Posts Tagged ‘The RPG Scrollbars’

The RPG Scrollbars: Predicting Planescape

If you go down to planescape.com today, you’re sure of a big surprise. Unless you’re expecting a countdown, in which case, it’s that. What could it mean? Well, if you open the page source, you’ll see a secret message hidden in there – 0x50 0x53 0x54 0x45 0x45. Convert that from ASCII numbers to letters and you get PSTEE. The two most likely translations of that are either Planescape Torment: Enhanced Edition as Beamdog’s latest updated release, or someone is really looking forward to going down to Gregg’s for a pastie sometime on Tuesday. It’s not confirmed. It could be something else. Maybe there’s a ‘Planescape Kids’ TV series coming out. Nobody’s told me.

Though it would explain this changelog I found lying around the other week… Read the rest of this entry »

The RPG Scrollbars: Before Mass Effect Andromeda

Since the original trailers, some players have had questions about Mass Effect Andromeda [official site] and some of its details. In the name of answers, we present this snippet from the official prequel novel. Available March 28th from all good bookshelves.

From where Director Tann stood, the curves of the Nexus stretched out like the wings of an angel, embracing Andromeda and all its potential. He winced at the thought. Human thought. Sentimental. Shameful. A thought most unbecoming of a salarian, who should have seen nothing but steel and forceshields, aluminium and plastic.
        The buzzer rang. Ah. Distraction. How welcome.
        “Send him in.” Read the rest of this entry »

What can PC RPGs learn from Zelda: Breath of the Wild?

Regardless of platform, when you’ve got so many people rushing to call a game ‘possibly the best game ever’, it’s worth taking a look. This week then, what can RPGs learn from the 1994’s Rise of the Robots – the action brawler that combined ugly rendered graphics with ridiculous AI, and a musical score produced by the Queen’s own Brian May sitting uncomfortably on his keyboard for a while.

Hmm. I can’t think of anything. Fine. Let’s talk about the new Zelda instead. In particular, how its devotion to freedom goes well beyond simply giving you a map to play. Inevitably, spoilers follow, though it’s not really a plot game. Neverthless:

WARNING. I’M TALKING ABOUT THE FINAL LOCATION/VILLAIN

THIS IS A THING THAT WILL BE TALKED ABOUT IF YOU READ ON

COMPLAIN ABOUT SPOILERS AND I WILL LAUGH AT YOU

(A LINK TO THE PAST IS STILL THE BEST ONE)

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The RPG Scrollbars: Making the RPG genre work in VR

About a year ago, I bought myself a HTC Vive. Since then, it’s gathered a fair bit of dust. I swear, it’s not that I’m a VR skeptic, so much as someone without a whole lot of space to play with who prefers being able to go to the toilet at night without tripping over what I’m going to call ‘a Maplin’ of expensive cabling. Of late though, I’ve been feeling the urge to go back in, largely I must say inspired by stuff I can’t actually play, like the intro to I Expect You To Die (Vive version is coming, I can’t be arsed with Revive) and watching the new Psychonauts and Arkham VR experiences from the PSVR.

So, I did. And I had some fun playing around with some new stuff.

My RPG based dreams though feel further away than ever.

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The RPG Scrollbars: Great ideas more RPGs should steal

They say that they who do not learn history are doomed to repeat it. When it comes to game design though, good ideas fall through the cracks and get forgotten all the time. This week then, I’m going to list a few of my favourite small features from classic or obscure games alike that I think would be cool to see more often, and quite probably ask you for a few of yours. Sounds like a plan? Excellent! Remember, we’re looking for small, specific stuff rather than, say, ‘good combat engine’. The kind of spark that perhaps only one or two games have ever tried, or which have faded for whatever reason over the years, but new games really should steal. Let’s start obscure, with…

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The RPG Scrollbars: Old Habitats Die Hard

There’s no better way to cause trouble than to talk about ‘firsts’. Say for instance that King’s Quest IV featured the first female adventure character, and you’re probably going to be drowned out by some pedant waving a copy of Infocom’s Plundered Hearts in your face. That pedant may even be me. Of course, that’s nothing compared to the folly of calling, say, Everquest the first MMO and leaving it without some very quick clarification. The extent of the first M in MMORPG, the importance of success over existence, the jump between mainframe and computer and all manner of other stuff makes it tricky to plant a flag everyone can actually agree deserves to be there.

But there aren’t many games with a better claim than Lucasarts’ Habitat, the latest classic game to get a fancy modern revival project. It definitely deserves it.

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The RPG Scrollbars: Notes On Writing A Universe

Hello, God talking. At least, within a certain small sphere. Like a few of Team RPS, I’ve been writing for games as well as writing about them recently, most prominently as the writer of Daedalic Studio West’s The Long Journey Home [official site] – a space exploration RPG with roguelike elements (but not the crap ones). You know. A SERPGWRENCO. We’re now at the stage where my job is basically done, the universe is designed, the dialogue is all written, and I’m asking tramps on the street if I can borrow their whisky just so I can breathe heavily into the bag. There’s not much more fun than working on a game inspired by some of your favourites, notably Star Control 2. At the same time, well… oh dear, here comes that pesky hyperventilation again…

But I’m not here to market, but to talk tools. I know I’m always interested in seeing behind the scenes, so this week, I thought I’d pull back the curtain a little to talk not so much about what I’ve been working on, but what I’ve been working in.

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