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How To Make a Good D&D Videogame
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<blockquote data-quote="Beleriphon" data-source="post: 6785254" data-attributes="member: 27847"><p>Baldur's Gate and Baldur's Gate II, both Enhanced Edition are fantastic games. They are buggy, but they are solid super fun D&D games. The first one functions more or less as a modified AD&D 2nd Edition, while BGII works as base AD&D 2nd Edition with pseudo-3rd Edition extra stuff.</p><p></p><p></p><p></p><p>I think one can ditch most of the cruft of the table top game in a computer game, depending on what the design intent is. If the objective to create a fun D&D CRPG there's a few ways that could go. One is a pretty straight translation of the actual tabletop rules to a computer game where the CPU does all of the back end calculations, but to-hit and all that stuff still works on a 1-20 random number generator. The other method is to create a game that looks like D&D, has D&D stuff, and uses D&D terms but otherwise doesn't work exactly like the tabletop game does. Dragon Age: Inquisition actually isn't that dissimilar to what I'm describing, feats are gained, special abilities come online, stats go up (or not) and skills are learned, it even has a whole party for us to control.</p><p></p><p>I think there-in lies the most important part of D&D. The group dynamic. As much fun as Skyrim is it doesn't have that group dynamic that Dragon Age provided. I think that is part of the reason that Dragon Age was touted as the spiritual successor to the D&D CRPGs. It captured the fantasy feel, but more than that it got the group of varied characters going on an adventure.</p></blockquote><p></p>
[QUOTE="Beleriphon, post: 6785254, member: 27847"] Baldur's Gate and Baldur's Gate II, both Enhanced Edition are fantastic games. They are buggy, but they are solid super fun D&D games. The first one functions more or less as a modified AD&D 2nd Edition, while BGII works as base AD&D 2nd Edition with pseudo-3rd Edition extra stuff. I think one can ditch most of the cruft of the table top game in a computer game, depending on what the design intent is. If the objective to create a fun D&D CRPG there's a few ways that could go. One is a pretty straight translation of the actual tabletop rules to a computer game where the CPU does all of the back end calculations, but to-hit and all that stuff still works on a 1-20 random number generator. The other method is to create a game that looks like D&D, has D&D stuff, and uses D&D terms but otherwise doesn't work exactly like the tabletop game does. Dragon Age: Inquisition actually isn't that dissimilar to what I'm describing, feats are gained, special abilities come online, stats go up (or not) and skills are learned, it even has a whole party for us to control. I think there-in lies the most important part of D&D. The group dynamic. As much fun as Skyrim is it doesn't have that group dynamic that Dragon Age provided. I think that is part of the reason that Dragon Age was touted as the spiritual successor to the D&D CRPGs. It captured the fantasy feel, but more than that it got the group of varied characters going on an adventure. [/QUOTE]
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