Hi.SnakeTrousers said:I've always sort of wondered who this type of visual design is meant to appeal to. I can deal with the huge burly guys with tiny heads and all, but why do they also need to be covered in ridiculously over-designed armor? Incedentally, why can't more games have reasonably proportioned weapons? Maybe it's a result of being raised by a D&D/SCA nerd but I've never been a fan of the whole giant-spiky-paddle approach to weapon design in fantasy games either.
And that is why I funded "You Are Not The Hero", hopefully all the technical issues are done so they can release it this year.Thanatos2k said:I want to play a dungeon crawler where your job is to fill up the chests after the adventurers have gone through, so it's ready for the next people. You start out with a whole bunch of equipment and items, but as you get to each chest you have to put stuff into them. Since you start out with good stuff, it's easy to kill all the enemies, but by the end you've put all your weapons and armor into the chests and have to high tail it out of there with nothing.Digressing for a moment, I've had an idea for a while now to write a story set in one of these 'hardcore fantasy' worlds, but from the perspective of the guy whose job it is to carve skulls in things. I imagine it being quite an artisan's trade. You know how, in olden days, certain craftsmen had very specific jobs, and often took their surnames from it, like how a Cooper was a guy who made barrels, and a Fletcher made arrows? It'd be like that. John Skuller, in his little workshop directly between the armorer and the dungeon architect.
You earn money/exp/whatever based on how well you stocked the chests (weak items should be closer to the dungeon entrance, better items should be in the far chests or the "hidden" chests), so you can't just save your good stuff for last to put the chests close to the exit.
Your employer is of course a Dungeon Master.
Yeah, and you have to undo the shortcuts, replace signs and barrels that they destroyed (you have to decide which barrels to put the random money and health bits in), and hire a new boss for the end.Veylon said:Don't forget resetting the traps, messing up the puzzles, and flipping all the levers the wrong way.
Also don't forget that somebody's got to put all those monsters in there in the first place. Maybe you've got some cages to haul in, open up, and escape before the inhabitants awake from their tranquilizer-induced naps.
....Yeah, I backed it too.Dandres said:And that is why I funded "You Are Not The Hero", hopefully all the technical issues are done so they can release it this year.
http://www.youarenotthehero.com/
OH! OH! THAT BURN! That's just about the most painful thing any game dev will ever hear! XDYatzee said:In fact, scratch that, Lords of the Fallen looks like the example game that came with the dev tool.
I can see your point. To me, though, it makes me feel like I'm playing a toy commercial. I think a mystical feel can be accomplished without needing to pile on the plate and spikes.shrekfan246 said:Hi.SnakeTrousers said:I've always sort of wondered who this type of visual design is meant to appeal to. I can deal with the huge burly guys with tiny heads and all, but why do they also need to be covered in ridiculously over-designed armor? Incedentally, why can't more games have reasonably proportioned weapons? Maybe it's a result of being raised by a D&D/SCA nerd but I've never been a fan of the whole giant-spiky-paddle approach to weapon design in fantasy games either.
One of my favorite armor sets in World of Warcraft was a Warlock set that had pauldrons with skulls set on top of spikes. Why do I love it? Because it looks hilariously awesome. And sometimes awesomely hilarious. Pretty simple as, really. Regular plate mail and swords and axes and bows are all well and good, but they don't really give me the sense I'm playing some magical fantasy game, you know?
40k's absolutely an example of this aesthetic done right, but I think there's more to it than just what you mentioned; yes, the details are important for determining the, uh, importance of a unit, but what really makes it work is that all those uber-detailed important characters are actually quite easy to read because they're always expansions on a much simpler design.Thunderous Cacophony said:I'm the audience for that; I've always liked the design of Warhammer (40K to a lesser extent), even if it is totally ludicrous. It might come from modeling, where every detail you put on the character was important mechanically (including grenades, sword, the colours of certain things, etc.) and the fact that some people keep Lords and special characters around for a long time, occasionally redoing them if something memorable happened during a game and they wanted to reflect it in the model and turn it into a story. So I'll freely admit it looks silly, but that I like how silly it looks.SnakeTrousers said:I've always sort of wondered who this type of visual design is meant to appeal to. I can deal with the huge burly guys with tiny heads and all, but why do they also need to be covered in ridiculously over-designed armor? Incedentally, why can't more games have reasonably proportioned weapons? Maybe it's a result of being raised by a D&D/SCA nerd but I've never been a fan of the whole giant-spiky-paddle approach to weapon design in fantasy games either.
In addition to Warhammer generally doing a good job of when and where to add insane amounts of detail and over-the-top craziness, probably just as important is simply context. As Yahtzee mentions, with computer games (twitch-based ones at least) things like quick recognition of silhouettes is important - taking too long to recognise an enemy type and reacting in the wrong way can mean a game over. With tabletop gaming, that's not really the case. Models don't suddenly appear on the table and require you to decide how to react in a fraction of a second. No matter how detailed and silly a model may look, you have all the time in the world to figure out what it is, and if you still struggle with that you can just ask.nykirnsu said:40k's absolutely an example of this aesthetic done right, but I think there's more to it than just what you mentioned; yes, the details are important for determining the, uh, importance of a unit, but what really makes it work is that all those uber-detailed important characters are actually quite easy to read because they're always expansions on a much simpler design.
Hey, that's my idea! I thought of it first!Thanatos2k said:I want to play a dungeon crawler where your job is to fill up the chests after the adventurers have gone through, so it's ready for the next people. You start out with a whole bunch of equipment and items, but as you get to each chest you have to put stuff into them. Since you start out with good stuff, it's easy to kill all the enemies, but by the end you've put all your weapons and armor into the chests and have to high tail it out of there with nothing.Digressing for a moment, I've had an idea for a while now to write a story set in one of these 'hardcore fantasy' worlds, but from the perspective of the guy whose job it is to carve skulls in things. I imagine it being quite an artisan's trade. You know how, in olden days, certain craftsmen had very specific jobs, and often took their surnames from it, like how a Cooper was a guy who made barrels, and a Fletcher made arrows? It'd be like that. John Skuller, in his little workshop directly between the armorer and the dungeon architect.
You earn money/exp/whatever based on how well you stocked the chests (weak items should be closer to the dungeon entrance, better items should be in the far chests or the "hidden" chests), so you can't just save your good stuff for last to put the chests close to the exit.
Your employer is of course a Dungeon Master.
I can't believe I forgot to mention this actually; I totally agree.Kahani said:In addition to Warhammer generally doing a good job of when and where to add insane amounts of detail and over-the-top craziness, probably just as important is simply context. As Yahtzee mentions, with computer games (twitch-based ones at least) things like quick recognition of silhouettes is important - taking too long to recognise an enemy type and reacting in the wrong way can mean a game over. With tabletop gaming, that's not really the case. Models don't suddenly appear on the table and require you to decide how to react in a fraction of a second. No matter how detailed and silly a model may look, you have all the time in the world to figure out what it is, and if you still struggle with that you can just ask.nykirnsu said:40k's absolutely an example of this aesthetic done right, but I think there's more to it than just what you mentioned; yes, the details are important for determining the, uh, importance of a unit, but what really makes it work is that all those uber-detailed important characters are actually quite easy to read because they're always expansions on a much simpler design.
Other media have the same problem, as with the Transformers example mentioned above. The audience doesn't have to physically react as with video games, but if you cram too much detail onto the screen and then only show it chaotically flailing around for a few seconds, they can't actually take in all that detail and figure out what the hell is going on. The Red Letter Media reviews of the Star Wars prequels do a good job of pointing out exactly this problem with those films, right down to the producer almost literally saying "We're cramming as much shit on the screen as physically possible". If you look at things like Warhammer dioramas, they can have just as much detail, but it's not a problem because you can take as long as you like examining it.
So sure, Warhammer generally does a pretty good job of escalating levels of detail that allow easy understanding of what's what, but it also benefits from being the perfect medium in which to cram as much detail as you like without it getting in the way.
Flawlessly executed! I expect to see a few hundred of these populating the Android play store any time soon, if not getting instantly patented for the next medieval AAA title slash-a-thon!Sofox said:Following by Yahtzee's impeccable design, I have created an action fantasy game name generator. Just follow link, click the button, and you'll instantly have the title for you next epic AAA action fantasy game. Just remember to note the tool in your credits.
http://sofoxcentral.com/projects/actionfantasygamenamegenerator.html