Where do people on here discuss blobbers, I can't find a general anywhere. Is it really a dead genre?
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Where do people on here discuss blobbers, I can't find a general anywhere. Is it really a dead genre?
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Its technically dead yeah, but you'll find some dungeon crawler/blobber threads on /vr/ though. I think Lands of Lore is probably my favorite of all-time.
I say "technically" dead because the torchbearers of the genre are a handful of indie devs. Off the top of my head, Legends of Amberland II is a blobber in the retro style of the old might & magic games and it released a couple weeks ago. Pretty fun with a lot of soul and its on sale. I'm also really looking forward to Hibernaculum (pic rel) which should be out in the next year or so.
Im downloading lol - throne of chaos, I better have fun with it or I'll come back for you
Throne of chaos was absolutely shit, thanks for the SHIT rec gaylord
>I'm also really looking forward to Hibernaculum (pic rel) which should be out in the next year or so.
Are you the moronic artist who swindled all his partners and this is your shill thread?
Does combat need to take place within the same screen as traversal and everything else to be considered a blobber?
Yes. Tactical combat makes it not a blobber.
So Amberstar and Ambermoon are not blobbers?
nope
Blobbers are party-based RPGs set in the first person perspective with tile-based movement. Because all party members occupy a single tile space, from the enemy's perspective it would look like one big blob of characters crammed on top of one another.
>Because all party members occupy a single tile space,
So Wizardry games with party formation reordering are not blobbers.
>LGBBQWTF+RPG
How about no.
Obligatory https://store.steampowered.com/app/853450/Nevergrind_Online/
Just played it today with frens, was good
>blobbers
I'm still never going to accept that term
that's because you're fat, Ed
>/vrpg/ is a place to discuss all types of role-playing video games, including single-player, multi-player, and massively multi-player, turn-based and real-time action, western-style and JRPG.
>Does this mean RPGs are banned on other video game boards? No! /vrpg/ is just a separate board specifically focused on RPGs where discussions about your favorite games can thrive.
>Please familiarize yourself with the rules and remember to use the spoiler function where appropriate!
>Please note that, like Ganker, "Generals"—long-term, one-after-the-other, recurring threads about a specific game are not permitted on /vrpg/. Such threads belong on >>>/vg/.
I meant in general. I looked on /vg/ and they have a crpg thread but don't discuss dungeon crawlers there.
Thanks anon. I didn't realize this until after making the thread because I was looking for the wrong term
Yeah sadly I don't see much people playing them or talking about them. I will check out /vr/ as well, thanks.
Imagine having to pretend to be a jannie
They are called "DRPG"s and there is already a thread dedicated to them:
only the japanese call them that, dungeon crawlers is the old term.
Only the Japanese make them now, it is only fair they get to decide what the genre is called.
it's decided by the player(s).
>only the japanese call them that, dungeon crawlers is the old term.
I pretty much exclusively play japanese dungeon crawlers and I still call them dungeon crawlers.
The blobber and DRPG argument shit is stupid imo.
blobber is a better descriptor, really. it describes what's happening in a game. many rpgs have dungeons. i think the use of blobber makes weebs mad though.
nta but agreed. there are plenty of games especially now that I'd consider dungeon crawlers but not blobbers. to me, if a game is recommended to me as a blobber I'd expect it to have most if not all of
>party travels as one big blob from a first person perspective, regardless of ability to switch marching order (most important)
>no controlled splitting up, no separate tile based tactical grid or otherwise for fighting
>lots and lots of dungeons or dungeon equivalents
>puzzles, key/special item hunts, and trick tiles (teleporters, spinners, dark zones, secret walls, etc.) make up a significant part of the gameplay
>brutal to the point of being almost unfair turn based combat circumnavigated by experimentation with items, spells, or attacks that trivialize a given monster type, enemy, or boss encounter
If it doesn't have the first, and doesn't have most of the rest I'd probably not consider it a blobber
yeah drpg is a really awkward moniker
>it describes what's happening in a game
No it doesn't and your asinine explanation makes no sense. Why does it have to be tile based? Is M&M not a "blobber"? Why? Why do they have to have a party? Does the same exact game move to a different genre if it has one character with multiple classes? Why?
>heh me being moronic makes people upset
We're not upset, we're calling you moronic because you are moronic
what? when did i say it has to be tile-based? being called moronic by a moron who can't read or form coherent arguments isn't very insulting. first, calm down.
>Why does it have to be tile based?
I don't think that anon or my explanation said anything about tiles being a hard requirement. Though it goes without saying that the vast majority of blobbers are tile based and therefore that's the standard, I wouldn't go out of the way to say that a blobber without tiles isn't a blobber, just like I wouldn't call an FPS with platforming elements a platformer.
>Why? Why do they have to have a party?
What do you think the "blob" in blobber refers to?
>Does the same exact game move to a different genre if it has one character with multiple classes? Why?
I'd say so, though perhaps not a "different" genre but an adjacent one. I'd still call blobbers and dungeon crawlers related to each other. Early blobbers strived to emulate sprawling labyrinthine megadungeon exploration where a big party covered different roles and allowed characters to shore up each other's weaknesses and play off each other's strengths. If you took a blobber and replaced the party and character creation elements with a single character with multiple classes it wouldn't be the same game anymore. You'd lose the feel of the classic party based dungeon crawl and lose gameplay elements like having specific characters in the party you use to overcome threats they're purposefully built for. An example would be, in a blobber you'd probably have a thief to find and remove traps / pick locks, another guy that does heals and buffs, another guy that casts damaging spells, another guy that casts utility spells for making your way around the dungeon, a front line fighter or two that soak up damage and aggression. If any of them die you might find yourselves locked out of progress or stuck with a much harder game until you find a way to raise or replace them. That feeling is lost in a one man crawler game where you can build a hero that does everything, there's no group dynamic.
ok moron
i accept your concession, sub-moron.
You are a fricking moron.
I made a thread for this, are we going to include every pseudonym in the OP for you to learn?
we can have more than one thread about a subject, anon. calm your breasts.
DRPG thread. idk if one's up right now, but it's around often enough.
Is Islands of the Caliph worth the sale price?
Shin Megami Tensei 1. Realtively simple gameplay, labyrinths that are not too complex and come with the automap and an epic narrative to motivate you to keep going.
grimoire is on my to-play list but every now and then I replay Wizards and Warriors (Bradley), Wiz8, and some MM.
>grimoire is on my to-play list
It's good, I'm about 20 hours in with the game telling me I've explored about 13% of all the maps and I'm enjoying it so far. Worthy successor to the wizardry games imo. My only real gripe is that I got into it too late, the majority of fan discussion around the game was in 2017-2018 so now I have no one to talk to about it, which blows for a game this massive. With a family I just don't have the amount of time anymore that I used to to sink hundreds of hours into a massive game experimenting with every little item, feature, and puzzle and talking to people to see things they've tried or hadn't feels like a big must for me.
Get some friends
>making friend with people who play blobbers
don't do this.
I don't know anyone irl who likes the genre even among the absolute nerdiest, most grognard-type people I've met.
>wanna dabble in multiclassing and find out your entire party is absolute shit
Yeah, I sort of hit this problem now, half of my party isn't illegible to multiclass and their XP requirements and levels are high enough that fixing their stats through level up to do so will probably be impossible. The other half I've multiclassed 2x now and am preparing to go into their 3rd. The dev and people online claim the game is fully beatable without it.
>I need to read on stats and multiclassing first
It's actually fairly straightforward, but I wish I read more guides first and not just the game manual. From playing and reading, to give you a quick summary,
>stats don't seem to matter much at all compared to skills, except for speed (multi-attacks) and reaching the stat requirements to pick another class
>skills point carry over, and you can still use most of them, with the exception of a few (casting skill used for spell calculation is dependent on your class)
If you want to make really strong fighters, MULTICLASS INTO BERSERKER LAST, do not start as berserker, honestly my biggest mistake since I started with 2x of them. Berserk is really good at 100, you do 2-4x the damage per swing, and if you don't change your attack type for those characters they can berserk indefinitely. It's literally just a better warrior class. But as soon as you switch classes you're locked out of that ability permanently. Doing something like warrior -> ranger -> berserker or metalsmith -> warrior -> ranger -> berserker is much better. Pump up lethal blow skill over multiple class changes and your fighters will one-shot anything with fairly high odds.
Oh, and forgot to mention, cause it's not immediately obvious. Your XP requirements for the next class don't kick in until level 2 after your class change. When you switch to a new class, you immediately become level 1 in it, but whatever XP you had left to go until your old class change stays the same. So for example if you
>hit level 8
>need 60k xp to get to 9
>get halfway there by getting 30k xp
>decide to multi class, you are now level 1 in new class
>you need 30k xp to hit level 2 in your new class
>from there hitting level 3 will be just roughly 1000 XP again like on a fresh character hitting level 2
I wanna play it but the problem is I need to read on stats and multiclassing first and I don't wanna
>inb4 you don't have to
Yeha, until you played for 10 hours, got familiar with the mechanics, wanna dabble in multiclassing and find out your entire party is absolute shit
>"it's not a blobber if-"
shit genre. immediately disqualified from relevancy.
>"it's not a 3rd person shooter if there's no 3rd person camer-"
>"it's not a platformer if there's no platformi-"
>"it's not an mmorpg if there's no other playe-"
>"it's not an FPS if there's no first perso-"
>"it's not a strategy game if there's no strategi-"
>"it's not an RPG if there's no roleplayi-"
shit genres. immediately disqualified from relevancy
"""3rd person shooter"""
"""platformer"'"
"""FPS"""
"""strategy game"""
"""RPG"""
>literally none of these are used as useful descriptors anymore
lol
figures a blobber player would be out of touch
thanks for proving the point about relevancy
tell me the truth anon. why does "blobber" make you seethe so much? I promise I won't laugh or make fun of you.
lack of creativity
creativity
What is "Things homosexuals say who insist their favorite twinstick shooter is like Rogue'"
>genre
subgenre
there's only two good blobbers I have played. Grimrock and Grimoire.
Not really related but the hell is that top portrait
the dev is an ancient relic from before furries existed and animal people were just something cool
Try playing a good DRPG like Grimrock some time.
Is Anvil of Dawn - technically - a blobber?
>First person
>Tile-based movement
>Traversal and fighting in the same screen
>Combat waltz-based fighting system
>Blobber-style puzzles (pressure plates!) and itemization
Only point against it is solo character, but in all other respects it feels extremely similar to EotB/LoL. Besides, in Lands of Lore there are (admittedly small) stretches of the game where you are solo.
no blob = not a blobber
dungeon master clones aren't really blobbers even if they have a party in my eyes. no turn-based=shit
Seems like an overly strict requirement.
That covers, what? The Bard's Tale trilogy, the Realms of Arkania trilogy, the Wizardries, Might & Magic up to (including) V and... Crystals of Arborea?
RoA has tactical combat. not a blobber. there's a lot of others if you look at amiga games, like fate: gates of dawn. the point for isn't to be inclusive, but descriptive.
There are literally more turn based wizardry games than real time. Why does everyone call wizardry a real time franchise
I was referring to the Wizardries as turn-based, though. Same with Crystals of Arborea, even though the Ishar series (a continuation of sorts) switched to real-time.
Sorry, I misinterpreted your post then, or maybe the post of the anon you were replying to.
It also covers later MM games since they have a turn-based mode. And even if that doesn't count, you still forgot about Swords
waltz-based fighting system
What does this mean
it's called step-dancing or square-dancing. you weave in and out of range of a monster while attacking. it's a tactic that can used in all dungeon master clones, though not necessary.
Instead of fighting things you square dance and run away while waiting for cooldowns.
>need to read a guide for the game to be beatable
for what purpose
Are you talking about grimoire? Or blobbers in general? I'm about 30 or so hours in and while I admit to having to break out a guide at a few parts, I don't think that's the game's fault, I'm not the best at working out puzzles and tend to forget crucial details, I should probably be using a notebook. All the puzzles I've seen so far can be worked out with the details ingame, most of them are fairly straightforward, the ones I didn't have to use the guide to solve were very satisfying to piece together. The ones I did have to use a guide for always hit me with a
>oh frick, I'm stupid, how did I not see that or just think about it for a few more minutes
feeling.
I suppose that's the purpose and satisfaction people get from games like that. You get a surge of dopamine when you were stuck and suddenly something clicks and you realize how things fit together and what you have to do next.
blobbers in general
stuff like what classes to pick/multiclassing
not necessary at all. i played wizardry 7 as a 13 year old with no outside help, though i was familiar with d&d.
I don't think that's a hard requirement for most of them is it? Is there any blobber that's actually incompletable without multiclassing?
Starting classes are mostly common sense. You got your fighting guys soaking up damage in the front, and your spell guys and support guys backing them up in the rear. Not very hard to figure out if a party will be worthless or not especially if you read the game manual.
Multiclassing is almost always just a way to make an extremely OP party and it's usually gated by good RNG anyways.
>Is there any blobber that's actually incompletable without multiclassing?
Depends on if you count post game as part of completing the game.
My curiosity is peaked, what game are you talking about?
I personally would define "completely playable" as being able to finish whatever the equivalent of the main quest or dungeon is. I think it's reasonable for devs to leave an expectation that 100% of a game isn't possible without some indepth knowledge of game mechanics and possibly more than one playthrough.
Wizardry Variants Daphne will save blobbers once it comes out someday.
This looks like it'll be quite decent judging from the few gameplay clips they've released but why oh why did they have to go towards an anime aesthetic for the characters? Do japs not buy games unless there's cute anime girls in them? The plot is almost guaranteed to revolve around a waifu at this point.
What if I made a blobber but traversal wasn't first person
Would it still be a blobber
Debatably, that would probably fall very loosely under blobber. Are there any games that do this already?
Uh... Labyrinth of Touhou?
That feels like it's pushing the limits for me imo but I guess it technically is a threadbare blobber. Haven't played the game so I can't say but it seems like the only thing it shares in common is the whole party being in one tile and possibly the combat.
About the only thing it doesn't share in common with a blobber is the third person dungeon exploration.
How the frick do you deal with dragonflies in this game (grimoire)? They spawn in groups of 3-6, always go first, and throw out like 2-3 instant kill attacks per dragonfly into the group. Is there some spell that's supposed to circumvent this?
Your options are either getting infinite AC/evasion so your character don't get hit, or having speedy fighters of your own, or setting random encounters to "Never" in areas where they're in the monster pool.
It turns out there's also a bug repellant item you can spray onto your front ranks that lasts for a decent while and completely prevents their 1 hit ko attack. I probably should have come back into the thread and updated that post after I found it. Though it doesn't help unless you sprayed it on your group before entering such an area or have enough speed on characters to apply it once the fight starts but before they start stinging. So you will still reload at least once.
What's the more noob friendly blobbler of the old western ones? I've only every played Grimrock and a couple of Japanese ones.
I have these ones that I've picked up over the years from seeing people recommend them:
-Anvil of Dawn
-World of Xeen
-Lands of Lore
-Wizardry 8
-Bard's Tale
-Betrayal at Krondor
-The Legacy: Real of Terror
Wizardry 1-3 are a great introduction to the genre, imo. Llylgamyn Saga is a faithful port of the original Wizardry 1-3 on to the PSX, was a Japan only release despite the original being a western game, but all the text can be set to english, there's an option to toggle between original/new graphics, some minor QoL changes, and an automapper (I'd recommend the first playthrough without it since the puzzles in the first 3 games are mostly of the mapping variety, buy some graphing paper and get old school with it) You can export/import characters between the 3 games from the main menu iirc.
Can't tell if you're trolling me. Aren't the first few wizardry games moronicly hard, or is that 4?
First 3 I really wouldn't say so. Sure the game is hard, in that you can't save scum, party members can perma-die, some enemies are tough etc. But each game centers around a single massive dungeon, when you're in town you can essentially roll up and hire an infinite amount of new party members to replace old ones, and you can go down into the dungeon and retrieve dead party member's bodies and bring them back to try to resurrect them. And the dungeon doesn't change so even if your party gets wiped and you have to restart, you still have your map and shortcut knowledge. It's a megadungeon crawl with semi-disposable characters.
If you want old school western blobbers no point in skipping their granddaddy.
Lands of Lore is very basic, should be easy for a newb.
Cool, I'll start with that one then. It was actually the one I was the most interested in.
Betrayal at Krondor isn't a blobber, since combat is grid-based. You even have occasional trap puzzles you have to solve in order to progress. Other than that it's a nice game, though you'll need to either perform a specific fix to a bugged quest, or just give yourself the reward item.