Atelier games are pretty good if you can get past all the moeshit. Totori is particularly good and I've heard good things about Escha and Logy
The witcher games aren't "comfy" for the most part, but the taverns in those games have some great atmosphere. Also there are some real chill parts to both games that juxtapose all the shitty areas, like if you pick Ioverth's path in 2 you get to chill in this awesome dorf town that is really comfy.
medium fantasy means tolkien-esque where its more subtle right?
I found the flash game frontier to be relaxing since its just life as a fantasy trader in a fantasy realm.
Oblivion, especially with Better Cities, the mod that has chimnies turn on at night/during winter and windows light up added so much comfort. Seeing the lights of a city in the distance and working towards it during a storm was an amazing feeling and added more depth than all the combat mods in the world.
The game Reignmaker, a bejeweled clone with some sim-lite elements, did a good job of making it feel like between battles you were helping a village grow.
Minecraft, way back when and I guess now with the right modpacks and terraria both did a good job of giving you a nice home to go back to, build up, and decide what to do. That both games easily allowed for unstoppable fortresses helped, but I still remember building a small shack under a cliff and slowly expanding it over time until it was this nice tower built into it.
Also honestly Skyrim can be modded to be comfortable. The combat will always be shit, but there are mods that add a lot of depth to the weather, survival, and woodsman elements of the game making treks feel more enjoyable and civilization more inviting. Hearthfire was great since I have a boner for building my own homes and it scratched that itch well.
Black and White was also comfortable in between being esoteric or bullshit.
>>275605783 >tfw just played an hour or so as my nord juggernauton hard-mode >no crosshairs, subtitles, must disable all quest markers >no saving except at inns >no fast travel >no degeneracy (potions, stealth, magic, enchanting, bartering, lewdness) >only the heavy end of my steel warhammer and a couple bottles of mead handy to protect me against the horrors of this land the game is fun bruh, lighten up
>>275606669 If you need to put this much work into fixing the game into being fun then it hardly seems worth it. I'd have more fun quicker just going out into the woods and playing pretend with my friends.
But I get you. I think it's mostly because Tolkien knew his shit about mythology, history and language, and through his well constructed world he made each fantasy element feel like it really belongs there. Like it's a real piece of history. They are not there to just further the story, but there because they happen to be there.
>>275606793 It's not *that* much work. I just recognized how casual the game was and spent like 10 minutes after Unbound thinking about the direction I wanted to go this playthrough. >Would a true Nord carry around a stupid looking cherry-red vial?
>>275606370 yeah I do agree that TW2 had less of a slav feel, but the ost was still great. The Flotsam tavern theme was the shit. Spending a whole day fucking around hunting monsters and looking for Letho, it was great to come back at night and just chill and talk to your friends
the bit where you got drunk with the blue stripes was cool aswell
I am hoping Kingdom Come is going to grab that title, but right now... not that many good ones. And that even an easy mode anyway, as Id like a pretty good medieval fantasy game where you are a nobleman, having your own lands, dynasty and basically being a ruler. Imagine CK 2 with less strategy and staring at the map, and more GoT-like RPG gameplay.
People like to hate on Skyrim, but with mods it becomes at least 50% as good as fanboys like to say it is ... and ultimately pretty comf.y
Are there any mods for TES that increases the distance between towns and villages? cause it'll be real chill to actually have to walk a for a day or something to get to the next town as well as bringing food and fighting of animals
>>275606669 You still didn't fix the shitty "infinite" quests, the copypasted dungeons, having five different enemies in total, the retarded AI... Plus you reduced the already shallow content to a 10% percent of the total.
I feel like a lot of adventure games don't get that the travel IS the adventure. Getting there is the fun part, not actually being there and fighting the final boss. It's the people you meet on the road, the enemies you encounter and fight through, the gear you loot or buy and the skills you learn along the way. You grow up during the voyage.
I always imagine a game that is a cross between Skyrim, Dragon's Dogma, Dark Souls and Monster Hunter. Put all those games into one.
I want town hubs where people can meet and go on adventures (the game would be 5 max online coop), taverns with food and drink and things to do, guilds with quests. I'm not sure how it would work exactly but the game would basically be single-player with towns being the only thing online and in there you can find hundreds of other players to go on an adventure. Once you form a party of up to five, you can go together and coop the game if you so wish.
I also want the game to not have any sense of urgency, there is no impending doom. You can spend your days fishing, eating or chopping wood for your house. Also house customization, very important.
>>275611363 TES games suffer from a distinct lack of random events. If you have gone through a road twice nothing else will happen on it, ever. From that point you'll just be walking through an empty wasteland. Even if you go out of your way to enter some random cave, chances are it will be just like those twelve others you have entered before, and at the end you will get a shitty magicka ring (of which you already have three better ones).
>>275611767 >TES games suffer from a distinct lack of random events. If you have gone through a road twice nothing else will happen on it, ever. Can you recommend games that fix this serious shortcoming? No sarcasm, I'm glad someone else actually has a problem with it, and hope you have a solution
>>275611363 My dream game would be similar; I'd like to just be a smith, spend the day crafting powerful items and then pay or accompany a group of adventurers to get some special crafting material. Basically I'd like to be an NPC.
>>275611363 I'm with you for the most part, except I don't think we're going to get anything like that until our control schemes are better. To me, the main problem is that we'll always just press M1 to attack, which is not immersive at all. We have no real say in how our character moves.
Fuck man, I want full-dive technology now.
>tfw Full-dive technology will come out after you're dead
>>275611363 Of course, you can build your house anywhere you want outside of towns and players can choose to allow other players' content and decisions to affect their own game world.
Just imagine you and your virtual gf living in a (virtual) house of your own, a bit like Animal Crossing and Harvest Moon. You could also form guilds in the same vein.
Also the game needs things like marriage and events tied to the real world calendar that only happen on that particular day. Say for instance Halloween happens IRL but in the game it's actually some spooky festival or tradition in that particular town that only happens that day.
Also fucking kids. No game ever does kids right.
>>275611767 What about that mod that scatters interesting, fully-voiced NPCs thoughout the world? I agree though, the game becomes very predictable once you've traveled a bit. Oh look, another dragon event. Oh look, another bandit.
I want to encounter some Khajit on the road and have him join me on my adventures out of the blue, or him stalking me. Something a bit more interesting. Or a gang of bandits capturing me and taking me to their cave from whence I have to escape.
>>275612075 Imagine a game where you can become a specialized blacksmith and then sell your wares to other players at the market. Other players didn't specialize in blacksmithing, so the only way the can get weapons or armor is by buying from you or stealing it from some other player.
You get to chop wood, tend the fires, come up with designs etc. You live in your own little cozy house, then you have to wake up early in the morning to travel to the nearest town and be there when the market actually opens. If you get too late, you'll miss out on selling your wares.
In the same vein, imagine being a witch or a chemist selling wares in town (from leaves and shrooms you actually gathered in the woods). Or some farmer producing and selling food.
>>275612784 >romanticizing the past >thinking anyone would want to stand up early IRL to do some busy work and then miss out of his reward because ten minutes late That probably sounds pretty nice in your mind but stuff like that would never work in a game
>>275612360 See it's a nice idea but it's too simplistic and repetitive.
It needs to be like Skyrim blacksmithing. In 3D, with you seeing your whole character actually working. Interacting with voiced NPCs I find is better than having to read what some animu loli is telling me about prices.
>>275613156 It's a DS game. The core contribution of this game to the concept is to split the craft into many actual working steps. Most RPGs fail crafting by simply providing a mechanism to select a "recipe" and watch a status bar. If we want to see crafting in RPGs to be meaningful, it needs to be on par in complexity with fighting. In fact, it would be perfect if the player needs equal amounts of strategy to skill the various crafting aspects, and if a player can actually "fail" the crafting process like that, producing imperfect items. It means the crafter can actually improve, produce items of higher complexity and quality, maybe at some point become a "legendary" crafter, producing such high quality items that adventurers from all over the country come to them. These items of course are as difficult to make, as in existing games a boss fight would be, with many ways to screw up fantastically.
WHY IS THERE NO FUCKING GAME WITH A TRULY FLESHED OUT CRAFTING SYSTEM?
BLACKSMITH: >need good prospector to gather ore with high purity rate >need good skinner + leatherworker for handle straps >need as woodcutter for good firewood that can maintain the right temperatures >need farmers, hunters, bakers, cooks because you need to eat >you need tailors and leatherworkers for your gloves, apron, clothes, boots >need stone cutter to get stones for furnace and grinding wheel >need construction worker to make said furnace and wheel
>need to smelt ore and rid it of impurities >need to form it in a premade form >need to temper it >etc etc
>>275613535 The problem with crafting things is that, realistically, it would take too much time to be fun. So instead we get a system that's basically "heat the raw steel for five seconds, hit it a couple of times, sharpen it, there you go, now you have the DEMONKILLER SWORD".
>>275613712 I've tried a trial but pretty much everything that wasn't combat was mostly done through the UI, so I felt like I was just doing a browser game. It just wasn't for me. Too little world interaction.
>>275613691 Because in those games you have full content for the profession its designed for What you're proposing is basically 100 games in 1. You'd have farming on the level of Harvest Moon, village trading and shopkeeping like in The Guild, fighting like in M&B Warband, ... Sure, it would be GOTYAY, but it's not realistic. What we'd get nowadays is half-assed everything and that's just boring
>>275613835 >The problem with crafting things is that, realistically, it would take too much time to be fun. People play individual dungeons for half an hour or full hour, raids take multiple hours. So why can't a complex craft take as long? All you need to do is make the tension as high as in a dungeon or a raid. Give the player mechanisms to fail crafting. Don't keep the fire hot enough? You're fucked. Keep it too hot? You're fucked. Add the wrong amount of other stuff for alloys? You're fucked. Don't cool down an item fast enough? You're fucked...
>>275613937 Yeah, no, timers are a PROBLEM in crafting, not a solution. Get rid of the timers, add an actual process, that requires attention and skill to complete.
>>275614631 >you play as a hollow craftsman, alchemist or merchant >have to travel to gather material, tools, ingredients or trinkets >players can invade your shop and steal your stuff >you can invade players and rob their shops >functions parallel to a new standart souls game in which players can buy from your shop >leave advertisement for your shop on the ground might b good
>>275616579 Got to loosen it up a little. Their games just make no attempt to be realistic, which is a good approach when dealing with such a vast subject. Drawing, or a drawn style, is a good mechanism to distance oneself from realism. Drawings are definitely not real. With something like, say, the Witcher, it is fictional, but clearly "realistic" fiction.
>>275617489 >I'm tired to wait for games Play the games you already have. I bet you do have a considerable backlog. It's impossible to play all modern games, since more "game time" is being produced/released at any given moment than actual time is available.
>>275618586 >Why is creativity and fun dead? because >last gen we were held back by the console limitations
That's at least a major reason. Technology focused thinking over actual interest in the game. You will find a lot of very elaborate and whimsical fantasy worlds in 1980s or early 90s RPGs. They had far less technology, and understood that technology is not carrying the game.
>>275618303 Speaking of LOTR, I'm surprised of how good this game is. It's not out there in terms of quality but it's a decent hack and slash with high difficulty, not to mention it actually has working coop.
The hubs like Rivendell and the Prancing Pony are pretty comfy.
>>275618764 >the industry as a whole is dead I'd like to say the industry has split. There are the businesses, that produce "games" to appeal to the masses and to move volume. They fit your description exactly. But then there are also the enthusiasts. Smaller companies that do games because they love gaming. They did the shareware craze back in the early 90s. They're the indie stuff now. While there's a lot of trash in there, there are also gems. Especially because these people have access to better tools than ever before in the history of gaming. What I'm saying is, just don't treat the majors as part of the gaming market, because they aren't, and you'll see what's left is pretty fine
>start in a dark souls 1 esque land >fight shitty mobs to gather items >shitty items are your staple, for now >adventurers are coming through your shop from time to time, just a rickety shack without a roof for now at the start of the first level >as the adventurers buy more of your stuff, they progress further into the level, eventually beating the boss >with the boss beaten, you can travel to the next level >to set up a new, more prestigious shop with better items from the stronger enemies >eventually hire a new merchant to set up shop in a lower level area for new low level heroes to use, getting you even more shekels >buy out new rivaling merchants or just kill them in battle >hire protection from enemy monsters
now, the great thing about this game would be that you could fight like a hero yourself.
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.
If a post contains personal/copyrighted/illegal content you can contact me at email@example.com with that post and thread number and it will be removed as soon as possible.