lolipunk2069 on Nostr: Dr. NEETzsche, GED Read, nigga, read. I know I wrote a whole damn essay there, but ...
Dr. NEETzsche, GED (npub1nl9…axrx) Read, nigga, read. I know I wrote a whole damn essay there, but seriously, read the whole thing.
Also, the whole damn history of video game development is simulating TTRPG rules in a virtual environment. Many, many games have successfully kept the feel of a TTRPG in video game format. D&D inspired Ultima, and also First Person Dungeon Crawlers in general, like Wizardry and Megami Tensei [amongst many other games].
Fallout 1 & 2 are heavily inspired by the TTRPG Gamma World [and also GURPs], and manages to do just fine at capturing the feel of a TTRPG in a virtual space.
Fallout: New Vegas manages to feel like a well-developed RPG world and setting running in real-time instead of turn-based.
Fuck, even Shadowrun got an adaptation into a Nu-XCom-styled strategy game that kept the spirit of its TTRPG game intact.
When it comes to designing a video game RPG that actually captures the feel of a TTRPG experience, the trick usually involves: 1) focusing on how to adapt the core game essence in a way that's recognizable to players. And 2) Writing a story that axiomatically assumes player agency and consequences for player choices are the essential heart and soul of the game's world.
I already explained all that shit of how this applies to Cyberpunk in that lengthy essay.
Go back and read it.
And yes, I know about technical limitations involving graphical power, memory, storage, development time, and all that. But even factoring that into the equation, CDPR made some really braindead retarded design decisions for the final game that utterly contradicts the established world they're trying to sell to the players.
Published at
2023-09-01 23:09:23Event JSON
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"content": "nostr:npub1nl97dedk2anta9esnwjlv45m55v7sza25m3rcwgwlefn9ll9x2lqs7axrx Read, nigga, read. I know I wrote a whole damn essay there, but seriously, read the whole thing.\n\nAlso, the whole damn history of video game development is simulating TTRPG rules in a virtual environment. Many, many games have successfully kept the feel of a TTRPG in video game format. D\u0026D inspired Ultima, and also First Person Dungeon Crawlers in general, like Wizardry and Megami Tensei [amongst many other games].\n\nFallout 1 \u0026 2 are heavily inspired by the TTRPG Gamma World [and also GURPs], and manages to do just fine at capturing the feel of a TTRPG in a virtual space.\n\nFallout: New Vegas manages to feel like a well-developed RPG world and setting running in real-time instead of turn-based.\n\nFuck, even Shadowrun got an adaptation into a Nu-XCom-styled strategy game that kept the spirit of its TTRPG game intact.\n\nWhen it comes to designing a video game RPG that actually captures the feel of a TTRPG experience, the trick usually involves: 1) focusing on how to adapt the core game essence in a way that's recognizable to players. And 2) Writing a story that axiomatically assumes player agency and consequences for player choices are the essential heart and soul of the game's world.\n\nI already explained all that shit of how this applies to Cyberpunk in that lengthy essay.\n\nGo back and read it.\n\nAnd yes, I know about technical limitations involving graphical power, memory, storage, development time, and all that. But even factoring that into the equation, CDPR made some really braindead retarded design decisions for the final game that utterly contradicts the established world they're trying to sell to the players.",
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