Good points, Yahtzee. I suppose a bit of variety and fantasy games would be a nice change of pace...
*cough*j-e-f-f-e-r-s said:YMMV on that. Tolkien didn't merely 'rip off' Norse mythology. He took the ideas and norms of Scandinavian mythology, combined it with his knowledge of Catholic mythology and morality, then brought in ideas alluding to or inspired by myths, stories and epic legends such as the fall of Atlantis, Shakespeare's MacBeth and John Milton's Paradise lost, pasting them into an entire continet he'd created that combined elements of Saxon-era Britain, Roman-era Italy, and Victorian-era England.kyogen said:Considering that Tolkien himself ripped off the ancient texts he spent his professional life studying, I'd hardly say that copying is new. I wouldn't even strictly call it a problem. Creativity thrives on finding new ways to use existing material. If something is done well, it's done well. If it's clumsy or lacks a fresh perspective, then it's clumsy and lacks a fresh perspective.
In short, he took a whole bunch of inspirtaions and ideas, and fused them into something new and unseen. Which sadly cannot be said for the legions of copycats who decided to simply re-write Middle Earth, but with more sex and racism added.
Writers such as Clive Barker and Nail Gaiman show that it is possible to not write fantasy fiction that doesn't borrow from Tolkien. Fantasy is not defined by orcs and trolls. It is defined by how willing you are to allow your imagination to take flight and soar.
Hey, somebody else who remembers Nox, a real shame it never got any sort of sequels, and nobody (that I can remember) did anything similar.Wolfram23 said:Nox was a pretty awesome and funny fantasy RPG that fits that "contemporary" idea like a glove. Your character is more or less a low income trailer park guy who gets sucked into his TV (I think) by an evil sorceress from the world of Nox. You then fall from the sky and into a Zeppelin (think WoW style) with a crazy captain who becomes a bit of a guide for the rest of the game.
And then for the second idea, well sadly not many games are like that, but I'd like to highlight the His Dark Materials saga, aka "The Amber Spyglass", "The Golden Compass", and "The Subtle Knife" which are basically exactly that idea. More or less a modern world but completely fantastical.
Except that the language seems to be saying the same thing over and over.Guardian of Nekops said:The way I see it, there are some very good reasons to stick with elves and dwarves in fantasy, just as there are some very good reasons to keep electricity working in much the same way in science fiction. If you keep batteries and generators from the real world, and just say they work on a new physical principle that lets them be essentially improved versions of what we already have, then you don't have to spend your whole game explaining an alternative electonic theory (which would be very tedious unless that's what your book is about). You can focus instead on the awesome new ideas that started you writing in the first place.
Similarly, if you replace elves, dwarves, goblins and humans with Flish'nir, Garblees, Undermen and De'unies then you have to establish those four cultures for yourself. Nobody has any idea what you're talking about to start with, and therefore it's going to take your players several hours to figure out what is normal.
Now, all this is well and good if your new races are somehow better than the old ones, if the new stuff you're bringing in is actually integral to the story, but if what you really want to talk about is a great civil war and an intriguing magical artifact then there's no real reason to change the rest of it.
At some point, it becomes an issue of language. If you can say what you need to with the concepts your audience already understands, why would you go out of your way to exchange them for a new set you have to explain?
[pedant]Actually there were dwarfs in TES. They just called them Dwemer and they are extinct. You run into the last one in Morrowind. They were excluded for lore reasons not technical. Half of those free to play Korean MMO's use Gamebryo and they are overrun annoyingly cute short races.[/pedant]Elberik said:I'll bet that that the reason there are no dwarves in the Elder Scrolls is that it would have been too difficult. All the races are anatomically the same give or take a few inches in height & maybe a tail. But dwarves are often proportioned differently & the difference in height would have meant that the developers would have had to make a completely new model.
Writers have been writing fantasy that owes little to Tolkein or Howard since the 30's and 40's. Poul Anderson and L. Sprague De Camp's earlier stuff springs to mind, even though they also wrote at least half of the Conan books.j-e-f-f-e-r-s said:Writers such as Clive Barker and Nail Gaiman show that it is possible to not write fantasy fiction that doesn't borrow from Tolkien. Fantasy is not defined by orcs and trolls. It is defined by how willing you are to allow your imagination to take flight and soar.
Actually, interestingly enough, the dwemer were actually a subrace of elves from what I've read (that's where the "mer" comes from). I thought that was kind of neat, though with that in mind, I've often said TES would have been better without elves at all.Andrew_C said:Actually there were dwarfs in TES. They just called them Dwemer and they are extinct. You run into the last one in Morrowind. They were excluded for lore reasons not technical.Elberik said:I'll bet that that the reason there are no dwarves in the Elder Scrolls is that it would have been too difficult. All the races are anatomically the same give or take a few inches in height & maybe a tail. But dwarves are often proportioned differently & the difference in height would have meant that the developers would have had to make a completely new model.