I was just about to say the exact same thing.Internet Kraken said:How about the ever abundant supply of Bandits?
I was just about to say the exact same thing.Internet Kraken said:How about the ever abundant supply of Bandits?
Actually, the Cult in Haven tries to make a deal with you. This is how you get the Reaver specialty.Namewithheld said:The only people who don't try and surrender/talk their way out of you killing them at the end of their dungeon are either overconfident assholes (Like Jarvia) or religious zealots (like the Cult in Haven).
Bookmarked for its sheer Win. Thank you, Sir (or Madam)!CounterAttack said:Here's a list for you all that will trump anything you can think of. Beware, it is ridiculously long, and all of them apply to at least one game you know.
http://project-apollo.net/text/rpg.html
Yep, TW is great for its "have a hard choice between one shade of grey and another" type of moral dilemmas in its quests..Elementlmage said:Two words: The Witcher (enhanced edition)...Shamus Young said:Do I Have to do EVERYTHING Around Here?
"Welcome to our town, stranger. The king has been poisoned, the well is contaminated, the princess has been kidnapped, the drawbridge is broken, the fields are overrun with wolves, we lost contact with the monastery, the merchants are all squabbling about something, the dock workers are rioting, the inn is infested with rats, there are undead in the graveyard, one of the ships is under quarantine, there's a curse on the temple, several town guards are taking bribes, an evil mage has been kidnapping young women, a supply shipment is over a week late, the Duke hasn't been acting like himself lately, a bad minstrel is annoying people in the town square, goblins have moved into our sprawling sewer system, widow Creekjoint has lost her cat, a priceless artifact has gone missing, and we've got an entrenched criminal organization that we're all too chickenshit to fight. If you could fix all that we'd be much obliged."
"Uh... hi?"
I'll agree on this, a game that shamelessly takes all the old cliches but makes it fun can be great. On the opposite side, another game thats great because it breaks away from so many is the Suikoden series (most notably II and III). Most notably being changing the 'world saving event' cliche to the borders of a single country or two in a much larger world, the 'hero' character usually has a strongly written background for being the hero, and so on.Fensfield said:One word: Grandia. Maybe my favourite RPG of all time, and a veritable cliché storm. And I love it for just that reason. It took goodness knows how many much-loved clichés and deployed them unashamedly and playfully, from the kid hero runaway, to multiple spirit-s, to the (physical) End of the World, to the ancient, lost, but highly advanced civilisation.
What made Grandia good was it set out with a story to tell and characters present, seemed to have fun doing so, and didn't care what clichés it flagged up so long as they keeping things fun. In my opinion that game is the standing example of why a well-deployed cliché is never a bad thing no matter how often used it may be.
Hmm... no. I think you're thinking of Elves here. Pretty much every RPG I've ever seen has humans somewhere in the middle. You may be referring to the fact that just about every RPG has a human protagonist, but that's really just because most people would find a human protagonist more relatableVanguard_Ex said:Humans being the kind, benevolent race...give me a break. We're capable of startling cruelty and selfishness, but we like to kid ourselves with the idea that we're wonderful and helpful towards all.
Hell, I'd almost call that an Indiana Jones cliche than an RPG cliche. I mean, weren't the first three Indiana Jones movies released before we had a lot of video games?CounterAttack said:The Ancient Well-Lit Tomb with Traps that Still Work:
This one doesn't just apply to games. Matthew Reilly's Jack West series of books does that as well. It's actually amusing to find that ancient Chinese tomb traps and Egyptian rituals that haven't been performed in millennia still work after three to five thousand years.
Really? I didn't gain any Dark Side points. *shrug*matrix3509 said:I remember the one in KOTOR, which pissed me off to no end because the entire quest was a dark side trap. There was literally no way to finish that quest without getting dark side points. I was playing as a light side character for my first playthrough and I had to waste multiple hours trying to finish it in EVERY. POSSIBLE. BLOODY. WAY. After I discovered it was a dark side trap, I had to revert back to a DAYS old savegame. That still pisses me off to this day.bobisimo said:BioWare/Obsidian games often times have a court/trial scene in them where you have to talk to individual voters and attempt to convince them to vote one way or another. To varying degrees, I think most of BioWare's games have had such a scene. This is definitely a cliche I've enjoyed.
Yep. It extended the time until they ran out of water, but decreased the time before the Supermutants found the Vault and killed them.jark.jark said:I'm pretty certain you could buy time extensions in fallout 1 in the form of a water caravan for quite a high price.
Damn you...damn you good sir!The Benj said:Really? I didn't gain any Dark Side points. *shrug*matrix3509 said:I remember the one in KOTOR, which pissed me off to no end because the entire quest was a dark side trap. There was literally no way to finish that quest without getting dark side points. I was playing as a light side character for my first playthrough and I had to waste multiple hours trying to finish it in EVERY. POSSIBLE. BLOODY. WAY. After I discovered it was a dark side trap, I had to revert back to a DAYS old savegame. That still pisses me off to this day.bobisimo said:BioWare/Obsidian games often times have a court/trial scene in them where you have to talk to individual voters and attempt to convince them to vote one way or another. To varying degrees, I think most of BioWare's games have had such a scene. This is definitely a cliche I've enjoyed.