2016-07-19 05:45:49

Paladin of the Sky: Notes and Observations

So, I took this game out to do a playthrough after well over a year. I actually stopped and read dialogue again instead of just skimming it as I've been wont to do in the past. I've also taken pains to learn basically every dragon-strike scroll except two (Kelly's Embodiment of Righteousness and especially Lucy/Simon's Volcanic Storm, both of which are downright nasty for no good reason).

Anyway, what follows is sort of a glimpse into my thoughts and opinions as I went through. I don't touch on everything, only the stuff that really grabs my interest one way or the other.

Fair warning: my opinions are, by and large, fairly pointed and not always friendly. There's stuff I now have far less patience for than I used to, and it shows.

I still like most of the music, even if it gets repetitive. Certain tracks I really appreciate. I also appreciate the wealth of options available as far as gameplay (who to use primarily, style of attack, etc).

That, I'm afraid, is where the friendliness stops and the questions and critical stuff takes over.

Okay, so this game takes place almost entirely on a spaceship.
A spaceship which somehow has a drug-smuggler's hideout built into it.
A spaceship that just happens to have a teleporter in plain sight leading to a "secret place" which no one seems to know about, but which some kidnapper or other seems to have made a home of.
A spaceship which has a whole quote-unquote palace? for some drunk named Burt built into it? What. the. hell.
A spaceship which has a switch in plain sight which blows something up or creates a teleporter, or maybe both, which a little boy just happens to hit because he got curious.
A spaceship which seems to have virtually no security or staff wandering around except some sort of receptionist on the very lowest level.
A spaceship with a whole freaking DRUG FACTORY! on board! Again. What. the. hell.
A spaceship which has a magical floor with a pub and alounge just for halflings. This might have been sorta interesting lore, except it was only used twice, and even then, only briefly.
A spaceship with a huge "forgotten storage" chamber, with a couple of people wandering around in it. But it can't be all that forgotten, because there's not only a ghost in it, but Paladin security turned up in time to nab our heroes. The one and only time I've ever seen anything approaching a security presence on a world-class craft. Seriously.
A spaceship which happens to ultimately be brought low because someone...installed a virus on it? I haven't seen it, but are we ever told if Pierre is just some random Frenchman, or is he one of the head programmers? The conversation he and Simon have, earlier in the game, make it seem like he's just some upstart terrorist type. Stupid question: with a ship this huge, carrying so many rich people, how in the living hell is someone going to upload a virus onto any of its systems without being caught? There's no air outside, no place for this ship to crash, so you'd think security would be like 20 times what it is on an airplane, and airplane security is pretty tight. Speaking of which, why do we almost never hear about anything mechanical on the ship? There's computers, and...some guy who wonders how much "gas it eats". I mean, I suppose I could've gotten behind a bomb in an out-of-the-way place, at a stretch, but this computer virus thing is just...blowing my mind.

Okay, so now I've gotten my gripes about the ship itself out of the way (I'm not totally done yet, but this covers most of it), I want to hit on some story bits.

Why exactly do Ross and Shawna love each other, after being apart for years? I mean, presumably they broke up, right, and that's why they haven't seen much of one another? Yet as soon as Shawna pops out of nowhere, she's Ross's love interest, because...because the narrator said so, that's why. The characterization here is about half an inch deep.
In a similar vein, why isn't the relationship between Kelly and Cecil ever brought up again? They have virtually no life in them as characters. I'll give Gabriel his due; he's a loose cannon, and a kid at heart (as well he should be), and wants to protect his mom and all that. But it's pretty sad when Gabriel pretty much becomes the star of the show when it comes to character depth.
And Lucy. Poor, poor Lucy. First of all, why couldn't we have chosen which character to dump? I suppose it might've been a bit harder to code the different options and choices, but still. Second, there's something mentioned about how Lucy was the one that pushed them on when times got tough. Here's the thing though. I think Lucy has like eight lines of dialogue between the time she pops up (again, basically out of nowhere, because apparently she plays piano or something) and the time she gets squished by that pillar. Eight lines. At least everyone else gets a version of the "you can do it, Ross" speech. Lucy gets basically nothing. So how exactly was she the motivator of the group, and why for heaven's sake don't we see it?

Now, as far as other non-party characters and motivations and stuff go:

This halfling hate thing is transparent, dull and drives the story very awkwardly.

Simon talks like a child. He's an old man, purportedly knows what he's doing, yet he acts almost exactly like a slightly more mature, slightly calmer version of Ross. No character depth whatsoever, except some vaguely hinted romance between himself and Renzina. Why though? Because they're both old! Seriously, that's about the only reason given. They're about the same age, and that's enough to start the teasing, what little there is.

First Burt, then Jason. The drunk and the drug user. Both one-dimensional in their substance abuse, both demonstrating that whoever wrote the script either has a weak grasp on characterization, a very weak grasp on addiction/alcoholism/drug use, or both. I swear, some of Jason's lines feel like they came out of one of those cheap anti-drug ads. "It's how I cope" or "I'm a slave to it", or whatever the hell he says. He's a walking advertisement for "kids, don't do drugs". But I will give a little credit here. He's at least a gray character; he means well, sort of, and his post-game insanity is probably the most touching thing I can remember in the whole story. That said, however, why isn't Jeffrey mentioned even once before in the game, if he's so dear to Jason? It works, but it feels very slapped on.

Heaven sequence. I was really, really looking forward to fighting this Great One, or whatever they're actually calling him. They had St. Peter, after all...and while I'm on the topic of St. Peter, that whole Purgatory episode is just weird.
Ross, powered-up ross, archetype party members, and a really obnoxious Tower of Regret, particularly floor 5 where you're in something like a ten-thousand-room grid and you have to find a lost person, with no clues given. I'm just glad I remembered he's about 75 north of the steps, then east.
Anyway, you do all this, and you get level-ups and items and all that, and your friends are there in heaven with you, and yet it all takes fifteen seconds or so, and your friends have no idea what happened. You would think that if Ross sort of astrally projected to heaven, then so did his friends, and they'd remember, same as he did. It's a really weird plot point that's never explained.
Also, way to ham up the Cruelclaw/Stella thing. That is the definition of laying it on thick, in my opinion. Two more characters who talk like grammatically challenged teenagers, by the way. Neither character has much depth to speak of.
One other weirdness: why is it Gabriel who can play the organ to get back into Kelly's dream sequences, and not Kelly herself? For that matter, if you can return to Kelly's dream sequences, why can't you return to Ross's? People have lost galactic dusts that way.

Random question: near the end of the game, someone says that Gabriel told the creature in the sanctuary that his personal goal had to do with his mother. In fact, his personal goal was something like "to halt injustice wherever I find it"...pretty noble little guy, but that didn't say a word about his mother.
How do such glaring contenuity errors make it through a script reread? Also, for that matter, why does the "happily ever after, Ross and Shawna live long lives" ending only show up when you -don't get all the secret items, and the "you die and go to heaven" ending represents a complete game? Honestly I always thought it should be the other way around, since that makes more sense.

On another random note: I found an enemy called Airship -inside Paladin. I also found a great area called Wasteland -inside Paladin, complete with mention of a meadow and all that.


Now I'll hit gameplay, but I'll be a bit briefer here. I've already hit on the really obnoxious scrolls I never use (all the others are at least copable).

Okay, dragon-strike-scroll naming.
Ross seems like your average guy, so I can live with most of his. Seems like a paladin type of thing, actually. Oblivion Dance and Flame Blizzard are a bit out of theme, and actually sound like they'd be higher level spells, but whatever. Fine, up until he gets Toxic Storm out of nowhere. It has one use, on one end-game boss. Weird.
Kelly is...what, exactly? Righteous rage? Energy Burst is meh, Diabolical Fire is cool, God's Anger is sorta meh but okay I guess, Embodiment of Righteousness is fine, Merciless Vengeance is meh (what is she getting revenge for, except maybe Jaden?), and then Death Dimension comes out of nowhere, sounds like a black-mage sort of spell. Not really in theme.
Then there's Cecil. Demon's Gift is fine, then...uh, Lunar Cannon? Then Unending Curse, Embodiment of Power, Infinite Pain and Mass Slaughter. So Cecil's all about bringing down the hurt, the bloodier the better. Lunar Cannon seems really, really out of sync here.
Then there's Gabriel. Mini-Ross until he learns Embodiment of Valor, which I really like because he's brave. Then he randomly gets Fatal Blast and Wraith's Curse? Uh, why? What the hell is with the wraith? There's no darkness in his storyline that I know of, and Cecil's already got a spell with the word Curse in it. Fatal Blast is just meh I suppose.
Shawna has Embodiment of Selflessness. Okay fine, she's the selfless love interest with absolutely no personality except one very briefly defeatist outburst near the end of the game. Oh, and a really cheesy kiss scene where she's basically an accessory to Ross and, yet again, has no character depth of any kind. Then it's Death in 3 Easy Steps, Giga Candella (which makes me think of a massive light burst) and Murder on Demand. This is so out of character it does my head in. Murder on Demand sounds like an assassin or something, so does Death in 3 Easy Steps.
Then you have Lucy/Simon. Meteor Rush, Black Hole, Volcanic Storm, Eternal Vortex and Final Oblivion. Very space-themed, except Volcanic Storm, which is kind of weird. I just pretend it doesn't exist.
So my real overall question is this:
I assume dragon-strike scrolls are somehow bound to the user, most people's being different. You don't, say, go to the library to learn dragon-strike scrolls. So why does Lucy have a space theme? Why does Kelly have a rage thing, and Cecil a pain thing? I feel like this could've been hugely expanded on. I also feel like Simon getting Lucy's skills is just...odd. It really takes me out of the story when I realize that a voice has been swapped onto an old set of stats in order to push the story. Do like the filters on Final Oblivion though, except that it takes for freaking ever to cast!
Random observation: Ross calls out "Final shot!" while trying to spook Jaden after they nearly kill him, near the end of the game. He also uses this on Stella. And yet he never actually -gains an ability called Final Shot. On my first playthrough, I was quite annoyed when Ross hit level 100 and didn't learn Final Shot.

Okay. That's most of my ranting over, for now. I've just come to realize there's a ton about this game that either 1. doesn't make any sense, 2. feels arbitrary/slapped together or 3. could've been so much better. And I'm not even going to touch the script itself, which has at a very rough count more than three hundred grammatical errors in it, most of which are related to missing commas.

You might, if you're still reading, be wondering why I wrote all this and then posted it. It might seem mean-spirited and pointless. Well, I had to ask myself why, when a game has this many issues, it was reviewed so well and so widely when it launched. And that, in turn, led me to an uncomfortable realization.
Our standards, as a blind community regarding audio games, are pathetic.

If this game is considered great, with so many inconsistencies and problems and iffy design choices, I'd love to see what the community did if someone took a game like this, cleaned up all the mess, and tried selling it.

Nnow, before you spew vitriol at me or defend the game or its creator or anything, please note the following:

1. I've played the game five or six times, which means I find it at least fun enough to screw around with, which further means I'm not wholeheartedly trying to condemn anyone or anything;
2. I'm not attempting to resort to personal attacks on behalf of anyone;
3. I'm not faulting the coding itself. I'll say this much, I think there was maybe one or two bugs in Paladin, and that's a huge deal in a hobbyist community, so Aaron gets big props for making sure his product worked out of the box; and
4. I may have strong opinions and may be voicing them fairly harshly here, but that doesn't mean that I won't listen to differing viewpoints, and also doesn't mean I'm denying or ignoring the game's good points. Heaven knows it's got a few, most noteworthy of which is that it's the first of its kind in the audiogames market.

In any event, please feel free to chime in, so long as you understand that I categorically refuse to start a flame war over this. If you're offended or put off enough that you want to call me names or yell at me, go someplace else and either come back in an hour or just leave the topic alone. I'm looking for semi-constructive conversation here, not a fight.

Check out my Manamon text walkthrough at the following link:
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1

2016-07-19 08:55:34

Hi.
One thing I have to say about the greatness or lack of it regarding audiogames.
Keep in mind that first, the mainstream comunity of games is existing a little bit longer then the audiogame sector.
Also, take in to account that the mainstream comunity is much bigger then the audiogame comunity. I mean, how many developers due we have, Sure there is a certain number, but most of them are starting out or are still testing their abilitys on coding.
Also, we are just a small portion of people, so the market is smaller than the mainstream market which has a lot of big developers, smaller studios, or indi developers.
I am with you on one thing, i noticed like some others on this forum that audiogames, especially action and fighting games for that matter always have that hear and react system and have no indepth fighting system with combos, dodges, different offensive and defensive tacktics and what not.
I don't think that p o t s is a paticulary bad game, one thing that anoys me is that it seams to have huge arrias to explore, but almost nothing to interact with.
Ok, there is an airhockey table in the gaming room, but for a room which is as big as that? Well, it surely lacks some entertainment.
Also, why arent there no sounds for moving? If the developer of this game doesn't have the money to buy big sound librarys, which is completely understandable, there are a lot of good royalty free sounds on the internet, you might need to search longer for good quality sounds, but good sounds are still there.

Hail the unholy church of Satan, go share it's greatness.

2016-07-19 10:26:23

on the audiogaming community's status here. I consider it stupid and dead. There's a reason paladin is meh, it's because it was by the same guy who wrote AAC, which is probably worse. Not hating on you aaron, but your story abilities are meh. But then again who has good story writing capabilities here. Ukio? If I had played through the whole game with jgt or maybe a dictionary of the story maybe I would have a better viewpoint on this, but bk3, or pretty much bk series, just seems less about the story and more about the fighting system and in the case of 3, platforming. Because that's all we blindies can come up with. Let's take some stuff into perspective here. Let's take the oldest and most known games on the market, from packman to mario to zelda to pokemon. Packman was the first and most known game of it's kind, an arcade style chase and beat'em'up game, action. That was one great thing a game needed. Action. BUt, oh wait, here comes nintendo, with mario! Hey looky this is the best game on the market! It beats tetris by a longshot! Speaking of tetris, that was more of a strategy/i'm bored game. Mario was a platformer, action, beat'em'up and obstacle course, yet the story made no sense. Who the fuck is princess peach, why are you rescuing her, why just you, mushroom kingdom? just, bla. Not even going to continue that. But wait, wait, oh looky, here comes... Zelda! An rpg! A game that would immerse you in it's story and battles for hours or even days on end. Don't know too much about zelda so can't give too much opinion here, sorry for bashing mario back there too, really don't know all these games' stories, probably should have done some research. And then I wanna say street fighter but I really no absolutely nothing about that game. But let's jump forward to today. Those old games were the basis for everything we have today, somewhere in the arcade world the basis for GTA and call of duty and all of them came to life. ANd what do we have. There are a few types of games. There's side scroller beat'em'ups like mario, rpg's like zelda, or big fat fighters with loads of strategy like today's call of duty or whatever, don't know it's basis game. Blindies, only got halfway there. They got packman and mario, but not zelda and whatever it is basis for modern fighting games. That's how I see it. And a lot of us are newbs with game creation, and probably none of us can write story. You gotta remember, these big names like the big N hired multiple writers. That was all they did, write the story for their games. We try to pack game design into one person or a small team of people, and it produces this. Big names have probably hundreds of people or at least dozens working on each and every aspect of the game, from geometrics to story to sound design to music design to voice acting to mechanics to graphics to whatever else there is! And there's another issue. Us blindies have gotten so used to our baby food, that we won't tolerate anything more. We can't handle zelda now, not the tipical blindy, which I'm sad to say I'm one of them. And while i'm on this topic, do you know what stw is? Minecraft, knockoff, broke! Sam is a god, gorth's a god though he deserves it, rtr was actually quite close to a good mainstream fighting game, mason has made too many marios, aaron makes games with very odd connections and stories that make no sense, and then a lot of us are newbs. BY this point, muds are the best games we have now, but I don't like muds because they're so non blindy, meaning they're too good and of course they're not audio, but text. If I had a toleration for muds, taking weeks upon months to play, I might actually be a good gamer. But nope, I'm stuck down here with the rest of these blinks, playing redspot and 2dp and up.

----------
An anomaly in the matrix. An error in existence. A being who cannot get inside the goddamn box! A.K.A. Me.

2016-07-19 10:26:38

Hi.
Interesting read. Well, you can't really compare audiogames to mainstream games. Why? Because there are tons of professionel people working on mainstream games, and most audiogames are made in blind peoples sparetime. So, what do you expect?
I see what you are saying regarding the story, and there are a lot of things which don't make sense if you really think about it like you have done. People can't be good at everything. the developer is good at coding, sound design and properly also the music creation. I think the story is interesting but a bit weird, but I don't expect a pro game from someone who is not pro like people who are making a mainstream game. So, you really seem to be awesome when it comes to story writing and combining everything together in a story. Therefore, I'll highly recommend you to contact a developer who are working on a game, to help with the story. That would be fantastic, so we can get a game with a great story, which really makes sense.

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Facebook: https://facebook.com/sorenjensen1988
Twitter: https://twitter.com/soerenjensen

2016-07-19 11:39:30

I think what we need is quality, not quantity. Just think about how many sidescrollers have been made in the last few years: aac, psyco strike, scrolling battles, 2dp, and so on. In order to get higher quality games, devs should probably just form a team of 2/3 devs and a couple of other people for sound design and story writing, maybe 5 to 10 people in total? This would enable people like me who have coding experience but just not enough time or have difficulty with other aspects of creating games like sound design to still contribute to a game.

Roel
golfing in the kitchen

2016-07-19 12:14:55

All your game are belong to us! You have no chance to survive make your time!
I don't want to do that thing where I respond by going on a tangent about myself, so I'll leave it at that and read some decade+ old notes files.

看過來!
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
    George... Don't do that.

2016-07-19 13:06:30

Oddly enough, while I probably wouldn't have voiced them in the tonal manner Jayde does, I do recall some of the same concerns upon the game's first release.
In some ways Paladin of the sky feels as if it happens to have things in, character death, romance, boss fights, an afterlife sequence because they were a cool idea at the time or were cribbed from mainstream rpgs, rather than because they were considered in terms of how they add to the story, same goes for enemy names most of which have no description.
I also personally never particularly liked the dragon strike system, since while it feels good in principle, in practice I found it devolved to a learn latest scroll boppit style, rince and repeat most of the time.

However, all of those points are mitigated by the fact that yes, paladin of the sky is the first game of it's type in audio.
Could the plot and design and writing have been better? Certainly, even considering it is not a mainstream game (that point has been made already so I'll not repeat).

However Paladin to me deserves respect for the good things it does, the fact that someone even attempted! a game like this in audio, and a game which flaws or not has had a lot of people spending a lot of time and having quite a bit of fun (I definitely enjoyed myself and will likely do another run through of the game in the future).

Yes, we've had games with good sound and good mechanics, but rarely anything with a really long play value not based on arcade accumulation. Even Entombed, much as I admire the game, is at rock bottom a combat system with a plot tacked on, it doesn't have an ongoing story, one reason why most of the actual rpg style experiences I've had myself have been with muds or browser games.

The only really major regret I have over paladin of the sky, is that it seems Aaron hasn't expanded on the game in the future.
At the time of release when such concerns were raised, Aaron's response was understandably that as only his second major game project, Paladin still represents a learning curve and that we'd be seeing more in the future.

Psycho strike and the gate are definitely worthwhile as far as they go, but possibly not the direction that myself and others wanted to see after paladin.

So, basicaly this all comes down to that eternal cry of the audio gamer when we get a little of what we want but not quite all of what we want:
"Please sir, I want some more!" big_smile.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2016-07-19 14:35:00

Right right. It did a few things properly and it was the first of its kind. Entombed was longer and probably harder, but it was also much much more random by its very nature, plus it was full of bugs. And as I said before, Aaron's game was very solid on that front.

So my tone is definitely a bit offputting, I imagine. I think this is because, in part at least, I know it doesn't take dozens of people to write a story that makes sense. I alone could, if I had the access and permission and all that, make the story for Paladin of the Sky better. I couldn't clean up everything (I can't code, and the game would basically be rewritten if I tried to correct every issue I saw and pointed out), but I could tighten up a lot of things. I think, then, that my tone (impatience, disbelief and the like) comes down to the fact that many, many of these shortcomings are easily fixed with even one or two competent testers/proofreaders for the script. And in a way, the game's length, mostly bug-free status and overall size argue in -favour of its having better treatment; this wasn't something Aaron whipped up over the weekend, it's clear he took time on it. And as such, why not take time on the writing quality and the game design?

While I'm here, I'll mention one other niggle, but this one is with attitude rather than the game itself.
In another thread, I saw Aaron say something like "I will never change dragon strike scrolls". If a developer says something like this when there's a lot of outcry about it, there is one or more of the following reasons at play:
1. He knows that changing things will break the game even if the players don't,
2. He's lazy/proud/simply unwilling to kill his darlings, so to speak,
3. he's had a few people say things are good as is, and he'd rather trust the few who support him than the many who protest
I'm going to focus on Volcanic Storm and Embodiment of Righteousness here. Both scrolls have obnoxious wait times to cast (storm in particular), they're both fairly weak scrolls (don't be fooled that Volcanic Storm's power is 300 because Lucy/Simon needs those huge numbers to actually do damage), and in both cases they're replaced by much stronger scrolls which are easider to cast. Eternal Vortex is a snap, and Merciless Vengeance isn't much harder.
At the point in the game where most people get Volcanic Storm and/or Embodiment of Righteousness, there are no boss fights where every turn of high damage is imperative. The first two bosses in Heaven are for Ross only, St. Peter can be killed even by Gabriel as long as he doesn't miss a ton of scrolls, and the Tower of Truth battle can also be won with lesser scrolls or even knifework. The Shadow of Death encounters on f2 of Tower of Fear can be soloed by Lucy with the knife if you want, or Kelly can gulp potions left and right and just dice them to death. Knifing and dicing are much much quicker than any scrolls, and these two in particular. And at level 50 for Kelly and I think 60 for Lucy, you get the newer better scrolls.
In other words, not only are these "improved" scrolls never necessary, they're also slow, obnoxious and, in a word, redundant. For Aaron to say "I will never change dragon strike scrolls" means either he knows/thinks he knows something I don't about these scrolls vs. this part of the game, he's too set in his ways to realize he's made a design goof (hell, it's his first foray into this, so he can be forgiven design goofs), or he had one or two beta testers tell him everything was fine and just went with them.
Like I said, I basically pretend these scrolls don't exist, and I've never had a problem with the part of the game where they come into play.

Honestly, if Paladin has an "engine", of sorts, I would love to ask Aaron if he'd be willing to let others play with it. I feel like if I got a coder or two together, maybe a sound design specialist as well, we could use the navigation system found in Paladin, write an original story, use magic instead of Dragon Strike scrolls (probably with MP as a new resource and new consumables to replanish it), focus more on character depth, add some more boss challenge and character diversity (boss challenge and diversity was decent in this game, I'll give Aaron points for creativity), and go crazy making a new game. The aim is not to just redo Paladin - that's lazy and disingenuous - but rather to use bits of what worked, make the rest, and create a new solid game out of it. Much of the code's already there, it seems.

Check out my Manamon text walkthrough at the following link:
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1

2016-07-19 15:08:49

I tried this game and quit after about half an hour and never went back. Obviously I didn't play enough of the game to form all the opinions Jayde has, but I did form one opinion and it was a deal breaker.

With all its beeps, boops, bangs, and bongs, the game sounded like I was miniaturized and put into a pinball machine rather than the spaceship the game's authors would like you to believe. Not one single sound effect was even close to representing the real thing, like they do in Blindside and Entombed.

Thanks, but no thanks!

2016-07-19 15:31:02

See, funnily enough, I was willing to look past that. The game is not a high-quality sound project. What it does, it does well, but very very simply. Most things are rendered in text. You have eight-bit sounds (or their equivalent) laid on top of a pretty good musical score.
I was dismayed too, when I first heard it. Then I went "okay, so the sound's not great, but maybe the gameplay is". And I stuck it out, eventually coming to the opinions I have now, but I'm glad I tried.
You don't play Dragon Warrior on the NES, with its Hurt/Hurt More annd Heal/Heal More spells for its pages and pages of lore, and you sure as hell don't play it for cinema-quality graphics. You play it because it's a tough and sorta iconic RPG. In the same way, you don't play Paladin expecting to have your ears blown away. You play it expecting typical RPG things. Big world, check. Level-ups, check. Lots of NPCs and a long, involved story, check. Unique/challenging boss fights, check. It took the tropes of the genre and tried to focus on them above awesome sound effects. And believe it or not, I support this game decision. Sound effects make the game bigger, are harder to fiddle with, and are not strictly necessary in order to get a lot out of the game.

All that having been said, I'm not trying to undermine your opinion here. If that's a deal-breaker for you, it's unfortunate but what are you gonna do? Elements of The Gate were deal-breakers for me, so I didn't buy it. Some elements of Entombed were deal-breakers for a friend of mine, so she didn't buy it. Same thing, really.

Check out my Manamon text walkthrough at the following link:
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1

2016-07-19 15:45:41

I agree on sounds Jayde, indeed I've often had this debate with people who say "I won't play muds without a soundpack"  after trying Alteraeon and assuming there is more like that. yes, of course good sound and music is lovely, but to me at least other elements such as gameplay, story and atmosphere trump that.

With paladin though I at least thought the choice of predominantly background music with few sound effects was semi deliberate, harping back to 8 and 16 bit era rpgs as it does, I actually really rather like the music that is there myself.

While I don't know if Aaron would give out the engine for Paladin or let others muck with the code to create other games, I did at least expect him to release a second game much as you describe, certainly one with an improved combat system with more on the story.

Hopefully we'll see something like that in the future.

The idea of an rpg creation engine is an interesting one though, albeit I don't know if you could make a system generic enough to create things like unique bosses or a potentially engaging enough combat system as opposed to just minimax all equipment and wail away with the highest damage attack/spell going.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2016-07-19 15:56:25

You absolutely could. There are mainstream tools like RPG Maker which do stuff like this, and it would take only a knowledge of how to code effects and specific scenarios to adapt something like that.

Example:
Lava Bud enemy is a flower that spits fire, and is weak to ice. Every time it's hit, it internally scans for the damage type. If ice, it supersedes whatever it was going to do on its next turn because it's frozen solid. On the turn immediately after that, it basically creates a huge steam attack, then goes back to its old AI. This sounds complicated, but from a code perspective it's not hard. Suspend one loop with an if-then statement or a switch case, basically.
In other words, you could do interesting boss fights and have even rudimentary AI and attack patterns if you wanted to. Technically Aaron already does this a bit.
Example: if you defend vs. Jason, he gets an unstated attack boost.
If Simon is the active character, certain bosses do crazy damage (what's up with that, anyway?).
If you hit DJ Rocky's guitar, it starts to splinter, and the music for his healing changes.
He's got the roots laid down already, is my point, and it actually wouldn't take much to really run with it.

Now that I've played Alter Aeon with MushZ, I'll never ever go back and play without it. But other muds, I'm more than happy to just play with text. Freaking love that sound pack.

But yeah. Good games don't necessarily require good sound.

Check out my Manamon text walkthrough at the following link:
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1

2016-07-19 16:13:51

As I said, you could probably create the main elements, ie, areas, dialogue, enemies, descriptions etc and likely make a good game in the process, however from all I've heard of rpg maker it takes a good bit of custom coding to make the game actually unique. This is especially true with combat systems, since comparatively few rpgs actualy have combat systems that require the player to really interact with the combat itself as opposed to as I said, just minimax and then repeat the highest damage attack going.

This is one thing the adventure to fate games do extremely well, though even they don't always succeed given the lower number of available skills and the reliance upon equipment.

Actually, I'd love to see the crazy party card battle system expanded to an rpg since that potentially has a great setup for interactive battles and just requires the characters, story, levelling and exploration to add.

Indeed, I could well imagine an rpg maker being made out of that since the main difficult element is already there.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2016-07-19 16:30:55

You know, the one thing I never liked about the story was how corny a lot of the scenes were. Being around Gabe and hearing the character interactions brought back visions of kids shows I used to watch. I'm just imagining kiddy music and the others chorusing, "Oh Gabe," then laughing as if everything would be okay.

Heroes need foes to test them. Not all teachers can afford to be kind, and some lessons must be harsh.
Discord: CritterPup
RPG Discord Server: https://discord.gg/QQcHS3Gk

2016-07-19 16:33:58

I also must add, and sorry for not putting this in my original post it came to me after posting it, that the lack of footstep sounds made the game feel... weird. It made me feel like I was flying literally everywhere and it made even the outside areas seem... dry. There was no atmosphere to the game whatsoever.

Heroes need foes to test them. Not all teachers can afford to be kind, and some lessons must be harsh.
Discord: CritterPup
RPG Discord Server: https://discord.gg/QQcHS3Gk

2016-07-19 18:02:47

To put it simply : writers can't code, coders, most of them at least, lack of storytelling skill. I myself am a writer, and can come up with the intire plot for something all the time. But again, someone like us can't code. It's sad but true.

Another point, besides having not so many storytellers or writers who can code, a lot of them aren't that fluent, or even so, are not willing to do it in English rather than their native language. If I understood Japanese and understood scripts and codes Yukio used for BK series, I'd do the translation myself. Too bad for that indeed. This is not to go out of topic though. Just a few pointers that not just so few of us we have, but so few who are actually good to write something the whole community can understand.

I admire Castaways for having such pressing plot, Entombed for having good start as a roguelight game. (this type of game doesn't require much headding anyway, yet entombed has a bit of flaws in its story as well as a few bugs). Then again, what's the best story driven game we have now? I consider none, still.

Why do ghost hunters have to hunt ghosts? Well, there's a fear of being ghosted out there. They may need therapy as well as their ghost hunting kit.

2016-07-19 19:15:21

True enough, I suppose, although coders who can write are a godsend. I'm partnered up with one on a different project. I write better than he does, but he codes with a very high degree of skill, and I know just enough to know what works and what doesn't, and usually why.
As time goes by, I intend to learn to code, at least to some extent. This will make me one of those semi-rare writers who can code.
Aaron can code, there's no doubt. But writing is not his strong suit.

One thing I'll say though is this. Paladin wouldn't need a top--notch story to make it loads better than it is. It could be full of tropes, and it would still work mostly. If Aaron did the following, the game would look leaps and bounds better from a writing perspective:

1. Fix all the grammar and spelling mistakes. "fill free" should be "feel free". Cruelclaw "sat" in the corner, not "set". And for heaven's sake, add commas! They're really useful things!
2. Kill the supercharged diction regarding speech. I'm not saying stick to "he said, she said" every single time, but when I see words like "argued", "bit back", "moaned", and such used far more often than "said", my first thought is "here is a writer trying too hard to force me to see how his characters sound". Hint: if your characters have character, we will know how they sound most of the time. A little of this is fine, but Paladin's script is choked with it.
3. Give each character a unique voice. This wouldn't take much effort either. Maybe make Cecil particularly loud (noted by a lot of exclamations and the like), give Kelly some sarcasm, make Shawna moody (this is hinted at with her defeatist speech near the end, but nothing else), and actually lend Lucy some dialogue that proves she's perky, instead of just sorta telling us. Then make Simon sound, y'know, competent. This wouldn't take a lot of work.

In fact, the entire list I just laid out would take someone with high-school English maybe three hours, most of which would be spent correcting the lacking commas and occasional spelling mistakes. It's not like I'm asking for university essay-level writing here, or a 40-hour treatment from a professional copy editor. And I think that's why I'm so passionate about it. You could make a so-so game fairly good just by cleaning those things up.

Regarding footsteps, I don't much care that I don't hear them. Footsteps, and navigation in general, isn't integral to the game. Oh sure, if you wanted to make a full RPG with the best immersion possible, you'd want what Shadow Line does, with background sounds, different footsteps and plenty of puzzles/interactables to play with. But you don't absolutely need those things to make a decent game of it.

Sorry. I keep going on diatribes. Haha.

Check out my Manamon text walkthrough at the following link:
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1

2016-07-19 20:25:42

I also gave up on Paladin as I actually found it hard to et into, mostly due to the fact there didn't seem to be any navigational aids. In the end I stuck with Aaron's previous release AAC and also the gate. But I definitely give him props for creating an rpg and maybe I'll give it another shot one day.

2016-07-19 21:19:29

When I play games, I want to be able to immerse myself in the game's world, that's not possible with unrealistic sound effects like those in Paladin. Put simply, they break the immersion.

Blindside was totally awesome! it's to bad that the author has abandoned it. I'd really like to see it finished, and more games like it published.

Right now it pretty much stands alone as a fine demonstration of what's possible.

2016-07-19 21:48:26

@Figment, I'd agree on immertion, though I've found it quite possible to do that via text provided that the writing and atmosphere is good enough.
Generally the more sounds a game has, the shorter it has, one reason why most of the larger games tend to use text, though probably there is a happy medium somewhere.

The writers who can code problem is another one, though that is one reason why games like the choiceofgames titles tend to do better in ters of story since their creation method lends itself more to the writing than coding end of things, and I'd urge anyone looking for a good story driven game to go there, though manifestly gamebooks and rpgs are two different beasts.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2016-07-20 00:05:17

Unfortunately, choicescript seems to be the only coding stuff I can possibly learn to master...right now.

Completely agree with Jayd and all of post 17. What makes something advance requires a lot of work. I've never heard anyone who are really good and still have all way to do all of what makes it so. And I ashame my pothetic English since it still doesn't lead me further from what I am.:(

Oh yeah right, one huge game and one story to admire, is Shadow line (or rine as Japanese tend to change l to r). That game has another flaws though. Some voices aren't that great, good but not great. But of all that, it doesn't make replay value tasteless in anyway. Paladin, however, I stuck with it for a week and collapsed in front of my laptop due to extreme boredom. Repeating dragon strike skill patern over and over tires me out quicker than anything. I curse at Aaron so many times whenever I try to play that game. Can't it be better? Can't you just come up with something at least a percent less boring than this? But that was it. At least it was just luck on my side that I got the game, despite bank issues I have. But even the demo tires me out...think of that.

Why do ghost hunters have to hunt ghosts? Well, there's a fear of being ghosted out there. They may need therapy as well as their ghost hunting kit.

2016-07-20 18:55:13

So, uh, I just realized something. And I'm probably not the first to realize this, but I think I might be the first to say it right out loud.

Paladin is on the way to Xopolis or whatever. A planet where humans can't live, but halflings can.
And there are hundreds of passengers on board.
And presumably they're not all just visiting Xopolis so they can sit on the spaceship and watch a few select halflings disembark.
Which further suggests that maybe Paladin is going to Xopolis to offload halflings.
Shouldn't that make, like, everyone on the ship (well, everyone they know about) a halfling?
There are over a hundred guest rooms, and many of the people talk about hating halflings, or believing they're scum, or whatnot. That sort of doesn't make sense if they're all halflings.

So which is it?
Is the ship full of humans who just wanted to take a tour to Xopolis because they have too much cash and too little to spend it on? Or is the craft deliberately heading to Xopolis to offload halflings? If it's the latter, then everyone on board ought to be a halfling, and all the silliness you get by talking to people about how awful the halflings are should...um, really be edited to fit reality a bit better.

Check out my Manamon text walkthrough at the following link:
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1

2016-07-20 19:13:25

My opinion:
Halflings should officially all be killed, so it is important that they stay hidden. The paladin, from what I understood, is a normal transporting ship to humans. Maybe Xopolis is just in their way, and they'll just fake something about needing to land because of one or another reason to the humans and unload the dragons there. Or maybe they will fly the humans to wherever they are seposed to go and go to Xopolis with the halflings after that. Transporting halflings is illegal, so they are probably trying to hide it by putting them in a ship full of humans. Not sure how good are the halflings themselves about being hidden.

Yes, I definitely left the forum. Mhm. Why would you have any doubt?
Code 7 tips: https://forum.audiogames.net/topic/4010 … or-code-7/
Don't forget to be awesome!

2016-07-20 19:25:46

I never liked the whole halflings being scum thing. I mean they're half human so you should like them half way right?

Heroes need foes to test them. Not all teachers can afford to be kind, and some lessons must be harsh.
Discord: CritterPup
RPG Discord Server: https://discord.gg/QQcHS3Gk

2016-07-20 19:30:08

Because of the war that took place betwean dragons and humans, media probably told everybody about all the monstrous things dragons have done, and invented a lot of reasons  to hate halflings. The guverment also wants them killed, from what I know (if I didn't misunderstand the story), and that combined with the general fear most people have against unknown can lead to everybody fearing them, which then leads to hate.
But then again, there are so many (I'd asoom) humans that want to kill you on that ship, so if I would be those humans I would hate humanity as well.

Yes, I definitely left the forum. Mhm. Why would you have any doubt?
Code 7 tips: https://forum.audiogames.net/topic/4010 … or-code-7/
Don't forget to be awesome!