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Post by rusty_shackleford »

wndrbr wrote: August 19th, 2025, 03:59
"Skyrim is a masterclass of game design because every crappy smugglers den, a cave or a crypt has a convenient back door that lets you skip the backtracking".

-Rusty Shackleford
go find my post where I said it would be improved by just having an option to fast travel out which is more immershun than just happening to have an exit at the end
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Post by Val the Moofia Boss »

rusty_shackleford wrote: August 19th, 2025, 03:48
Games that have the option to immediately "return" to an area(quest giver, whatever) after collecting/completing something are an example of a quest being designed by someone who actually plays video games
The teleporting in the new Pokemon games starting with ORAS kills the sense of adventure and geographical continuity. If you compare RSE with its ORAS remake, in RSE you are having to conserve your money and your items, go to Pokemon centers and spend your carefully saved up money to stock up on potions and revives and escape ropes before hitting the road or going into a dark cave, and then you need to still have enough supplies to be able to exfiltrate once you have done what you needed to do there. I also felt more immersed in the world when I would be hiking on a road and then loop back around a mountain to pass through several old towns on the way back to my objective. But then starting with ORAS, every time you complete a minor story objective, you get teleported back to safety. It feels very incoherent to be going from one place to another disconnected place. And I don't feel like I am triumphing over the world and a master of hiking and preparation when I don't need to prepare for the second half of a trip. I think the teleporting only really works in games which are about the story first, not the gameplay, and the devs know that the player doesn't give a **** about the gameplay and just wants to get to the next plot twist ASAP.
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Post by rusty_shackleford »

Val the Moofia Boss wrote: August 19th, 2025, 04:02
rusty_shackleford wrote: August 19th, 2025, 03:48
Games that have the option to immediately "return" to an area(quest giver, whatever) after collecting/completing something are an example of a quest being designed by someone who actually plays video games
The teleporting in the new Pokemon games starting with ORAS kills the sense of adventure and geographical continuity. If you compare RSE with its ORAS remake, in RSE you are having to conserve your money and your items, go to Pokemon centers and spend your carefully saved up money to stock up on potions and revives and escape ropes before hitting the road or going into a dark cave, and then you need to still have enough supplies to be able to exfiltrate once you have done what you needed to do there. I also felt more immersed in the world when I would be hiking on a road and then loop back around a mountain to pass through several old towns on the way back to my objective. But then starting with ORAS, every time you complete a minor story objective, you get teleported back to safety. It feels very incoherent to be going from one place to another disconnected place. And I don't feel like I am triumphing over the world and a master of hiking and preparation when I don't need to prepare for the second half of a trip. I think the teleporting only really works in games which are about the story first, not the gameplay, and the devs know that the player doesn't give a **** about the gameplay and just wants to get to the next plot twist ASAP.
I didn't know you guys enjoyed backtracking so much
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Post by rusty_shackleford »

if you want to reply to my post you must read all 187 pages prior to it btw
do NOT fast travel to page 188
Last edited by rusty_shackleford on August 19th, 2025, 04:32, edited 1 time in total.
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Post by Tangerine »

In any game that teleports you out when you finish the dungeon, you know you're going to get ambushed the one time it doesn't.
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Post by Tweed »

Tangerine wrote: August 19th, 2025, 04:40
In any game that teleports you out when you finish the dungeon, you know you're going to get ambushed the one time it doesn't.
That happens in Lands of Lore 3 at the Brotherhood of Nod base.
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Post by DemoGraph »

rusty_shackleford wrote: August 19th, 2025, 04:03
Val the Moofia Boss wrote: August 19th, 2025, 04:02
rusty_shackleford wrote: August 19th, 2025, 03:48
Games that have the option to immediately "return" to an area(quest giver, whatever) after collecting/completing something are an example of a quest being designed by someone who actually plays video games
The teleporting in the new Pokemon games starting with ORAS kills the sense of adventure and geographical continuity.
I didn't know you guys enjoyed backtracking so much
Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.
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Post by rusty_shackleford »

DemoGraph wrote: August 19th, 2025, 08:17
rusty_shackleford wrote: August 19th, 2025, 04:03
Val the Moofia Boss wrote: August 19th, 2025, 04:02


The teleporting in the new Pokemon games starting with ORAS kills the sense of adventure and geographical continuity.
I didn't know you guys enjoyed backtracking so much
Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.
walking from the end of a dungeon to the start is not fun no matter how much you guys pretend it might be
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Post by DemoGraph »

rusty_shackleford wrote: August 19th, 2025, 08:55
DemoGraph wrote: August 19th, 2025, 08:17
rusty_shackleford wrote: August 19th, 2025, 04:03


I didn't know you guys enjoyed backtracking so much
Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.
walking from the end of a dungeon to the start is not fun no matter how much you guys pretend it might be
It just means that the dungeon (or game system) is a bad RPG.
I really liked getting out of giant caves in Thief games. If you clean em up, it's like a victory lapse. If you don't the enemies are still there and they still pose a challenge.
Or Morrowind without teleportation and satellite map. You actually had to stock strength potions to be able to carry all the loot. Or store a loot somewhere and return after it. And if a dungeon was far away, I was actually glad to see the city walls. All of that gives verisimilitude.

If your game is combat-oriented, then yes, it is a tedious nothingburger.
Last edited by DemoGraph on August 19th, 2025, 09:03, edited 1 time in total.
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Post by wndrbr »

"Picking a dialogue option and then getting teleported to a quest giver is a good game design"

- Rusty Shackleford, a notoriously huge fan of Age of Decadence
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Post by rusty_shackleford »

wndrbr wrote: August 19th, 2025, 10:07
"Picking a dialogue option and then getting teleported to a quest giver is a good game design"

- Rusty Shackleford, a notoriously huge fan of Age of Decadence
What does that have to do with your character walking thru something you already walked thru without you having to sit there and watch?
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Post by DagothGeas5 »

rusty_shackleford wrote: August 19th, 2025, 03:58
wndrbr wrote: August 19th, 2025, 03:54
rusty_shackleford wrote: August 19th, 2025, 03:48
Games that have the option to immediately "return" to an area(quest giver, whatever) after collecting/completing something are an example of a quest being designed by someone who actually plays video games
sounds like some MMO time waster where traversal and exploration doesn't matter so nothing of value gets lost by adding a convenient fast travel button.

- Talk to a questgiver
- Go to an area marked on a map
- Do task
- Skip walking back by pressing a convenient button

May as well skip other segments if your game is such a soulless formulaic bugman slop.
I assign you the task of playing technomancer
As I agree that I much more prefer the travel back, I would love to accept this task as well to see if it can change my mind or, at the least, to see what you mean. I myself always dislike when a game teleports me, as it truly makes me feel as if the game is telling me what is skipped is "irrelevant", but it's not to me. Some games that do this I come to expect, but they are usually very on the narrative type more than games like Wizardry VI or Icewind Dale styled, that I much more enjoy.

I have many others to finish yet, but will prioritize Mars War Logs and get to Technomancer after :salute:
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Post by Valter »

rusty_shackleford wrote: August 19th, 2025, 08:55
DemoGraph wrote: August 19th, 2025, 08:17
rusty_shackleford wrote: August 19th, 2025, 04:03


I didn't know you guys enjoyed backtracking so much
Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.
walking from the end of a dungeon to the start is not fun no matter how much you guys pretend it might be
In the case of dungeons absolutely. I cannot tell you how glad I was, when playing DA:O, to reach the end of the Deep Roads and not have to walk back 20 minutes' worth of legwork. :turtle:
In the cases of towns or other populated spaces, the world ought to be interesting enough that you would not mind the walkback. Usually this is achieved with random enemy encounters or sporadic quests that are triggered by pure chance, or even limited-time offers on shops! But otherwise, it's not easy to keep an area interesting if the player's combed through it already once or even twice. A "return to questpoint" button is lamentable, but understandable in those cases.
Last edited by Valter on August 19th, 2025, 12:05, edited 2 times in total.
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Post by Roguey »

Sometimes fun things happen on the way back. I recall there's a part in Witcher 3 where fast travel is disabled because a certain scripted scene needs to happen.
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Post by rusty_shackleford »

Valter wrote: August 19th, 2025, 12:04
In the case of dungeons absolutely. I cannot tell you how glad I was, when playing DA:O, to reach the end of the Deep Roads and not have to walk back 20 minutes' worth of legwork.
There are so-called "humans" reading this thread right now that actually believe you should just watch your character walk for 20 minutes
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Post by DemoGraph »

rusty_shackleford wrote: August 19th, 2025, 12:33
Valter wrote: August 19th, 2025, 12:04
In the case of dungeons absolutely. I cannot tell you how glad I was, when playing DA:O, to reach the end of the Deep Roads and not have to walk back 20 minutes' worth of legwork.
There are so-called "humans" reading this thread right now that actually believe you should just watch your character walk for 20 minutes
Says the baseball watcher.
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Post by Oyster Sauce »

rusty_shackleford wrote: August 19th, 2025, 12:33
Valter wrote: August 19th, 2025, 12:04
In the case of dungeons absolutely. I cannot tell you how glad I was, when playing DA:O, to reach the end of the Deep Roads and not have to walk back 20 minutes' worth of legwork.
There are so-called "humans" reading this thread right now that actually believe you should just watch your character walk for 20 minutes
Every game should have teleport-to-click like it's VR
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Post by Val the Moofia Boss »

DemoGraph wrote: August 19th, 2025, 08:17
rusty_shackleford wrote: August 19th, 2025, 04:03
Val the Moofia Boss wrote: August 19th, 2025, 04:02


The teleporting in the new Pokemon games starting with ORAS kills the sense of adventure and geographical continuity.
I didn't know you guys enjoyed backtracking so much
Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.
When I first began KCD and was let loose at the South-eastern town, I began breaking into houses at night to steal from chests. I remember the intense first few hours of the gameplay when I would be robbing the shops in town and overencumbered, and very slowly walking down the road at night hoping not to get caught by the guards. That was tense.
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Post by Rand »

Did you all know about the YouTube "games"?

Note: always watch this guy at 2x speed for more amusement value.
Last edited by Rand on August 19th, 2025, 16:19, edited 2 times in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by Thaddaeus »

Rand wrote: August 19th, 2025, 16:18
Did you all know about the YouTube "games"?

Note: always watch this guy at 2x speed for more amusement value.
I saw CallMeKevin do a video on YT games, but haven't seen Ryan's yet. Didn't finish Kevin's. George is hilarious, though. Found him via Pitch Meetings and then his independent work.
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Post by SpellSword »

rusty_shackleford wrote: August 19th, 2025, 08:55
DemoGraph wrote: August 19th, 2025, 08:17
rusty_shackleford wrote: August 19th, 2025, 04:03


I didn't know you guys enjoyed backtracking so much
Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.
walking from the end of a dungeon to the start is not fun no matter how much you guys pretend it might be
Walking through a long empty dungeon that has already been cleared of all dangers is indeed tedious. If it at least has a bit of a challenge when forcing your way through the previously traversed area, I'm a bit more ok with it.
Last edited by SpellSword on August 21st, 2025, 11:15, edited 2 times in total.
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Post by rusty_shackleford »

90% of games that decide to have lore about gods are just copy-pasting from the elder scrolls wiki
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Post by Roguey »

Rand wrote: August 19th, 2025, 16:18
Did you all know about the YouTube "games"?
I played Stealth Master until it circled back to the beginning, it was all right for a casual stealth game you can do in minutes.
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Post by Tangerine »

rusty_shackleford wrote: August 21st, 2025, 15:51
90% of games that decide to have lore about gods are just copy-pasting from the elder scrolls wiki
90% of them are goddesses.
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Post by Unhelpful Contrarian »

Failing upward once again.
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Post by logincrash »

Unhelpful Contrarian wrote: August 25th, 2025, 04:40
Failing upward once again.

Image
This is like some weirdo pervert insane scientist breeding the most disgusting and nightmarish chimeras just to see how bad it could get. Bethesda's writing is already mindbogglingly terrible. Adding some Veilguard ***** (guessing on the ***** part but it's highly probable) will allow them to reach new levels of awfulness. Honestly, I'm interested now. Can't wait to see how bad it turns out.
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Post by DagothGeas5 »

logincrash wrote: August 25th, 2025, 07:29
Unhelpful Contrarian wrote: August 25th, 2025, 04:40
Failing upward once again.

Image
This is like some weirdo pervert insane scientist breeding the most disgusting and nightmarish chimeras just to see how bad it could get. Bethesda's writing is already mindbogglingly terrible. Adding some Veilguard ***** (guessing on the ***** part but it's highly probable) will allow them to reach new levels of awfulness. Honestly, I'm interested now. Can't wait to see how bad it turns out.
I used to just disdain these things and wanted nothing to do with them, but being on the HQ has truly given me this "I hope it gets worse, can't wait to see what happens" type of thing. Might even make pocorn and watch one of those horrific shows Finarfin sacrifices himself to report on if whatever this evolving chimera produces will be on there!
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Post by Norfleet »

DemoGraph wrote: August 19th, 2025, 08:17
Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.
Meaning, someone should try to fight you for the loot while you defend the mule train.
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Post by Trickster »

Unhelpful Contrarian wrote: August 25th, 2025, 04:40
Failing upward once again.

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Good. Bethesda should die already.
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Post by Norfleet »

rusty_shackleford wrote: August 19th, 2025, 12:33
There are so-called "humans" reading this thread right now that actually believe you should just watch your character walk for 20 minutes
I would actually be okay with that if I don't personally have to micromanage that walking.