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Development Info Bloodlines 2 Dev Diary #2: Pillars

Discussion in 'RPG News & Content' started by Infinitron, Jul 27, 2019.

  1. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    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.
     
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  2. Alpan Learned Patron

    Alpan
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    Grab the Codex by the pussy
    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.
     
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  3. Goral Arcane Patron The Real Fanboy

    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/

    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.
     
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  4. Ibn Sina Learned

    Ibn Sina
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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.
     
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  5. Robert Erick Literate

    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.
     
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  6. Tacgnol Shitlord Patron

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    Codex 2016 - The Age of Grimoire Grab the Codex by the pussy Shadorwun: Hong Kong Divinity: Original Sin 2
    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.
     
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  7. Delterius Prestigious Gentleman Arcane

    Delterius
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    I love Bloodlines.
     
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  8. Politician Lurker King

    Politician
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    Read: skills and stat are meaningless.
     
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  9. Delterius Prestigious Gentleman Arcane

    Delterius
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    a combat character fails at social scenarios

    =

    skills and stats are meaningless

    :hearnoevil:
     
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  10. Foamhead Educated

    Foamhead
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    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.".
     
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  11. Politician Lurker King

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    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.
     
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  12. Delterius Prestigious Gentleman Arcane

    Delterius
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    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.
     
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  13. lukaszek the determinator

    lukaszek
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    im playing vampire to excel at everything and sparkle. Go with your char building elsewhere
     
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  14. Western Arcane Patron

    Western
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    Codex 2012 Codex 2014 Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
    Don't be an idiot, that's what people think of you if you're a gamer.
     
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  15. Chaotic_Heretic Dumbfuck! Dumbfuck

    Chaotic_Heretic
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    Damned Creature of the night being tormented by eternal hunger needs to feed.

    But he is gonna ask your permission nicely before he feeds.

    Lol, what a fucking joke.
     
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  16. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Ka'ai Cluney posted in that thread: https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-2-pillars.1221635/#post-25693150

     
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  17. rusty_shackleford Arcane

    rusty_shackleford
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    Who doesn't like ketchup on hotdogs?
    Wtf
     
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  18. Roguey Arcane Sawyerite Sawyerist Sawyer's Bride No Fun Allowed

    Roguey
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    There's a subset of people who are bizarrely elitist about cheap processed meat and insist that only mustard should be used as a condiment.
     
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  19. Serious_Business Best Poster on the Codex

    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?
     
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  20. Morality Games Arcane Patron

    Morality Games
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    PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
    Mayonnaise is an acceptable alternative on a Chicago-style hot dog, but mustard is ideal, yes.
     
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  21. lukaszek the determinator

    lukaszek
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  22. Agame Liturgist Patron

    Agame
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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?
     
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  23. MurkyShadow Glittering gem of hatred Patron

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    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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  24. JarlFrank I like Thief THIS much

    JarlFrank
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    of Eternity
     
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  25. vortex Fabulous Optimist

    vortex
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    Pillars of Fampyres
     
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