Age of Decadence
- fable
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Age of Decadence
Oh, I think I'm in love. It's not the images, which are detailed and attractive, but the facts Vince states--like combining various versions of things you hear to get the real story, or how the visuals change to reflect the tide of ethical battle in the guilds. And much more.
Of course, it's not out yet, so we really don't know; but everything I've read about it sounds very good, indeed. A genuine RPG, the first one in many years.
Of course, it's not out yet, so we really don't know; but everything I've read about it sounds very good, indeed. A genuine RPG, the first one in many years.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
You caught my interest on this one. I googled for it and read the [url="http://www.irontowerstudio.com/forum/index.php?topic=124.0"]Unofficial F.A.Q.[/url]. Seems quite interesting.
I'll look forward to it.
From the [url="http://www.irontowerstudio.com/features.htm"]Age of Decadence Official Site[/url].Non-combat quest resolutions and a well-developed diplomatic path ( "The best weapon against an enemy is another enemy." )
Over 100 quests, taking you to 22 locations: towns, outposts, archeological digs, sealed places of Power, underground facilities, and temples.
Each situation has multiple ways of handling it, based on your skills, reputation, and connections. Each way has consequences that will affect someone or something.
Extensive dialogue trees, written with role-playing in mind. You can use many skills in dialogues, take actions like stealing or sneak-attacking, and play your character with personality as you see fit.
An interesting world with rich history and unclear future that your actions can shape into seven very different game endings.
Detailed crafting and alchemy systems: melt items and create new ones, balance your sword, play with Greek fire, increase your poison's potency, use corrosive acid on locks, and experiment with black powder.
Hundreds of items, ranging from weapons and armor to scrolls, tools, flasks, and pre-war relics.
I'll look forward to it.
- fable
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What I find interesting is that for once, the developers really mean all of it. They're not just saying, "Oh, there are numerous ways to deal with situations," meaning "Oh, you can fight, or you can, well, run for a while, then turn around and fight, or, like, you can stand there and die! Or, well, you can also fight." AoD actually does provide options based on your character's skills, affiliations, etc. It's all there on the site, discussed in great detail, with various situations presented. The diplomatic path sounds interesting, too. I'm curious whether that will be more than simply new dialog options that open up to intelligent characters, a la PS:T. We'll see. It won't do to become excited, but I must admit my hopes have been raised.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Totally agree, specially with your last sentence
One thing that i found a bit... disappointing? is that they say that the game only will last for about 30 to 40 hours:
From the very same interview that's linked in the ref:
PS: Excuse for my english, ain't that good.
One thing that i found a bit... disappointing? is that they say that the game only will last for about 30 to 40 hours:
I would expect a bit longer for a game with such features. However, i would agree about the replayability.Q: How long will this game take me to finish? What about replayability?
A: "I'd say the length is about 30 to 40 hours, and as for replayability, due to the non-linear and multiple-solutions nature of the game, you can replay quite a few times without repeating what you did before." [url="http://rpgvault.ign.com/articles/714/714762p1.html"](Ref)[/url]
From the very same interview that's linked in the ref:
That's what cough me, and that's why i have such high expectations for this game.Vince D. Weller: The Age of Decadence is an RPG focused on choices and consequences. This design element has been applied to every aspect of the game - character creation, vignettes, quests and their solutions, dialogues, equipment, allies and enemies - yes, you can choose even your own enemies - and game endings.
PS: Excuse for my english, ain't that good.
Well the stated length of the game is somewhat disappointing, but it still looks very promising. I'm always somewhat skeptical of games that claim to offer a variety of different ways to solve individual quests. In many cases, the previewed instance proves to be atypical or the alternate paths for quest solving boil down to only minor differences. But, if Age of Decadence does offers numerous situations where your characters skills and affiliations dramatically affect the game then that would be a welcome addition to the RPG market. I must admit, as well, I was surprised by the quality of the graphic. They greatly surpassed my expectations.
- Vince D. Weller
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Thanks for the interest, folks.
Anyway, GameBanshee has expressed an interest in an article dedicated to different ways to solve quests, so it's a-coming.
Some thoughts reflecting AoD's non-combat designfable wrote:The diplomatic path sounds interesting, too. I'm curious whether that will be more than simply new dialog options that open up to intelligent characters, a la PS:T.
Well... we live in the era of 15-20-hour long games. I beat KOTOR in 18 hours without trying to rush through the game. Heavenly Sword took no more than 6-8 hours. I haven't played Mass Effect, but most people agree that it's an "under 20 hours" game. So I doubt that 30-40 hours could be described as short. Especially considering the features.galtzaiLe wrote:One thing that i found a bit... disappointing? is that they say that the game only will last for about 30 to 40 hours: I would expect a bit longer for a game with such features. However, i would agree about the replayability.
Which is why we've shown and explained how everything works. We haven't made a single claim that wasn't backed up with screenshots, videos, or detailed explanations.Faust wrote:I'm always somewhat skeptical of games that claim to offer a variety of different ways to solve individual quests.
Anyway, GameBanshee has expressed an interest in an article dedicated to different ways to solve quests, so it's a-coming.
- fable
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Vince, thanks for showing up. I have no idea what brought you here, but you must know by a casual read of our forums your AoD is generating a great deal of interest. I'll be reviewing the title when it's done for GameBanshee, and I admit to looking forward to this with an anticipation unusual for me. I'm not expecting PS:T, but still, your discussion of RPG gameplay in general and AoD in particular does my shriveled up old heart good.
Please don't get discouraged or defensive over remarks you read here at this time. GameBanshee combines hardcore RPGers, powerplayers, action addicts, and some very strange people who believe that the world began with Diablo. Ignore the fluff and detritus. The ones tuned into your message will get it.
Quick question for you: One of the things that annoys me most in RPGs is the "Here comes the hero" syndrome. For example, in Lionheart, you could have a stark naked, level 1 PC with next to no strength or constitution; enter a home occupied by Machiavelli; and be offered at once a job as his bodyguard. This is insane. Someone who doesn't know or your reputation shouldn't hire you. Someone who presumably sees a runt built like windsail shouldn't hire you as a bodyguard. Will you be implementing the ability for NPCs to "notice" flags on and atttributes of the PC, so that appropriate remarks are made and actions taken? Such as--
You come back after a heist, where you crept out of a window, dropped into a pig sty, and ran off. A merchant/fence should reply when you show off, "Phew. You stink. (check for quest) I figure you have something nice for me, but I won't do business with you like that. Come on! People will ask questions. Get cleaned up, and come back."
Is that the sort of thing we can expect?
Please don't get discouraged or defensive over remarks you read here at this time. GameBanshee combines hardcore RPGers, powerplayers, action addicts, and some very strange people who believe that the world began with Diablo. Ignore the fluff and detritus. The ones tuned into your message will get it.
Quick question for you: One of the things that annoys me most in RPGs is the "Here comes the hero" syndrome. For example, in Lionheart, you could have a stark naked, level 1 PC with next to no strength or constitution; enter a home occupied by Machiavelli; and be offered at once a job as his bodyguard. This is insane. Someone who doesn't know or your reputation shouldn't hire you. Someone who presumably sees a runt built like windsail shouldn't hire you as a bodyguard. Will you be implementing the ability for NPCs to "notice" flags on and atttributes of the PC, so that appropriate remarks are made and actions taken? Such as--
You come back after a heist, where you crept out of a window, dropped into a pig sty, and ran off. A merchant/fence should reply when you show off, "Phew. You stink. (check for quest) I figure you have something nice for me, but I won't do business with you like that. Come on! People will ask questions. Get cleaned up, and come back."
Is that the sort of thing we can expect?
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Indeed.GawainBS wrote:In my experience, 30-40 hours is extremely long for games nowadays. You know, kids and keeping attention?
I'm looking forward to this one as well. It seems to offer various viable character options.
After the Baldur's Gate-series, I do not recalling spending above 30-40 hours completing any CRPG I've completed since then.
While I do long for the long epic journey through a CRPG again, like we had with BG/BG2 - I seriously doubt we'll see that in any modern game.
I can easily live with 30-40 hours as long as the game play is quality.
and @Vince: Many of us are indeed looking forward to the game with anticipation.
Insert signature here.
- Vince D. Weller
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We are well aware of the interest and we are grateful for your support.fable wrote:Vince, thanks for showing up. I have no idea what brought you here, but you must know by a casual read of our forums your AoD is generating a great deal of interest.
Thanks. That's the best compliment one can give us.I'll be reviewing the title when it's done for GameBanshee, and I admit to looking forward to this with an anticipation unusual for me. I'm not expecting PS:T, but still, your discussion of RPG gameplay in general and AoD in particular does my shriveled up old heart good.
Don't worry about it.Please don't get discouraged or defensive over remarks ...
You are never treated like a hero and you never become a demigod in terms of your own powers.Quick question for you: One of the things that annoys me most in RPGs is the "Here comes the hero" syndrome.
Reputation stats, including prestige, loyalty, honor, body count, peacemaker, etc play a large role and will open and close some doors for you. We also have dress type and dress value hidden stats that will be checked in certain situations. You can acquire (be given or steal) rings that could be shown to NPCs to grant you access to certain areas and places.Will you be implementing the ability for NPCs to "notice" flags on and atttributes of the PC, so that appropriate remarks are made and actions taken? Such as--
In one assassin quest, one of the ways to get closer to your mark is to pretend to be an Imperial Guard and know enough about the situation to play your role. You must wear the proper armor and cloak, otherwise you won't get in.
Your intimidation attempts will be more successful if your body count (number of people you killed) is high enough. If you are a member of the thieves guild, the merchants guild won't deal with you (no quests), etc.
- fable
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Thanks for the replies, Vince. Much appreciated.
But based on the sum of your reponses, I'm willing to bet this isn't a problem. It sounds like many quest systems are also closed off to you in any particular game, depending upon your choice of profession and certain actions, which greatly increases genuine game time above 30-40 hours. (Genuine in the sense of new gameplay, as opposed to playing again for the sake of trying out a different class in the exact same quests, faced with identical battles as the solution to everything.)
If it's not giving away too much ,can you change your originally chosen profession at any point?
I probably didn't express myself well. I don't like munchkin powers at all--and that's one reason I find ToB a bit of a turnoff, even when you're facing enemy munchkins: two many atomic bombs spoil the broth. But I'm really thinking when I write of avoiding the hero treatment more along the lines of a character who, for some strange reason, is confided in by everybody he/she comes across. The Fallout titles and Arcanum had a lot of this: "Hello, I need a case of medicine quickly, and although there are 531 inhabitants of my town, I decided to ask you, first." Only BG2 and Ultima VI/VII really made this work, in my opinion, because in their respective game worlds you already *were* a hero. And to their credit, they also used that in a reverse ironical sense, playing the hero angle up as a trap.Vince D. Weller wrote:You are never treated like a hero and you never become a demigod in terms of your own powers.
But based on the sum of your reponses, I'm willing to bet this isn't a problem. It sounds like many quest systems are also closed off to you in any particular game, depending upon your choice of profession and certain actions, which greatly increases genuine game time above 30-40 hours. (Genuine in the sense of new gameplay, as opposed to playing again for the sake of trying out a different class in the exact same quests, faced with identical battles as the solution to everything.)
Did I read somewhere that you also had an alchemy system? Because if so, I'm curious about the game mechanics on the most superficial level--that is, how you'd get formulae and ingredients, how many there are of each, what they affect, and how you'd prepare the mix.Reputation stats, including prestige, loyalty, honor, body count, peacemaker, etc play a large role and will open and close some doors for you. We also have dress type and dress value hidden stats that will be checked in certain situations. You can acquire (be given or steal) rings that could be shown to NPCs to grant you access to certain areas and places.
Good. So it sounds as though you can't fudge your way around matters, and choices in your game world mean exactly that: selections taken that further you along one path, while locking you out of others. With potential hazards if you fail at any point.In one assassin quest, one of the ways to get closer to your mark is to pretend to be an Imperial Guard and know enough about the situation to play your role. You must wear the proper armor and cloak, otherwise you won't get in.
If it's not giving away too much ,can you change your originally chosen profession at any point?
So what time tomorrow did you say you could have copies available? More seriously, I know you're redoing the graphics in some locations. How far in general terns are you away from gold code, at this point?Your intimidation attempts will be more successful if your body count (number of people you killed) is high enough. If you are a member of the thieves guild, the merchants guild won't deal with you (no quests), etc.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- Vince D. Weller
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No, we don't have that. I dislike that in games myself. "Help me! No, help me! And me! How 'bout some help over here? Hey, he's helping ME first, get in line, pal!"fable wrote:But I'm really thinking when I write of avoiding the hero treatment more along the lines of a character who, for some strange reason, is confided in by everybody he/she comes across.
None of that.
Yes. Here is an old screen (leafs is a typo, so don't pay attention to it, and "upgrade" was a tempo thing from the crafting screen):Did I read somewhere that you also had an alchemy system?
http://www.irontowerstudio.com/images/newGui4.jpg
There are 10 different techniques (formulas): healing salve, poison, antidote, liquid fire, black powder, acid, quicksilver, etc. Most techniques should be either found in the long forgotten labs or taught by someone.Because if so, I'm curious about the game mechanics on the most superficial level--that is, how you'd get formulae and ingredients, how many there are of each, what they affect, and how you'd prepare the mix.
Quality is tied to your skill. For example, at slvl 25 you can cook an antidote potion that can neutralize 1 point of poison. At slvl 200 you can make an antidote that can neutralize 8 points of poison.
Yes. When you choose your profession, you choose not who you're going to be, but who you were before the game events kicked in. It's your past, not the future, so you can change it any moment. However, let's say you start as an assassin and do the first 3 quests (without double-crossing anyone). These quests disappoint one faction and and make you a mortal enemy of another faction, so you won't be able to join them.If it's not giving away too much ,can you change your originally chosen profession at any point?
I'd rather avoid making any promises at this point. You can judge the game's state by what we've shown you so far. We want to release the game as soon as possible, but not until everything is as good as it can be.So what time tomorrow did you say you could have copies available? More seriously, I know you're redoing the graphics in some locations. How far in general terns are you away from gold code, at this point?
- fable
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And that's as it should be. I'd much rather wait and see a good product, than see a something that relies upon its audience to beta-test--in other words, which the gaming industry has done for a decade.Vince D. Weller wrote:I'd rather avoid making any promises at this point. You can judge the game's state by what we've shown you so far. We want to release the game as soon as possible, but not until everything is as good as it can be.
Thanks once again.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- Lady Dragonfly
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I am definitely looking forward to this game.
What is the "Action Point-based" combat? I was under impression AoD combat system would be turn-based. Wrong?
Is there any exp/lvl cap?
Will we be able to create a custom char?
What is the "Action Point-based" combat? I was under impression AoD combat system would be turn-based. Wrong?
Is there any exp/lvl cap?
Will we be able to create a custom char?
Man's most valuable trait is a judicious sense of what not to believe.
-- Euripides
-- Euripides
- Crenshinibon
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The action-point system is the same one used in the Fallout games.
You can call it turn based. Basically, you are granted several points (through the agility stat and certain perks). During combat, it becomes turn based and each action costs a certain amount of these points, including movement, opening your inventory, changing weapons, healing yourself and whatever else it is that you are able to do.
You can call it turn based. Basically, you are granted several points (through the agility stat and certain perks). During combat, it becomes turn based and each action costs a certain amount of these points, including movement, opening your inventory, changing weapons, healing yourself and whatever else it is that you are able to do.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
- Vince D. Weller
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It's 100% turn-based. Action points measure what you can do during your turn. Each action - swinging a sword, walking, accessing your inventory, reloading your crossbow, throwing a net, etc - has an AP (action points) cost. Your AP pool per turn is determined by your Dexterity. Fallout and Silent Storm had this system.Lady Dragonfly wrote:What is the "Action Point-based" combat? I was under impression AoD combat system would be turn-based. Wrong?
There are no levels. You gain skill points from quests and combat and increase your skills right away without waiting to level up.Is there any exp/lvl cap?
Yes, of course. Here is a character system:Will we be able to create a custom char?
http://www.irontowerstudio.com/images/newGui3.jpg
- Lady Dragonfly
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Thanks for the info, Vince.
OK, there are no levels, but what about skill levels? You mentioned slvl 200. Are all skills supposed to max out at level 200?
How would we increase our skills? By using it only? Any trainers? Stat/skill increasing books? Prayer?
OK, there are no levels, but what about skill levels? You mentioned slvl 200. Are all skills supposed to max out at level 200?
How would we increase our skills? By using it only? Any trainers? Stat/skill increasing books? Prayer?
Man's most valuable trait is a judicious sense of what not to believe.
-- Euripides
-- Euripides
- Vince D. Weller
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All skills go to 300. All skills have passive traits associated with skills. For example, Lore's passive trait is document forging. The higher your Lore skill is, the higher quality documents you can forge:
You spend an hour turning a blank parchment into a document mentioning the Imperial Guards, urgent matters, and free passage. You add a fancy looking seal as a finishing touch and give the scroll to the guildmaster.
or
You spend an hour turning a blank parchment into an official document stating that the Imperial Guards are given free passage. You accurately copy the seal of House Daratan and give the scroll to the guildmaster.
or
You spend an hour turning a blank parchment into an impressive looking document granting the Imperial Guards the right of free passage and requesting full cooperation from Teron's guards and guilds' authorities. Your seal of House Daratan looks more authentic than the original you copied it from. You sign the mandate and give the scroll to the guildmaster.
Axes' passive trait is a chance to split your opponent's shield on a successful block. At slvl25 you get a 10% chance. At slvl250 you get a 70% chance. And so on.
You use skill points to increase your skills. You get skill points the same way you get XP in RPGs: by completing quests and defeating/killing other characters. Some NPCs can give you a few pointers increasing your skills by a few points here and there. You can also learn from scrolls (since we don't have books in the setting) you may find or buy.
Stats can not be increased. Same goes for your hit points.
You spend an hour turning a blank parchment into a document mentioning the Imperial Guards, urgent matters, and free passage. You add a fancy looking seal as a finishing touch and give the scroll to the guildmaster.
or
You spend an hour turning a blank parchment into an official document stating that the Imperial Guards are given free passage. You accurately copy the seal of House Daratan and give the scroll to the guildmaster.
or
You spend an hour turning a blank parchment into an impressive looking document granting the Imperial Guards the right of free passage and requesting full cooperation from Teron's guards and guilds' authorities. Your seal of House Daratan looks more authentic than the original you copied it from. You sign the mandate and give the scroll to the guildmaster.
Axes' passive trait is a chance to split your opponent's shield on a successful block. At slvl25 you get a 10% chance. At slvl250 you get a 70% chance. And so on.
You use skill points to increase your skills. You get skill points the same way you get XP in RPGs: by completing quests and defeating/killing other characters. Some NPCs can give you a few pointers increasing your skills by a few points here and there. You can also learn from scrolls (since we don't have books in the setting) you may find or buy.
Stats can not be increased. Same goes for your hit points.
- Lady Dragonfly
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