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Post by Acrux »

Emphyrio wrote: January 4th, 2024, 00:28
Acrux wrote: January 3rd, 2024, 22:46
What happened to you, man? You used to be cool.
a cool guy don't take it personally when another cool guy doesnt like all the same stuff he likes
No, no, I'm just disappointed that someone who should know better doesn't like objectively good things. I mean, look at @Humbaba - he doesn't like Majesty or Tolkien either, but you don't see me commenting on it. That's because I don't expect anything more from him.
Last edited by Acrux on January 4th, 2024, 02:24, edited 1 time in total.
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Post by KnightoftheWind »

I wonder if the Quake engine (via modern source ports like Ironwail) could handle a game the size of Morrowind. Wouldn't it be an interesting experiment to try an approximate the game with a more action-oriented focus?. Some things probably couldn't be replicated very well, like the inventory system, but I'd imagine a small team of talented Quake modders could get it done. Even just a small playable area would be cool to see. For one thing Ironwail runs a heck of a lot better than OpenMW on my PC, while handling many times more detail, and John Carmack's work is certainly leagues above Bethesda's by default.

I wonder if the Nereverine would be depicted as a Dark Elf in this scenario. Maybe an Argonian?, or an Isekai'd space marine?. Perhaps you'd have to find an arsenal of cool melee weapons in the open world rather than buying them, that could each serve a purpose while in combat and be worth hunting down for. The many side quests and NPC conversations could probably be done too, and it's not as if the AI was any good to begin with. Yep, I think this would be cool to see.

Edit: This particular level set has some of the largest Quake levels I've seen in terms of sheer scale, and this is without it being designed with an open world in mind. At this point I think it's definitely more than possible. The Paris map alone is more detailed than anything in Morrowind, and from what I've played it runs smoother than butter on Ironwail. Really impressive stuff
Last edited by KnightoftheWind on January 4th, 2024, 07:20, edited 1 time in total.
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Post by Rand »

rusty_shackleford wrote: January 4th, 2024, 00:53
I got a bunch of steambux and need to find something to spend them on before the sale ends.
Buy more Skyrim! Skyrim for everyone!
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.
Reject your retarded-wing political programming and learn to think.
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Post by gerey »

KnightoftheWind wrote: January 4th, 2024, 05:10
I wonder if the Quake engine (via modern source ports like Ironwail) could handle a game the size of Morrowind
I don't think it could be done without extreme modifications to the engine. One of the largest maps ever developed (Forgotten Sepulcher) required a special fork of Quakespasm to support it.
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Post by rusty_shackleford »

rusty_shackleford wrote: January 4th, 2024, 00:53
I got a bunch of steambux and need to find something to spend them on before the sale ends.
After hours of going through the garbage on steam like a raccoon, I can't find ****.
KnightoftheWind wrote: January 4th, 2024, 05:10
I wonder if the Quake engine (via modern source ports like Ironwail) could handle a game the size of Morrowind. Wouldn't it be an interesting experiment to try an approximate the game with a more action-oriented focus?. Some things probably couldn't be replicated very well, like the inventory system, but I'd imagine a small team of talented Quake modders could get it done. Even just a small playable area would be cool to see. For one thing Ironwail runs a heck of a lot better than OpenMW on my PC, while handling many times more detail, and John Carmack's work is certainly leagues above Bethesda's by default.

I wonder if the Nereverine would be depicted as a Dark Elf in this scenario. Maybe an Argonian?, or an Isekai'd space marine?. Perhaps you'd have to find an arsenal of cool melee weapons in the open world rather than buying them, that could each serve a purpose while in combat and be worth hunting down for. The many side quests and NPC conversations could probably be done too, and it's not as if the AI was any good to begin with. Yep, I think this would be cool to see.

Edit: This particular level set has some of the largest Quake levels I've seen in terms of sheer scale, and this is without it being designed with an open world in mind. At this point I think it's definitely more than possible. The Paris map alone is more detailed than anything in Morrowind, and from what I've played it runs smoother than butter on Ironwail. Really impressive stuff
They're not made for large games, they'd need some sort of paging system which I doubt any of those engines have at all. If I had to guess, everything just loads at level start because the levels were never designed to be very big to begin with.
It would be easier to add good combat into OpenMW than do what you're suggesting.
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Post by rusty_shackleford »

Not enough video games let me give my character a mullet.
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Post by Tweed »

You'll never find anything through Steam itself. Try something like SteamPeek https://steampeek.hu/
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Post by Humbaba »

Acrux wrote: January 4th, 2024, 02:24
objectively good
Boomers are delusional.




-Humbaba
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most entertaining poster? I vote for Humbaba.
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you've all caused Humbaba to post something I agree with.
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Post by KnightoftheWind »

rusty_shackleford wrote: January 4th, 2024, 11:17
rusty_shackleford wrote: January 4th, 2024, 00:53
I got a bunch of steambux and need to find something to spend them on before the sale ends.
After hours of going through the garbage on steam like a raccoon, I can't find ****.
KnightoftheWind wrote: January 4th, 2024, 05:10
I wonder if the Quake engine (via modern source ports like Ironwail) could handle a game the size of Morrowind. Wouldn't it be an interesting experiment to try an approximate the game with a more action-oriented focus?. Some things probably couldn't be replicated very well, like the inventory system, but I'd imagine a small team of talented Quake modders could get it done. Even just a small playable area would be cool to see. For one thing Ironwail runs a heck of a lot better than OpenMW on my PC, while handling many times more detail, and John Carmack's work is certainly leagues above Bethesda's by default.

I wonder if the Nereverine would be depicted as a Dark Elf in this scenario. Maybe an Argonian?, or an Isekai'd space marine?. Perhaps you'd have to find an arsenal of cool melee weapons in the open world rather than buying them, that could each serve a purpose while in combat and be worth hunting down for. The many side quests and NPC conversations could probably be done too, and it's not as if the AI was any good to begin with. Yep, I think this would be cool to see.

Edit: This particular level set has some of the largest Quake levels I've seen in terms of sheer scale, and this is without it being designed with an open world in mind. At this point I think it's definitely more than possible. The Paris map alone is more detailed than anything in Morrowind, and from what I've played it runs smoother than butter on Ironwail. Really impressive stuff
They're not made for large games, they'd need some sort of paging system which I doubt any of those engines have at all. If I had to guess, everything just loads at level start because the levels were never designed to be very big to begin with.
It would be easier to add good combat into OpenMW than do what you're suggesting.
I was considering that, there aren't really any zones or cells in the Quake engine like there is in Bethesda's games. But that also makes me wonder, could Ironwail handle the entirety of Morrowind's map loaded in at once?. I think that would be a very cool experiment. The level of detail in the game's models and textures aren't very good to begin with, and there are some Quake maps that have many times the number of polygons while still running very well. There are some caveats for sure though, I don't think you could have the existing fast travel system via dialogue, it would have to be replaced by a portal. But in-universe, this could be explained by the Mages Guild's overtaking the stilt strider or whatnot. And the teleporting room could be made bigger so it could house various portals that would take you to the different cities.

Edit: The minimum FPS for the Paris level in that pack is around 144, but it often goes up to 220 and more. The bulk of the level has many detailed buildings, including a very large cathedral, while also rendering a lot of more rudimentary buidings as you can see in the screenshot.

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An intricate ruins level with a fully 3D modelled coliseum?, it can do that too!.

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Last edited by KnightoftheWind on January 4th, 2024, 17:43, edited 2 times in total.
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Post by Emphyrio »

Humbaba wrote: January 4th, 2024, 12:42
Acrux wrote: January 4th, 2024, 02:24
objectively good
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Post by Breathe »

There are so many on GAF that proclaim 2023 was a great year for vidya. They have such short memories and low standards it's annoying.
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Post by Segata »

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Lore and its consequences have been a disaster for video games. Games should've never advanced past the "there's a very bad guy out there, go and kill him" point.
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Post by WhiteShark »

Lore, i.e. a setting with history, is good: it makes the game world feel like a real and separate place from reality. It's these pointless """video essays""" and the people who watch them who are the problem.
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Post by KnightoftheWind »

WhiteShark wrote: January 5th, 2024, 17:57
Lore, i.e. a setting with history, is good: it makes the game world feel like a real and separate place from reality. It's these pointless """video essays""" and the people who watch them who are the problem.
The problem worsens the more multimedia stuff is made for any particular series. If Star Wars was restricted to just the original three movies for instance, there wouldn't be nearly as many "lore videos" that talk about the most innane tripe you can think of. Like "This is the Emperor's favorite Stormtrooper!", or "Did you know Darth Vader had only one best friend?!". They take snippets out of old comic books released 30 years ago, just to make content for Youtube.

The Dark Souls stuff is just as bad, but even more incomprehensible.
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Post by Goblin_Hammer »

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Oh boy, can't wait to see the hate from game journos!
Last edited by Goblin_Hammer on January 5th, 2024, 18:24, edited 1 time in total.
:knight: TOTAL GOBLIN DEATH! :knight-cross:
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Post by Val the Moofia Boss »

Sometimes lore videos are needed to understand what's going on. Around 2010, it started becoming very difficult to follow the Warcraft story, as a lot of stuff was spread out across many questlines that have difficult prerequisite requirements and take too long for people who aren't nolifers to complete, questlines removed from the game, out of print books, out of print books, hard to find short stories on the website, forum posts by devs, tweets, etc. Nobbel87 made his youtube channel off of scouring for this information and assembling it into easy to digest videos so people could get an idea of who was who and what their arc was and why stuff is happening and etc. People want the story but the story has become inaccessible so this is the next best thing they can get.

I'd imagine the same thing happened with Souls, as a lot of the story information is stretched out across a lot of obscure items and NPC dialogue and environmental cues and most people are going to miss all this, so some youtubers have done people who want to get a story a service by assembling all of this information, though 12 hour long videos is excessive.
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Post by WhiteShark »

Val the Moofia Boss wrote: January 5th, 2024, 18:27
I'd imagine the same thing happened with Souls, as a lot of the story information is stretched out across a lot of obscure items and NPC dialogue and environmental cues and most people are going to miss all this, so some youtubers have done people who want to get a story a service by assembling all of this information, though 12 hour long videos is excessive.
The Dark Souls lore is more facts and history than story, but regardless, the mystery and incomplete information is a key part of the atmosphere. You're supposed to puzzle out what you can from the clues the game gives you on your own. Watching a video summary defeats the purpose. If someone wants to know the lore, he should play the game.
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Post by Lich »

"Deep lore" is one of the main reasons that those videos are popular. Things that wouldn't be obvious to people reading item descriptions and dialogue, often fabricated or speculative but presented as true.
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Post by rusty_shackleford »

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Post by Emphyrio »

borderlands 3 writer btw
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Post by rusty_shackleford »

doesn't make him any less right
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Post by Irenaeus »

Val the Moofia Boss wrote: January 5th, 2024, 18:27
Sometimes lore videos are needed to understand what's going on. Around 2010, it started becoming very difficult to follow the Warcraft story,
2010? Try 2002
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Post by KnightoftheWind »

Dead wrote: January 5th, 2024, 19:46
"Deep lore" is one of the main reasons that those videos are popular. Things that wouldn't be obvious to people reading item descriptions and dialogue, often fabricated or speculative but presented as true.
That's more of a bad storytelling problem. If your story needs to be thoroughly explained by autists to be understood, than it isn't a good story.
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Post by The_Mask »

Listen, you lil ****... people can make up their own stories when it comes to Dark Souls, but there is direct narrative delivered to the player, too.

Just because most people are lazy and can't/won't read, that doesn't mean it's all bad/lazy.
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rusty_shackleford wrote: October 28th, 2024, 07:36
Mediocre or bad games can still have parts that are good.
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Post by Nessa »

What is with Asia and flying whale cities anyway? I've seen this same concept in 3 different eastern games, the one you linked not included! :o

And of course the quote didn't work, and I'm like 3 pages late. :headbang: :lol: :lol: :lol: :lol:
Last edited by Nessa on January 6th, 2024, 04:45, edited 1 time in total.
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Post by rusty_shackleford »

when someone tells me they savescum in a game because the game "allows" it
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Post by KnightoftheWind »

rusty_shackleford wrote: January 7th, 2024, 22:16
when someone tells me they savescum in a game because the game "allows" it
If a feature is readily exploitable, most gamers will happily exploit it. If it makes the game better and more enjoyable for them to play. Savescumming is a problem of bad difficulty balancing IMO.
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Post by rusty_shackleford »

KnightoftheWind wrote: January 7th, 2024, 22:53
rusty_shackleford wrote: January 7th, 2024, 22:16
when someone tells me they savescum in a game because the game "allows" it
If a feature is readily exploitable, most gamers will happily exploit it. If it makes the game better and more enjoyable for them to play. Savescumming is a problem of bad difficulty balancing IMO.
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Unless your game is in a position where you cannot possibly continue and must restart, you should never be reloading a save game.
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Post by KnightoftheWind »

rusty_shackleford wrote: January 7th, 2024, 22:57
KnightoftheWind wrote: January 7th, 2024, 22:53
rusty_shackleford wrote: January 7th, 2024, 22:16
when someone tells me they savescum in a game because the game "allows" it
If a feature is readily exploitable, most gamers will happily exploit it. If it makes the game better and more enjoyable for them to play. Savescumming is a problem of bad difficulty balancing IMO.
THIS MAN IS AN ARTIST
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Unless your game is in a position where you cannot possibly continue and must restart, you should never be reloading a save game.
Soygerfall cringe aside, if they really wanted to stop save scumming than they needed to limit where you can save. Add statues to the overworld like Majora's Mask, for instance. By letting players save anywhere, anytime they are basically incentivizing you to save scum. Why wouldn't you, if it ensures that any mistake you might make can be undone. If you made the wrong choice during an important moment, wouldn't you rather reload your save and pick the better one?.