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Interview Dungeon Siege III Interview

Berekän

A life wasted
Patron
Joined
Sep 2, 2009
Messages
3,101
Darth Roxor said:
We have a goofy term for it on the team, we call it "Pow!" It's basically the idea that when loot comes out of a monster it shouldn't just appear on the ground; it should explode out of them with, like, sparkles and a million particle effects. Just the idea that whenever you do something in the game, it should be awesome. With the loot, we didn't want it to feel like, "Okay, I'm opening up a window and clicking buttons to get my loot."

... :retarded:

viva-pinata-718084.jpg
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
Carceri said:
when loot comes out of a monster it shouldn't just appear on the ground; it should explode out of them

:lol: :lol: :lol:

I wonder what qualifications one must posses to be able to get hired at Obshitdian.

Being a janitor should be sufficient, provided you GOT THEM BALLZ!

MCA said:
Project Directors are selected based on their ability to hold or create the vision for a project, motivate and inspire the team, and their ability to focus the game to the vision and the game pillars. Any individual on a team who has demonstrated these qualities at a senior level as they've risen through the ranks in their discipline (usually to lead status) is considered a candidate for Project Director. Rich Taylor, for example, consistently demonstrated strengths as a lead programmer, and also demonstrated good judgment and decisions on how to go about making the game he was leading (Mask of the Betrayer, Storm of Zehir, and now Dungeon Siege).

Lead Designers are selected for much the same reason - they're usually senior designers who've shown the same strengths in upholding the game vision, ability to motivate and lead a team, and can manage effectively. Like other lead roles, Lead Designers are not necessarily chosen for their design ability, and they may not be the best designer in their discipline, they simply need to understand the design pipelines, understand the toolset and its breakdowns, and how to manage a team - this is because leads spend more time managing the designers in their discipline than doing actual core design work. If they excel in design, as Josh does, then that's a bonus.

http://forums.obsidian.net/index.php?au ... wentry=138
 

Silellak

Cipher
Joined
Aug 19, 2008
Messages
3,198
Location
Tucson, AZ
You know, if they'd just implemented it that way, without the ridiculous explanation as to why they implemented it that way...I doubt anyone would've really cared. It's fucking Dungeon Siege - who the fuck takes that crap seriously in the first place?

But their explanation made me die a little inside. NO THIS STUPID EFFECT WE CAME UP WITH IS TOTALLY A CORE PART OF OUR DESIGN PHILOSOPHY THAT EVERYTHING SHOULD BE AWESOME.

Fucking idiots.
 

KalosKagathos

Learned
Joined
Jan 4, 2010
Messages
1,988
Location
Russia
Big Nick Digger said:
This is the Obsidian B-team anyway. The real guys are on New Vegas.
You don't talk shit about George Ziets, bro, if you like your teeth where they are.
 

MaskedMartyr

Liturgist
Joined
Jan 21, 2008
Messages
472
Since this is Dungeon Siege 3 I see nothing wrong with this. The problem is Obsidian is doing a Dungeon Siege 3 game, honestly though this looks "solid" so this might be their big break.

But yeah Dungeon Siege still sucks a big fat dick.
 

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