedy focus such as CStW. Can it contain it? Sure, it's not required however.

And now I know you don't know what your talking about. Without good human element in the story, how would the viewer/read even be able to care about the story at all. Human element is the driving force in building the characters in the story, if it's not built well we don't care for the characters thus don't caring for the story.

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skrat_01

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#210 skrat_01
Member since 2007 • 33767 Posts

Where you getting this Idea that I think that every thing is created with the same intention or interpretation? I never one referred to that.... Everything has it own interpretation based on it's viewer or user. Human element is all about multitude of ways something can be interpret because of how far range human behavior and psychology can go. I never said things can be look at one way and the concept of human element isn't looked in one way ether. I'm just say the very nature of human element mean it's a strong tie to any medium we do. We really can't have any medium with out it. The fact that frogger is using personification and even design as a game where the player is moving a frog across the road means it has a human element and is not a function

dreman999
You think everything contains the 'human element' in its subject contents; which in turns means that everything is falls under a stupidly broad general category that has zero definition left. Which is why your examples and notions, and completely utter relience on individual interpretation of a broad scope of subject matter is wrong; Space War and Tennis for Two contain the undefined 'human element' due to he player being represented as contextualised objects. You're an idiot, I'm done.

And now I know you don't know what your talking about. Without good human element in the story, how would the viewer/read even be able to care about the story at all. Human element is the driving force in building the characters in the story, if it's not built well we don't care for the characters thus don't caring for the story.

dreman999
No, I know entirely what I'm talking about, you're an idiot. It's easy to care about anything, there is no requirement to invest emotion' in something - we project emotions into utterly everything. Again, you're an idiot who missed the whole damn point to begin with "Oh I don't disagree that it can do it well, however it is never required" to tell a story. Either understand what you're trying to discuss or shutup.
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dr_jashugan

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#211 dr_jashugan
Member since 2006 • 2665 Posts

Yeah, absolutely. And the cool runes that you must use to read information in the Ultima series was just awesome.

Hope there will be a good remake in the near future (can't wait to use the words of power (Ultima V)). :cool:

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dreman999

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#212 dreman999
Member since 2004 • 11514 Posts
[QUOTE="dreman999"]

Where you getting this Idea that I think that every thing is created with the same intention or interpretation? I never one referred to that.... Everything has it own interpretation based on it's viewer or user. Human element is all about multitude of ways something can be interpret because of how far range human behavior and psychology can go. I never said things can be look at one way and the concept of human element isn't looked in one way ether. I'm just say the very nature of human element mean it's a strong tie to any medium we do. We really can't have any medium with out it. The fact that frogger is using personification and even design as a game where the player is moving a frog across the road means it has a human element and is not a function

skrat_01
You think everything contains the 'human element' in its subject contents; which in turns means that everything is falls under a stupidly broad general category that has zero definition left. Which is why your examples and notions, and completely utter relience on individual interpretation of a broad scope of subject matter is wrong; Space War and Tennis for Two contain the undefined 'human element' due to he player being represented as contextualised objects. You're an idiot, I'm done.

And now I know you don't know what your talking about. Without good human element in the story, how would the viewer/read even be able to care about the story at all. Human element is the driving force in building the characters in the story, if it's not built well we don't care for the characters thus don't caring for the story.

dreman999
No, I know entirely what I'm talking about, you're an idiot. It's easy to care about anything, there is no requirement to invest emotion' in something - we project emotions into utterly everything. Again, you're an idiot who missed the whole damn point to begin with "Oh I don't disagree that it can do it well, however it is never required" to tell a story. Either understand what you're trying to discuss or shutup.

Dude there is nothing we make or medium that is not base on our behavior or psychology. Your augment will only work if it was one about art. But it's not. Human element is that broad of a term and has different reflection base of each person. There's not even a define definition the concept and yet your determine to put one on it and see know problem with it. There no way around this, there is no medium in existence with out human element. It your problem is that it covers almost everything, then guess what, nearly everything we do is about human element, that's why it is in everything. Get use to the idea Also, in your second point, who said anything about emotional investment. I just said the viewer has to care about the characters to care about the plot. Deep emotion is not needed to keep the viewer engage,the writer can easily use human curiosity and mystery to have a lure in the plot. This still draws interest in the characters in the plot whether shown or looked into by the other characters in a story. Face it, you can have a good plot with out good use of human element.
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DarkLink77

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#213 DarkLink77
Member since 2004 • 32731 Posts

Oh, my God. I can't believe this sh!t is still going.

Give it up, skrat. Arguing with the drones never goes anywhere.

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archvile_78

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#214 archvile_78
Member since 2007 • 8438 Posts

Would the Metroid Prime trilogy count? (i know the topic is about RPG but i feel it still need a mention)

I LOVED reading the entries as i scanned them.

< 3 omega pirate entry.

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ChubbyGuy40

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#215 ChubbyGuy40
Member since 2007 • 26442 Posts

Oh, my God. I can't believe this sh!t is still going.

Give it up, skrat. Arguing with the drones never goes anywhere.

DarkLink77

^this man knows the truth. So many religiously worship crappy plot, which I found out is just a codeword for ass.

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dreman999

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#216 dreman999
Member since 2004 • 11514 Posts

[QUOTE="DarkLink77"]

Oh, my God. I can't believe this sh!t is still going.

Give it up, skrat. Arguing with the drones never goes anywhere.

ChubbyGuy40

^this man knows the truth. So many religiously worship crappy plot, which I found out is just a codeword for ass.

You do know we aren't even arguing about BW games right?

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Jag85

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#217 Jag85
Member since 2005 • 20666 Posts

[QUOTE="Jag85"] While FF VI had the better overall storyline, FF X was much more unique as a storyline. While FF VI was also unique for the most part, in the end it falls back on the "save the world" plot by having Kefka being intent on destroying the world at the end. On the other hand, FF X has nothing to do with "saving" the world or stopping some villain from destroying the world, but was about bringing an end to the current state of affairs in the land of Spira (and along with it, Tidus's dream), which remains the focus through to the end. In that sense, FF X had a more unique storyline than FF VI.texasgoldrush
And what was Seymour? Another crazy who wanted to kill everybody. And really the story was about stopping the cycle of rebirth of Sin, who destroys worlds. Its still a saves the world plot. Its more unique than say VII or IX, but still falls under cliche.

Seymour was only a minor villain, not the main villain. Seymour was more of a red herring if anything. As for Sin, it doesn't destroy worlds, but comes and wreaks havoc every once in a while, like a natural disaster. FF X is not about saving the world, but about bringing an end to this cycle of disasters and the necessity to sacrifice a summoner each time to prevent it. As far as RPGs go, FF X's underlying plot was very unique, more so than both FF VI and FF VII.

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skrat_01

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#218 skrat_01
Member since 2007 • 33767 Posts
[QUOTE="dreman999"] Dude there is nothing we make or medium that is not base on our behavior or psychology. Your augment will only work if it was one about art. But it's not. Human element is that broad of a term and has different reflection base of each person. There's not even a define definition the concept and yet your determine to put one on it and see know problem with it. There no way around this, there is no medium in existence with out human element. It your problem is that it covers almost everything, then guess what, nearly everything we do is about human element, that's why it is in everything. Get use to the idea

No, that in its entirely, was utterly stupid. You're a pseudo intellectual moron, with understanding of a highschooler and the capacity of a potato to take in information; and I've wasted enough time on you. [QUOTE="dreman999"] Also, in your second point, who said anything about emotional investment. I just said the viewer has to care about the characters to care about the plot. Deep emotion is not needed to keep the viewer engage,the writer can easily use human curiosity and mystery to have a lure in the plot. This still draws interest in the characters in the plot whether shown or looked into by the other characters in a story. Face it, you can have a good plot with out good use of human element.

I repeat, you're an idiot, and the, majority of your paragraph is nigh unreadable, and again, you missed my point to begin with. I'm done.

Oh, my God. I can't believe this sh!t is still going.

Give it up, skrat. Arguing with the drones never goes anywhere.

DarkLink77
Yeah I'm done, and have learnt the capacity of stubborn stupidity; There's no point trying to convince a deluded idiot otherwise.
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dreman999

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#219 dreman999
Member since 2004 • 11514 Posts

[QUOTE="dreman999"] No, that in its entirely, was utterly stupid. You're a pseudo intellectual moron, with understanding of a highschooler and the capacity of a potato to take in information; and I've wasted enough time on you. [QUOTE="dreman999"] Also, in your second point, who said anything about emotional investment. I just said the viewer has to care about the characters to care about the plot. Deep emotion is not needed to keep the viewer engage,the writer can easily use human curiosity and mystery to have a lure in the plot. This still draws interest in the characters in the plot whether shown or looked into by the other characters in a story. Face it, you can have a good plot with out good use of human element.skrat_01
I repeat, you're an idiot, and the, majority of your paragraph is nigh unreadable, and again, you missed my point to begin with. I'm done.

Oh, my God. I can't believe this sh!t is still going.

Give it up, skrat. Arguing with the drones never goes anywhere.

DarkLink77

Yeah I'm done, and have learnt the capacity of stubborn stupidity; There's no point trying to convince a deluded idiot otherwise.

Ha....If you can even show me a define definition of "human element' then you then you can have your ground to try and lean your warp narrow views on me. You have yet to full expressed why I'm wrong, you just keep expresssing your narrow view.

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skrat_01

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#221 skrat_01
Member since 2007 • 33767 Posts

Ha....If you can even show me a define definition of "human element' then you then you can have your ground to try and lean your warp narrow views on me. You have yet to full expressed why I'm wrong, you just keep expresssing your narrow view.

dreman999

>Narrow
From pages ago:
This is a silly general term being thrown around in the context of games, traditionally it's about the array of human behaviour and psychology. It's such a general term we can waggle a finger at emergent games, complex systems and immersive sims filled with complex reactive npcs, this side of actual non-orchestrated interaction between players through game systems, and building a fictional setting. Silly, silly general stuff. What you're talking about is written NPCs in particular, and how the writing and focus on dialogue characterises them far more then the action, which yeah, has plenty of weight, it's Bioware's major strength. But that term is as flimsy as the word dynamic and linear being thrown around, it's pretty diluted.skrat_01

This is a term relative to its context: In industrial design, is different to literature; trying to interpret it with a general blanket dilutes it.
"I repeat, you're an idiot, and the, majority of your paragraph is nigh unreadable, and again, you missed my point to begin with. I'm done."

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N30F3N1X

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#222 N30F3N1X
Member since 2009 • 8923 Posts

Definitely Fallout and Deus Ex.

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lettuceman44

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#223 lettuceman44
Member since 2005 • 7971 Posts
No doubt about it, The Elder Scrolls
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dreman999

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#224 dreman999
Member since 2004 • 11514 Posts

[QUOTE="dreman999"]

Ha....If you can even show me a define definition of "human element' then you then you can have your ground to try and lean your warp narrow views on me. You have yet to full expressed why I'm wrong, you just keep expresssing your narrow view.

skrat_01

>Narrow
From pages ago:
This is a silly general term being thrown around in the context of games, traditionally it's about the array of human behaviour and psychology. It's such a general term we can waggle a finger at emergent games, complex systems and immersive sims filled with complex reactive npcs, this side of actual non-orchestrated interaction between players through game systems, and building a fictional setting. Silly, silly general stuff. What you're talking about is written NPCs in particular, and how the writing and focus on dialogue characterises them far more then the action, which yeah, has plenty of weight, it's Bioware's major strength. But that term is as flimsy as the word dynamic and linear being thrown around, it's pretty diluted.skrat_01

This is a term relative to its context: In industrial design, is different to literature; trying to interpret it with a general blanket dilutes it.
"I repeat, you're an idiot, and the, majority of your paragraph is nigh unreadable, and again, you missed my point to begin with. I'm done."

And you also missed my contour point. form page 19.

"Your problem is that your looking too much at the complex content. Also, your looking at it on a purely writers level, too. Look at it at an artist level as well. Writers have to build and detail human element because that's the only they can apply those details. Artist have to make it apparent instantly to the viewer because they normally can't build it due to the nature of how their work is presented, which is why I use installations as examples"

Everything you stated in your example is based on a writers level of applying human element. Video games don't just use a writers way of applying human element. They didn't even start with applying a writes level of human element when they were first made. They started with an artistic/craftsman way of applying it that uses impact and simplicity Everything your using for an example of human element is what writers have to use to input human element.

look up an art piece called "garden o earthly delights/garden eden/ world before the flood" by Hieronymus Bosch. It's illustration is extremely complex but it message is simple. Video games use this.

Look up "The Rape of the Sabine Women". Video game use the same appliance of human element in these pieces.

As you said your self it's different in Literature, the problem is in your argument is that video games don't just use the concept of human element form literature.

And even with that video game have a 3rd appliance to it's human element art and literature don't have, Interactivity.

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skrat_01

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#225 skrat_01
Member since 2007 • 33767 Posts

Video games don't just use a writers way of applying human element.

dreman999
You're an idiot.
I stressed this posts ago, repeatedly as you were struggling to associate function as a form of expression. You are incapable of understanding a basic explained point.

And don't ever say function can't contain a human element; games are first and foremost related to damn function, and games use function as their primary method of expression. If you want a game with a focus on 'the human element' of its subject matter, there's the board game Train; it's message is expressed entirely through its function as a game.

skrat_01

Furthurmore:

look at the piece for what it is *as you damn well should*

You're assuming that everything is created with the same intention, as well as interpreted in entirely same way to convey a 'human element' which is absurd.

skrat_01

We're not talking about the process of creation, we're talking about the subject matter and the message conveyed. "I repeat, you're an idiot, and the, majority of your paragraph is nigh unreadable, and again, you missed my point to begin with. I'm done."

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dreman999

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#226 dreman999
Member since 2004 • 11514 Posts

[QUOTE="dreman999"] You're an idiot.
I stressed this posts ago, repeatedly as you were struggling to associate function as a form of expression. You are incapable of understanding a basic explained point. [QUOTE="skrat_01"]

And don't ever say function can't contain a human element; games are first and foremost related to damn function, and games use function as their primary method of expression. If you want a game with a focus on 'the human element' of its subject matter, there's the board game Train; it's message is expressed entirely through its function as a game.

skrat_01

Furthurmore:

look at the piece for what it is *as you damn well should*

You're assuming that everything is created with the same intention, as well as interpreted in entirely same way to convey a 'human element' which is absurd.

skrat_01

We're not talking about the process of creation, we're talking about the subject matter and the message conveyed. "I repeat, you're an idiot, and the, majority of your paragraph is nigh unreadable, and again, you missed my point to begin with. I'm done."

You stressed that only after I brought that up. Face it, you looking at it on a writer perspective and you only start looking up in any other way is when I pointed it out. Also, subject matter and the message it conveys is not the only form of human element used in a game. I'm not saying your wrong about it. Just that their other level to consider. I understand your argument is based on that, stories need that to be stable. But not all medium need that type of human element. Look at Minimalism and anything done by Donald Judd. Or consider the ways to interest reader to continue to read a book. I'm not not talking about the process of creation ether, I'm just saying there more then one type of human element to consider. Even the land scape of a game can have a deep human element but have a very simple message.

Also, you have to consider interactivity as a human element in games.

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hakanakumono

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#227 hakanakumono
Member since 2008 • 27455 Posts

Face it, you can have a good plot with out good use of human element.dreman999

This caught my eye. Seriously, wtf?

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skrat_01

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#229 skrat_01
Member since 2007 • 33767 Posts

Face it

dreman999
My argument is that you're entirely wrong thinking that 'everything' is about the 'human element' - a term you've got an undefined and entirely diluted misunderstanding of - and thrives on it, which is an utter fallacy. This is damn well factual, and you're an utter moron, who while we're at it - can't properly debate, write an articulate sentence, understand points presented to them, or argue their own. Which you did again entirely in my previous post. So yes, a moron, who can stay a moron.

[QUOTE="dreman999"]Face it, you can have a good plot with out good use of human element.hakanakumono

This caught my eye. Seriously, wtf?

He has no idea what he is talking about, there's much wtf to be had with this thick individual.
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kozzy1234

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#231 kozzy1234
Member since 2005 • 35966 Posts

Arx Fatalis A post-apocalyptic fantasy world where the Sun dies and everyone has to eke out an existence underground.foxhound_fox

I gotta cosign with foxhound on this one, Arx Fatalis (with Ultima series not far behind).

Arx Fatalis has got to be one of the more underrated rpgs ever

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princeofshapeir

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#232 princeofshapeir
Member since 2006 • 16652 Posts
Warcraft (even if it's not totally an RPG series).
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texasgoldrush

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#233 texasgoldrush
Member since 2003 • 15252 Posts

[QUOTE="texasgoldrush"][QUOTE="skrat_01"] Story driven doesn't necessarily have to, RPGs in general it don't have to at all; take something basic such as Serious Sam: The Random Encounter, or Diablo (focus on combat), or even Oblivion and Skyrim (story exists to drive and provide context to exploration focus).

Now traditionally many RPGs feature it, like the central Ultima series and still do; a good reason because there was a major focus on story and heavy involvement in characters, particularly party members when progressing through the central plot. Or in rare instances, it's integral to the plot (like Planescape, or even Kotor).

Depends on what kind of game it is. A game like Cthulu Saves the World, with its comedic drive, or Alpha Protcol's spy pulp isn't going to focus on it as much as Dragon Age's subplots for instance, as intentions are entirely different, despite these games being story driven.

Kandlegoat

No, Alpha Protocol attempts to capture th ehuman element, for instance the Mina and Madison love plots, and Sis's character, however, they do it very very poorly. .

Despite the writing,Alpha Protocol's gray approach to love-plots themselves is actually far more realistic than Bioware's "Be some nice guy ass-kisser" approach.

Ummmm...hell no. The love stories in AP are very very forced. Madison had absolutely no real build up so the choice at the museum is very weak. SIE is just plainly idiotic, as was that character. Mina also lacks real build up, and Scarlet is just a sex toy. Contrast this with say Tali, Jack, or Thane in ME2, which had build up, especially Tali, and its not even close. While not all Bioware romances are great, Fenris in DAII for example, many of them are, like the ME2 characters I mentioned. And Miranda's romance had subtle build up.
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dreman999

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#235 dreman999
Member since 2004 • 11514 Posts

[QUOTE="dreman999"]Face it, you can have a good plot with out good use of human element.hakanakumono

This caught my eye. Seriously, wtf?

Oh, oops. I left out the " 't" in can't. Sorry for not being clear.
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musicalmac

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#236 musicalmac  Moderator
Member since 2006 • 25101 Posts
Elder Scrolls has some pretty unique lore. Not sure it's best, but it was the first to come to mind. It's interesting especially because we've seen the worlds fleshed out across 5 different games. Read about it in a book, experience it in game. Pretty unique and interesting.
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dreman999

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#237 dreman999
Member since 2004 • 11514 Posts

skrat_01

I think this will end the dicussion of importance of human element in a story.

http://www.5min.com/Video/The-Human-Element-in-Literature-and-Life-290917134

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deactivated-5b1e62582e305

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#238 deactivated-5b1e62582e305
Member since 2004 • 30778 Posts

ITT: people bickering about what is essentially the tallest midget.

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texasgoldrush

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#239 texasgoldrush
Member since 2003 • 15252 Posts
[QUOTE="texasgoldrush"][QUOTE="skrat_01"] Story driven doesn't necessarily have to, RPGs in general it don't have to at all; take something basic such as Serious Sam: The Random Encounter, or Diablo (focus on combat), or even Oblivion and Skyrim (story exists to drive and provide context to exploration focus). Now traditionally many RPGs feature it, like the central Ultima series and still do; a good reason because there was a major focus on story and heavy involvement in characters, particularly party members when progressing through the central plot. Or in rare instances, it's integral to the plot (like Planescape, or even Kotor). Depends on what kind of game it is. A game like Cthulu Saves the World, with its comedic drive, or Alpha Protcol's spy pulp isn't going to focus on it as much as Dragon Age's subplots for instance, as intentions are entirely different, despite these games being story driven. skrat_01
No, Alpha Protocol attempts to capture th ehuman element, for instance the Mina and Madison love plots, and Sis's character, however, they do it very very poorly. Comedic games like Mother 3 and even Chrono Trigger can capture the human element very well. Comedies actually are another way of capturing the human element.

Oh I don't disagree that it can do it well, however it is never required. This said 'human element' isn't required to tell a story, even a convincing one. As I said, it depends on what kind of game it is, the focus and direction. In Alpha Protocol's regard, it's not the focus and that's true it sucks, as with Skyrim, and Chrono Trigger doesn't have that comedy focus such as CStW. Can it contain it? Sure, it's not required however.

Skyrim has the human element, see the Companion's quests or even the Thieves guild quests as well as the Civil War. The Deadric Princes fester on the dark sides of the human element. What is AP's focus? There is the problem with AP right there. Not only was the story unfocused, so was its gameplay. Even CStW has some human element to it. The very notion of Cthulu being humanized and made to do good is part of th ehuman element.
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The_RedLion

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#240 The_RedLion
Member since 2009 • 1942 Posts
ultima's lore is lame. it's almost as bad as planescape's.
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ZombieKiller7

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#241 ZombieKiller7
Member since 2011 • 6463 Posts

Lore-wise easily Mass Effect.

But I don't think it's completely "original" it's based on old cultural myths about "advanced civilizations existed before modern humans, were killed off by aliens, who come back every 10,000 years to complete another extinction."

Long before ME even came out, I heard the same story from my grandmother.

It's like old fables of Atlantis or dragons "hidden" in the world, vampires living among us, magic secretly existing, and so forth.

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Kandlegoat

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#242 Kandlegoat
Member since 2009 • 3147 Posts

[QUOTE="Kandlegoat"]

[QUOTE="texasgoldrush"] No, Alpha Protocol attempts to capture th ehuman element, for instance the Mina and Madison love plots, and Sis's character, however, they do it very very poorly. .texasgoldrush

Despite the writing,Alpha Protocol's gray approach to love-plots themselves is actually far more realistic than Bioware's "Be some nice guy ass-kisser" approach.

Ummmm...hell no. The love stories in AP are very very forced. Madison had absolutely no real build up so the choice at the museum is very weak. SIE is just plainly idiotic, as was that character. Mina also lacks real build up, and Scarlet is just a sex toy. Contrast this with say Tali, Jack, or Thane in ME2, which had build up, especially Tali, and its not even close. While not all Bioware romances are great, Fenris in DAII for example, many of them are, like the ME2 characters I mentioned. And Miranda's romance had subtle build up.

You're speaking about the writing,I never said the game had better writing,I only stated the game handled relationships in a more realistic manner...learn to read dumbf*ck.

Human attraction cant be summed up with black and white "simply be a nice nurturing guy and they'll easily fall head over heels for you" like how it is in Bioware games...life isnt that simple

Each female in AP is attracted to a certain type of personality/demeanor and turned off to another....this is exactly how it is in real life.

Being a Aggressive Prick might turn off one female,yet another girl will be drawn to it.

A girl might go all gaga for some flirty arrogant suave guy....but another girl might thinks he's a "cocky self absorbed douchebag"

A nice nurturing guy thats "sensitive to every girl's need" might be considered attractive to certain females...but others might find it "pathetic,fake,or weak"

And anyone who's actually had experience with the opposite sex knows this...but then again,i'm speaking to a person that's apart of a fanbase that has online discussions about "what a female game character's sweat tastes like" ;)

The world is gray and not black and white when it comes to relationships or what others consider attractive and sorry to say,but Alpha Protocol has Bioware beat in this regard.

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The_RedLion

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#243 The_RedLion
Member since 2009 • 1942 Posts
but Alpha Protocol has Bioware beat in this regardKandlegoat
A lot of games have bioware beat in that regard. bioware is terrible when trying to make things grey, everything is always black and white.
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texasgoldrush

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#244 texasgoldrush
Member since 2003 • 15252 Posts

[QUOTE="texasgoldrush"][QUOTE="Kandlegoat"]

Despite the writing,Alpha Protocol's gray approach to love-plots themselves is actually far more realistic than Bioware's "Be some nice guy ass-kisser" approach.

Kandlegoat

Ummmm...hell no. The love stories in AP are very very forced. Madison had absolutely no real build up so the choice at the museum is very weak. SIE is just plainly idiotic, as was that character. Mina also lacks real build up, and Scarlet is just a sex toy. Contrast this with say Tali, Jack, or Thane in ME2, which had build up, especially Tali, and its not even close. While not all Bioware romances are great, Fenris in DAII for example, many of them are, like the ME2 characters I mentioned. And Miranda's romance had subtle build up.

You're speaking about the writing,I never said the game had better writing,I only stated the game handled relationships in a more realistic manner...learn to read dumbf*ck.

Human attraction cant be summed up with black and white "simply be a nice nurturing guy and they'll easily fall head over heels for you" like how it is in Bioware games...life isnt that simple

Each female in AP is attracted to a certain type of personality/demeanor and turned off to another....this is exactly how it is in real life.

Being a Prick might turn off one female,yet another girl will be drawn to it.

A girl might go all gaga for some flirty arrogant suave guy....but another girl might thinks he's a "cocky self absorbed douchebag"

A nice nurturing guy thats "sensitive to every girl's need" might be considered attractive to certain females...but others might find it "pathetic,fake,or weak"

And anyone who's actually had experience with the opposite sex knows this...but then again,i'm speaking to a person that's apart of a fanbase that has online discussions about "what a female game character's sweat tastes like" ;)

The world is gray and not black and white when it comes to relationships or what others consider attractive and sorry to say,but Alpha Protocol has Bioware beat in this regard.

So "forced" relationships are realistic? And really AP's romances aren't realistic. They are done sophomorically and without any sort of committment. And really the only romance that doesn't follow the "be a nice nurthuring guy" routine is SIE, a basically joke storyline. In Bioware games, you address their concerns. And in fact, I can romance DAII characters as a rival makes your point moot and invalid. I can be the stern guy to Merrill and stil romance her.
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texasgoldrush

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#245 texasgoldrush
Member since 2003 • 15252 Posts
[QUOTE="Kandlegoat"]but Alpha Protocol has Bioware beat in this regardThe_RedLion
A lot of games have bioware beat in that regard. bioware is terrible when trying to make things grey, everything is always black and white.

So siding with the mages or the templars in DAII is black and white? And Paragon/Renegade is NOT black and white. How many times do I have to tell people this. The difference between a dark sided black choice and a Mass Effect style renegade choice is that renegade choices can be morally justifiable. Almsot every ME1 and mE2 renegade choice has moral justification. Mass Effect in fact corrects what Jade Empire did wrong in its morallity system.
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dreman999

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#246 dreman999
Member since 2004 • 11514 Posts

[QUOTE="texasgoldrush"][QUOTE="Kandlegoat"]

Despite the writing,Alpha Protocol's gray approach to love-plots themselves is actually far more realistic than Bioware's "Be some nice guy ass-kisser" approach.

Kandlegoat

Ummmm...hell no. The love stories in AP are very very forced. Madison had absolutely no real build up so the choice at the museum is very weak. SIE is just plainly idiotic, as was that character. Mina also lacks real build up, and Scarlet is just a sex toy. Contrast this with say Tali, Jack, or Thane in ME2, which had build up, especially Tali, and its not even close. While not all Bioware romances are great, Fenris in DAII for example, many of them are, like the ME2 characters I mentioned. And Miranda's romance had subtle build up.

You're speaking about the writing,I never said the game had better writing,I only stated the game handled relationships in a more realistic manner...learn to read dumbf*ck.

Human attraction cant be summed up with black and white "simply be a nice nurturing guy and they'll easily fall head over heels for you" like how it is in Bioware games...life isnt that simple

Each female in AP is attracted to a certain type of personality/demeanor and turned off to another....this is exactly how it is in real life.

Being a Aggressive Prick might turn off one female,yet another girl will be drawn to it.

A girl might go all gaga for some flirty arrogant suave guy....but another girl might thinks he's a "cocky self absorbed douchebag"

A nice nurturing guy thats "sensitive to every girl's need" might be considered attractive to certain females...but others might find it "pathetic,fake,or weak"

And anyone who's actually had experience with the opposite sex knows this...but then again,i'm speaking to a person that's apart of a fanbase that has online discussions about "what a female game character's sweat tastes like" ;)

The world is gray and not black and white when it comes to relationships or what others consider attractive and sorry to say,but Alpha Protocol has Bioware beat in this regard.

My contour to this..... Rival Isabella in DA2...See what happens.

Be an ass to Ashley in ME1...see what happens.

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texasgoldrush

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#247 texasgoldrush
Member since 2003 • 15252 Posts
[QUOTE="Kandlegoat"]

[QUOTE="texasgoldrush"] Ummmm...hell no. The love stories in AP are very very forced. Madison had absolutely no real build up so the choice at the museum is very weak. SIE is just plainly idiotic, as was that character. Mina also lacks real build up, and Scarlet is just a sex toy. Contrast this with say Tali, Jack, or Thane in ME2, which had build up, especially Tali, and its not even close. While not all Bioware romances are great, Fenris in DAII for example, many of them are, like the ME2 characters I mentioned. And Miranda's romance had subtle build up.dreman999

You're speaking about the writing,I never said the game had better writing,I only stated the game handled relationships in a more realistic manner...learn to read dumbf*ck.

Human attraction cant be summed up with black and white "simply be a nice nurturing guy and they'll easily fall head over heels for you" like how it is in Bioware games...life isnt that simple

Each female in AP is attracted to a certain type of personality/demeanor and turned off to another....this is exactly how it is in real life.

Being a Aggressive Prick might turn off one female,yet another girl will be drawn to it.

A girl might go all gaga for some flirty arrogant suave guy....but another girl might thinks he's a "cocky self absorbed douchebag"

A nice nurturing guy thats "sensitive to every girl's need" might be considered attractive to certain females...but others might find it "pathetic,fake,or weak"

And anyone who's actually had experience with the opposite sex knows this...but then again,i'm speaking to a person that's apart of a fanbase that has online discussions about "what a female game character's sweat tastes like" ;)

The world is gray and not black and white when it comes to relationships or what others consider attractive and sorry to say,but Alpha Protocol has Bioware beat in this regard.

My contour to this..... Rival Isabella in DA2...See what happens.

Biohaters can't handle facts like these....
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Kandlegoat

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#248 Kandlegoat
Member since 2009 • 3147 Posts

[QUOTE="dreman999"][QUOTE="Kandlegoat"]

You're speaking about the writing,I never said the game had better writing,I only stated the game handled relationships in a more realistic manner...learn to read dumbf*ck.

Human attraction cant be summed up with black and white "simply be a nice nurturing guy and they'll easily fall head over heels for you" like how it is in Bioware games...life isnt that simple

Each female in AP is attracted to a certain type of personality/demeanor and turned off to another....this is exactly how it is in real life.

Being a Aggressive Prick might turn off one female,yet another girl will be drawn to it.

A girl might go all gaga for some flirty arrogant suave guy....but another girl might thinks he's a "cocky self absorbed douchebag"

A nice nurturing guy thats "sensitive to every girl's need" might be considered attractive to certain females...but others might find it "pathetic,fake,or weak"

And anyone who's actually had experience with the opposite sex knows this...but then again,i'm speaking to a person that's apart of a fanbase that has online discussions about "what a female game character's sweat tastes like" ;)

The world is gray and not black and white when it comes to relationships or what others consider attractive and sorry to say,but Alpha Protocol has Bioware beat in this regard.

texasgoldrush

My contour to this..... Rival Isabella in DA2...See what happens.

Biohaters can't handle facts like these....

or instead i'll just go talk to a girl in real life.

You two would make such a cute couple BTW ;)

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#249 Kandlegoat
Member since 2009 • 3147 Posts

[QUOTE="Kandlegoat"]

[QUOTE="texasgoldrush"] Ummmm...hell no. The love stories in AP are very very forced. Madison had absolutely no real build up so the choice at the museum is very weak. SIE is just plainly idiotic, as was that character. Mina also lacks real build up, and Scarlet is just a sex toy. Contrast this with say Tali, Jack, or Thane in ME2, which had build up, especially Tali, and its not even close. While not all Bioware romances are great, Fenris in DAII for example, many of them are, like the ME2 characters I mentioned. And Miranda's romance had subtle build up.texasgoldrush

You're speaking about the writing,I never said the game had better writing,I only stated the game handled relationships in a more realistic manner...learn to read dumbf*ck.

Human attraction cant be summed up with black and white "simply be a nice nurturing guy and they'll easily fall head over heels for you" like how it is in Bioware games...life isnt that simple

Each female in AP is attracted to a certain type of personality/demeanor and turned off to another....this is exactly how it is in real life.

Being a Prick might turn off one female,yet another girl will be drawn to it.

A girl might go all gaga for some flirty arrogant suave guy....but another girl might thinks he's a "cocky self absorbed douchebag"

A nice nurturing guy thats "sensitive to every girl's need" might be considered attractive to certain females...but others might find it "pathetic,fake,or weak"

And anyone who's actually had experience with the opposite sex knows this...but then again,i'm speaking to a person that's apart of a fanbase that has online discussions about "what a female game character's sweat tastes like" ;)

The world is gray and not black and white when it comes to relationships or what others consider attractive and sorry to say,but Alpha Protocol has Bioware beat in this regard.

So "forced" relationships are realistic? And really AP's romances aren't realistic. They are done sophomorically and without any sort of committment. And really the only romance that doesn't follow the "be a nice nurthuring guy" routine is SIE, a basically joke storyline. In Bioware games, you address their concerns. And in fact, I can romance DAII characters as a rival makes your point moot and invalid. I can be the stern guy to Merrill and stil romance her.

Sexual encounters by nature are "sophomoric" and lack "commitment"

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#250 deactivated-5b1e62582e305
Member since 2004 • 30778 Posts

Sexual encounters by nature are "sophomoric" and lack "commitment"

Kandlegoat

Dude is a Ron Paul supporter. I wouldn't bother.