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RPGWatch Feature: Text Adventures In The Age Of Decadence
In this feature, Vince from Iron Tower Studio walks us through one of the "text adventures" embedded in The Age of Decadence. Here's a snip from the intro, and read the full feature for a step-by-step sample of this style of gameplay:
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More information. |
A big thanks to Vince and ITS for setting this up for us.
The last time I played a text adventure embedded in another game was Space Rangers…one of my favourite all time games. Hope it works as well in AoD, though no doubt not as whacky. |
I still have a hard time to stomach that nothing in the text quests are random…. IMHO that takes some excitement out of them….. it would probably be better to have rolls for each action instead…
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For me, lack of randomness in this context puts more excitement in: more depends on my own decisions!
Two thumbs up! |
It also means you can go through all the options fairly quickly with saving/loading…..
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You can have rolls which would never succeed if you have too low value in the skill….. the most exciting thing about these kind of quests are ussually when you managed to get futher than ever before and you have to think carefully which option to choose next to give you the best chance since you might not be so lucky again to get that far…. but with this system you can just choose one, knowing you can easily get to the same state again.
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Only most players will not think but just reload, at least if the outcome really matters. If you use a roll-based system and inform the player in cases he has 0% success chance, than given a save anywhere system, you have a system where a player can always turn it into Vince's system, if he is just patient enough. If you do not inform the player, you can get them potentially very frustrated.
Not that I disagree that there aren't pros and cons to both approaches, but i think in a game that is specifically designed to be replayed trying out different character builds, like AoD, its a valid design choice. |
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One word will do: awesome!
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Forgot to mention: you can't save during the text adventure sequences and some of them are quite long. This way you wouldn't want to take unnecessary risks and click on everything just to see what happens and reload if you don't like the results.
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I find it harder and harder to patiently wait for this to come out. This game is a roleplayer's dream come true..!
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That said I still love the text quest from what I've seen so far…. just think it would be even more exciting with a little random flavour added in….. |
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Reasonable way to play through these quests is to take the in-game conditions and your char´s strengths into account and choose the options accordingly. Then, if you still fail, you either go with the flow (in case failure isn´t fatal, of course) or reload and try to utilize different strengths or simply postpone the quest altogether. The point is, after the failure you´ll know that your character is lacking in the required skill and there´s no point taking the same route again right away. With the random roll system in place, you´d most likely end up grinding the optimal route till the roll will be in your favour. Quote:
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Sorry for this banal comment, but something so fundamental to a RPG so very often gets overlooked: your font is crisp and a pleasure to read. I have issues with font, it seems, in at least half the games I try out. The writing is also excellent. Between you and Garath, it seems that there will be a mini-revival in well crafted RPG worlds, over the next couple years.
PS I would have loved the option to stab the sleeping guards in the throat (or a few drops of poison in eatch mough, etc.), but I imagine that that would make the quest too easy. |
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In the space-quest text quest one of the most exciting things are the randomness…. a very bad roll in a very bad situation could render you dead… but most of the time you'd just get less benefit. An example would be fail to pick the chest… and get out without the gold….. if the player wants to replay the text quest and hope for better random luck and optimize results? why not? it just makes the text quest being played more… and a lot of time was put into them I am sure… |
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If the whole game is this fleshed out with decisions and choices dam Im gonna love this game.
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Waw, very cool stuff! I keep forgetting about this game and then they release something like this that gets me all exited again…
And in relation to what was said above: I actually very much like the absence of randomness in the text adventures. Lets/forces you play more as your character instead of providing you with a means to abuse die rolls to get the desired outcome. |
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