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#1 SciFiRPGfan
Member since 2010 • 694 Posts

Again, Cake shops, like any business, have the right to refuse their services/goods. Homosexuals, like any other human being, do not have an innate right to buy goods from that specific cake shop. No rights were violated, aside from the cake shop owner's right.Nibroc420

That remains to be seen.

From the article it is not clear whether the investigation of the complaint has been finished and / or what was the decision of the respective authority (The Bureau of Labor and Industries (BOLI)?).

But, to say the least... based on the wording of the description of Oregon's civil rights laws, that OP has provided a link to, i.e.:

Discrimination in Public Accommodation 
A place of public accommodation is defined in state law as any place that offers the public accommodations, advantages, facilities or privileges, whether in the nature of goods, services, lodging, amusements or otherwise. It is illegal to discriminate in places of public accommodation on the basis of race, sex (including pregnancy), sexual orientation, national origin, religion, marital status, physical or mental disability, or age (18 years of age and older).

 
there is a room for interpretation of bakers' behaviour as discrimination since:
- the bakery seems to be able to meet the requirements of the definition of the place of public accomodation as it offered services
- the reason for turning the order from lesbian couple down seemed to be either their different sexual orientation or bakers' (different?) religion, none of which could be used as a basis for discrimination according to the text above.

Of course a real decision would have to be based on actual legal definitions and whatnot, but from that little info we have, it's definitely not obvious that it wasn't a discrimination (and thus violation of civil rights).

I want to know one thing that people have overlooked in this whole fiasco. Where did the couple get married since Oregon still has a law that states marriage is between a man and a woman.

MARRIAGE

106.010 Marriage as civil contract; age of parties. Marriage is a civil contract entered into in person by males at least 17 years of age and females at least 17 years of age, who are otherwise capable, and solemnized in accordance with ORS 106.150. [Amended by 1965 c.422 §1; 1975 c.583 §1]

While the state now has a domestic partnership law in place (2007 and is when discrimination against sexual orientation was made illegal too) so the state in and of itself still is discriminitory. By not allowing gay marriages, the state is in no postion to tell a business that it cannot discriminate. The laws are contradictory if you really look at it.

SourceWhiteKnight77

That's a an interesting point and I have no clue what to think about it.

Could that play a role in the decision about discrimination itself? What if the couple wanted to marry somewhere where the same sex marriages were sanctioned by the state? Or... even if the supposed marriage would be void by the Oregon's law, would that justify the right to refuse to bake a cake in celebration of such... void marriage?

I dunno. Not for now anyway. But it would be interesting to see what was (or would be) the decision of the authority to which the lesbian couple filed the complaint.    

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#2 SciFiRPGfan
Member since 2010 • 694 Posts

I more often prefer a world design of "level zones", where certain regions are characterized by the creatures that inhabit them, and what kind of threat they pose based on your own level. This is really what gives you a sense of progression and accomplishment.

The challenge is more satisfying when instead of the same enemies scaling with you, the game introduces larger more fiersome types that you gaugue your progress by comparison of the enemies which once posed a threat to you, and can now go toe to toe with and eventually surpass them. Like going from rats, to wolves and low rate bandits, to bears, then trolls, armored knights, giant spiders, wraiths... right up to that majestic dragon (or what ever the sci-fi equiveleant is for the given world).

In open worlds, sure you might stumble into a region inhabited by vicious orcs too strong for you. So you retreat and find a region more suitable to your current strength. Then work your way up that you can revisit that orc encampment with the satisfaction of beating what you once had to fear. And on the cycle goes.

It's just more rewarding this way when you can compare different enemy classes that the smaller ones are still around along side the bigger ones that gives you that kind of a "challenge album" to visibly reflect on your character growth, which is harder to see when it's just the same enemies with a little more padding on them.AdobeArtist


Same for me.

I have never seen it as a downside that my character could not go whereever I would want without some areas being too dangerous for his / her level.

I mean, just look at real life. :) If you would go to kindergarten or retirement home, chances are that you would be the strongest person there. :P Now compare it with the personnel of some factory and compare that with some military installation. Different places do pose different risks to visitors whether they are inhabited (chess club vs martial arts club) or not (crop field vs tropical forest).

Not to mention that sudden influx of exceptionally dangerous creatures / NPCs wouldn't help with my immersion in the game either.  

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#3 SciFiRPGfan
Member since 2010 • 694 Posts

Anyway, can you describe the process of level scaling making the player less versatile in more detail? That sounds like an interesting kind of design issue.Articuno76

I think that you've touched it quite well with your example of "smooth talking mage" who does not have enough points to neither to use magic nor persuation skills to complete some quest. Just imagine that the mechanism which caused that magic / persuation skill check to be that high at that point in the game was aggressive level scaling. 

In other words, at level "1" your character would have level "1" magic skill and level "1" speaking skill, but the quest check would also be level "1" for all potential skills and that would mean that you could use both magic skill or persuation skill to pass the check as your PC would meet both requirements. With too aggressive level scaling at level "10" the required skill check could be be increased up to "10" for all the skills that could be used to pass it. Now if your character wouldn't receive at least "18" skillpoints (to be able to level up both the magic skill and persuation skill to level "10") throughout those 9 levels, you no longer would be able to use both the magic skill and speaking skill to solve the quest. That would force you to mostly level up just one of those skills which in return would make your chracter relatively more specialized and less versatile than he was at level 1.

In reality, the level scaling is not that dramatic, but even while playing games like Mass Effect 2 or Skyrim, at some points of the game, I felt like I had to invest most of my points into very few selected skills just to make my characters be able to keep up with level scaled enemies. That meant that as my characters kept improving (and kept "keeping up with enemies") only in selected few areas, the rest of (unlevelled) areas become less and less useful against those level scaled enemies.

Not saying that's an issue, (IMO as long as level scaled enemies look like new ones and as long as the repopulation of some area by stronger enemies makes sense, I am pretty much fine with it), just that the practical versatility may actually decrease with level scaling despite the fact that character is levelling up.

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#4 SciFiRPGfan
Member since 2010 • 694 Posts

The problem with the other extreme (the game levelling up with you) is that it defeats the point of levelling up, or at least reduces it to simply making you more versatile (which honestly, isn't that fun).Articuno76

I would argue that intense level scaling can actually force player's character to become less versatile as the game goes. At least until the enemies reach their max levels.

While in the beginning the unlevelled (or low levelled) character has all of his skills (almost) equally developed and therefore can use all of them (almost) equally efficiently against at that point weak (level scaled) enemies, in later stages of the game the (level scaled) enemies are usually balanced to keep being a challenge even for characters who specialize in selected few areas rather than characters who are average at everything. That however forces the players to keep their characters that way. Otherwise...

I pretty much agree with the rest of your points tho. Especially about the importance of giving players better clues about whether they would stand a chance against some types of enemies or not. That said, a complete hand holding could also remove a bit of what makes an exploration so exciting. 

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#5 SciFiRPGfan
Member since 2010 • 694 Posts

This debate is exactly what I need, I learn alot this way, my friends just don't get me so When a topic like this pops up I gotta milk it for all its worth. :) .Lulu_Lulu

Then at least don't declare that you are done with discussion ("No! Im done ! /thread !", "You Know what, F#ck It ! I'm not even gona finnish that sentence because I just realised You're just screwing with me for fun, nobodys that stupid. You're a time thief."if you are not.

It makes you look childish.

You have an inability to spot Role Playing elements in games that are not RPG's because you have a very strict/precise definition of what an RPG is. To you the concept doesn't change or evolve. Tell me about that open mind again. . . . .Lulu_Lulu

The concept of genres is here for a reason. It's here to help people identify some specific characteristics of games / movies / books / music / ... that people like and help them find other games / movies / books / music with similar characteristics.

Sure, genres change and evolve according to people's needs and for example the differences beween older Fallouts and newer ones or the differences between old Bioware games and Mass Effects are good examples of that.

However, what you are proposing is not an evolution, but a mere removal of some of the most characteristic features (leveling up) and purposes (simulation of improvements of characters' abilities as they gain experience) of RPGs. The thing is, we already have that in videogames. We've got adventure games and action adventures which can do exactly that.

What's the point of calling some game an RPG if it would have more in common with some other genre than RPGs (e.g. [action] advenures).

Also I'm going to stick my neck out and say Every RPG is a Hybrid RPG. The concept of an RPG as a single genre simply doesn't exist to me, simply because every RPG I know of uses a platform (I don't mean system platforms) I recognise. For example, Mass Effect, is not an RPG, Its a TPS with Role Playing Elements, and Final Fantasy isn't an RPG, its a Strategy game with Role Playing elements. I do the samething with Openworld games, to me GTA IV isn't an Openworld game, its an action game with an openworld formula. I know Its crazy, but to me RPG/OpenWorld are just Formulas to me, not genres.Lulu_Lulu

It doesn't matter what it's to you. If people will find the need to create a new genre called "open world games (OWG)" based on the growing number of games which would have some elements in common they would like and need to differentiate from the rest... and they will stick to using that term it in their day to day discussions, eventually there will be a new genre called "open world games".

For now, the term RPGs exists and most of people have at least some basic ideas about what kind of features the games which are labelled as such should have. Sure, there's a lot of arguing within communities about whether some game is an action RPG or action game with RPG elements (which is natural since the developers are experimenting and blending genres in their games), but at least (almost) no one is taking it to such extremes as you do.

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#6 SciFiRPGfan
Member since 2010 • 694 Posts

Actualy some detective work is very essential to charm/intimidate someone, the moment you see/hear someone you are gathering information and using it to decide how to continue. But yep you are indeed correct, I want those role playing mechanics swapped for something more. . . . .uhm. . . . . . more Heavy Rainy or more. . . . .uhm The Walking Deadish. . . . . You know, something more adventuresque :) . Just thinkin about it turns my knees in to Jelly :P !Lulu_Lulu

Good thing that there are different types of games for both of us then.

Besides, Deus Ex Human Revolution has found an interesting compromise with its social enhancer mechanic which, if upgraded, does give a player / Adam Jensen new tools that can help him convince other characters to do what he wants, but still make it in such way, that the process of persuation is a guessing minigame which player can fail. 

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#7 SciFiRPGfan
Member since 2010 • 694 Posts

[QUOTE="Lulu_Lulu"]Let me use a scenario in ME2 to counter another scenario in ME 2. SPOILERS AHEAD: At some point, Samara will ask you to help her deal with Morinth, in order to do that, the player needs to charm her, not Shepard. To do that you need to gather information and do certain things to catch her attention (theres certain things Shepard does for the player but thats only because Bioware is lazy), after you get her attention the player can then use the information collected (like puzzle pieces) to charm the Pants off her, the Paragon/Renegade System didn't have an effect. Shepard may have done the talking but the player did the actual charming. This differs greatly from intimidating/charming your crew when there was a dispute, the player didn't even have to spend time to gather information from the crew, the player could simply get their Paragon/Renegade points somewhere else and use them to make Shepard do the Charming & Talking. Once you pick that blue option Shepard pulls a solution (the player doesnt know of) out of thin air.dreman999
Then you miss understand what happened. Shepard lied to her...Not charmed her...


I've got to agree. There's difference.

The purpose of additional options (paragon / renegade, charm / intimidate) is to make NPCs do what player wants without doing them some actual favours in return. It's there to distinguish between roleplaying as a character who has the ability to talk NPCs into what he / she wants and roleplaying as a character who doesn't... and therefore has to find other ways to accomplish what he / she wants (or fail). The Morinth example is a situation where it is the NPC (Morinth) who makes the player (Shepard) do what she wants (i.e. reply in certain way).

As such, it has a different function then typical charm / intimidate / passing speech check options.

It's not about roleplaying as a good talker, at best, it's about roleplaying as as a good... detective / investigator. As you state elsewhere in your post, it can become about roleplaying as a good talker again if player (Shepard) did not to his / her job (finding info about Mornth) properly and as a result has to rely on using paragon / renegade options to get the conversation back on track.

So, it's not exactly comparable. What Lulu_Lulu is proposing is removing one function of the game (being able to roleplay as a character with varying skill at talking to NPCs) and replace it with other function (having to fulfil objectives for NPCs / bahave in a way that NPCs like), which is already present in the game in large quantity. 

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#8 SciFiRPGfan
Member since 2010 • 694 Posts

I mean look at many countdowns on Youtube and you will see many of these names in the top 5 or number 1.chocolate1325

What makes some Youtube videos any more credible or important than the collective opinion of some portion of gamers who... obviously... disagree with them?

Maybe you are right about your choices, maybe not, but supporting your claim by saying that there are some other people out there, who made some videos about their preferences, who agree with you and therefore your / their opinion is the right one, has to be one of the weakest supportive arguments I have ever read. 

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#9 SciFiRPGfan
Member since 2010 • 694 Posts

Guns don't Kill people, People kill people. Guns are just the tools used to perform the Task. The same applies to the Arkham Games, its the player who beats up inmates in the dead of night, Batman and the controller are just tools used to accomplish the task.Lulu_Lulu

By that logic it's the player who charms / intimidates NPCs. Shepard, game's interface and controlers are just tools how to do it in Mass Effects.

Don't tell me that your Shepard picks charm / intimidate (or paragon / renegade) replies on his / her own.

I think the process goes like: player makes a decision then player executes the decision. In an RPG its more like: player makes a decision then character/avatar executes the decision on behalf of the player, in an RPG the avatar is more like a tool with a mandatory automatic feature that engages after the decision has been made/confirmed, its like a gun that spares its owner the need of pulling the trigger or even aiming (the execution) after the owner has already chosen a target (the decision). An action RPG is some weird combination of the two, so weird that I can't cum up with a methaphore for it (metaphore isn't the word I'm looking for, but I can't remember the other word so it will have to do).


Your point could work for RPGs where the characters are doing plenty of actions on their own - e.g. fighting in Planescape Torment where the player just picks the weapon or spell and Nameless One uses it on his own until player orders him to do / use something else or the fight stops.

That's not the case for Shepard's paragon / renegade replies. Player has to pick every single one manually and can't set Shepard to use specific type of replies automatically. Not in RPG mode to say the least. 

As for the Military shooter with classes, if the game is well Balanced then it wouldn't bother me at all. I am not patronized by a game telling me I can't weild explosives if I chose a medic or scout, infact the concept intrigues me.Lulu_Lulu

Yet you feel patronized when the game tells you that you can't use paragon / renegade replies because your "class" of Shepard, i.e. the role of a Shepard you've formed by your playthrough, isn't specialized enough in conversations to be able to use them against a specific character.

I see nothing but subjective preferences here. Restrictions in one area somehow O.K. (classes having specific abilities), restrictions of similar nature in other area (character who is not specialized enough in talking can't use as many replies as character who is) are not.

Fair enough. It's your opinion, your preferences. You've stated it, I've read it. But be aware that your point has no value other than informational one about your own preferences. I don't see any system or logic there and I don't see any intriguing thoughs that could or should be able to challenge the notion how the RPGs should be perceived or how they should be changed either. It's you stating I like this and I don't like that becaue... subjective reasons. Nothing to discuss there.

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#10 SciFiRPGfan
Member since 2010 • 694 Posts

just technical limitations of the controller, they gave the player as much controll over Batman as they could using what little they had, samething with L.A. Noire, they did their best with Adventure game design, Graphics, control scheme and Motion Capture to make Detective Work as player oriented as the technology would allow, Believe me, when VR Kicks Off I'l be on the sh!t.Lulu_Lulu

Even then, it will still be Batman fighting the NPCs. Not you.

Whether you push a button, issue a command by a mere thought or actually throw some kind of a punch / kick in the air, you will still just be giving commands in a real life and Batman will be fighting NPCs in the videogame. In that regard, nothing will change. 

Also, what would you say about voice commands. Mass Effect 3 on X Box with Kinect even has voice recognition. By your logic, that could push the balance between player's agency and Shepard's agency somewhat closer to the player.

Also That part with the asari was well done, thats the part of the game where Shepard's Paragon/Renegade level aren't stopping the player from making choice. Unfortunately thanks to the flawed system, the points you receive from either choice, will play a role in a completely unrelated situation like Dealing with Wrex on Virmire. not to mention when presented with an Ultimatum (like the Squad disputes in ME2), theres usually A special colour coded option that resolves the entire situation with no downsides (Deus ex machina, anyone ?), its kinda hard to be dissapointed about the ending if the game was Broken from the get go in ME1.


There are many unfounded conclusions in this part.

1. My example about Asari merc was from ME2, Virmire was in ME1, so it could not have influenced the Virmire decision.
2. I am not 100%, but from my experience, not a single decision / situation provides enough paragon / renegade points that one would not be able to make following paragon / renegade decision later even if he has decided to not pick paragon / renegade reply in previous one. Maybe without save imports.
3. Most of "special colour coded options" actually did make sense or to say the least, weren't completely illogical or unbelievable (calming two squadmates down by reminding them that there are bigger problems... What's so bad about that?). Maybe the one in Tali's trial.
4. Ironically, large part of the backlash about ME3's endings was exactly because the final choice lacked any "special colour coded options" which could have allowed the players to get out of the tough situation without making the hard decision. Power to the people who complain about genuinely flawed stuff in ME3's endings, but it's undeniable that there's a large crowd of people who just wanted their happy ending and some of them were among the most vocal and active critics.

Every reply you made in this post is just arguing semantics. I only offered Batman as an example of player skill and that only, It won't hold up to RPG Scrutiny because it simply isn't one. If I wanted to offer an example of player oriented role playing I'd name a Military Shooting game with multiple classes, Medic, Scout, Demolition Expert, etc. Also if the player sucks at something and aren't progressing well then too f#cking bad, Just like Dark Souls Batman isn't going to patronize you with attribute upgrades to make it seem your improving when you're definately not and neither does LA Noire's lie detecting design either , no wonder gaming is considerd Juvenile, they think we're f#cking 5 years old and still want praise from mommy for doing the same sh!t the same way and in extreme cases when somebody does it for us. I don't like being told I'm getting better when I'm not, I hate being Patronized! I'm not exaggerating, sh!t like this seriously pisses me off. Maybe I just don't understand why somebody would wana play as a Character they have very little control of.Lulu_Lulu

"Basicly I want Dark Souls to be designed with the same philosophy the Arkham Games were."

Well, you've picked the Arkham games as the ones on which you've decided to demonstrate your idea of an "ultimate" RPG. You can't blame me for trying to analyze them a bit then.

Also, if your go to game for demonstration purposes can't hold up to some RPG scrutiny then maybe it is not that good of an example of how the "ultimate" RPG should be done. Either that, or your vision of the RPG itself might have some holes.

As for your shooter with classes example, that might sound a bit better. But... wouldn't you find it patronizing that the class of your choice is a bit more profficient (or downright the only one allowed to use) with certain weapons, equipment or abilities than other classes? And vice versa? I was under impression that you were against that kind of restrictions.