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Author Topic: Being Husked Ends the Game *Spoilers*  (Read 6966 times)

GreatWyrmGold

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Re: Being Husked Ends the Game *Spoilers*
« Reply #15 on: December 30, 2012, 11:33:44 am »

It's slightly more complicated than that, but you need to mod the game to play an unintelligent creature.

Why should the game end if you lose intelligence? Without intelligence, you can't talk, can't do quests, can't really do anything. You can't live, only survive.
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10ebbor10

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Re: Being Husked Ends the Game *Spoilers*
« Reply #16 on: December 30, 2012, 11:56:45 am »

The farthest I would go would be a choice. So the game announces that technically your old self has been erased, but you can still continue. After all, the logic of this relies on what you are.
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TheZoomZoll

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Re: Being Husked Ends the Game *Spoilers*
« Reply #17 on: December 30, 2012, 12:51:02 pm »

The farthest I would go would be a choice. So the game announces that technically your old self has been erased, but you can still continue. After all, the logic of this relies on what you are.
That sounds good but unnecessary.

Scoops Novel

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Re: Being Husked Ends the Game *Spoilers*
« Reply #18 on: December 30, 2012, 12:59:46 pm »

The game should change, not end. After all, a being of such power is rarely made by chance...
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GreatWyrmGold

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Re: Being Husked Ends the Game *Spoilers*
« Reply #19 on: December 30, 2012, 01:34:02 pm »

The farthest I would go would be a choice. So the game announces that technically your old self has been erased, but you can still continue. After all, the logic of this relies on what you are.
That sounds good but unnecessary.
Why unnecessary?

The game should change, not end. After all, a being of such power is rarely made by chance...
Certainly change. It already does; you start killing everything instead of going around and killing stuff. There's not a big difference, but once social stuff comes into play your husk is going to be handicapped.
Unless s/he rides around the countryside in a minecart and hits people with another minecart. That's always fun.
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Neonivek

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Re: Being Husked Ends the Game *Spoilers*
« Reply #20 on: December 30, 2012, 02:57:55 pm »

My issue isn't that you cannot mod the game to play a unintelligent or mindless creature that is modding and that is what you do.

This is more thematic. Should you retain control thematically? I mean you died, you lost, you no longer have your character. If you retain control then perhaps then ordinary creatures who get husked or undeaded should retain control and not turn into single minded killing machines.
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10ebbor10

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Re: Being Husked Ends the Game *Spoilers*
« Reply #21 on: December 30, 2012, 04:15:31 pm »

It depends. Are you the character, or are you something/someone(Armok?) controlling the character. And if you're the character, how does a husk work. Maybe you're still in there, only with a heavily increased agression drive.
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Trif

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Re: Being Husked Ends the Game *Spoilers*
« Reply #22 on: December 30, 2012, 04:19:42 pm »

If only there was a way to figure out how husks are supposed to work.
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Neonivek

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Re: Being Husked Ends the Game *Spoilers*
« Reply #23 on: December 30, 2012, 04:31:01 pm »

It depends. Are you the character, or are you something/someone(Armok?) controlling the character. And if you're the character, how does a husk work. Maybe you're still in there, only with a heavily increased agression drive.

You are the character.

In Fortress mode you represent the mechanisations of the fortress itself.
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Nathail

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Re: Being Husked Ends the Game *Spoilers*
« Reply #24 on: December 30, 2012, 05:01:25 pm »

It depends. Are you the character, or are you something/someone(Armok?) controlling the character. And if you're the character, how does a husk work. Maybe you're still in there, only with a heavily increased agression drive.

You are the character.

In Fortress mode you represent the mechanisations of the fortress itself.

Up until Toady actually confirms that, who or what you are is left entirely up to the player. Perhaps in fortress mode you are little notes jotted down by dwarves on to-do lists, or perhaps you are a great consciousness that, for whatever reason, takes partial control of the minds of dwarves and tells them what to do. In adventure mode, you could be the character, or you could be the Avatar of Armok sent down to maintain order or make a lot of sharpened rocks or whatever.
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Neonivek

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Re: Being Husked Ends the Game *Spoilers*
« Reply #25 on: December 30, 2012, 05:03:49 pm »

It depends. Are you the character, or are you something/someone(Armok?) controlling the character. And if you're the character, how does a husk work. Maybe you're still in there, only with a heavily increased agression drive.

You are the character.

In Fortress mode you represent the mechanisations of the fortress itself.

Up until Toady actually confirms that, who or what you are is left entirely up to the player. Perhaps in fortress mode you are little notes jotted down by dwarves on to-do lists, or perhaps you are a great consciousness that, for whatever reason, takes partial control of the minds of dwarves and tells them what to do. In adventure mode, you could be the character, or you could be the Avatar of Armok sent down to maintain order or make a lot of sharpened rocks or whatever.

It is the opposite. The most logical explanation (you being the player, you being the fortress) is defaulted until Toady says otherwise. Canonically.

Anything else is just fan speculation.
« Last Edit: December 30, 2012, 05:07:25 pm by Neonivek »
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612DwarfAvenue

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Re: Being Husked Ends the Game *Spoilers*
« Reply #26 on: December 30, 2012, 08:06:57 pm »

Keep in mind that, if i recall correctly, Adventurers are "possessed by forces unknown" when they start out, implying you, Armok, are possessing them partially or completely. Ergo, even if being Husked were to remove sapience, which it doesn't, you are still in control of its mind and can order it to do just about anything.

You are not the Adventurer, you only control it.
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Carp McDwarfEater

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Re: Being Husked Ends the Game *Spoilers*
« Reply #27 on: December 30, 2012, 09:30:28 pm »

It depends. Are you the character, or are you something/someone(Armok?) controlling the character. And if you're the character, how does a husk work. Maybe you're still in there, only with a heavily increased agression drive.

You are the character.

In Fortress mode you represent the mechanisations of the fortress itself.

Up until Toady actually confirms that, who or what you are is left entirely up to the player. Perhaps in fortress mode you are little notes jotted down by dwarves on to-do lists, or perhaps you are a great consciousness that, for whatever reason, takes partial control of the minds of dwarves and tells them what to do. In adventure mode, you could be the character, or you could be the Avatar of Armok sent down to maintain order or make a lot of sharpened rocks or whatever.

It is the opposite. The most logical explanation (you being the player, you being the fortress) is defaulted until Toady says otherwise. Canonically.

Anything else is just fan speculation.

"The most logical explanation" is a matter of opinion. Neither the game nor Toady have stated what the player is, so by all definitions nothing is canon. However, based on the title being Slaves to Armok, it can be reasonably inferred that you play as a god commanding your people in fortress mode, and as an avatar or thing you've possessed in adventure mode, as the combat log says 'you stab' instead of '*character name* stabs'.
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Putnam

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Re: Being Husked Ends the Game *Spoilers*
« Reply #28 on: December 30, 2012, 10:05:35 pm »

It depends. Are you the character, or are you something/someone(Armok?) controlling the character. And if you're the character, how does a husk work. Maybe you're still in there, only with a heavily increased agression drive.

You are the character.

In Fortress mode you represent the mechanisations of the fortress itself.

Up until Toady actually confirms that, who or what you are is left entirely up to the player. Perhaps in fortress mode you are little notes jotted down by dwarves on to-do lists, or perhaps you are a great consciousness that, for whatever reason, takes partial control of the minds of dwarves and tells them what to do. In adventure mode, you could be the character, or you could be the Avatar of Armok sent down to maintain order or make a lot of sharpened rocks or whatever.

It is the opposite. The most logical explanation (you being the player, you being the fortress) is defaulted until Toady says otherwise. Canonically.

Anything else is just fan speculation.

Try playing as a peasant in-game and take a look at your description in legends mode.

GreatWyrmGold

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Re: Being Husked Ends the Game *Spoilers*
« Reply #29 on: December 30, 2012, 11:16:50 pm »

I think the term canon has been misused.

Checking my dictionary, it says, "A member of the chapter of a cathedral or collegiate church"...oh, wait, that's the second...The first is about laws, but the third bit seems most relevant, "The list of an author's works which are accepted as genuine; the Shakesperian canon."
Looks like we gotta go to TV Tropes. [www.tvtropes.org/pmwiki/pmwiki.php/Main/SarcasmMode]Not that I ever go there or have memorized the URL or anything.[/url]

The page for TV Tropes on canon defines it as "[t]hat which counts, in terms of continuity." It goes on to be more specific for specific definitions in literature and television, but not video games.
I think that canon for DF can be classified into three categories, in order of decreasing importance: 1. Word of Toady. 2. What happens in-game. 3. How things are clearly stated to be in the raws*. In none of those locations has it been clearly stated what, exactly, the player is. Therefore, any speculation is non-canon. The only possible exception is if the note in Legends Mode that the adventurer was possessed by strange forces or whatnot counts as Type 2 canon for the theory that the player is Armok or somesuch.

Anyways...yeah.

*Allowing things like "The melting point of adamantine is 25,000 degrees Urist" to be canon.
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