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Development Info Bloodlines 2 Dev Diary #2: Bloodlines 2 Game Pillars

Infinitron

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Tags: Hardsuit Labs; Ka'ai Cluney; Paradox Interactive; Vampire: The Masquerade - Bloodlines 2

Having spent all of May introducing the clans and unveiled gameplay footage at E3 in June, there was little reason for Paradox and Hardsuit to publish Vampire: The Masquerade - Bloodlines 2 dev diaries during those months. Now that things are quiet again, it looks like they're back. The new dev diary entry, penned by project director Ka’ai Cluney, is a description of the game's four main design pillars. I'll skip the introduction and get straight to the point:

Be a Vampire: This sounds simple to the point of ridiculousness, but it goes deeper than feeding on humans and avoiding the sun. From the player’s perspective, there should always be a sense of supernatural power – even for a fledgling, or relatively weak vampire. Features and systems should always be evaluated against this; dialogue and interactions should always reflect this. The relationship between the player and citizens of Seattle should always be evaluated as a relationship between a hunter and prey, be it through feeding systems, combat, or dialogue. This also pertains to what might threaten a vampire. How do you scare a monster?

In a practical sense, “Be a Vampire” – among other things – guides our approach to how the player moves through the world, both in terms of player systems such as traversal, how we support those systems through level design, and how we communicate all of that to the player through other devices, such as Lighting or User Interface. A player that moves through the world unconventionally needs to learn how to read that world unconventionally, and a lot of effort is made to make sure the player really does start to think like, and be, a vampire.

Show the World of Darkness: The world of Bloodlines should always be informed by the nature of the World of Darkness – the hidden world that lurks under what most people consider the Real World. This should be reflected not only in the look and design of the environment, but in the personalities of its inhabitants, and in the nature and presentation of missions and events in the game. No one in the World of Darkness is interested in clearing a cellar of rats, or in collecting Werewolf pelts. There should be a constant and deepening sense of discovering more, of digging deeper.

A big part of this is visual, which I’ll leave to a later entry from Luke (Dodge, our Art Director,) because, trust me, I’m no artist. “Show the World of Darkness” goes much deeper than that, however, in a lot of ways that affect our approach to design. The foundation of the World of Darkness is Storytelling. A world that hits the mark visually needs to be filled with the characters, history, and small environmental touches that bring the World of Darkness to life, and those all need to reinforce the tone. Our Narrative Team, led by Brian, is constantly assessing and reevaluating everything from Character Design and Dialogue, to Quest Design, to the smallest details like shop signs, to make sure that we’re not just telling players about the World of Darkness – we’re filling it with as much Darkness as possible, and dropping them right in the middle of it to discover it themselves.

Reactivity and Player Choice: Players should always be faced with choices. Sometimes, they should be confronted with choices where there is no “right” thing to do, or times where they’re forced to choose between two equally unsavory options. As players make decisions, the world and gameplay experience must reflect these choices, be it through reactive dialogue, reactive story events, or even how players decide to build and grow their character. Players should never get the sense that they’re making a choice that will lessen the game experience, even if they made a “wrong” choice. Choice should always be acknowledged by the game, even if only in minor ways.

This applies directly to our decision-making process as well. For example, we decided early in development that every player build must have access to – though not necessarily equal ability in – powers that have applications for combat, dialogue, and traversal. This means that players who prefer combat characters can certainly build to their preference, but always have options as to how and when to deviate from that archetype. They may not be smooth talkers, but they can certainly try – and sometimes fail. There are often consequences for certain choices, and it’s not always obvious.

Be a True Descendent of Bloodlines: Bloodlines had its own voice – even within the overall World of Darkness. Players should immediately get the sense that they are re-entering that world, though in a different place and time. The tone of the narrative and dialogue, the balance between the familiar and the otherworldly, and the treatment of disturbing and mature subject matter (and the conscious decision to occasionally wink and nod at that subject matter,) are all crucial to maintaining that feel. Creative and aesthetic decisions should all be weighed against the question: “Is this Bloodlines?” We are exploring new territory outside of the original Bloodlines, but it must feel like an expansion of the original world.

Part of being a true descendent is – ideally – learning from the past, building on strengths and improving wherever possible. For us, it’s not enough to “do it like Bloodlines”. In some cases, we need to understand why it was done, and what was great about it, so that we can extrapolate that out to other systems and elements of the game. For example, alignment with various factions, loyalty, and betrayal played heavily into the ending of the original game. We wanted to go further, and make sure that those elements are pulled as far forward as possible, so that they figure more heavily into the early game. We then make a point of challenging those loyalties, and providing opportunities for betrayal as often as possible, which has even wider implications at the end.
A solid set of principles. I think the most informative item here is the fourth pillar, which makes explicit the fact that Hardsuit intend to create a more faction-centric experience than the original Bloodlines.
 

Alpan

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Grab the Codex by the pussy Pathfinder: Wrath
IMO the principal quality of Bloodlines is that it makes the player feel like a pawn. The factions are memorable only to the extent that they all feature characters with hidden agendas, and the endings are great because you are still a tool in the end.
 

Goral

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This Luke Cage Dodge doesn't have a long portfolio, hopefully he will outdo himself and create the best thing he's ever done:
https://www.mobygames.com/developer/sheet/view/developerId,621904/

Game Credits
Art/Graphics
Daylight (2014) (Art)
The Penguins of Madagascar: Dr. Blowhole Returns A... (2011) (Additional Art)

Other
BioShock 2: Remastered (2016) (Hardsuit Labs)
BioShock: Remastered (2016) (Hardsuit Labs)
Killing Floor 2 (2015) (Hardsuit Labs)
Shadow Complex: Remastered (2015) (Hardsuit Labs)

PR talk from HL said:
Part of being a true descendent is – ideally – learning from the past, building on strengths and improving wherever possible.
Yeah, and by improving they mean making it retarded like this:

untitledyhki2.png

2bpkiw.png
Plus having such talented writers like this troglodyte:

Oh God, not Cara Ellison... senior writer... fuck

Forever immortalized in the very first post of the Gamergate thread with her quality writing:

Apparently for RPS you're the world first problem if The Man makes a game with cleavage and ass, but for a woman is totally fine to write a full article aboud dongs (a fine piece of journalism). Even linking to non gaming tumblrs pits where people share their dicks.

mMlJvsY.jpg

Brought to you by Cara Ellison: http://www.rockpapershotgun.com/2014/03/14/s-exe-hot-mods-nsfw/

S.EXE: Hot Mods (NSFW)
By Cara Ellison on March 14th, 2014 at 9:00 pm.

Tweet this
sos1.png

This week I have been inspired in my work for this column by the magnificent website Critique My Dick Pic, which attempts to rate the erotic quality of dick pics with 100% no size shaming. I enjoy that website because for some reason dicks, especially erect dicks, are conspicuously absent from our media, including videogames, and I think a good dick pic can certainly be arousing to look at.

Probably most interesting about the site is that the curator, moscaddie, suggests that for maximum sexiness the person possessing said dick holds it or at least caresses it a little for the picture, which gives the dick a less… well, melancholy feel like it’s the loneliest snake in the world (she calls these ‘log’ pictures). Perhaps it gives the picture a sense of movement or purpose. Surely with the help of the best animators in the world, games would be the best place to give a dick a little something to do. Or at least get them to cast a cute shadow over exotic environmental art.

So anyway, in the interest of New Schlong Journalism me and a friend downloaded Schlongs of Skyrim, a mod for Skyrim which frankly just makes large fat growable schlongs available on male NPCs. We also made use of the mod ‘Bathing Beefcake Luxury Suite’, a mod inserting a Skyrim beefcake spa near Whiterun, to make it easier to view tadgers with ease.

Re: RPS policy on this I suddenly panicked about the amount of dongs that would be visible in the screenshots.

hello graham
i am having another problem with dongs
in that
i have downloaded Schlongs of Skyrim
and all the pictures are very graphic so

sos3.png


You can choose from three different types of schlong in the settings page (as if those types were the only types), ‘average’ (which I think in the illustration pic moscaddie would go for: it’s black and white and sorta arty-lookin’), ‘regular’ (in which the penis is shown erect – hurray) and ‘muscular’ (which made the erection in the picture have a more pronounced bulk near the base of the shaft). In the end I went with ‘regular’, although I don’t really know what that says about me. Perhaps I am just terrified by dongs that are either big or sad. I don’t know. Perhaps I am just an advocate for all those dicks who fear that they are regular, but with attention and care, they can become heroes.

A pop up loads: “Outfits and armour successfully schlongified’. Great.

I used my friend Alice’s Skyrim account to install schlong mods on it (ha!), so her character, a tall, thin, sinewy woman with a punk haircut enters the Luxury Suite near Whiterun. She steps into the spa pools of the hut, which resembles a Norwegian spa I once felt uncomfortable in. Beefcake men are sunning themselves on the patio with expressions like burly plumbers who have been asked a perplexing maths question. With her cloak on, Alice’s character looks a lot like a kind of shady schlong investigator, a sort of meat spear ombudsman, or perhaps someone who is on the Board of Dick Certification (yuuuup, that’s a dick, etc). Anyway, to blend in with the herd of dudes with their shirts off, our character gets entirely naked, as one would.

sos11.png


They do not seem interested in us. This is good. We are undercover.

To see Full Schlong, one must entice the beefcake carefully into or near the water. What then happens is their trousers pop off, then their underwear appears, and then half a second later a giant schlong will flibble out. The dicks are fully physics enabled! There’s proper flibble and everything! A flibble AND wibble! On a scale of flibble from 0 to Flibble Flopple I would say Flibble and Flopple and Flopple Flibs. They seem to also have quite a bit of pendulus weight to them, so this mod maker obviously spent a lot of time fine-tuning these curious dongs.

You can engage beefcakes in conversation, and tell them that you ‘have trouble controlling yourself when they are naked’, which immediately results with them whipping their clothes off and the flibble happening again.
sos7.png


We decided to make the journey to Riverwood’s most prestigious outlet of boner potions, a shop called ‘Morning Wood’, to buy an assortment of things to give the inhabitants of Luxury Suite. We ran all the way there entirely naked because in our excitement we forgot to put any clothes on. The shopkeeper, one Bjorn Longsword, commented that we should probably feel a bit chilly. We bought everything Bjorn had to offer; most concocktions claimed to have schlong size greatly increase after imbibement.

Running back through the doors of Luxury Suite with the day’s phallus tinctures, we were all set to get out on the sunny patio and begin commanding dicks resize like something out of porn Fantasia, when a blood dragon flew over to the patio and blasted us with fire.

sos6.png
RUINING our idyllic dickfield of docile floppy beefcakes, disrupting our dong assessments, and scattering the subjects’ dongles flibbling. Running towards it with a bow we shouted ‘GET AWAY FROM THE BEEFCAKES!’ quite angrily as the beefcakes panicked and scattered, and we shot the dragon to death. Happily, it gave us an item called Essence of the Dragon, which magically increases the size of someone’s bits.

sos9.png
We spent the next half hour enticing the beefcakes back into the house and plying them with potions that made their junk size suddenly increase like angry sea cucumbers, or pressing page up or page down to make the dongs erect or not erect, which I guess is one of the benefits of being in a world with potent magicks. One guy went into stealth mode with a massive erection and started following us around the house in a squat position that looked increasingly as painful as it did humorous.

We tried our ‘hand’ at a dick pic, but the lighting was too stark, the dick wasn’t erect, and frankly our character looked disinterested. I think it was overexposure to cocks that put her off.

sos4.png


All in all, Schlongs of Skyrim was less arousing than just putting on a remix of Jeff Goldblum’s laugh from Jurassic Park.

Well, most things are less arousing than that, to be fair.

Alice stated after reading this, ‘That’s good and terrifying and I’m sorry I had a part in it.’

Here is me and Alice playing Naked Dark Souls and debating whether the thrill of a naked patch is the promise of sexiness, or whether it is really just the transgression of taboos itself that is the point of a naked patch.

Watch live video from asponge on TwitchTV

Good day, S.EXE lovers. See you next fortnight.
you can be sure that this will be nothing like Bloodlines.
 

Robert Erick

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I have absolutely no faith in this game and I'm not going to bother with it at all. VTMB was fun. This is not going to be. Even if it doesn't turn out to be an embarrassing disaster, I know that it's made by people who don't want to make the game for me, so I'm not going to play it. That's the only thing I have to say about it.
 

Tacgnol

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The vampires in this game is going to go around asking peoples permission to suck blood. Lol what a fucking joke of a game.

Does sound dumb, but not sure how true that is in the game. They didn't seem to be asking consent in the combat trailer when they were draining people dry in the middle of combat.
 

Deleted Member 22431

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Ka’ai Cluney said:
This applies directly to our decision-making process as well. For example, we decided early in development that every player build must have access to – though not necessarily equal ability in – powers that have applications for combat, dialogue, and traversal. This means that players who prefer combat characters can certainly build to their preference, but always have options as to how and when to deviate from that archetype. They may not be smooth talkers, but they can certainly try – and sometimes fail.
Read: skills and stat are meaningless.
 

Foamhead

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This Luke Cage Dodge doesn't have a long portfolio, hopefully he will outdo himself and create the best thing he's ever done:
https://www.mobygames.com/developer/sheet/view/developerId,621904/




Yeah, and by improving they mean making it retarded like this:


Plus having such talented writers like this troglodyte:


you can be sure that this will be nothing like Bloodlines.

I don't know if you got the memo, but posting anything from gamergate is essentially saying "I am a virgin who posts rape threats against smart women because they might take my digital titties away.".
 

Deleted Member 22431

Guest
a combat character fails at social scenarios = skills and stats are meaningless
No, you goddamn cuck. It means that a combat character will succeed on social checks most of the time even without the proper stats and skills. Otherwise, they would have said that they would fail every single time, instead of sometimes.
 

Delterius

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a combat character fails at social scenarios = skills and stats are meaningless
No, you goddamn cuck. It means that a combat character will succeed on social checks most of the time even without the proper stats and skills. Otherwise, they would have said that they would fail every single time, instead of sometimes.
Do you even VTMB you spastic retard? Hell, did you even play BL1? A baseline Vampire of certain clans gains blood powers and social stats which let them cruise through most social situations. In BL1 a Toreador built towards combat still gets 3 points of social and 2 of mental right out of the gate. If the player is any smart he'll dump them all on persuasion/scholarship and get through over half of the game's dialogue checks. In PnP people with Domination and Presence can play others like a fiddle, provided they aren't facing other, more powerful, vampires.
 

Western

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This Luke Cage Dodge doesn't have a long portfolio, hopefully he will outdo himself and create the best thing he's ever done:
https://www.mobygames.com/developer/sheet/view/developerId,621904/




Yeah, and by improving they mean making it retarded like this:


Plus having such talented writers like this troglodyte:


you can be sure that this will be nothing like Bloodlines.

I don't know if you got the memo, but posting anything from gamergate is essentially saying "I am a virgin who posts rape threats against smart women because they might take my digital titties away.".

Don't be an idiot, that's what people think of you if you're a gamer.
 

Infinitron

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Ka'ai Cluney posted in that thread: https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-2-pillars.1221635/#post-25693150

Maybe its just mine english ... but i sence a tiny disturbance in here.
Betwenn first "be a Vampire" and second "be World of Darkness".

On the one side you say "dialogue and interactions should always reflect this." ... on the other side you say "the hidden world that lurks under what most people consider the Real World"
So ... everything should scream at me that i am a Vampire, but also no one else should notice.
Im certainly looking forward to experience this ballance. :p

And dont get me wrong, i dont say it is bad to feel like a Vampire ...
It just can be little bit contraproductive, if you wish to play as human-ish (Toreador for example) as possible. :)

It's all about perspective, isn't it?

Let's say you have a secret -- in this case, that secret is that you're a vampire. You need to make an effort to keep that secret in a world and a society that is unaware. Every effort to do so only reminds you that you are a vampire. That's the "Be a Vampire" part.

Now imagine that ten percent of the people you come across have a very similar secret (vampires, werewolves, some random human who has their mom buried in their basement, someone who likes ketchup on hot dogs.). You don't know who they are, but you know they're there. That's the "World of Darkness" part.
 

Serious_Business

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The consent thing is just an ethics that is available among others in V5 - you can still be feeding in alleys or by ripping open that maggot-filled cunt with your throbbing alpha ubermensch redpill-dick. It doesn't really matter. Of course you will get your panties in a twist about V5, it has a distinctly "progressive" direction ; it's not something that is very interesting to discuss in itself, but I'm sure you need to get emotional about it. Tedious, as always. What's more annoying I find about Vampire is the humanity system - it doesn't convey horror so well, but it tries, by forcing you into caring. No one cares, though. But if no one cares, where's the horror? I don't know - is there horror anywhere at all?
 

MurkyShadow

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I saw 'Pillars' in the thread title and immediately started getting an eye twitch...

Is this a subtle hint of things to come?

Pillars of Darkness

Your World of Darkness with prestigious Pillars of Eternity mechanics.
Prepare for the most balanced Bloodlines experience to this date,
in this isometric RTwP* extravaganza.

*Turn-Based might get tacked on at a later point
 

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